29 August 2018

Liberating Edits

All month long I have been doing some heavy lifting to get our document for Wild Skies: Liberating Strife ready to send to our editor. As much as getting the first book turned around required growing pains, this follow up almost seems to involve more. My writing partner and I had never put together a book by ourselves before. Now, even though we have done that, we have never put together a book from other people’s writing before. There are five total writers for this book and getting everyone’s pieces in hand and stitched together took more work than I expected. Also working with an editor is new to me. Growing pains.

Thankfully, my work is now complete enough that I can shift the project to someone else for a while. I am looking forward a few lighter weeks. There are, of course, a few more pieces to actually write and we don’t have all the final art in yet. Then we have to look at the edits and apply the advice. There is still a good bit of runway before this thing takes off, but we are moving forward. There will be a lot of good information and really nice hooks to hang adventures on when this book is finally done. Keep up with all the updates here.
Yellowstone National Park - art by Steven Woo

14 August 2018

A Review: The Extraordinary Adventures of Baron Munchausen by James Wallis

Portrait of Baron Munchausen
Tell us, Baron, the story of...
...How you circumnavigated the world without leaving your house.
...How a portrait of Henry VIII saved you from being attacked by lions.
...Why every fifth child born in Brussels is named after you.
...How you became the first man to descend Mount Blanc, before any man had climbed it.

This is certainly not a traditional roleplaying game. In fact, I would say it is barely a roleplaying game at all. Yet, Baron Munchausen is one of the most enjoyable roleplaying game books I have ever read. In this “paperless” age of digital game books, I plan to add the “dead tree format” of this book to my shelf.

At its core, it is a very simple game. It is really a story-telling activity in which players interrupt each other to comic result. Less briefly; players take the role of nobility, telling of their adventures at a tavern or house party. The character creation process is limited to developing a noble name and title. The process of play is for four or more players to take a turn telling a five-minute story of their own entirely truthful adventures during the Eighteenth Century. Each tale must attempt to out-do the previous tale and begins with a prompt like those given above, asked by the nobleperson on the teller’s left. Both the game and the roleplay aspects come in during each tale as each player has a purse of tokens equal to the number of total players. Each player is allowed to interrupt each teller once by offering them a token and asking for clarification about an element of the tale, pointing out an inconsistency, asserting the story may have happened differently, or otherwise trying to trip up the storyteller with comic or challenging suggestions. The current tale-teller may simply accept the token and the addition and work this new detail into their tale; or they may add their own coin to the stake and offer an insult to the interrupter to put them in their place. Likewise, the interrupter may take the stake and accept their rebuke; or add a third coin to the stake, offer their own insult and insist the teller acknowledge their original suggestion. This back-and-forth may continue until one player exhausts their purse and must admit their error. If they are still unwilling, a duel may be initiated (decided by best of three rounds of rock-paper-scissor) with the loser forced to submit and take the stake. If, during the insults and raising, either insults the other’s noble rank, proud parentage or outright calls them a liar, a duel may begin immediately. When each tale concludes the teller prompts the player on their right to tell the next tale. When all tales have been told, players each pass their entire purse (converting it to a bounty) to the person whose tale was the most extraordinary. Thus the winner of round is the player with the largest bounty, and now being flush with cash as well as honor, is compelled to “buy the next round” and offers the prompt for the first tale of the next round.

In the book, these rules are summarized in two pages and there are eight pages of sample prompts. However, what makes the book a joy is the comic style in which it is written. James Wallis, who is a veteran game designer, has channelled the spirit of the original Baron Munchausen material. It is presented as a dictation by the Baron himself to various members of the Wallis family line and as such is filled with the Baron’s own stories of himself, his opinions, and numerous digressions from the through line of actually explaining the game. The book also presents a number of variations on the game, from one in which interrupting means the interrupter becomes the teller with the object being to be the first actually finish your story, to a variation for younger players, to a whole list of suggested genre implementations of the game such as cavemen, vampires and supervillains.

