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    <title>It Slices! It Dices!</title>
    <link rel="alternate" type="text/html" href="http://www.alkime.org/mtfierce/gaming/" />
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    <id>tag:www.alkime.org,2009-03-08:/mtfierce/gaming//19</id>
    <updated>2010-03-05T20:19:41Z</updated>
    <subtitle>&quot;It Makes Split Level Homes in Seconds!&quot; (aka the Fierce &amp; LintKing&apos;s Gaming Gallimaufry)</subtitle>
    <generator uri="http://www.sixapart.com/movabletype/">Movable Type 4.32-en</generator>

<entry>
    <title>How I Design a LARP (part two: Character Relationships &amp; Goals)</title>
    <link rel="alternate" type="text/html" href="http://www.alkime.org/mtfierce/blogarchive/gaming/2010/03/how_i_design_a_larp_part_two_c.html" />
    <id>tag:www.alkime.org,2010:/mtfierce/gaming//19.8009</id>

    <published>2010-03-05T20:01:16Z</published>
    <updated>2010-03-05T20:19:41Z</updated>

    <summary>Disclaimer: Someone I know chants, &quot;My process is not your process,&quot; and that applies. This series is called, &quot;How I Design a LARP,&quot; not, &quot;If you don&apos;t do it this way, you&apos;re WRONG.&quot; I am always open to questions and...</summary>
    <author>
        <name>MtFierce</name>
        <uri>http://www.alkime.org/mtfierce/</uri>
    </author>
    
        <category term="Investigations and Inspirations" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.alkime.org/mtfierce/gaming/">
        <![CDATA[<p><EM>Disclaimer</EM>:</p>

<p>Someone I know chants, "My process is not your process," and that applies.  This series is called, "How <U>I</U> Design a LARP," not, "If you don't do it this way, you're WRONG."  </p>

<p>I am always open to questions and suggestions, but I'm writing this down so future (and current) co-GMs have a piece of my mindset and method to my madness.</p>]]>
        <![CDATA[<p>This, like the rest, is not a stand-alone step.  Inherent to it are such things as location and time.  For example, my rule is that I always plan for at least two goals per character, but if I'm doing one of my <strong>New Year's Eve</strong> LARPs, that may be too many for the time limit.  If I'm doing an all day LARP, I want three goals, and at least two of them need to be impeded by other characters.</p>

<p>Goals are always (always!) a matter of connections between other characters, though, in my LARP workbook.  I start by putting together what I dubbed a "tolerance chart" (from the racial tolerances in the <U>Unearthed Arcana</u> book, if you must know.)</p>

<p><TABLE border="1"><br />
<TR><br />
<TH> (characters) </TH><br />
<TH>Shiro Jo</TH><br />
<TH>Talia</TH><br />
<TH>Budapest</TH><br />
<TH>Emidor</TH><br />
</TR><br />
<TR align="center"><br />
<TH>Shiro Jo</TH><br />
<Td>0</Td><br />
<Td>+</Td><br />
<Td>+</Td><br />
<Td>-</Td><br />
</TR><br />
<TR align="center"><br />
<TH>Talia</TH><br />
<TD>-</td><br />
<td>0</Td><br />
<TD>+</TD><br />
<TD>+</TD><br />
</TR><br />
<TR align="center"><br />
<TH>Budapest</TH><br />
<TD>+</TD><br />
<TD>-</TD><br />
<TD>0</TD><br />
<TD>+</TD><br />
</TR><br />
<TR align="center"><br />
<TH>Emidor</TH><br />
<TD>+</TD><br />
<TD>+</TD><br />
<TD>-</TD><br />
<TD>0</TD><br />
</TR><br />
</TABLE></p>

<p>This sets up the original scheme of conflicts.  (A "0" is neutral.)  You will note that everyone has two people who like them (a "+" is "positive"), and everyone likes two people - but that while Shiro Jo likes Talia (best be on the safe side with a Chaosian assassin who is pregnant with the heir to the Throne) Talia can't stand Shiro Jo (no, really, no one can stand Shiro Jo.)  That balances the situation and gives me leeway to write a story in each of their character packs from that perspective.</p>

<p>This also gives me a chance to make some goals: Shiro Jo might want to impress Talia, or get her on his side to assassinate Emidor.  Emidor, on the other hand, kind of tolerates Shiro Jo.  Doesn't understand the animosity Jo has for her...</p>

<p>With fifteen people this process gets a little harder...but while you are using this to set up your groups of initial knowledge, maybe not everyone knows each other, or has a set opinion.  This is great when you have a political game - maybe (in Amber terms) there's a Rebman embassy and so the fishfolk know each other, and some of the <em>simple fisherfolk</em> but they don't know anyone from the Moonrider contingent.  (Or do they?  Muah ha ha..ahem.)</p>]]>
    </content>
</entry>

<entry>
    <title>On Being a Girl...and a Gamer. (part two) </title>
    <link rel="alternate" type="text/html" href="http://www.alkime.org/mtfierce/blogarchive/gaming/2010/03/on_being_a_girland_a_gamer_par_1.html" />
    <id>tag:www.alkime.org,2010:/mtfierce/gaming//19.8191</id>

    <published>2010-03-03T21:23:15Z</published>
    <updated>2010-03-05T20:25:39Z</updated>

    <summary>DISCLAIMER: (while some examples come from real life, none of them are intended to suggest people are &apos;doin&apos; it wrong.&apos; They are purely my observations and tinted by my perceptions and all of that. PS: If these things are bothering...</summary>
    <author>
        <name>MtFierce</name>
        <uri>http://www.alkime.org/mtfierce/</uri>
    </author>
    
        <category term="Cultural Commentary" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.alkime.org/mtfierce/gaming/">
        <![CDATA[<p><small><em>DISCLAIMER: (while some examples come from real life, none of them are intended to suggest people are 'doin' it wrong.' They are purely my observations and tinted by my perceptions and all of that.  PS: If these things are bothering you in your group?  Speak up.  Most folk are reasonable.)</em></small></p>

<p>Here's one that bugs me (and again, my experience, and certainly there is only a small percentage of the men in my gaming life that do it) but why is it that women aren't expected to know how the game works?  As if they didn't buy games and learn the rules? </p>]]>
        <![CDATA[<p><br />
I'm not talking about guys accepting the guy's knowledge ("Spades are high!") over the woman protesting ("Um, PTA... hearts anyone?") because that's against the spirit of this commentary.  But...</p>

<p>If you want a good example of <a href="http://www.urbandictionary.com/define.php?term=Mansplain">mansplainin</a>', it's in RPGs.  You know, I actually <em>design my own</em>.  Like everyone (male OR female), there may be things I don't "get" intuitively - there's little to no standardization of language - heck, some games require you to know a lot about gaming before you even pick them up...which is all well and good!  And when it comes to the "storygaming" and the idea of having to make my own narration, I'm still a little slow... but that doesn't mean I can't decipher, say, THAC0.  </p>

