Tag Archives: Advice

Getting Out of the GM Chair

The online gaming group that (in part) gave birth to Cannibal Halfling Gaming works on a rotating roster of gamemasters and campaigns. The typical  arrangement is that two campaigns are being run by two different GMs, trading off our weekly slot so that we can maximize the number of games we play, give GMs a rest between sessions, and get back into thing quickly if we have to scratch a week. Exactly who those two GMs are also changes; in terms of first session to last session most campaigns last about a year, with perhaps 15-20 sessions, and many GMs then step down to let another step up.

This last July, I wrapped up a game of Cyberpunk RED that had lasted three and a half years with 42 sessions.

Depending on how you count things (because Aaron built a DIE-shaped trap door into a Burned Over campaign, cheeky bugger that he is), Cyberpunk RED: The Alleyway ran alongside/outlasted 2-3 other campaigns. Unsurprisingly, I’m no longer in the GM seat for that group. It will likely be a few years before I return to the GMing chair in that group, actually, and that’s okay! However, after a few weeks I realized that, for the first time in maybe a decade… I wasn’t running anything for anyone.

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Out of the shelf and onto the table

The thing that separates the TTRPG hobby from most others is commitment. The oft-stated platonic ideal of TTRPG gameplay, the long-running campaign, requires you and three to five other people to carve out time on at least a monthly (and preferably more frequent) basis for possibly years in order to play through a game of typical length. Although one-shots certainly exist, as well as con games where you need only bring yourself, fact is that if we talk about how mainstream RPGs are designed, the campaign is how they’re meant to be used. While every hobby improves with time and experience, your bicycle doesn’t care how often you ride it, your skis don’t care how many times you make it to a mountain each winter. Traditional RPGs, typified by D&D but including the vast majority of games published from a sales basis, have entire chapters of rules which are only applicable if you’re playing the game over an extended period of time.

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System Hack: Dreadship

There’s an old axiom, ‘necessity is the mother of invention’. Even in creative pursuits this still sometimes comes to pass, where the only way to press forward on multiple ideas is to combine them into a single much wilder idea. Such was my solution to a constraint presented by my gaming group’s annual “Beach Weekend”, our excursion to Delaware to play RPGs and drink beer for three days straight that’s been going on (mostly) uninterrupted since 2012. We are blessed with numerous members who want to GM, especially when it comes to the event that consistently produces some of our most memorable one-shot games. This year there were six interested GMs, meaning that our typical slots (one slot each day and night for each of the three gaming days) were going to one person apiece. I would get a single slot this year, whereas in previous years I could usually finagle two (and sometimes got as many as four, which may have been too many). This is not a problem, except that I always have more ideas for games than I have time to run them. As we were planning, I was trying to choose between games. Do I run a game with a neat module I’ve been wanting to try, like Mothership? Or do I go for a high-concept one-shot that we really wouldn’t be able to play online, like the Jenga-tower horror game Dread? And then, of course, I thought to myself “wait a minute…”

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System Hack: Making a Useful Character Questionnaire

Character questionnaires aren’t new tech by any means; even before they started to be ingrained into character creation and session zero procedures, lists of key questions have been used extensively in TTRPGs to give players a starting point from where they could figure out who they wanted their character to be outside of mechanical determinants. In recent years, though, the character questionnaire has developed into a procedure all its own, with some interesting tech for making the process more specific to both TTRPGs in general and the given TTRPG a questionnaire was packaged with. One character questionnaire I’ve used recently, the persona generation questionnaire from the DIE RPG, is both powerful enough and generalizable enough that I want to break down what it does in an attempt to make writing a character questionnaire for your own session zero easier.

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System Hack: Colony Sim Cortex Tech Tree

In RimWorld, the tech tree is the conceit which allows the game to work with its ‘societal drift’ conceit. Tribes of nearly cavemen, “modern” colonies, and ultra-tech feudal lords all coexist thanks to a set of technological ‘research projects’ which separate each colony by level of development. In our System Hack, we’re going to need the same tech tree conceit, but the underlying mechanics are going to be quite a bit different.

Before we go any further, I want to make sure you know that Cortex Prime is now available on DriveThruRPG. While digital versions of the game have been available before, you can now finally own a PDF version unfettered by a walled garden app which made the game significantly less accessible. With Cortex Prime finally available in the broader ecosystem, my hope is that there’s much more interest in this and a whole host of other projects using the system.

