Posts Tagged ‘geekery’
Creating Five Star Adventures
I’ve been running a somewhat-modified Tomb of Annihilation lately, and while my players seem to be having a good time, I must admit that I’m not quite feeling the connection with it that I would like. Perhaps exacerbated by the fact that the group has had some seriously bad luck with navigation rolls and so keeps getting lost in the jungle, the game largely feels to me like a string of random fights, with little or no through-line of story or character development, which are famously the parts of any game that I’m the most interested in.
While I was looking for ways to address this for my next session, I happened across this video from Runesmith, in which he enumerates “five things an adventure should have.” What immediately struck me is that I’ve seen this concept before: the first time was in West End Games’s Star Wars Roleplaying Game, way back in 1987, but it’s also a core conceit of the Five Room Dungeon concept. Some of the specific bullet points of the five items vary, however, and if we map them to Dungeons & Dragons‘s “Three Pillars of Adventure” (Exploration, Social Interaction, and Combat), we get…
Star Wars RPG | Five Room Dungeon | Runesmith |
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Why five? First, it’s complex enough to be meaty without being so complex that it bogs down in detail or analysis paralysis. Second, it nicely maps to the familiar five-act story structure of setup > rising action > complication > climax > denouement. Finally, it’s a handy pocket size. The Star Wars example doesn’t quite map to the other two—”firefight,” “ship combat,” and “chase” are all more-or-less specific flavors of “fight something”—but the Star Wars setting, with its alien creatures and exotic worlds, has “go somewhere cool” baked into it universe design assumptions (and the inherent reward of any adventure assumed to be “victory for the Alliance”).
Looking at my Tomb of Annihilation game, I actually think that most of the individual sessions have hit the five points fairly consistently: the Burning Coast is an exciting region with dangers and wonders galore, there have been plenty of colorful NPCs, and so on. It has leaned a little heavily on the combat and exploration, but I think the point that may be falling down is rewards. Not just in terms of treasure (because there hasn’t been much, but in this setting gold and such is largely irrelevant), but in terms of the inherent reward of “moving the story forward.” The party came to the Burning Coast to find (and hopefully end) the Wasting Curse, and so far they’ve gone dino racing, rowed up the Amazon Soshenstar River, and now they’ve gotten entangled with the troubles of a lizardfolk village that may or may not have anything to do with the Big Problem. The barbarian, of all people, is wondering “Are we getting anywhere?” and maybe he has a point.
With this in mind, I think I’m going to remix a few of the elements of the next session to tie them more closely to the Big Problem, but more importantly, to show the players that it’s tied to the Big Problem. In an adventure where “loot” is not a metric, “plot coupons” are the actual reward, and I think maybe I’ve been too stingy with those. So I will address that.
-The Gneech
D&D Weather
Sunny days and crisp weather have arrived here, and that always puts Dungeons and Dragons on my brain– because way back in 1983 a bunch of us would hang out behind our high school on days like this and play through a very freeform megadungeon game of my own creation. I particularly remember a moment I’ve written about before, where one of my players (who always wanted to run ahead on his own) opened a door, only to be informed that behind it was a massive chamber with 200 orcs… to which his response is “I slam the door and run away!” Fun times. XD
At the time, I didn’t use the D&D rules, partially because I had all of a Holmes Basic Set and an AD&D Dungeon Masters Guide to work from (making for an incomplete and often contradictory ruleset to begin with), but mostly because I didn’t have the patience to sit down and puzzle it all out.
What I did have the patience for, for whatever reason, was to create my own ridiculously kloodgey homebrew system that took bits of D&D and blended it with bits of Heritage’s Dungeon Dwellers series and then, at the table, was mostly ignored. This game system was called “Mid-Evil,” which I was very proud of at the time. >.>
Did I mention I was 13?
A year later, I tried to leverage this same mostly-nonsensical system into an espionage/modern action game called “I Spy,” which was just as nonsensical and took the inspiration for its one usable scenario from a segment of “The Bloodhound Gang” from 3-2-1 Contact.
So, yeah, “ambitious, but not sophisticated,” about sums me up in those days.
But as dorky and sophomoric as all these things were, they had fire and a pure love of the game that still makes me grin to remember. As I began to develop more sophistication I moved on to MERP and from there to the HERO System, becoming ever more enamored of “realism” and “maturity”– mostly because I was still young and insecure about such things.
A lot of my games from this second period were very sophisticated by comparison– I had a “street-level superheroes” campaign that delved into dark topics and psychology and presaged things like The Killing Joke by a matter of years. But at the same time, a lot of my gaming sessions felt like work– we were trying so hard to Make Art out of the game, that we would lose sight of the fact that we were a bunch of nerds sitting around a table rolling dice to control the fate of fictional characters.
