Wednesday, January 31, 2007

Writing RPG adventures for others

There's a big step between sketching out a role playing adventure to be played by your regular group and writing an adventure for publication and use by others. And that's a step that I'm now looking to take.


However, as they say, before you can walk you have to learn to crawl.

Back in November I put out a request to the people in the Palladium Books: After the Bomb forum to challenge me to write two adventures for the AtB game setting. With in a week, two people had given me my challenges, and since then I've been working on making them a reality.

It took me the better part of a month to come up with adventure drafts that I liked and were approved by the people who requested them, and now I'm working on the main NPCs that will appear in the adventures.

Normally, this is where I'd finish my work for personal use, but when it comes to producing an adventure for use by other GMs, I'll need to flesh things out more. and that's where I hit the proverbial writers block. Much like my art work back in high school (my teacher referred to it as postage stamp art), my creative writing skills could better be referred to as creative sketching. I'm good for a little bit, but after a paragraph or two I seem to loose focus - curse ADD.

So now I'm working on breaking down the adventure drafts into an outlined adventure and then write it. To that effort, I've started looking at how other people have written adventures published in the back of some of the other Palladium books and publications, but they very so much it's hard to find a style I can easily immitate or adapt.

Well, for now I'll just have to keep pushing forward and hopefully come up with something that doesn't to closely reseble a large steaming pile of crap.

Tuesday, January 23, 2007

Metro

I was introduced to the game of metro a couple months back. It's one of those games that are simple in design (connect subway lines to score points, the longer the line, the more points you score), but complex in execution and strategy.

Board Game Geek Description: "The object of the game is to make the rail lines as long as possible. Players start with a number of trains ringing the board. Whenever a tile placement connects a train to a station (either on the edge or the center of the board), that train is removed and the player scores one point for each tile that the route crosses, which can cause one tile to score multiple times if the track loops around. However, players score double for city connections, which are the stations in the center of the board."


You can play a Java version of the game online at Bluering.nl or even download the .exe to play on your own computer. This version can be player upto 6 players with any number of computer controled opponents.

Wednesday, January 10, 2007

Romance of The Three Kingdoms VIII

Recently a friend of mine here in Austin got me to play RTK8 (it's one of the few non-sport/action/adventure/racing/arcade games either of us owns for the PS2/PC). Now, this isn't the first time he tried to get me to play it, so I figured I'd give it another try.Now, I like turn based strategy games (despite my poor skills), but games that also include a lot of resource managing--like Birth of the Federation--always seem to kick my ass. Well, the Romance of the three Kingdoms games are turn based strategy and resource management games which is probably why, the last time I tried playing, I had a hard time understanding the game mechanics/logistics of the game and what I was trying to accomplish, which is one of the main reasons I've shied away from it since. This time I had a little better understanding of what was going on--I had watched Mike play it a couple times a few months ago--so I figured I wouldn't be as frustrated by it this time.

Well, as it turns out the officer I created for the game (you can play as historic officers or create your own) turned out to be a damn good warrior and ended up being promoted to Prefect and then Viceroy of one her (yeah, I'm playing as a chick) liege's (Kong Rong) regions--this I later found to be as much a curse as it was a blessing.

I quickly promoted Mike's character to be my Warlord (the best I could do at the time) and together we have been cutting a path through our liege's enemies in order to reunite China.

Last weekend I found a copy of the game (not an easy game to find) in Rochester for ten bucks at a Game Stop, so I picked it up. Well, I guess I caught the bug, 'cause I was up 'til past 3am playing the game (...must...conquer...one...more...region...) until I had once again reunited China (I had completed it once earlier that evening from a game I started Monday--the game plays much faster single player).

With more than 40 possible endings, 700+ playable officers, 54 scenarios, and free play mode (historical and fictional) the game has some decent replay value. Add to that the fact that you can play with up to seven friends (one at a time). All this adds up to me being glad to finally getting around to playing it and shivering with antici... pation for the newest RTK games to hit the PS2, Romance of The Three Kingdoms XI.

Note: Romance of The Three Kingdoms VIII was released in the US in 2003.

Friday, January 5, 2007

The Hook

In every role playing game there is a "hook" that leads the player's characters into a story. This can be a scream from down a dark alley, a clue to the location of a hidden treasure, or a job the characters are hired to perform. Basically, it's the tool a GM uses to capture the players attention and entice them to go along for the ride.