<p>(My worst "slow" habit I think is that I want the approval of the GM before I go anywhere "weird."  This means sometimes I don't pick up the reins because I'm not sure how to stop once you get me galloping...)</p>

<p>This is actually a place I feel sorry for guys, because, you know, as a woman, I can ask for directions. [snort, rolls eyes]  And I will - asking for assistance is not the same thing as needing to be told how to play.  It may just be a matter of sorting out the boundaries.</p>

<p>Boundaries, of course, being a feminine conceit.  [snort] [tease]</p>

<p>Another funny gender disparity I've found is the, "Tell me about your character," trope.  See, when I get enthused when I've found another gamer, in my experience 100% of the time the guy will start telling me about his character.  The woman will tell me about the game, and only when I express specific interest do I get to hear all about who she's playing.  That 100% is not a typo or a generalization, by the way: that's a, "Every Time Up To Current," kind of ratio.</p>

<p>The other side of this is that men are more likely to tell women about their characters like she cares.  (Lucky for you, I do, but that's because I'm weird, not because of the boobies.)</p>

<p>So, that's four things off the top of my head that I don't see highlighted enough in the discussions.  I don't want anyone thinking I don't take seriously the dangerous and dysfunction that happens with other social expectations and details when men and women get together in the potentially intimate atmosphere of gaming, just that I did have the realization that outside all the oogly stuff, I guess it DOES make a difference.<br />
</p>]]>
    </content>
</entry>

<entry>
    <title>On Being a Girl...and a Gamer.  (part one) </title>
    <link rel="alternate" type="text/html" href="http://www.alkime.org/mtfierce/blogarchive/gaming/2010/02/on_being_a_girland_a_gamer_par.html" />
    <id>tag:www.alkime.org,2010:/mtfierce/gaming//19.8186</id>

    <published>2010-02-24T19:57:05Z</published>
    <updated>2010-02-25T02:49:22Z</updated>

    <summary>In a post on Meta-gaming, Actor-Stance, Author-stance, and Narration over at Doyce&apos;s Random Average geeky [gaming] blog, I noted in a comment: I don&apos;t want to say being the only woman at the table is an issue, because there&apos;s no...</summary>
    <author>
        <name>MtFierce</name>
        <uri>http://www.alkime.org/mtfierce/</uri>
    </author>
    
        <category term="Cultural Commentary" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.alkime.org/mtfierce/gaming/">
        <![CDATA[<p>In a post on <A href="http://random-average.com/index.php/2009/08/meta-gaming-actor-stance-author-stance-and-narration/#comments">Meta-gaming, Actor-Stance, Author-stance, and Narration</A> over at Doyce's <a href="http://www.random-average.com/">Random Average</A> geeky [gaming] blog, I noted in a comment:</p>

<blockquote>I don't want to say being the only woman at the table is an issue, because there's no reason it should be. </blockquote>

<p>I want to say, "But it is," and it's not the boys' fault.</p>

<p><small>DISCLAIMER: <em>(while some examples come from real life, none of them are intended to suggest people are '<strong>doin' it wrong</strong>.' They are purely my observations and tinted by my perceptions and all of that.)</em></small></p>]]>
        <![CDATA[<p><br />
I've been avoiding "girl gamer habitats" for a long time.  It's not that there aren't a lot of problems about how male and female gamers interact - <em>I hold by my statement that you can just take the word "gamer" out of that and gain some inkling of the actual dichotomy</em> - and I have grown out of the whole, "But Gamers Are Supposed To Be Better" mindset as a whole.  <small>(Except that they totally are.)</small></p>

<p>I just don't generally have anything to add about being female and being a gamer. (I think the "girl" portion is mostly for alliteration - I don't see anything perjorative in it, but I understand some folk do so I'm trying to consider their viewpoint and phase it out a little.)  Can guys be jerks?  Sure.  Can women?  Absolutely.  Everyone who exists has some possibility of being a jerk.  So I don't want to (don't care to) share my "horror stories" or disgust over some artist or production and the company that hired them, which is what it seems most of the forums for the gals end up being.  </p>

<p>At first, I thought it was because I'm a <code>misogynistic snarkhound</code>.  Which I am, don't get me wrong, but I thought it was <u>just</u> that.  I mean, I've seen the "GM's Girlfriend" be a guy.[1]    I've heard the important arguments of whether or not to bring kids to the gaming session (a very important discussion when you lay down your gaming contract) and seen what kind of sexist assumptions come out of it.  I'm over it.</p>

<p>I really didn't care when in the PTA game my character was less a butt-kicking warrior type and instead got to do the trope where she dresses up and seduces the soldiers for information.  It was fun, and it was PTA - a TV trope was appropriate.  </p>

<p>While my own "home group" (the Minions of past, present, and future) have always been good about crossgender play[2], when I'm in someone else's group I generally try to play someone my own gender.  I'm fine with that - there's nothing that says I shouldn't show a little courtesy.  </p>

<p>Do I care when "the woman's role" in the group is to be 'the healer'?  Sure, because I don't play a good nurturer type, even in real life.[3]  If I was constantly pigeonholed (ooh, that's dirty!) I probably would make a fuss.  </p>

<p>But I've also been at many otherwise male gaming sessions and noted:</p>

<ul>
	<li>I get treated differently when I wear make-up.</li>
</ul>

<p>That's a silly one, but true.  It's true in the workplace, too.  I don't like it, because it makes me feel manipulative.  It's not so much a bonus like, "Hah! I will wear make-up because it gives me a +1 to my presence at the table," but I've noticed a little more entry into the discussion because of it.</p>

<p>Which leads me obviously to the next point:</p>

<ul>
	<li>I get spoken over a lot.</li>
</ul>

<p>Now, I know the people I game with, and I know some of them are very much the "put up or shut up" type, even in (maybe <em>especially in</em>) gaming, and they want you to have enough backbone to take it or shout back.  <u>I don't mind being loud</u>, <strong>but a woman being loud is perceived a heck of a lot differently than a man being loud</strong>.  A man being loud is talking.  Sometimes excitedly, sometimes he's telling a story, but he's just talking.  A woman being loud is too close to being shrill and/or bossy.  While there's a place for that, that leads to <em>interpersonal tension</em> in a group.  I don't want to be that person.  </p>

<p>Maybe it's a girl thing.</p>

<p><code>(I named this "part one" because I'll be adding to this, but I'm now out of time.)</code></p>

<p><br />
<em>[1] I've even been accused of it, but anyone who has GM'd my husband has differed.</em></p>

<p><em>[2] Let's talk about the strap-on incident later.</em></p>

<p><em>[3] There's a reason I'm fine with my little girl being a baby jaguar.</em></p>]]>
    </content>
</entry>

<entry>
    <title>InSpectres! Potter-Style [long]</title>
    <link rel="alternate" type="text/html" href="http://www.alkime.org/mtfierce/blogarchive/gaming/2009/07/inspectres_potter-style.html" />
    <id>tag:www.alkime.org,2009:/mtfierce/gaming//19.7984</id>

