Monday, November 18, 2013

Episode 6&7 Retrospective: or OpenWorld Gaming


When I started this campaign for my players I told them that even though they are on a long quest it is not one big rail.  Look at it like Video games like Skyrim or Fallout or even Grand Theft Auto.  There is a main plot that is sprinkled in here and there.  But where they go what they do is totally up to them.

I told them.  “You do not have to help every beggar with a sob story, or jump at every hook I present you.  Do what your characters would do.”  Granted some of the hooks have been too hard to ignore so far, but that won’t be the case much longer.   

So many times in pen and paper roleplaying games you are obligated to bite at the hook. You have to.  That is the adventure your GM planned.  If you don’t do it, you will probably just end up wandering most of the night while your GM rolls on a random encounter table or something (I’ve played in those sessions).  There is nothing wrong with this kind of design.  It’s a bit railroady but you came into the game wanting to have fun so will probably have the most fun with the adventure the GM prepares even if it goes against your idea of your character.

That is not the fault of your GM, in most cases it is the fault of the system.  Usually the GM has already spent hours preparing the session ( where you the player are only spending the hours playing it) because the system requires hours to prepare to get things right.

Unless of course you fudge.  I have always been a seat of my pants GM where I hide behind my GM screen making up rolls, usually it’s because I really didn’t spend the time to Stat out the NPC or I didn’t have time to look in 4 books to find out what their abilities actually do, or I am just trying to make the game interesting.   Recent systems have made the life of a GM a lot easier.  The 4E monster statblocks were a godsend(though I won’t talk about the rest of the system) Numenera makes it even easier in some regards.  I give it a level I am done.  I can make up whatever I want just assign it a level and away we go.  Usually though I have been giving things different levels.  As in the monster attacks at level 2 but defends at level 3.  That kind of thing.  I add other elements like Special attacks, or other ideas, just fun to throw in.   Like when the Synthspinner Juggernaut (thanks Scott B for the name, that write up is still coming I promise) attacked all the characters in front of it at once.  Just because I thought it was interesting.  With Numenera you can fudge that kind of thing.

What I can’t fudge however is Dice rolls.  Uggg.  Dice rolls.  We use Roll20’s dice for this podcast.  I have to say I have been unimpressed with its randomness.  We get more 1’sand 20’s than anything else.  Not sure why.  But with the players rolling all the dice the outcome is out of my hands.  That scares me as a GM.  I believe I have been WAY too lenient on my players so far in combat.  The actual fights have been a breeze.  Well except for that Synthspinner I tried hard to make that one atleast challenging.   I’ve been easy on them because I have no control of their fate.  A couple bad rolls and they can go down early.

Even in social situations the dice are fickle.  Which have led to interesting results.

But anyway back to my original topic.  I have tried my best to make this an open world game.  There is a story there is character hooks, but the players are free to do what they want. 

We’ve seen it already.  The murder plot on the caravan the characters weren’t particularly interested in.  They tried a couple things, those didn’t pan out well but they didn’t press the issue.  That’s their prerogative.  It doesn’t harm my game at all.  Obidark’s lair was another example.  They never even went past the first room of the place before they left.  They got what they wanted and they left.  Was it poor design on my part? Maybe.  I could have had Cali buried deep inside the facility but I did not.  I didn’t feel it matched the nature of what Obidark was doing and the purpose of the silo.  That and I really didn’t have much more planned.  There would have been a power source, some weird control room type thing that may hint to other facilities of Obidark’s race, and probably a living space.   I had a few small ninth world details scribbled down but nothing major.  But if I thought of something better while playing I would have had it.  Maybe ‘transporter’ type room that makes Obidark substantial or the players ‘trans-dimensional’ that would have been cool (might have to use that later)

Back to the main topic.  Creating open world games is daunting but not very hard.  There is one thing I heard on a podcast once that changed my whole philosophy of GMing. It was an Old Episode of the Order 66 Podcast where they talk about something they dub the GM’s Holocron.  They have since done an episode with it for Edge of the Empire, but you probably should go and listen to the original in the Archives if you’re interested.  What they came up with was the idea of a GM’s notebook.  Where you are not stating out each encounter and taking meticulous notes on what goes where and who everyone is, but instead you design encounters as set pieces.  You just list scenarios with brief descriptions of layout and enemy types.   You do a ton of these, the most interesting things you can think of.  Nothing too detailed.  A Fight at a waterfall, an ambush at a market, an attack while scaling a cliff.  Then when the story leads you to a place where you can throw one of them in you quickly fill in the blanks.  Who’s attacking them in the market?  What do they want? What is their goal? And bam you have an encounter.   This type of GM styling makes it so I don’t sweat the fights, and I can spend most of my GM prep time in designing interesting stories that would lead to one set piece or the other.  Most set piece are system/setting agnostic too which means you can use them over and over in different games.   It really makes open world gaming a lot easier.

However it does lead to some awkwardness from time to time.  Where you have an idea you set it up and the players back out at the last minute.    The lynch mob was kind of that.  I wanted to have a confrontation, but then couldn’t justify it.  Asura wasn’t being insulting.  They HAD just come back with the kid.  It just didn’t work out.

I will say I am having a hard time judging my characters.  Things in town didn’t go as I thought they would.  The GM intrusion with the White pyramid.  I knew Asura would go look at it.  He’s at least reliable for that kind of thing.  I didn’t expect the players to be superstitious about touching him though.  That was how Lyulf was going to first suspect something was up with his father.  A little foreshadowing I had planned that didn’t pan out.  However Thank you Theron!  Your next Judgment will be wrong.   I can see that paying dividends later on.  Do I even know what his next judgment will be?  Nope.  I have no idea how things are going to play out.  I won’t give away what Annalee would have heard.  I’ll keep that one for later.  Asura’s prophecy sounds a bit lame.  People paying attention probably have figured out some of the meta-plot going on in the background.  Asura’s did tie to that, but it may also tie a bit closer into Asura’s story in the future.  I have wheels turning.  I have idea coalescing.

That brings me to another point of open world GMing.  Plan what you can.  Weave some through plots when you can, when they make sense and don’t be afraid to have them too obvious to your characters.  You will be surprised how much they DON’T pick up on.  However you also should leave a lot of loose ends.  Things that don’t get wrapped up tightly.  And when you do NOTE THEM.  That way sessions down the line when you are working on another plot and look through your notes you might have the chance to pick up one of those loose ends and pull.   And when your players realize that odd strip clear synth actually can see a hidden messages scrawled on the wall of some underground compound it’s going to blow their minds.  Not that you thought about it in advance when you made the oddity.  But they won’t care, they will congratulate themselves with even thinking to look through the plastic and how cool they are and in that moment they will be having a blast which as a GM is my Number 1 goal.

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