GM Advice:
Arresting Player Characters

By Shamus Posted Wednesday Oct 1, 2008

Filed under: Tabletop Games 50 comments

In tabletop games, sometimes the players need to go to jail.

Sometimes it’s part of the story or a quest hook. Sometimes the players have gone a little too far and you need to yank them back into line and remind them that this is a world with consequences. Sometimes you need the guards to pull them over just to preserve the verisimilitude of the setting.

But doing so is tricky, because there will be the temptation on the part of the players to just get in a fight. Being arrested is not generally a fun thing and the players are naturally going to want to avoid it. As a GM, I am not above a little manipulation when I think the story would be better served by a particular set of actions. Simulationist GMs will let things happen as they do. Clumsy GMs will steer events through force. Storytelling GMs like me will let the players do what they want, but provide narrative cues to make some paths seem more obvious than others. (I do this in the interests of steering players towards the most interesting events, not in an attempt to “win” over them.) Without these cues the game would be meandering or freeform, which isn’t what our group wants.

How you handle this depends largely on the mindset of your particular group of players. If they see you as an adversary, then they are going to assume that the arresting guards are part of some ruse to take away their magic items or kill them off. This isn’t going to work if your players don’t trust you. They aren’t going to be keen to give up their hard-earned weapons and tools if they think you won’t give them back. (Not the guards, you.) This also isn’t going to work if this is a kick-in-the-door group of players. They’ll just start a fight, because, duh! That’s what this game is all about! Those players aren’t going to notice the lack of verisimilitude on the part of the guards anyway, so I wouldn’t bother trying to arrest them. Same goes for morality-challenged parties. (The chaotic neutrals and evils.)

But if you find the story calls for intervention on the part of law enforcement, then here are a few of my own tricks for encouraging the players to surrender or talk their way out of it, instead of resorting to blood:
Continue reading ⟩⟩ “GM Advice:
Arresting Player Characters”

 


 

Stolen Pixels #25: Awesome’d: Episode 4

By Shamus Posted Wednesday Oct 1, 2008

Filed under: Column 22 comments

Yes, yes. The latest Stolen Pixels went up yesterday. I know. Real life (insomnia) intruded on my blog-time and I wasn’t able to tend to the site.

Still, I link it here for the sake of completeness. Someone asked why I bother with these posts, since RSS readers can get you to the comic just as well. Well, not everyone uses RSS readers. (And some of those people are my mother.) Also, I know some people depend on these direct links to the comic because they have trouble loading the front page at The Escapist. And finally, these posts serve as a nice place to put up some commentary that wouldn’t really fit anywhere else. (For example: The rest of this post.)

And speaking of the slow-loading difficulties at The Escapist: One of the admins for the site stopped by and left comments here and here, which gives some interesting details on the technical difficulties of webserver load-balancing. Some people say the site is fine, others say it takes a minute to load the front page. It’s apparently a problem with the DNS… whachido routing thingbob. It’s like, complicated and stuff? I dunno.

In my own experience, the site loads at about the same speed as IGN, Gamespot, et al. That is to say, not with any great degree of alacrity. Incomprehensible routing issues aside, there is a lot of stuff on the front page and it takes the browser a while to pull down those assets and put them together, even with a high speed connection.

Having said that, I think it’s all there for a reason. There is simply a tremendous supply of varying content on these sorts of sites. Different groups of visitors each have different things on the site that interest them, and the front page needs to present all that stuff somehow.

Any of us can name a dozen things we’d like to see removed from the front page to streamline the thing. But one person’s clutter is another person’s reason for coming to the site. I’m very glad they have me making funnies and not trying to bring order to the tumbling avalanche of information and entertainment that must somehow fit on that front page. I think I’d go mad. I’m much happier contributing to the problem than working on the solution.

Are you still reading this drivel? You’re supposed to be reading and commenting on my comic, remember? Sheesh. You get distracted so easily. Just so you don’t lose your way again, here is one last link to it. No wait – I lied. Here’s one more.

 


 

Tabula Rasa:
Gameplay Part 1

By Shamus Posted Monday Sep 29, 2008

Filed under: Game Reviews 34 comments

Combat

A mobile sign, clearly directing the randomly wandering soldiers towards the front lines.  Only within the context of an MMO can we pretend this makes sense.
A mobile sign, clearly directing the randomly wandering soldiers towards the front lines. Only within the context of an MMO can we pretend this makes sense.
Once I’d done the brief “here is how you move and click on things” tutorial, I was handed a gun and nudged towards some bad guys. From there I was off and running. Suddenly I was playing a fast-paced tactical shooter MMO. Those words are either a magic incantation for you or they aren’t. For me, it was like mixing chocolate, peanut butter and crack cocaine.

Having said that: I can’t imagine the line of thinking that led them to make a game which feels so much like a tactical shooter and then omit any sort of first-person view. It’s third-person only here. The hell? City of Heroes, WoW, and Hellgate all support first-person, yet this is the one game where it really makes sense.

The game feels like a shooter, but it really isn’t. You can’t hope to jump in and pwn the forces of evil with your l33t mouse-aiming / circle-strafing skillz. Instead, you aim in the general direction of an enemy and start shooting. How much damage you dish out depends on the weapon, your skills, enemy cover, and how steady your aim is. You can hold still to improve your aim, and you can crouch to improve it further at the expense of losing your mobility. If you don’t like aiming with the mouse, just wave your crosshair over the enemy and hit “lock”. You’ll track them flawlessly.