    <published>2009-07-25T06:06:41Z</published>
    <updated>2009-07-25T06:08:51Z</updated>

    <summary>The stats in InSpectres are usually Academics, Athletics, Technology, and Contact ... we used, &quot;Wizardry, Quidditch, Artifacts, and Influence.&quot; </summary>
    <author>
        <name>MtFierce</name>
        <uri>http://www.alkime.org/mtfierce/</uri>
    </author>
    
        <category term="Investigations and Inspirations" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.alkime.org/mtfierce/gaming/">
        <![CDATA[<p>So, we had a fairly successful game of InSpectres with some friends a handful of months ago at one of the <a href="http://www.enchantedgrounds.com/" title="Actually very nice place.  I should go back soon.">semi-local game emporiums and coffee shops</A>.  While I still need to show some examples of solid Confessionals (I, myself, have failed at that) I saw that it worked well for these friends, and we talked about using it again.  More specifically, I saw the opportunity to blend a favourite flavour (in this case, Harry Potter) with it, if only for the duplicated Confessionals between Draco Malfoy and Hermione Granger: "I am SURROUNDED by IDIOTS."</p>

<p>So our Elfquest game (yes, I'll actually post some more about that later) was on hiatus as we were missing our healer-trickster (two great tastes that don't taste great together) and our working-class lust goddess (um, yeah) so I offered to run a quick one-shot if people still wanted to get together, and since I'd been hinting at this game for a while, I got the go-ahead early.</p>]]>
        <![CDATA[<p>I whipped up some character sheets riffing off <a href="http://www.memento-mori.com/inspectres/inspectres_character_sheet.pdf">the ones already available</a> by Ben Morgan - since most of the set-up of the game is in the three charts (skill test, stress test, and stats) they weren't particularly fantastic (or I'd make 'em available) but fun.  Some wizard-y clip art, a tiny bit of layout...</p>

<p>The stats in InSpectres are usually Academics, Athletics, Technology, and Contact.  For our Hogwarts version (which I riffed as "Aurors, Inc." because it had been a long day and I couldn't think of anything better [although, of course, the ideas are coming now!]) we used, "Wizardry, Quidditch, Artifacts, and Influence."  I kept the "Weird Talent" to help differentiate things.  I also kept the nine point spread.</p>

<p>There wasn't going to be any "Weird Characters," because I felt that the Very White World of English Wizards worked best for the straight aspect of the characters.  (<em>Only about 30% of this particular group are white guys, which is at least half of what amused me writing that sentence.</em>) </p>

<p>I didn't know if people were going to want to make their own characters, but I statt'd out some recommendations.  Harry Potter (no one was going to play him with my little sister in the crowd - she has Opinions) would, for example, end up with 2/4/2/1.  (He was decent at Wizardry, but where he really shone was on the broomstick, so to speak.  He had a magic cape and knowledge of Mugglestuff, so his artifacts wasn't negligible...his influence in the Wizard world, though, was a low, low one.  Sure, everyone had heard of him, but his recognition was rarely (if ever!) positive.)</p>

<p>Hermione Granger, on the other hand would be a 4/1/2/2 - fabulous Wizard, no Quidditch skills to speak of, with a fairly decent knowledge of artifacts and some influence amongst the teachers if not the staff of Hogwarts.  Draco Malfoy I thought was a 2/3/2/2 - decent at Wizardry, some Quidditch skills, dabbled with dark Artifacts, and knew some people.  I could have put that extra point in Quidditch anywhere else, though, with fairly good story-based justification.  (Great, Draco Malfoy is the Bleys of Hogwarts.  Erm.  Let's NOT GO THERE.)</p>

<p><BLOCKQUOTE>Some other examples:<br />
Ron: 1/3/2/3 * Luna: 3/1/3/2 * Ginny: 2/2/1/4 * Percy: 3/1/2/3<br />
</blockquote></p>

<p>I had left the game a little vague as to whether or not we were going to play in the school or post-Hogwarts, depending on what people wanted.  (I left the Gringotts/Quidditch Field/Library analogues to the Bank & Gym, etc., available, but we didn't end up using them.)  We ended up choosing post-Hogwarts, and, in fact, we were the "Far Reaches On the East" or somesuch branch.  ("Eastside!")</p>

<p>So, it turns out that while most of the players had seen the movies, few of the players had actually read all the books.  So there wasn't a lot of point in playing canon characters anyway.  Our canon characters ended up being Draco Malfoy and George Weasley.  (A lot from book six and on doesn't fit into my internal canon, anyway.)  I said the Ministry had put Draco out this way in charge, and George (player had only read the first couple of books?) was trying this out because the joke artifact shop thing was doing its best work through owl-order.</p>

<p>Draco's special talent was a "dark magic magnet."  He just had a talent for running into it.  George's talent was a joke item; a portable hole.  </p>

<p>My younger sister played Callista, a wet-behind-the-ears Auror whose special talent was, "Making the implausible plan sound like it could really work!"  We had Ralph, whose special talent was to make big explosions, and Billy, the American who was very confused as to what all these Brits were doing with their soldiers against the Dark Arts.</p>

<p>We tapped Draco to be in charge, and started creating our franchise.  Callista was On Time and very eager to help, including creating something to clean up the owlery which was kind of a roomba-owl that magnetized the owl feathers to itself.  George popped in much to Draco's disgust, and dropped Draco into the basement area while taking over the Nice and Neat Desk with his feet.</p>

<p>Ralph came in and made himself at home.  Billy showed up during a scene of sheer madness (large owl cleaner-bot, papers flying back and forth, Ralph pouring himself a drink from a cauldron, Draco Malfoy wondering what the woman knocking on the door could want... ah yes, therein lay the tale...)</p>

<blockquote>
"I need to cast... what's it called, `Send for help?'" - Draco's player 
"The Dark Mark?" - GM, helpfully
</blockquote>

<p>[The papers coming in were almost inevitably changes in procedure from the Ministry.  One of them required the wearing of green on Fridays.  It was noted many times that dress codes did not include mandatory knickers.  Changes in procedure always contradicted one of the last.]  </p>

<p>Somewhere in here, a challenge was made to George on his artifacts and he created a spell akin to the Pied Piper's flute, which started dragging in rats.  While the owls (and the Rogue Owlbot) were quite happy with this, it also brought in the lady at the door, whose arm seemed to be turning into a black rat itself.</p>

<p>A...contagious morphagus of some sort.</p>

<p>Which, of course, Draco and Callista ended up encountering.</p>

<blockquote>
"Those rats are vicious!  That's awesome! I...think you need a new stapler." - Callista
</blockquote>

<p>While the others look up possible cures, it's the village of Far Reaches on the East which is in need of their help.  Whiskers, rat eyes, long noses... the evil animorph was quickly taking over the city, called into her curse by George's using the Pipe.  </p>

