Monday 30 March 2015

You never forget your first time

The first time I went to a role playing meet up I was terrified. I crept down to the basement of the pub we were playing in, hopeful of somehow vanishing into the scenery (some invisibility spell perhaps). It wasn't the first time I had ever played but I think it was my second. My brother in law introduced me to Dungeon World over Skype and due to a bad connection I was able to understand if I had won or lost the roll about half the time. But I was briefly a druid who could talk to creatures of the forest and had green hair. In short, I was hooked.

Except of course that I had played one game and didn't really understand the rules and I had always been told that I wouldn't belong there. By going to the meeting without an encyclopedic knowledge of every game ever written I wasn't just letting myself down, I was letting my gender down. I had heard this time and time again about talk of 'fake geek girls' and 'healer girlfriends'. I had heard that table top roleplaying was a boy's hobby.

Since that day I have been the one trying to convince people that actually, no, gaming's for everyone. Even women, minorities and (dare I say it) the socially awkward. And sometimes it works.

Gaming groups have always been welcoming to me. When I finally made it downstairs to the pub basement, if anyone was wondering why I was attempting to hide in a corner then they were too polite to ask. I felt welcomed and not at all like I was about to be thrown out for not knowing what a Kobold was or how to score a success in World of Darkness. This is true for most people I think. Once they are there and have tried a few games they will know if gaming's for them (or not). I don't think that this problem is unique to women and minorities although I do think there are issues that are more likely to occur when gaming as a women. That is probably too much ground to cover in any depth for this article but I will write about it in the future.

For groups, the important thing is to be actively open to new players. That doesn't just mean a few lines on a website saying 'new players welcome'. The group needs to clearly take the stance of 'Never played a role playing \ narrative driven \ story game before. Don't worry. You won't be the only one. We'll teach you.' Yes, this is hand holding to an extent and maybe seems a bit belittling to people who have been playing since they were teenagers or never get scared in social situations. But it will make a difference

This stance should also include offering occasional one shot game for newbies and advertising when campaigns are starting, which ones would welcome people who have never played the system or role played before (ideally most of them), and an explanation of the jargon that comes with playing. The first face to face game I played was a playtest which was great in some ways. All the rules were explained to me and I wasn't expected to know anything (I can only imagine that the feedback I gave at the end was a bit entertaining though). But I didn't know what a playtest was which wouldn't have made a lot of difference to me, but might have spared me some awkwardness. I am still trying to work out the best way to pitch games that I'm facilitating so it's advice I need to bear in mind too ('this is, ugh, Fiasco, ugh its a game where we tell errm a collaborative story and I'm using an Elizabethan play set.' - clearly the social awkwardness has improved) but it is important to explain your terms if you are pitching to new players.

As facilitators we need to be patient and assume that people won't know the rules. They probably won't. Not everyone, not for this specific game. That doesn't mean that they will add anything less to your game than your more experienced players.

I wrote at the start about the myths that women as role players face, but I think there is also a universal difficulty into walking into a place where everyone knows what they're doing and you don't. But it's worth it. You might not understand everything straight away but you will have fun.


And the rest of it really doesn't matter.

Wednesday 25 March 2015

Learning how to GM - part 1

I have a confession to make. I have never GMed before. This, of course is because I am far too indie and prefer the type of games where everyone builds a story together.

Actually, it's because I'm far too terrified. See the thing about GMing is that everyone is looking at you. As much as people have told me that it's equally the player's fault if a game doesn't work, I can't quite make myself believe that.

I have a tendency to catastrophise – that I am going to be terrible and / or lose all my words at a crucial moment.

It doesn't help, of course, that I have played with some amazing GMs who know exactly what they are doing and can effortlessly make the players feel whatever they want them to feel (usually terrified.)

It's strange that this feels different. I have played countless games of Fiasco and other games where you take your turn to act as the storyteller for a scene and in theory that should be harder because you can't really prepare for your turn.

Anyway, I've been playing for over a year and I want to be able to run games so it really is time. I have a friend who has very very patiently helped me choose a genre, advised me on how to find a system and suggested ways that my adventure might work so that the players are engaged. To be honest I probably would've taken another 5 years to get to this point otherwise. (I'm going for Cthulhu dark by the way – potentially scary but no complicated rules to remember). I have some idea of the players I want who are probably not going to laugh at my GMing attempts (even though I don't think they scare particularly easily. I really want 3 clones of myself as players "you hear a sound behind you". "What? Where? Help!").

So step 1: The first session is currently being written and when it's finished and people have time we will play. I will keep you updated. Unless it goes terribly. Then I won't tell you anything.



And this has been your fortnightly insecurity post.