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System Hack: Colony Sim Cortex Lists part 1

It’s time to move from theory to practice. As we move on to the next stage of this System Hack, I’m going to start taking the elements we discussed in the first set of articles and make them into actual game elements. For today, that means character creation. When we discussed characters for this System Hack, we landed on some pretty straightforward prime sets: Attributes, Skills, and Distinctions. As such, we’re going to lock in our Attributes and Skills. For Distinctions, the number I’d want to write is perhaps a bit high to cover comprehensively in one article, but I am going to lock in what the three Distinctions each character has are, what they do mechanically, and how they’ll be roughly categorized.

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System Hack: Colony Sim Cortex Tasks and Work

When you boil it all the way down, RimWorld is a game where you assign tasks to your colonists and optimize how they get performed. Every time you place down blueprints, place a zone, or add a ‘bill’ to a production structure, you’re effectively communicating a specific task. When it comes to our tabletop colony sim, these sorts of tasks are going to be a cornerstone of the gameplay loop just like how they are in RimWorld. The actual implementation, though, is going to be quite different.

Structured time in RPGs is seen as something to be avoided, at least outside of combat. In most trad games, the passage of time is something either tracked closely in increments no more than a few seconds, or glossed over entirely. We have started to see games, especially games using Free League’s YZE system, paying more attention to the passage of time, while Edge’s new DPS mechanics used in Arkham Horror are assigning a mechanical bounding to the typically loose definition of a ‘scene’ by anchoring characters with a dice pool that exhausts over the span of one scene. It’s useful to consider rules like these for our game, but a Colony Sim is going to require something different. With productive tasks being primary, constant and consistent time tracking is going to be needed to fairly assess what’s going on in the colony.

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Big groups, small games

For the most part, the ideal size for a gaming group is five, four players and a GM. This is driven by group dynamics; researchers wrote in the Harvard Business Review back in 2018 that the ideal group size for meetings is between five and eight, at least if the point of that meeting is to have a productive discussion and get things done. Roleplaying games skew to the lower end of this mostly just due to the fact that in addition to the actual ‘meeting’ of a game, there is also the need to manage that many characters, their contributions, and their stories.

Ideal doesn’t mean only, and an experienced GM can run games anywhere in that 5-8 range without too many problems, at least as long as they’re realistic about how long things will take. More and more, though, games are being written towards a specific group size, usually a smaller one. In some cases it’s obvious, like Fiasco: the number of turns in the game, and therefore the amount of time the game will take, is directly proportional to the number of people playing, and even playing with five people, the maximum number recommended by the rules, the game begins to sprawl and the story begins to sag. In other cases, the restriction comes from a clear place, but the question hangs in the air about how to subvert it. A good example of this is DIE: There are six roles, six dice. That’s how many there were in the comic, therefore that’s how many there are in the game.

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Confessions of a “realistic” GM

I feel there is a certain arc that you see among tabletop gamers, especially those who get their start with D&D. D&D is, like anyone’s first RPG, the gateway to a new world, a new mode of expression and imagination. While lots of people enjoy games, some end up enraptured, vibrating at the thought of what they can do and create. So they become a DM and start writing, start doing as much as they can with the game. And they start hitting walls. Some of the walls are from the game; the sort of ‘game logic’ of D&D only tells a limited palette of stories no matter how much the marketing says otherwise. So they try another game. And another game. In most cases, game logic still prevails. Some of the walls, though, are from the other players. Even if the DM wanted to try another game, the players wouldn’t necessarily go along with it. And from the perspective of the person who was most excited by the game, it certainly looks like the other players aren’t taking it seriously enough. The stakes that our aspiring writer sees in their worlds, the other players…don’t. So how do they fix this? How do they make everything feel serious to everyone at the table? How do they make the players feel the way they feel?

This story is a familiar one, and I know that because it’s my story. I was the one who was vibrating out of my chair with excitement at the idea of creating worlds in D&D, and my disenchantment with how D&D actualized those stories led me to Cyberpunk. And when it seemed like the intrigue of the stories wasn’t resonating with my players, I tried to make the game more serious, more internally consistent, more “realistic”. And years later, when I found a literal generation of heartbreakers and retroclones dedicated to making D&D more lethal, making wizards less powerful, and generally making the game more difficult, I finally realized two things. One, there is a nearly universal desire for grounding and meaning among those who tell stories, whether they do so with TTRPGs or something else. And two, for those of us working in the TTRPG medium, making the game ‘grittier’ is usually the answer to a different question than the one actually being asked.

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