<p>Callista uses the now giant Owlbitbot to search for the dark wizard, having been tagged in Draco's Confessional as having ridden other birds in her past.  </p>

<p>Draco contacts his former mentor, Snape, for a rare ingredient.  Snape recognizes Ralph, to his disagreement, but agrees to send the anti-shifter article.  </p>

<p>The magic holding the remnants of the owlery starts to fail, in an obvious way as Draco goes out finding what happened to the shifter, which means Draco uses his Qudditch skillz to save Callista.  (A 6 rolled over a 5 made Callista have to agree that Draco "looks good in doing it.")</p>

<blockquote>"So you want to do yourself with a broomstick?" - George mishearing Callista's aborted <em>Accio!</em></blockquote>

<p>Ralph and George check Draco's amazing library of books on spellmaking and potion materials for some solutions.  Billy assists in triage on those under the worst of the spell, especially as the library says they've got only until the setting of the moon to turn things back to "normal."</p>

<blockquote>"I do have something of a reputation for handling the Dark Arts," - Draco, fully aware of the euphemisms.</blockquote>

<p>While Draco and Callista continue looking for the blood of the magus, the owl comes in from Snape, and the boys make up a potion to reverse the effects.  It's mostly successful...as in it will work, but it will taste "most foul."</p>

<p>They find the ratwoman paralyzed in fear from the giant OwlThing and take a sample of her blood.  Draco goes back to research in his library, whereupon Ralph and George make sure to scramble things a little.  However, due to his overwhelming success, the potion he makes has an effect that vibrates out and cures the ratwoman as well.  Mission success!</p>

<p>Since it was quick and easy and people were getting into their characters, we decided to create a new one.  I won't go over the particulars, but it had to do with a vitamin-potion causing uber-hyperactivity, the cover-up of "wizard speed" in the ministry and the faked deaths of several wizards involved.  George bought a set of tight leathers, and ended up making a "Malfoy flute."  It ended up noting that the Minister of Magic had a "Paddling Hour," and a request by a very embarrassed Percy to, "Please allow the Minister his Dignity," with a robe being pushed into the room on the end of Percy's wand.</p>

<p>All in all, silly play, fun play, would have been much different with a group that was far more cognizant of the Potter Mythos, but it gave some of the people a little bit more freedom in their play.  I am slowly seducing them to the indie hippie side of gaming.  Slowly, but I think they *liked* being able to "call the shots."  </p>]]>
    </content>
</entry>

<entry>
    <title>How I Design a LARP (part one: Location-Cubed)</title>
    <link rel="alternate" type="text/html" href="http://www.alkime.org/mtfierce/blogarchive/gaming/2009/07/how_i_design_a_larp_part_one_l.html" />
    <id>tag:www.alkime.org,2009:/mtfierce/gaming//19.7990</id>

    <published>2009-07-15T11:31:16Z</published>
    <updated>2009-07-15T19:09:00Z</updated>

    <summary>See, location isn&apos;t just physical setting, but it includes the time, space, and people involved.</summary>
    <author>
        <name>MtFierce</name>
        <uri>http://www.alkime.org/mtfierce/</uri>
    </author>
    
        <category term="Investigations and Inspirations" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="larp" label="LARP" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.alkime.org/mtfierce/gaming/">
        <![CDATA[<p><EM>Disclaimer</EM>:</p>

<p>Someone I know chants, "My process is not your process," and that applies.  That's why this series is called, "How <U>I</U> Design a LARP," not, "The One True Method as to How to Design LARPs and why you're stupid and ugly if you don't do this same thing."  </p>

<p>If I happen to be giving the same advice as someone else, please point me to them, because maybe they have a solution I don't for some of my issues.  Otherwise, I am mostly writing this down as a guide for my co-GMs of the future.</p>]]>
        <![CDATA[<p><big>Location Cubed</big></p>

<p>So, one of the well-known real-estate mottos goes, "Location, location, location."  This is also integral in designing a LARP.</p>

<p>See, location isn't just physical setting, but the time, space, and people involved.  There are expectations.  Knowing <em>Location-Cubed</em> before starting plot design  helps significantly, because those things can affect how the plot plays out overall.</p>

<p><strong>Time</strong>: I like my LARPs to have time-based plot organization.  For my NYE LARPs, I want them to end at "midnight" in-game and a few minutes before midnight in real-time.  For conventions, you need to work around your time slots.  I've got a closed-door LARP I've been planning for years ("The Feast of Sky, Sea, and Stone") that revolves around a particular dinner.  </p>

<blockquote>Remember, the standard LARP I'm teaching you to build is a lot like a movie - there should be two major ("affects everyone") plot points, a climax, and a short resolution period.  You are going to have a lot more "down time" than a movie, so two hours is a hard run.</blockquote>

<p><strong>Place</strong>: Use your space.  My NYE LARPs were held at my family home, and the "party-friendly" spaces were well-known.  Bathrooms are generally off-limits (you're vulnerable enough there - games of KILLER being an exception).  Convention games sometimes need some arrangement with the organizer - if you're familiar with a room and need that space, make it happen.  I've done locked-door mysteries all in one room, but I had full control of the set-up of the space (there were no unnecessary tables in the way, etc.).  There's a fabulous theatre room that has been available at ACNW for some LARPs - it has a balcony you can sit up in and listen to the conversations beneath - make that part of the game!</p>

<p><strong>People</strong>:  This is the part you may have the least amount of control over, minus perhaps numbers.  At the NYE LARPs, I know that not everyone is going to play, but I have a good idea of who is showing up, so while I give some stronger interests stronger-plot characters, I try to get everyone to at least have some option to get involved.  At a convention game, everyone's there to play.  I have been surprised, though, with both presumptions (both NYE LARP people who really get involved in the game who I thought were just there to hang out, and congoers who paid to get in who didn't really want to be a part of the game.)  Location is a mental space, too.</p>

<p><Strong>Location</strong>: Real-world and in-game have repercussions.  If you're going to have multiple places, use what you have to clearly separate the space.  Keep a piece of chalk (can be vacuum'd up) at the very least - use chairs, caution tape, whatever it takes to say, "This is Mars.  If you're here, you have to have gotten to Mars somehow."  That clears things up visually ("Quick glance - we're supposed to have an event on Mars... is anyone there?") and, again, provides an important mental component.  </p>

<blockquote>Of course, I've been at those LARPs with people who have the ubiquitous crossed-arms "invisibly listening" to events, but at least you know they're on Mars, not on the planet with which you're plotting.</blockquote>

<p>You can create a game idea simply with these few options.  (If you can't come up with a few game possibilities based on having a balcony theatre or a NYE time limit come up, you're not trying.)  So I'm presuming you have a thousand ideas for a LARP already.  Let's move on to part two, and see what we can do to get them ready for action.</p>]]>
    </content>
</entry>