These days, I’d like to think I can have the best of both worlds. I have primarily returned to D&D (using the actual rules, even), but I work with the players to integrate their characters’ personalities and background into the campaign. There are random encounter tables, but they are built with an eye toward reinforcing the theme or environment of the adventure instead of being a giant kitchen sink of weirdness. There are serious NPC allies, enemies, or wildcards, but there are also moments of pure goofiness.
But most importantly, I remember these days why I fell in love with the game in the first place– those crazy moments of shared story that we were all creating together, where the stuff on the paper was there if we wanted it, but also didn’t matter if it didn’t actually make things more fun. And I’m always grateful for D&D weather, because that’s what it reminds me of.
-The Gneech
Uncanny Midnight Tales
Back in 2008, I was a huge fan of Star Wars Saga Edition, and in some ways it’s still my favorite iteration of the d20 engine. For this game, I created a Call of Cthulhu tribute game, Uncanny Midnight Tales. With Halloween a mere two weeks away, I thought now might be a good time to once again share it with the world!
What’s presented is not a complete game– it requires the Star Wars Saga Edition rulebook to play (and of course, SWSE was not OGL, so there isn’t any SRD for it), but for the most part it could be played in 5E with little alteration. But it does include character creation, equipment, and a Gamemaster Guide with a ready-to-go adventure and a collection of creature and monster stats.
Really, the entire project was more an excuse for me to create “my vision” of what a d20-based CoC might look like, but I had a lot of fun with it and creating all the handouts, and I don’t want it to be lost to the world. So go forth! Click on any of the images and have some spoopy fun this Halloween, on me!
-The Gneech
Gamers of the Galaxy
DM: Ronan comes striding out of the wrecked ship. Like before, he appears to have taken no damage from the crash. He sneers at you and bellows to the crowd, “Behold! Your ‘Guardians of the Galaxy’!”
GAMORA: Gaah, that damn infinity stone! He’s basically casting globe of invulnerability on himself.
DM: He also steps in Groot.
ROCKET: Son of a bitch!
DM: Rocket, your turn.
ROCKET: The infinity stone is mounted in his hammer, right? Could I maybe shoot the hammer out of his hand?
DM: With a regular gun? Not likely.
STARLORD: Unfortunately, you used your hadron enforcer already. That recharges on a short rest, right?
ROCKET: Yeah. …But, hey! Can I spend my inspiration point from protecting all those civilians to get the hadron enforcer‘s charge back?
DM (thinking): Okay, sure, but it got kinda smashed up in the crash. Make a DC 15 tool proficiency check to get it working.
ROCKET (rolls): Aw, shit! What a time to roll a freakin’ nine.
GAMORA: Geeze, and you blew an inspiration point on it.
DM: Well, you can keep trying on your next turn– if you get a next turn. Ronan’s on the ground, now.
ROCKET: Crap.
DM: Drax? Your turn.
DRAX: I assist Rocket on his next roll.
DM: Okay. Gamora?
GAMORA: Um… crap, I dunno, I’m a fighter. Can I just… I dunno, keep my eyes open and be ready to jump in?
DM: Delay requires an action and a trigger.
GAMORA: Okay, I guess if I see an opportunity to grab the hammer, I’ll do that.
DM: Good enough. Starlord?
STARLORD: What’s Ronan doing?
DM: He’s getting ready to smash the hammer down and destroy all life on the planet. Y’know, like one does.
ROCKET: Craaaaaaap.
STARLORD: I challenge him to a dance-off.
GAMORA: What???
DRAX: Pffft!
ROCKET: Oh God.
STARLORD: You said my tape player was going, somewhere off in the wreckage, right? Well, it says right here: my bond is “I treasure my mixtape from home more than life itself.” If I’m gonna die, I’m gonna die dancing to my mixtape!
DM (laughs): Sure, why not? Go ahead and make a Deception check, with advantage for tying into your traits.
STARLORD (rolls): Aww, yeah! Twenty-frickin’-SEVEN! (sings) Oooo-ooh child, things are gonna get bet-ter!
DM (still laughing): Okay! Ronan tries a DC 27 Wisdom save (rolls) and blows it bigtime. He’s effectively stunned for a round at Starlord’s pelvic sorcery.
TABLE: (laughter)
STARLORD: Gamora! Take it!
GAMORA: I am so not taking it.
STARLORD: I meant take the hammer.
GAMORA: Can I use my readied action to grab the hammer while Ronan is stunned?
DM: Call it a disarm check. Make an unarmed attack roll against Ronan’s Athletics check. (rolls)
GAMORA (rolling): Uh… man! Another nine.
DM: Yeah, no. Ronan’s got a vice grip on that thing.
GAMORA: Yeah, I’m just gonna stand there and stare at Starlord like he’s nuts.
DM: Okay, new round! Ronan is stunned and just stares at Starlord. “What are you doing?”
