yhlee: Alto clef and whole note (middle C). (Default)
[personal profile] yhlee posting in [community profile] making_games
[repost from 2017]

I was delighted when I heard that Marie Brennan ([personal profile] swan_tower) was releasing her series of essays on storytelling and RPGs (tabletop and LARP) in ebook format. I've enjoyed these essays, but I am rather terrible at keeping up with essays on websites/blogs, and having them all in one place where I can read them in one fell schwoompf--to say nothing of being able to pay the author to encourage her to write more ;)--was very appealing.

Dice Tales discusses the RPGs and LARPs from several interlocking perspectives: that of the writer, that of the GM, that of the player, and that of the anthropologist. In terms of writing, Brennan talks about ways that the roleplaying experience has informed her writing and v.v., and ways in which storytelling differs between the media. There are also handy GM tips (I am all about handy GM tips, as a GM of limited experience) and exciting player anecdotes. And I have no background in anthropology at all, and Brennan was explicitly studying RPGs while doing anthropology, so it was very cool to hear about them through that lens.

Essays include discussions of what an RPG is, why the mechanics matter, the phenomenon of house rules, how GMs find leverage over their players and ways to use rather than abuse player trust, positive and negative uses of metagaming, the uses of costuming (mostly in a LARP context), when character death is appropriate, the question of consent in games, railroading and GM responsiveness...really, there's a ton here, and it's a great read all the way through.

I found this read especially timely because I am currently GMing a DW comm RPG, [community profile] hexarchate_rpg. Dice Tales doesn't explicitly address play-by-email or forum formats, but a lot of the GMing advice applies anyway. I personally find text media more comfortable because I am not a fast thinker and I have a terrible memory, so text gives me time to think up responses and plot things out and refer to previous moves, notes, etc. I am also shameless--I'm okay asking players directly what plot hook they want out of X development.

The anecdotes of great RPG/LARP experiences sound great, and I find myself envious--in GNS terms, I have rarely gotten to experience Narrative-focused play, which is right now what I prefer. (I used to be a split Narrativist/Simulationist in high school and college. I legit got into Fidonet arguments over whether AC represented damage reduction or damage avoidance. *facepalm* Then I grew up and realized that if you care about simulationism, you shouldn't be using AD&fuckingD in the first place.) When Joe ran his Eberron campaign back in Pasadena (notable for being maybe the only campaign I've been in that ran through to completion, in about a year meeting weekly), my very favorite session was the one in which we didn't even do combat, and I don't think there was a single dice roll. We had been handed the magical equivalent of the plans for the atomic bomb and had to decide what the ethical thing to do with it was, and we spent the entire session as a party discussing how to deal with it responsibly.

On the other hand, I can't help but reflect that I'm not good at tabletop (and would probably be even worse at LARP). As I said above, I'm not a fast thinker. I usually end up spending all our Pathfinder Society sessions being unofficial designated party notetaker (I have fountain pens and I like to use them?) and sketching randomly until someone tells me we're in combat and it's my turn to Power Attack. I can't act my way out of a paper bag, and usually by the time I've thought of a contribution, the play has moved on. So I just have to accept that I'm never going to be particularly useful in a live roleplaying situation. This thing where advanced roleplayers stretch themselves by playing different character types is basically unimaginable to me. I usually ask Joe to design the easiest viable character, mechanics-wise, to play, which is why I ended up with a barbarian in a team feat barbarian (me) + blood rager (Dragon) + skald.

My most successful experiences GMing tabletop/in-person were (a) a one-shot using Over the Edge, a very rules-light system (and even then, I used very few dice rolls and let people freeform most interactions since with a one-shot there's no reason not to) and (b) the Hidden Emperor L5R AU campaign that Joe and I co-GM'd; I handled most of the description and Joe handled the mechanics. :]

(It's hilarious how much I hate crunchy systems. I have a B.A. in math, for God's sake. But I want the math to...mean something? And most systems just feel like they get in the way, for me, because as a writer I'm effectively used to freeforming the hell out of everything.)

Still, even if I'm not a good gamer, I like reading about gaming, and I find different gaming systems and anecdotes (my God, the gazebo story!) inspirational as a writer. :)

Anyway, enough personal maundering--this ebook is a lot of fun, and it's available from Amazon (and probably a couple other places) or Book View Cafe in mobi or epub. Recommended.
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