<entry>
    <title>Paladins now with less din. [4E]</title>
    <link rel="alternate" type="text/html" href="http://www.alkime.org/mtfierce/blogarchive/gaming/2009/03/paladins_now_with_less_din_4e.html" />
    <id>tag:www.alkime.org,2009:/mtfierce/gaming//19.7864</id>

    <published>2009-03-12T14:58:12Z</published>
    <updated>2009-03-12T15:16:56Z</updated>

    <summary>Anyone and their brother can be a paladin.  What&apos;s the point?</summary>
    <author>
        <name>MtFierce</name>
        <uri>http://www.alkime.org/mtfierce/</uri>
    </author>
    
        <category term="Investigations and Inspirations" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="4e" label="4e" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="anothersessionanotheraggravation" label="another session--another aggravation" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.alkime.org/mtfierce/gaming/">
        <![CDATA[<blockquote>Paladins no longer have to do stuff to be paladins.</blockquote>

<p>This is the note that starts the list of aggravations for the last session of our 4E game.  It used to be that being a Paladin didn't just require an unlikely succession of die rolls for attributes, but the GM's constant surveillance of your demeanor and actions.  If you acted in anything but a Paladinesque fashion, you were stripped of your special abilities, and became Just An Ordinary Fighter.</p>]]>
        <![CDATA[<p>Their "specials" are coded into the deity choices promoted with the system.  I can understand that.  I will even consider it a feature rather than a bug because it means that if I am feeling ambitious I have templates for Paladins of other deities.</p>

<p>But they're not really Paladins anymore.</p>

<p>Apparently, Paladins are no longer charged with holy orders, but merely possessed of a certain level of knighthood and practice that gives them their special abilities.  "Special" meaning they're a little different than fighters.  No real expectations anymore.</p>

<p>...Where's the "detect alignment"?  Oh, we don't need it anymore because it's not a matter of alignment.  Where's the "lawful good" requirement? Gone.  Where's the impact of shouting "Bring it!" across the crowded battlefield, while staring a red dragon deep in the eyes?</p>

<p>Gone.</p>

<p>Arrrrrgh.</p>

<p>Don't get me started on clerics.  The idea that I can, with full conscience, TEMPORARILY <em>consecrate land</em> TO MY GOD just to singe someone's backside is anathema to me.  That's not responsible cleric...ness.</p>]]>
    </content>
</entry>

<entry>
    <title>Blog Redesign</title>
    <link rel="alternate" type="text/html" href="http://www.alkime.org/mtfierce/blogarchive/gaming/2009/03/blog_redesign.html" />
    <id>tag:www.alkime.org,2009:/mtfierce/gaming//19.7865</id>

    <published>2009-03-12T06:14:00Z</published>
    <updated>2009-03-12T20:14:14Z</updated>

    <summary>Blog redesign in progress.</summary>
    <author>
        <name>MtFierce</name>
        <uri>http://www.alkime.org/mtfierce/</uri>
    </author>
    
        <category term="Arrangements and Acquisitions" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.alkime.org/mtfierce/gaming/">
        <![CDATA[<p>Why, yes, I am in the middle of a redesign on the blog.  I've gotten tired of the lack of colour, which means, of course, I go overboard the other way, eh?  </p>

<p>Or, the number one lesson for life:  expect change.</p>]]>
        
    </content>
</entry>

<entry>
    <title>Participant Dilemma</title>
    <link rel="alternate" type="text/html" href="http://www.alkime.org/mtfierce/blogarchive/gaming/2009/03/participant_dilemma.html" />
    <id>tag:www.alkime.org,2009:/mtfierce/gaming//19.7854</id>

    <published>2009-03-02T09:42:22Z</published>
    <updated>2009-03-02T09:57:11Z</updated>

    <summary>One player is silly, the other generic...which is a better player for the game?</summary>
    <author>
        <name>MtFierce</name>
        <uri>http://www.alkime.org/mtfierce/</uri>
    </author>
    
        <category term="Cultural Commentary" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="gming" label="GMing" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.alkime.org/mtfierce/gaming/">
        <![CDATA[<p>One of the games I'm in the planning stages with this year (mostly as a participant, but somewhat meta-GMing as well) (which is like GMing, only on a level that doesn't make the in-game decisions...) is having a bit of a participant problem that I'm really not sure how it is going to work out.</p>

<p>It's come to a choice of two players.  One of them should join the game, but it's hard to tell which one.  (And yes, the choice of "neither" has come up, but...see below.)</p>

<p>Player <strong>One</strong> is enthusiastic and comes complete with good player partner.  <strong>One</strong> does not play characters who can get hurt.  However, <strong>One</strong> does play characters who "look for trouble" (in the <a href="http://www.sjgames.com/munchkin/game/">Munchkin</A> sense of the phrase.)  <strong>One</strong> does have a tendency towards the silly.</p>

<p>Player <strong>Two</strong> is also enthusiastic but comes with <em>player baggage</em>.  <strong>Two</strong> plays a very basic character, one that may fit the "straight man" niche of the game.  <strong>Two</strong> would make for a more serious game but spends a lot of the time accomplishing the generic.</p>

<blockquote><EM>Player Baggage</em>: refers to out-of-game issues that become in-game issues.  Baggage can include emotional or <strong>person</strong>al... meaning, actual people (nonplayer kids/partners) that need attention during sessions.  I have my own, but I continue to try to train them well.</blockquote>

<p>One of the main problems of the game in the past was the "silly" overwhelmed.  On the other hand, if "silly" means a level of guaranteed player-driven plot, how does one weigh it?</p>

<p>I keep having the feeling there's got to be better questions to determine this.  Any thoughts?</p>]]>
        
    </content>
</entry>

<entry>
    <title>How You Can Go Wrong with 4E... in three easy steps.</title>
    <link rel="alternate" type="text/html" href="http://www.alkime.org/mtfierce/blogarchive/gaming/2009/02/how_you_can_go_wrong_with_4e_i.html" />
    <id>tag:www.alkime.org,2009:/mtfierce/gaming//19.7844</id>

    <published>2009-02-20T21:30:16Z</published>
    <updated>2009-02-20T21:33:44Z</updated>

    <summary>Old dogs, new tricks.  RTFM.  Existing programs.</summary>
    <author>
        <name>MtFierce</name>
        <uri>http://www.alkime.org/mtfierce/</uri>
    </author>
    
        <category term="Arrangements and Acquisitions" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="4e" label="4e" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.alkime.org/mtfierce/gaming/">
        <![CDATA[<p>1) Have a family history with 1st Edition, up to the point of literally being known to sleep with the DMG.  Look, old habits are hard to change.</p>

<p>2) Don't read anything on 4E except the excited writings of people who are familiar enough with it to actually write FOR it, and expect to intuit it immediately.</p>

<p>3) Try to translate your existing characters into it rather than build them completely new.  This is not an upgrade, this is a whole new OS.  Your existing programs may not work.</p>]]>
        