However, not every hook is successful. I have seen several instances in games where a hook can be so vague, or so shadowed, that the players get lost and eventually loose sight of where the GM had intended to lead them, much to the GM's chagrin. I have also seen game sessions where the players are so disinterested in taking the bait that they do everything in their power to sabotage the GM's session (usually by starting a senseless bar brawl or just by going shopping).

Most times a GM needs to take into account the players, their characters, and their role playing experience when deciding on a hook that will work to pull them into the story. However, when a GM is working with a new group of players (regardless of their previous history of role playing) all bets are off and there is no telling how they will react (hazing a new GM is quite common).

Sometimes, subtle hooks (rumors and legends) may work, while other times a GM needs to take a more direct approach. These direct approaches can be expressed by having an employer approach the characters--typical in a tavern or bar--with a job proposition, or by placing the characters in harms way (in medias res) from the very beginning of the story giving them little choice but to play along or see the work they put into their characters go to waste. Some strong arm examples may include: finding the town they are currently in fall under attack, being accused of a crime they didn't commit, adrift at sea or in space after their ship has been destroyed, imprisoned, ambushed, robbed, etc...

Basically, you do your level best to remove any avenue of mischief from the player by giving them two options: fight or flight. Of course players may still choose the course of falling on their swords to spite the GM.

All this said, I find myself in a predicament that falls somewhere in the realm of creating a game for an unknown group(s) of players and characters by offering to write two freelance adventures set in Palladium Book's "After the Bomb" RPG settings[1].

Now, not knowing what the make up of a group is before and while writing an adventure makes it difficult to decide what kind of hook to use to bring the players and their characters into the story while keeping the story from degenerating into a dungeon-crawl or hack-n-slash. I suppose that's why most published adventures start with the more direct approach where the characters stumble upon some ruins that need exploring, or being approached by a wealthy somebody who wants to hire the characters to do something (recover artifact, save loved one, kill some evil monsters, etc.)

The problem I am having is coming up with a direct approach that works with the adventures.

The first adventure (Birth of the Praetorians) is set on Yuro Station[2] in the Mutants in Orbit setting. The back story originally revolved around a nemesis who is intent on creating an army of super soldiers and, by selling them as mercenaries and guards, heal the faltering Italian wings economy and promote him to a place of power within the wing's government (or at least gain him favor). However, there is another player in the mix who wants to use the super soldiers as tools to take over the station.

The first hook I had for this was the dissapearance of a player character's relative. However, I was having a difficult time trying to come up with a way that the characters could track down what had happened and where they were taken. Add to that my dislike for telling a player that their character has a relative that they may reject and use as an excuse to scuttle the adventure.

Next, I came up with the characters being hired to protect and escort home an arriving non-player character who would then be kidnapped by a mysterious group of individuals when she arrives at the spaceport (inspired by "Big Trouble in Little China"). However, now I have to come up with a reason for the kidnapping and how it works into the bigger picture.

Any helpful suggestions are welcome in this aspect.

The second adventure (as of yet untitled) is a combination of Road Hogs (think Mad Max) and Mutants Down Under. Luckly this one was a little easier as it was a request for a younger role player (by his father/GM) and his character, who is basically a bounty hunter. In this instance I don't have to worry about the hook--the character(s) is simply hired to capture and return X.


[1]After the Bomb's post-apocalyptic and anthropomorphic settings include: AtB First Edition (US northeast coast), Road Hogs (US southwest coast), Mutants Down Under (Australia), Mutants of the Yucatan (Central America), Mutants in Avalon (Brittan and France), and Mutants in Orbit (Earth Orbit, Moon, Mars, and Asteroid Belt), and AtB Second Edition (US northeast coast).

[2]Yuro Station is a multi-national space station (Britan, France, Italy, Spain, Germany, Sweden, Denmark, and Norway) divided into eight national wings (cylinders 610 meters long and 200 meters wide) connected to a neutral hub that is attached to a 30 mile wide solar sail. Yuro Station is nicknamed King Angel.

Wednesday, January 3, 2007

Foundation Trilogy


The "Foundation Trilogy" audio play--performed by the BBC Radiophonic Workshop (1973)--is being looped on Awayteam's audio stream: http://65.186.222.122:8000