Let’s try this again

By Shamus Posted Tuesday May 22, 2007

Filed under: Tabletop Games 100 comments

Some people had great responses to my earlier post on railroading, although a lot of the controversy arose from different interpretations of my hypothetical situations. I think many people were not seeing the heart of the difficulty I was trying to present, perhaps because my examples was too poorly defined. So let’s try to tighten up the definition and see how that changes things.

I have a main villain in my campaign. He’s pretending to be a good guy, and later I have a plot twist where his evil is revealed. He’s a sort of Palpatine character: He seems a little “off”, but not evil, and the players don’t yet have enough information to suspect him as their true foe. His plans are taking shape in the background while the players try to figure things out and dispatch his henchmen.

Then the players go to see him as part of their investigation. A fight breaks out for whatever reason, initiated by the players. They have no idea this is the bad guy, they just know they’re dealing with a bit of a jerk and the conversation gets out of hand. Perhaps they try to threaten information out of him, and he calls what he thinks is a bluff. Perhaps he catches them doing something illegal while conducting their investigation, like spying or swiping documents. Whatever the reason, a fight ensues.

There are only three outcomes I can see:

  1. If I stick to the plan, they will kill the main bad guy and only after the fight would they discover who he was, and that the adventure was over. They accidently won, there was no climax, and all of my plot twists go to waste.
  2. I can brute-force railroad them, by making my bad guy escape, overpower them, or otherwise prevail in a situation where he should have been outmatched. This is “cheating” to most people, and it will not result in happy players.
  3. I can do as I said before: Create a new bad guy, and have this guy be a servant of that greater power. They get the satisfaction of defeating one of his lieutenants, gaining some loot, and moving the plot forward. Tension builds in the story, instead of the whole thing fizzling out.

For those who dislike my style of railroading: How would you approach the given situation? Would you let things fizzle or would you make changes to keep the game going? Is there another option I’m missing?

 


 

Fear the Anime

By Shamus Posted Tuesday May 22, 2007

Filed under: Anime 7 comments

Fear the Boot has a great bonus episode up where they talk about attending Anime Central. The hosts are a lot like me, in that they enjoy anime while at the same time are a little apprehensive about some of the truly insane stuff (NSFW) that escapes Japan. They talk about drunken fans, hentai, furries, and the various strata of Otaku sub-cultures.

 


 

The Case for Railroading

By Shamus Posted Tuesday May 22, 2007

Filed under: Tabletop Games 57 comments

In the past I’ve expressed my affinity for railroading a D&D game with the goal of creating an epic tale. My thinking has been that I want to create a thrilling story with the players as the central characters, and any subtle railroading that furthers that goal is highly desirable.

Great stories tend to have three acts, where we 1) introduce the challenge or threat 2) raise the stakes,and then 3) bring everything to a thrilling climax. Imagine a movie where the villain is defeated in the first half hour, and the hero spends the rest of the film goofing off. Or perhaps one where, in the middle of the film, the heroes forget about defeating the Big Bad and wander off because they can’t figure out how to beat him. Or maybe they join him, indulge in a bunch of senseless killing, and the story grinds to a halt when they run out of stupid ways to abuse the innocent. These are not interesting stories. This sort of gaming can appeal to some players, but it gets old quick. I think it is my duty as the DM to guide the story so that it remains as true to the three act ideal as possible, as long as my manipulations are subtle.

But let’s make clear what I mean by subtle railroading. Continue reading ⟩⟩ “The Case for Railroading”

 


 

This happened to me

By Shamus Posted Tuesday May 22, 2007

Filed under: Personal 43 comments

When you’re in your twenties and you go to the doctor because your body stops behaving according to the understood specifications, the usual approach is for the doctor to give you a prescription and a few hints on the value of sobriety and regular sleep.

But once you reach A Certain Age, the same malfunction leads the doctor to conclude that you’re probably nearly dead and your only hope is to undergo a battery of tests so bizarre that they border on practical jokes. This is how I spent my Monday night.

I was sent to the hospital, where they bombarded me with x-rays. Then, as if I was some fraternity pledge, they made me chug a half gallon of nasty liquid. In this case, it was “orange” flavored barium sulfate, which they thoughtfully keep in a refrigerator at one or two degerees Kelvin. I could use many words to describe that drink, none of which are synonymous with “tasty”. Ingesting that much freezing goo pretty much robbed my body of the capacity to generate heat. I made sure to keep moving regularly so that none of the hospital staff would mistake me for a cadaver and have me wheeled off to the morgue.