    </content>
</entry>

<entry>
    <title>A Stone&apos;s Throw [4E]</title>
    <link rel="alternate" type="text/html" href="http://www.alkime.org/mtfierce/blogarchive/gaming/2009/02/still_not_convinced_4e.html" />
    <id>tag:www.alkime.org,2009:/mtfierce/gaming//19.7843</id>

    <published>2009-02-20T06:56:48Z</published>
    <updated>2009-03-12T15:18:20Z</updated>

    <summary>What do I roll to get stoned?  You know, petrification.</summary>
    <author>
        <name>MtFierce</name>
        <uri>http://www.alkime.org/mtfierce/</uri>
    </author>
    
        <category term="Reviews and Ramblings" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="4e" label="4e" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="anothersessionanotheraggravation" label="another session--another aggravation" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.alkime.org/mtfierce/gaming/">
        <![CDATA[<p>I am glad <strong>the LintKing</strong> reads the books.  Because he's the one who answers the questions when I ask, "OK, what should we roll for this?"</p>

<p>Take, for example, the incident tonight.  </p>

<blockquote>Drythar, Beryl, Molivus, and Thorn have made it out of the ancient coliseum.</blockquote>

<p> Between commentary (there's only two of us - you'd think we'd move faster than this... but discussion ranged from banana nut muffins, blue penguins who are actually god-emperors of the multiverse, mufflers of gold, and scarfing food) some fifteen minutes later our intrepid heroes manage to open the door.</p>

<blockquote>A minute later, there's a whistle from behind them, and then one of the strange glass arrows (with obsidian "fletching") is fired above their heads and into the ancient cactus directly outside.</blockquote>

<p>(They haven't observed, passively or otherwise, that this is actually not the first time for this to have happened.)  (Or the skill of the archer - it should have slid right through, but...practice, after all.) </p>

<blockquote>So, should they turn directly around they could have caught the gaze of the lurking medusa who's been playing with them for about half an hour of their "careful" trip through the hall of statues.</blockquote> 

<p>I want them to roll to fail the automatic reaction of trying to make out something in the gloom they left.  I'd rather not deal with two more statues, <em>not that I can really find any petrification rules</em>.  (It's probably something you can "self-heal," muttermutter.  Did I mention I made my cleric/mage a warlock instead?  It's seeming to fit better.)</p>

<p>What do they roll?  And if they fail it, do they roll a saving throw?</p>

<p>"I should have stuck with THAC0," is like our theme song.</p>

<p>We went with a wisdom check and yes, saving throws.  Which suck hard in 4e, but we're trying...really.</p>]]>
        
    </content>
</entry>

<entry>
    <title>The Year of No GMing...not.</title>
    <link rel="alternate" type="text/html" href="http://www.alkime.org/mtfierce/blogarchive/gaming/2009/02/the_year_of_no_gmingnot.html" />
    <id>tag:www.alkime.org,2009:/mtfierce/gaming//19.7822</id>

    <published>2009-02-07T10:52:11Z</published>
    <updated>2009-02-20T21:28:45Z</updated>

    <summary>How does one change their GMing style?</summary>
    <author>
        <name>MtFierce</name>
        <uri>http://www.alkime.org/mtfierce/</uri>
    </author>
    
        <category term="Cultural Commentary" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="4e" label="4E" scheme="http://www.sixapart.com/ns/types#tag" />
    <category term="gming" label="GMing" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.alkime.org/mtfierce/gaming/">
        <![CDATA[<p>A good friend recently brought up a question to one of her gaming groups about "GMing styles" and she used me as an example.  It kind of brought up a lot of thoughts I had recently about my "GMing style" and how dissatisfied I've been with [my] GMing lately.</p>

<p>See, the thing is, I don't feel I've come through with what I think of as "my style" for about... oh, over a year now.  ("<em>Please and Shank You</em>" was good through about the third session...)  I had some success in the recent <big>InSpectres</big> game, but, dude, if you're not having a good time with <big>InSpectres</big>, UR NOT DOIN IT RITE, as the LOLcattian parlance goes.  Even then I had a couple false starts and probably should have put a kibosh on a confession or two.</p>

<p>So, the real question is, how do I change?  I've been reading and observing closely over the last couple of years for things I long to do and have happen and be like, for that matter.  I want to have and be fun again, and the more I try to follow what seems to be "the new conventional wisdom" (if there is such a thing) the less successful I've been.</p>]]>
        <![CDATA[<p>Some obvious thoughts are, <u>I should stick to what I do best</u>.  With that in mind, I should stick to PBeM and/or old-fashioned dungeon crawls, because I do still have a lot to unlearn in the regards of the "GM feeds the players" methodology.  It doesn't help that my husband is a fan of those styles.  </p>

<p>I've got one PBeM (or, in this case, a journal-style) game in the works.  ("Aurors Gone Wild.")  I haven't been able to commit to it, which is why it hasn't started.  (I need to be able to visit it at least twice a day, not just once after work.)   </p>

<blockquote>Some might wonder why I consider PBeM a successful medium for me with 1/2 the games I've started having more run down than "ended."  The truth is, when I'm on, I've had some <a href="http://www.skyseastone.net/pmwiki/pmwiki.php/Glitter/JulianMeetsTheOisenBrothers">fun interactions</A>.  l can do evocative.  I'm good at evocative.  I even have tricksy plots...too tricksy at times.</blockquote>

<p>(I'm just not good at energy.)  </p>

<p>I'm tired of dungeon crawls in other gaming engines. Look, I love a good dungeon crawl when I'm in the mood for it, but 4E is kicking my butt in having to learn all new ways of handling things.  I'm still not very convinced that it's all what I want from it, but I do entertaining dungeon crawls so I'll learn the new tools.</p>

<p>[Frankly, I don't know if I ever want to do another Shadowrun game with its own rules.  I could *do* amusing InSpectres dungeon crawls.  But keep your dungeons away from my Amber!]</p>

<p>Second obvious thought - <u>don't <em>just</em> play to my audience, play for my fun.</u>  I have a habit of going with what "the group" seems to enjoy, and that's good up until the point that I start to hate it.  This is probably the underscored issue with the <em>Elfquest</em> game - I'm flexible and I can enjoy a lot of scenarios, but once it becomes too much of what I don't like, I need to step in and see if I can pull it back or if I need to get out.  (There's also a serious sidenote about "getting out" being a valid strategy.)  </p>

<p>This dovetails a little with the third obvious point - <u>play more</U>.  'Nuff said about that, except to say that playing with DIFFERENT people is included in both 2 and 3.</p>

<p>Fourth obvious point - <u>make the players do more work.</U>  Part of my "style" has always been that it's such a privilege to work so hard for people being willing to indulge me and play in my world.  So, I can do some bending...but I don't have to go over backwards.  I know I'm a control freak, but if they take on some narrative responsibility, I have more time I can use to do, you know, bookkeeping.  I still don't see my allowing the LintKing to play a Windling, but maybe I could unbend enough for a pet or somesuch.</p>