Sunday 22 March 2015

Roleplaying and text adventure games


So, somehow text adventure games eluded me. I graduated straight from drawing things in MS paint to sending settlers out to cut down trees and dig for iron ore. I love Twine games now (I've posted some of my favourites at the bottom) but I completely missed this stage of development. (Now I think about it, I think I had to play a game where I was on board a ship at school. My crew mutinied and I got kicked off after three turns!)
So my friend decided show me. By GMing one. It went something like this:
Her: You are standing in front of a red brick house in a clearing in a forest. The doors and windows are boarded up.
Me: OK I want to go and have a closer look at the house
Her:  Sorry, I do not understand 'closer look at'.
Me: Aaaarrgghh? Fine. Look at house
Her: Sorry, I do not understand 'look at.'
Me: Examine house?
Her: Yes. You go up to the house. You can see that the windows and doors are nailed shut.
Me: Examine window
Her: It has been nailed shut.
Me: Push the plywood away.
Her: It will not move.
Me: hmmm (obviously stumped)
Her: (in a whisper) Try asking where the exits are.

I'll spare you the rest of the dialogue because it went on pretty much like that. A lot of my peers must have possessed a great deal more patience than I ever did - or learnt the magic words pretty quickly. I will still tell you the story because it was messed up in all the best ways.
After I had ascertained that the best (or at least one possible) way into the house was onto the roof and down the chimney (and why was I asking for exits and not entrances?!) I landed in the fireplace, got burnt and jumped out quickly to see my character's mother and father staring at me and asking for my name. When I gave my in game name (the name of the friend who was running the game obviously) they insisted that they had sent me away because I was a bad child. Then my younger sister, Sadie ran out from behind the mother, hugged me and wanted to show me her toys. I went to her room where she had doll's houses and stuffed animals. She was 17. I tried to lead her out the house and she got added to my inventory (!) After exploring the house for a bit I found a letter from a doctor saying that he had been examining Sadie for the last 8 years and she was possibly suffering from delusions and multiple personality disorder. When I turned the corner the doctor was standing there with my parents. I tried to question the doctor but failed at this bit which lead to my mother locking me in my room and saying "things will be OK Samantha". I tried again and this time got the doctor to explain (away from my parents - which should have been obvious to me!) that he thought they had been implanting false memories in me and every 8 years or so when their daughter disappointed them they started over by making her believe she was someone else. I eventually managed to escape the parents and leave the house but wow. Firstly, I was impressed she had come up with that on the spot (after a bottle of wine!) and secondly, I must find some text adventure games and see if I can experience their magic. 
Below - my favourite Twine games:
http://jayisgames.com/games/the-uncle/   The uncle who works for Nintendo: You are staying the night with your friend. Everything seems normal. Almost normal. Until it's not normal at all. (Scary)
http://www.depressionquest.com/  Depression Quest: A simulation of depression (I can't get through this without crying. Only play if you're in a good place.)

http://correlatedcontents.com/misc/Father.html My Father's long, long legs: Hard to describe. A horror game. There are no branching story options but you are left with a feeling of dread.(Somewhat scary)

Friday 20 March 2015

A very British Fiasco



Once, quite a while ago now, I was walking home from a roleplaying game with a Bulgarian friend. We were talking about the game that we'd just played and she mentioned how much roleplaying had helped the speed and fluency of her English.

I'm now training as a teacher of adults who are learning English as a second language and I have improved my teaching through roleplaying. I somehow learnt how to improvise instead of being completely thrown when that thing I prayed wouldn't happen, happened (and I'm talking as someone who manage to lock herself out of the classroom part-way through a lesson on one occasion!)

I can't help thinking that some of the students would benefit from and enjoy roleplaying, both for the language and the improvisational ability they might gain. I'm not going to attempt this in the classroom (I know that roleplaying isn't for everyone and I really don't think that I can shout loudly enough!), but it would be nice to have a resource for non native speakers.

At the moment my game of choice is Fiasco, created by Jason Morningstar.

As the Bully Pulpit Games website says:

' Fiasco is a game about ordinary people with powerful ambition and poor impulse control. There will be big dreams and flawed execution. It won’t go well for them, to put it mildly, and in the end it will probably all go south in a glorious heap of jealousy, murder, and recrimination.'



I like the idea of creating a Fiasco playset for people who want to improve their English for several reasons:
  • It's easy to simplify some of the language without losing any of the core game.
  • 'Facts' about British culture can be slipped in 'relationship: regulars at the same pub'
  • Everyone gets a turn – in some games if you can't think quickly enough in the language the game is played in you're not really going to be able to participate but in Fiasco you are going to get at least 4 chances to frame or resolve a scene.
  • Typical English expressions (e.g. 'hang on a minute') can be used and explained.
  • You have to listen – you need to make a decision about what colour die to give.
  • You can't plan what to say too much in advance – you have to think on your feet.
  • I'm not starting from scratch, I'm creating a playset for an existing game.

So I guess, watch this space, or this space but you probably have time to get a cup of tea and a sandwich first because I've had this idea for a while and I have a few other projects I'm working on too.

This post is mostly just me thinking aloud but I do hope to make this a reality sometime soon.