Once my body temperature climbed high enough to match that of the room, they made me take my pants off for another round of x-rays. After that came an iodine injection, and the technician retreated behind a screen (to laugh at me in secret, I’m sure) while I dealt with the consequences of that. This was followed by another blast of radiation, which seemed sort of tame by this point. After that I guess they were out of ideas for weird stuff they could do to me, since they gave me back my pants and let me go.

The hazing is over now, I’m home, and I’m wearing pants again, but I could think of many ways I’d rather spend an evening. I expect the doctor to call in a few days and tell me to stop being such a sissy.

I don’t really begrudge them zapping me and filling me with strange substances, but I do miss the lost time. A whole evening! With NO INTERNET! I nearly died. Sheesh.

 


 

DM of the Rings CIII:
A Brief History of You

By Shamus Posted Monday May 21, 2007

Filed under: DM of the Rings 116 comments

Aragorn really ought to read his own backstory.

Only in the context of an RPG is it possible for someone to need the Cliff Notes version of their own biography.

 


 

FFXII is the Culprit

By Shamus Posted Sunday May 20, 2007

Filed under: Random 20 comments

I’m sure you’ve noticed the lack of relevant posting. My blogging time was eaten up by FFXII last week. The game and I have come to a sort of understanding now, and I’ve discovered how to wrest some enjoyment from the thing. This will never be my favorite entry in the series, but it isn’t nearly as bad as the first hours indicated it would be. A little character development has gone a long way towards appeasing me, along with an explot which negated the need for a lot of level grinding.

I’ll have more on the game later. If I were to blog my impressions of this game as they came to me, it would sound like two people having an argument. I love it! I hate it! It sucks! It’s great! I’m sick of it! I want more! Actually a live-blog of someone going through a large game like this could be interesting. All of those moment-to-moment impressions are lost when you get to the end and try to sum up and build a single coherant viewpoint on something.

Still, the game isn’t bad. I don’t blame those who gave up early. I nearly did. The game falls appalingly short in the first impressions department, and it takes the thing a while to get around to developing the characters.

I got stuck at one point and had to look at the guide. All through the game I saw little notes: “Don’t do this seemingly harmless thing or otherwise you’ll never be able to get this great weapon later on.” and then “make sure you pick up such-and-such hidden item because you can’t come back for it later and you’ll need it to get a great weapon later on.” Nothing like designing a game and its sidequests around the desire to sell hint guides. Lame. Truly lame.

 


 

Final Fantasy XII: Just Kill Him Already!

By Shamus Posted Saturday May 19, 2007

Filed under: Game Reviews 27 comments

This game eventually employs one of my most hated plot contrivances: A moment of indecision where the heroes conclude that If we stop the bad guy we will be getting revenge, and revenge is pointless!

I’ve been seeing this one since I was a child. The idea permeates anime, videogames, and superhero cartoons. There are characters that can’t tell the difference between base revenge and stopping a belligerent foe who is bent on causing further harm. Killing him won’t bring our loved ones back! Yes, yes, but killing him will certainly prevent him from killing anyone else’s loved ones you unthinking cardboard moralizer. Get him cornered and disarmed, and then you can agonize all you want.

So the story reached a climactic moment where one of the characters had to make the Big Decision, and I endured it with much sighing and eye rolling. I can understand that Lady Ashe might agonize over the use of Nethecite. That fits and makes sense. But the way they framed the conversation at the top of the tower at Ridorana Cataract, she was agonizing over whether or not to take action against the villain, not what methods she should employ. Vayne is set on starting a massive war that will further obliterate her homeland, and she’s worried about moving against him out of revenge. Aside from the fact that this sort of indecision makes no sense, it fails to add tension to the plot. We know the heroes aren’t going to pack it up and go home. Either they will pull themselves together and come up with more pleasing justifications for killing the bad guy, or he will force their hand by attacking them directly.

It’s like a little mini-game: The challenge is to endure the scene without quitting the game. It helps if I have someone with me so we can take turns giving the game a sort of MST3K treatment. Sometimes I blurt out “YOU JUST DON’T UNDERSTAND ME!” in an angsty teenager voice. Sometimes I make a “wha-whu-waa whaa wuh” sound like all of the adults do in Charlie Brown cartoons. Sometimes I say, “You know, I can see the characters talking, but all I hear is a fapping sound.” I’m curious what techniques other people use to get through this sort of stuff.

esrb_ta.gif

This game is hardly the worst offender in the regard (there are other games which are far, far worse) but I notice that each time I encounter something like this I have less and less patience for it. The only thing worse than a senseless plot device is a senseless plot device which is mercilessly over-used.