<p>So, that's at least 4 places where I could change my energy.  I don't want to always be in a comfort zone, which is where the first point goes off, but maybe if I can focus on the other obvious places for a bit, I can turn things around.</p>]]>
    </content>
</entry>

<entry>
    <title>A Quick Q&amp;A: Progress Report?</title>
    <link rel="alternate" type="text/html" href="http://www.alkime.org/mtfierce/blogarchive/gaming/2008/09/a_quick_qa_progress_report.html" />
    <id>tag:www.alkime.org,2008:/mtfierce/gaming//19.7660</id>

    <published>2008-09-11T09:51:36Z</published>
    <updated>2009-03-12T15:19:19Z</updated>

    <summary>Games Up To The Moment, 9/10/08</summary>
    <author>
        <name>MtFierce</name>
        <uri>http://www.alkime.org/mtfierce/</uri>
    </author>
    
        <category term="Reviews and Ramblings" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="illegalgods" label="Illegal Gods" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.alkime.org/mtfierce/gaming/">
        <![CDATA[<p><BLOCKQUOTE>1) What does <EM>Illegal Gods</EM> do that no other existing game does?  What makes it unique?</BLOCKQUOTE></p>

<p>When I was first designing the game, a heck of a lot that other games don't, but, as time has gone on, it's been crowded out with others' ideas.  That's the problem with slow-cooking.  On the other hand, God-Merchants, Soul Jockeys, and maybe the HSEL are the first three things that come to my mind.  I think of it mostly as a pirates-in-space game with religion added.  Preacher pirates in SPAAAAACE.  Erm.</p>

<p><BLOCKQUOTE>What is holding you up in your minigame, "The Four Queens"?</BLOCKQUOTE></p>

<p>Trying to work out a mechanic that isn't so self-contained as to make a great card/boardgame, and allowing narrative to have an influence.</p>

<p><BLOCKQUOTE>What other RPG irons do you have in the fire?</BLOCKQUOTE></p>

<p>My ACNW games, of course.  I took out the <EM>Lonesome October</EM> style LARP as I need another GM for it, and about 20 people for it to work the way I want.  <EM>Aurors Gone Wild</EM> is about ready to launch.  I just need to fill in some final information and I'll be happy there.  <EM>The Reclaimers!</EM> which I think of as a <EM>Shadowrun</EM> game 'gone twisted,' (you play in a world of mutants and magic and try to dig up the future) is being nudged and massaged, if not in any playable form yet.</p>

<p><BLOCKQUOTE>And computer RPGs?  Boardgames?</BLOCKQUOTE></p>

<p>Still playing Arcanum. About to take on Arronax, or whatever his name is, presuming we can, um, get back to him.  That's kind of awkward when you move into the next room and teleport somewhere else and there's a hanging plot point.  Still, the designers have been vaguely smart about it so far...</p>]]>
        
    </content>
</entry>

<entry>
    <title>You broke it.  I&apos;m fixing it.</title>
    <link rel="alternate" type="text/html" href="http://www.alkime.org/mtfierce/blogarchive/gaming/2008/09/you_broke_it.html" />
    <id>tag:www.alkime.org,2008:/mtfierce/gaming//19.7654</id>

    <published>2008-09-11T04:35:36Z</published>
    <updated>2008-09-11T18:35:57Z</updated>

    <summary>Knock me off my kilter, and I&apos;ll get up again. Never gonna keep me down.  Erm.  Wrong story.</summary>
    <author>
        <name>MtFierce</name>
        <uri>http://www.alkime.org/mtfierce/</uri>
    </author>
    
        <category term="Investigations and Inspirations" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.alkime.org/mtfierce/gaming/">
        <![CDATA[<p>I wrote on my <a href="http://twitter.com/mtfierce">Twitter</A>:<br />
<blockquote>"I can sum up my ACNW game submissions on Twitter: `It's all gone wrong. It's your fault. Can you fix it?' and have characters left over."</blockquote></p>

<p>The reason I'm talking about it here and not on <a href="http://www.alkime.org/mtfierce/amber/">my Amber Blog</A> is because this isn't inherent in any fashion to ACNW, Amber, or even my games.</p>

<p>It's indicative of a methodology I've embarked upon in changing the way I GM.</p>]]>
        <![CDATA[<p>I grew up in the age of old AD&D modules.  You know, boxes of flavour text, maps, and the whole, "Defeat this creature and move one space," kind of design.  Nothing wrong with it, and it's a great place to get comfortable.  I just want to jump forward, off the board, so to speak.  </p>

<p>See, I am an over-planner.  There's a part of me that's uncomfortable not having a dozen lines of dialogue written out for every bit part in case he or she becomes important.  I want statistics for everything (hence why I cheer everytime I re-read my friend's <a href="http://www.mortijingle.com/jnmmnj/97/june/shadfall.html">Falling Rules for Shadowrun</A> - which I really could have used after pushing that mobmaster off the cliff into Tir Tairngire... but I digress.)  I want to know I can handle whatever happens.</p>

<p>Because I *want* "<em>whatever</em>" to happen.</p>

<p>My friends know I will run things from the seat of my pants, and usually that works just fine.  (There are notable exceptions.  [sigh])  On the other hand, having reams of notes doesn't help my in-game comfort.  Sure, it makes me feel more prepared, but maybe my group thinks I'm better when I'm knocked off my kilter.</p>

<p>Whatever my kilter is.  Perhaps it's something like a tuffet?</p>

<p>So, I figured out my problem in part was that I took too much responsibility for the game.  I needed to make the players responsible for more of the design.  Not that they mind, necessarily, it's just that I was dug in too deep to "GM as host," and I'd hate to be impolite.  (The Laws of Hospitality, and all.)</p>

<p>Hence, "It's your fault."  There's the buy-in right there.  And "Can you fix it?" is the game.</p>]]>
    </content>
</entry>

<entry>
    <title>4e is the anti-D&amp;D?</title>
    <link rel="alternate" type="text/html" href="http://www.alkime.org/mtfierce/blogarchive/gaming/2008/09/4e_is_the_antidd.html" />
    <id>tag:www.alkime.org,2008:/mtfierce/gaming//19.7652</id>

    <published>2008-09-06T20:09:37Z</published>
    <updated>2009-03-12T15:19:56Z</updated>

    <summary>Don&apos;t diss on my D&amp;D, h8rz.  Word.</summary>
    <author>
        <name>MtFierce</name>
        <uri>http://www.alkime.org/mtfierce/</uri>
    </author>
    
        <category term="Cultural Commentary" scheme="http://www.sixapart.com/ns/types#category" />
    
    <category term="4e" label="4e" scheme="http://www.sixapart.com/ns/types#tag" />
    
    <content type="html" xml:lang="en" xml:base="http://www.alkime.org/mtfierce/gaming/">
        <![CDATA[<p>No, I haven't bought/read/seen a page from 4e.  I have, however, examined many a discussion headed by the erudite, the enthusiastic, and the exhaustive. </p>