I have played this game twice and as is true of anything dependent on social interactions it flows better if players are willing to submit to the premise of the game. Those with better comic timing, more inventive or quick-thinking minds and larger vocabularies of “old timey” words will be more likely to tell the most extraordinary stories, but it is not a guarantee of success. It seems the best moments come out of the unexpected way a teller incorporates their interaction with the interrupter. In one game the winner did not know the rest of the players as well and his story took on a hyperbolic nature while the rest of us relied more on our shared history. In the other game the winner had been called a liar, escalated the interruption to a duel, but then lost and so chose to completely capitulate and when back through their story renouncing each aspect and telling how what really happened was far less impressive. This idiosyncratic interpretation of the standard rules was singularly comical and so unexpected it won the round.

The Extraordinary Adventures of Baron Munchausen is not a game for everyone and certainly not for anyone all the time. It is not the sort of game to play a campaign with, or even to play very often. However, as a pallet cleanser between other games or as a one-off event at a game night or convention, this is a great option. Whether you ever play it or not, it is worth a read as a light piece of pseudo-historical comic writing. I enjoyed it very much.

03 August 2018

200 Word RPG Challenge

This summer I made a commitment to play more games with the local RPG scene. There is fortnightly game event called Slur Your Role put on by Nerd Louisville at a bar not far from my house. I have been volunteering to run games there. The event is pretty Dungeons and Dragons focused because that game is so popular (no shade), but I have been trying to bring alternatives to the table. So far I have run CAPERS from NerdBurger Games, Lacuna by Momento Mori Theatricks and a couple weeks ago I ran three of the games from this year’s 200 Word RPG Challenge.

I heard about 200 Word RPG last year and when the competition went live this year, I not only submitted a game, I applied to be a reader. I read about 60 submissions and recommended my favorites to the actual judges. Some of the ones I selected were, indeed, among the finalists. The whole process was enjoyable and being part of it made me feel all the more like I am part of this industry. I wanted to promote the Challenge and bring this brand new games to the table. Titles of the games are links to the 200 Word RPG site. Do go read the games, as they are all only 200 words!

Of the three winners we did not play Sidewalkia! owing to it being a game for outside voices and it being one of the hottest weeks of the year. Instead, we played PSYCHIC CHILDREN ON THE RUN FROM DANGER. This was one of the games I’d read and picked to be a finalist. I liked it because of the resolution mechanism. To use their psychic power players guess the next card which will be drawn from a standard deck of cards. If they are exactly right they have complete control, if they are less right they have less or no control. It worked great with five players at the table watching each other’s card draws and really playing up the theme. One thing I was looking for in the games I selected was the possibility to play the game over several sessions. This one delivered on that idea. No one was ready to stop after an hour, but I had to move on.

For Dear Elizabeth… I brought the required paper, pens and prompts (things like “death,” “courtship,” “visitor”). It’s a two-player game, but we simply paired off writing letters only to our partner. I was least sure about this one. All my players where modern guys in their 30s so playing a young 18th century woman wasn’t exactly what they might have come to a game night for. Once I explained it and handed out the materials and once they were sitting in their corners drawing their prompts and responding to the letters they got from their partners, they all took to it. More than one person said it was much more enjoyable than they thought it would be. When we summarized the letters at the end I was happy no one had brought in aliens or zombies. It was all decidedly 18th century issues.

Our last game of the night was #WinterIntoSpring. It was, I assume, intended to descend into a bit of a mess and take on elements of farce. Maybe not, but that’s what happened for us. The idea is to splint into two factions and roleplay fashion vloggers before and after a revolution with one faction replacing the other as the dominate faction between the two rounds. Magazines are cut up and made into paper dolls to represent the changing fashions. The group decided our factions would be “machine overlord sympathizers and human freedom fighters.” Then I revealed the two magazines I had brought along were a bridal magazine and a fly fishing magazine. Silly mash-ups and hyperbolic descriptions of the fight against the machines ensued. What more could one want?

I’ve loved being the one to bring the not-at-all-D&D to the scene this summer. I think playing games with more strangers has made we a better game master. I certainly feel stretched by the experience. Add to that the additional stretch of putting a few different 200-word games on the table in one night and I feel very pleased my table seemed to enjoy themselves. I plan to participate in the 200 Word RPG Challenge again, and I hope I can also bring next year’s winners to an audience.