Battles are quick. This game shatters the traditional MMO model of standing in place and “farming” a cluster of respawning foes. In Tabula Rasa you plow through a bad guy and keep moving. If you get overwhelmed you can run for it. If you can break line of sight your enemies will (usually) be unable to hit you.

Continue reading ⟩⟩ “Tabula Rasa:
Gameplay Part 1″

 


 

Matt Took Another Trip

By Shamus Posted Saturday Sep 27, 2008

Filed under: Movies 47 comments

Where the hell is Matt has gone on walkabout again:

He travels the world so I don’t have to.

It makes me smile to think about Matt, bouncing around the world, dancing, doing his thing.

Keep dancing Matt, and Godspeed.

 


 

Tabula Rasa:
First Impressions

By Shamus Posted Friday Sep 26, 2008

Filed under: Game Reviews 26 comments

I know this post is overlong, but there’s a lot of stuff in here I’ll want to refer to later. Actually, I suspect this entire series is going to be really wordy. Do calibrate your verbosity tolerances and expectations accordingly.

Continue reading ⟩⟩ “Tabula Rasa:
First Impressions”

 


 

Stolen Pixels #24:
Awesome’d: Episode 3

By Shamus Posted Friday Sep 26, 2008

Filed under: Column 66 comments

Fair warning: This installment of Stolen Pixels is my most evil comic to date. Yes, it’s even worse than the EA one about hookers and ice cream.

I’m going to leave comments open for this one, just to see what happens. I know the registration page at The Escapist is a high wall which many refuse to cross. (Slackers!) Once in a while I get emails or comments elsewhere on the site from people who have something to say about the comic but who won’t or can’t get into the forums over there. I thought I’d see what those folks have to say.

 


 

PS3 Mouse

By Shamus Posted Thursday Sep 25, 2008

Filed under: Video Games 23 comments

As a follow-up to my suggestion on how to accommodate FPS fans like myself on the console, a reader sent in a link to this. It’s basically the left half of a Dual Shock controller, attached to a mousing surface. The right hand holds a mouse, which has the four buttons on the side, right under the thumb. The mouse buttons are actually R1 and R2.

Interesting.

My own observations on this:

  1. First off, all of those wires need to go. They’re going to get in the way. It’s one thing when the mouse has the cord laying along the top of a desk or a keyboard drawer, it’s quite another when it’s coiled up in your lap.
  2. The four buttons are reachable, but they’re also going to be prone to inadvertent pushing. Vigorous use is going to fatigue the thumb, because of the way it’s going to need to bend. They also seem to be crowded a bit to fit in the allotted space. Quicktime events are going to be harder. Obviously you won’t be using this thing to play a platforming game.
  3. I’m not sure how well it’s going to work to have the mouse board on your lap like this. It’s not as stable as a desk, it’s not at the right height, and your hands are going to be close together. Will any of these changes lead to cramping or fatigue after half an hour? It’s hard to tell short of trying it yourself.
  4. And of course, games must support a mouse for this to be of any use. I’m not sure how many games there are that fit that criteria. To a certain extent mice and trackballs suffer from a chicken-and-egg problem on the consoles. Nobody has them because games don’t support them, and games don’t support them because… etc. I think it would take a push from Sony to give this thing any traction. But they wisely spent their efforts on sixaxis instead. *Cough*.
  5. While better than a mouse + keyboard, I’m still not sure this meets the “sitting on the couch with your buddies” test. Is this something you want in your lap? Something you want to pass around? Something you want to pay $50 for?

Even with my loathing for FPS gameplay using a thumbstick, I’m still not excited about this just yet. I’ll see if it catches on first. (Thus exacerbating the chicken / egg problem. If people like me don’t buy this thing, who will?)

 


 
From The Archives:

Quakecon 2011 Keynote Annotated

An interesting but technically dense talk about gaming technology. I translate it for the non-coders.

 

id Software Coding Style

When the source code for Doom 3 was released, we got a look at some of the style conventions used by the developers. Here I analyze this style and explain what it all means.

 

Gamers Aren’t Toxic

This is a horrible narrative that undermines the hobby through crass stereotypes. The hobby is vast, gamers come from all walks of life, and you shouldn't judge ANY group by its worst members.

 

Grand Theft Auto Retrospective

This series began as a cheap little 2D overhead game and grew into the most profitable entertainment product ever made. I have a love / hate relationship with the series.

 

I Was Wrong About Borderlands 3

I really thought one thing, but then something else. There's a bunch more to it, but you'll have to read the article.

 

Shamus Plays LOTRO

As someone who loves Tolkein lore and despises silly MMO quests, this game left me deeply conflicted.

 

Dead or Alive 5 Last Round

I'm not surprised a fighting game has an absurd story. I just can't figure out why they bothered with the story at all.

 

MMO Population Problems

Computers keep getting more powerful. So why do the population caps for massively multiplayer games stay about the same?

 

How I Plan To Rule This Dumb Industry

Here is how I'd conquer the game-publishing business. (Hint: NOT by copying EA, 2K, Activision, Take-Two, or Ubisoft.)

 

The Best of 2013

My picks for what was important, awesome, or worth talking about in 2013.