STARLORD: I’m distracting you, ya big turd blossom!
DM (laughs): Rocket, roll on your tool check again. You have advantage this time, thanks to Drax’s aid.
ROCKET (rolls): Nineteen! Hadron enforcer online, baby! I shoot the motherfucker! I mean, I shoot the hammer out of his hand.
DM: Unfortunately, it took your turn to make the skill check.
DRAX: So it’s my turn? I shoot the motherfucker.
DM: That works! You grab the hadron enforcer from Rocket and basically use it to make a ranged 5d10 disarm! Go ahead and total it up, the damage will be the difficulty for his Athletics check. (rolls)
DRAX (rolls, with no small amount of satisfaction): Thirty four!
DM: Ahahahaha, no. Not only does Ronan not make his Athletics check, the hammer explodes into a bazillion pieces, sending the infinity stone flying into the air!
ROCKET: Oh crap oh crap oh crap!
STARLORD: I’m basically standing next to Ronan, right? ’cause we were having a dance-off? Can I grab the infinity stone before it hits the ground?
DM: You can try! Give me a Dexterity save.
GAMORA: That thing does 100 necrotic damage per round and then you have to make Charisma saves to not explode!
STARLORD: Yeah, but while I’m lying there making death saves you can slap a container onto it. The Charisma save I’m not worried about.
GAMORA: But we don’t have a healer!
STARLORD: Well maybe there’s a paramedic in the crowd. (rolls) Anyway! I roll a sixteen.
DM: You nab it out of the air! You take 100 points of necrotic damage!
STARLORD: Ow.
DM: Fortunately, your Mystery Boon kicks in– turns out you are resistant to necrotic damage! So you only take 50.
STARLORD: Yay? I have fifteen hit points. (rolls) Twenty-two Charisma save.
DM: You are not killed outright on this round, but you are stunned and unable to act. A massive ball of purple-black necrotic energy swells around you, engulfing you and Ronan both. Ronan looks more than a little offended that you aren’t dead.
STARLORD: I bet he does!
DM: He also takes 100 points of damage, and is offended by that, too! It’s not enough to kill him, but it clearly hurts. He shouts, “Who are you???”
STARLORD: So all I gotta do is stand here dying at him to take him out?
DM: Pretty much!
STARLORD: Winning! When he shouts “Who are you?” I just give him my most smug, “You said it yourself, we’re the Guardians of the Galaxy, bitch!”
DM: Starlord taunts the badguy! It doesn’t do anything, but points for going out in style.
GAMORA: You said the damage happens every round, right? So he’s going to keep taking it?
DM: Yes. It spreads out through everyone in contact with whoever’s touching the stone.
GAMORA: Okay, I grab Starlord’s hand to absorb some of the damage and ready an action to shove a container onto the stone when Ronan drops.
DRAX: I’ll grab on too.
ROCKET: Ditto.
DM: Okay, new round! Ronan takes 100 points of damage, which is forty-odd more than he had. He explodes with a look of deep resentment on his face.
TABLE: (cheers, high-fives)
DM: You all take 100 points of damage split four ways, so 25 each, except for Starlord, who resists it and takes 12.
STARLORD: Two! I have two friggin’ hit points! Eat that, Ronan the Dickhead!
ROCKET: Ronan-the-A-Loser, more like!
GAMORA: I shove the infinity stone into the container!
DM: The purple-black cloud of necrotic energy immediately dissipates! Revealing Yondu and a dozen Ravagers. “Well, well, that was quite a light show!”
DRAX: Seriously?
STARLORD: Geeze, if it isn’t one damn thing, it’s another around here.
-The Gneech
Creativity Coaching Slots Open!
As folks may know, my day job is a success coach. I work with people in lots of different walks of life, but my native tribe is, was, and ever shall be creative types! :) To that end, I’m opening three slots for artists or writers to get 90 days of coaching at no cost.
YOU GET: 1-hour weekly sessions via phone or internet hangout where we look at where you are in your creative pursuits, what obstacles you are facing and how to overcome them, and the possibilities that will open up for you to get you where you want to be.
WHAT I ASK IN RETURN: Feedback! I want to be the awesomest, most kickass coach ever– which means I need to learn what I’m doing right, what I’m doing wrong, and how I can do it better. :)
NOTE: This service is coaching– i.e., helping you reach your goals; not art tutor, editor, or similar services. Adults only, please. :)
Comment here or send me an e-mail via himself@gneech.com if you’d like to set up an intro call to talk about nabbing a spot! :)
-The Gneech
Source: K-On! Wiki
So what do you do when your little four-panel comedy manga gets picked up as an anime series and blows away all expectations, becoming a huge hit– even if that success has more to do with the anime studio than with your own talent?