<p>I have slogged through an essay or two, recently, about people who have gone into system design purely to write (as noted in Wikipedia for <A href="http://en.wikipedia.org/wiki/Houses_of_the_Blooded">Houses of the Blooded</A>) something that is, "Anti-D&D."</p>

<p>I find myself torn between two immediate responses.  One, the, existential, "Why?" and the second, "But wait, hasn't D&D gone there, itself?"</p>]]>
        <![CDATA[<p><strong>Why?</strong></p>

<blockquote>Why?  Is it that D&D didn't do something for you that you wanted?</blockquote>

<p>As much as I hate the whole, "You can do <u>anything</u> with this game!" concept, (the "supersystem!" theory, I suppose) there's a lot to be said that the basic, "<em>You kill things, you level!</em>" precept was almost irrelevant to any game I enjoyed of AD&D.  </p>

<p>One might thank necessity (or desperation) for that. It's what we had, so it's what we used to tell the stories we wanted to tell. </p>

<p>Now we have <em>fantastic</em> tools to do it with... tools that are lovingly crafted to sculpt and mold and tantalize and season to taste.  Complaining that the flint we once used both as knife and scraper of clay isn't as precise as the microprobes we've designed, well, that's just ridiculous.</p>

<p>Should we call it guilt? Guilt that we had <u>so much fun</u> with something so awkward, so flawed, so racist/sexist/classist/whatnotist?  </p>

<p>Frustration, perhaps?  "We wanted so much more out of it?"  Well, what stopped you from making something else?  Given that I'm reading these essays IN THE MIDDLE OF NEW ROLEPLAYING GAMES, the answer would be, "Um...nothing?"</p>

<p>You know, the same thing that kept us happy with it; years, nay, <em>generations</em> of House Rules.  I'm tempted to write it off as just one variant campaign; a whole book of House Rules.  You cannot be the anti-D&D without D&D?</p>

<blockquote><em>sidenote:</em> I remember being part of a conversation with some others about how hard it is to judge how many people are roleplaying based on 'net participation.  I agree with whoever pointed out that the old D&Ders are playing their 20-year games and not talking about it on forums, not looking for new rules, not sharing their games outside their long time groups.  I haven't figured out how to bring the idea of this "underground" into my post-apocalyptic games quite yet, but there's this whole clan war idea that occasionally bubbles up, and not just men with axes shouting, "We love THAC0!"

<p>(<strong>disclaimer</strong>: I run House Rule-modified 1st Edition AD&D with Unearthed Arcana additions.  It really is kind of like identifying my sect...  Second edition is an abomination, none of the third editions even exist in my D&D worldview.  Oh, and no, except for the occasional mention of it here, I don't frequent any D&D forums or even talk about it outside "my group," so I understand.)<br />
</blockquote></p>

<p>Which brings me to 4e.</p>

<p>I was never tempted to delve back into it with 3rd (or 3.5) edition.  Not once.  With my opinions on 2e, and with my original DM's Guide as what I (at least in my heart-of-hearts) measured all other systems' books against.   (Which is why I am beginning to be turned to <U>Spirit of the Century</U>.) </p>

<p>It sounds like they've made it fun again, and that's the anti-D&D.  Isn't it?  Wasn't that what everyone was fighting against?  The presumption that it was all charts and math and rule lawyers making some obscure social profit against you via your characters?  It's probably still a bunch of adventurers kicking down doors and laying the hurt against the evil undead (undead O!) but with it turned a notch higher up to awesome.</p>

<p>I'm willing to be convinced. For someone so firmly set in their ways, that's halfway to conversion.</p>]]>
    </content>
</entry>

<entry>
    <title>Elfquest: Briar&apos;s Tale</title>
    <link rel="alternate" type="text/html" href="http://www.alkime.org/mtfierce/blogarchive/gaming/2008/01/elfquest_briars_tale.html" />
    <id>tag:www.alkime.org,2008:/mtfierce/gaming//19.7303</id>

    <published>2008-01-08T13:44:31Z</published>
    <updated>2008-01-08T13:48:30Z</updated>

    <summary>Briar is the mostly-NPC character I am playing in the Elfquest game.  She&apos;s about to try to refuse Recognition, and this is the story behind it.</summary>
    <author>
        <name>MtFierce</name>
        <uri>http://www.alkime.org/mtfierce/</uri>
    </author>
    
        <category term="Quirks and the Queer" scheme="http://www.sixapart.com/ns/types#category" />
    
    
    <content type="html" xml:lang="en" xml:base="http://www.alkime.org/mtfierce/gaming/">
        <![CDATA[<p>SPOILERS INSIDE.</p>

<p>Briar's the mostly-NPC character I am "playing" in the Elfquest game.  She was Recognized in the last session.  I knew a little of her background, but it wasn't until that hit that I realized the reason why she was going to fight this.  Nevermind it's like refusing water, and it might kill her and her potential mate.  She's got a story, and this is what is behind it.</p>]]>
        <![CDATA[<p>It was small and did not survive.</p>

<p>It was not the first one, or the last, to die before taking breath. Some were worse, passing on only after you could hear the sounds of their hunger in the winter storm.</p>

<p>I don't like to remember it.  If its father gave it a name, I never asked.  What good are names against the elements?  The names are not like wolves that howl and are heard against the wind.  They are the prints before they are filled by the snow.</p>

<p>They speak in their dreams about Recognition, and they are wrong.  I do not tell them that.  They are allowed their dreams.</p>

<p>I tell the others again: it is only Timmain's children that live. That is why I love her.  That is why I will follow them, in their strange, warm shapes, with the bright eyes that see in the dark.  I will give up the sun and live in the night.</p>

<p>      Only... I cannot sleep.</p>

<p>I invent lists in my head to help calm the thinking.  Lists of the plants and their uses.  Lists of the colours and knots of the things I weave.  Lists of all the things I will forget so that I can learn them anew.</p>

<p>I try to forget how to walk, or how to sing, so that I can mimic the way the others, the children do it.  They do some of it so lightly, despite the concentration and focus that must come with the predator blood.  We learned to lose focus, to relax and let the shaping flow through us, like rivers, like belief.  Like Dreamseeker's belief that there would be cool shade and sweet, cold water.  Like his belief that his dreams were sendings from the forest beyond the burning cliffs.<br />
The belief that burned hotter than the tiny rocks beneath our feet, that dragged wolves and elves united behind him with the strength of his vision alone.</p>

<p>I have lost my ability to do any of that.  I follow.  I follow because I do not know how to lead.  I follow to death.</p>

<p>The chief has banished me.  I think he would argue but silently agree.  I cannot provide for the tribe.  I have no end of bravery because fear requires imagination.</p>

<p>      Only... I cannot sleep.</p>

<p>And I cannot dream.<br />
</p>]]>
    </content>
</entry>

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