…Well…
…You cash in, of course! Which is what the creator of K-On! attempted to do with K-On: College and K-On: High School. Spoiler alert: it didn’t really work, but you can’t blame the guy for trying. But what I’m really interested in here is the attempt, because I’ve found a lot of interesting applicability to my work on Suburban Jungle.
Adaptation Expansion
I won’t go quite as far as Digibro and say that “the K-On! manga suuuuuuucks” because I don’t think it does. I mean, everything in the manga is also in the anime. It’s just that the anime is also so much more. Reading the K-On! manga feels like an outline, or a very rough draft storyboard of the anime series.
To fault the manga for this is kinda pointless. K-On! the manga never professed to be anything more than what it was: a disposable four-panel comedy strip. Imagine if Zootopia was a licensed version of a Garfield-style comic, and you might see what I’m getting at.
To that end, I don’t envy the position Kakifly (the creator of K-On!) found himself in. The story of K-On! had a definite end, and there were only two real ways you could carry on: either you follow the older four off to college, or you stick with Azusa and do the next year of high school. I don’t know if he was unable to decide which, or he wanted to hedge his bets, or what, but he went with “do both,” running two different series simultaneously with alternating chapters… effectively dooming himself to not doing either one well.
More of the Same, But Differently
Of the two branches, the High School storyline works better, if only because the characterization is stronger. Azusa, Ui, and Jun were already established by the original series, and Nao is an interesting new addition in her own gothy way. Sumire… eh… the less said about Sumire the better. But the storyline, as far as it goes, focusing on Azusa’s quest to create her own Light Music Club rather than living in the shadow of the previous one, does at least have a spark.
The College storyline, by contrast, just falls flat. The only new character who makes an impression at all is Akira, the lead guitarist of “rival band” Only Girlz– but even she was clearly created to merge the roles of Yui’s caretaker and tsundere glomp-target into a single character. It’s as if Kakifly tossed Ui, Nodoka, and Azusa into a blender to create Akira… and then had no more ideas for the rest of the cast. As for storyline, there isn’t any to speak of beyond a vague “battle of the bands” one-sided rivalry on Akira’s part that even the members of Hokagou Tea Time barely even notice.
In short, the follow-up manga series disappoint for two major reasons: the first being that the manga was never as good as the anime in the first place, and the second being that the follow-ups needed to be more removed from the original series and allowed to be their own thing. (The fact that a big Yui/Azusa reunion moment keeps being hinted at, but never appears, doesn’t help either. I’m guessing this was being set up to be the highlight of some future chapter that never materialized.)
When You Come to the End, Stop
As I say, I don’t envy Kakifly’s position… because I was in a similar one myself. When I decided I wanted to return to The Suburban Jungle, there was a lot of pressure from people wanting me to just pick up where it left off and basically do more of the same, with variations. Some people wanted Leona to become the new star, some people wanted Drezzer, many people just wanted it to keep on going the way it had.
And Suburban Jungle was a mid-tier webcomic! I can’t imagine the kind of pressure I would have felt if it had been made into hugely successful TV series.
But at the same time, I have studied enough sequels, spin-offs, and reboots to know that just tacking on more chapters after “the end” just feels anti-climactic. It didn’t work for Babylon 5 (twice!), it didn’t work for M*A*S*H or Are You Being Served? or even The Three Musketeers and it wasn’t going to work for me.
That’s why I took such pains to separate Rough Housing from Starring Tiffany Tiger. There is some of that “combine characters from the previous cast to make a new character” thing going on… Charity, besides being the combination of Dover and Comfort one would expect from their child, also has elements of Tiffany, for instance. But it was important to me from the beginning that there not be any absolute corollaries, and not simply repeating the same story or gags with a different skin.
In the case of K-On!, my armchair advice would have been first to let a few years pass in the real world in order to gain some distance from the work, and then to have made a stronger break. If you absolutely wanted to continue with those five characters, which I think could have worked, then fast forward past college and reunite them as adults. My suggestion: make them the stars of a TV show about a band, a la The Monkees, and having to deal with wanting to be For Realz Serious Musicians in a world that just thinks of them as being a corporate cash-in. That could open whole new avenues of humor and would crank up the recurring theme from the original of serious musicianship vs. fluffling off in new and interesting ways. Just imagine Ritsu trying to manipulate studio execs, or Mio finding a website full of fanfiction about herself, for starters…
Dammit, now I want to develop this show. ¬.¬ Anybody got the phone number for Kyoto Animation?
-The Gneech
PS: There’s still more I have to say about K-On! and in particular what effect it’s had on how I think about and approach Suburban Jungle, but that will have to wait for another post. In the meantime, the rest of the series is here: Zen, Music, and So. Much. Tea. (My K-On! Obsession, Part One) and K-On! the Anime v. the Manga, Part One.