Wasted Day followed by Unblocking
So Saturday night and all of Sunday was written off thanks to my house-mate having a house-party before going out for drinks, follow by early morning noise and more drinks… finally Sunday lots of hangover rugby players around the house. Preventing any real work.
The creative block was unblocked today for the Dissertation reference assignment. Here are some things I tried.
Adapting material from professional source (Book, Movie ect…). Which I dismissed due to copyright issues.
Quick-fire one paragraph summaries and Drafting interactions failed as well. Writing an enclosed interaction was hard.
So I said bugger it. I will right the bulk of a system agnostic roleplaying module. Which is prefect for several reasons.
- I’m familiar with the format and confident
- The format is detail light, really on the GM to fill in the details
- The Read Out boxes let me explore aspects of the scene
So while what I have written is not ready to go so to speak, that’s not a problem! Any further embellishment would require system, or mechanical details. This is a good brief and reference sample to work from.
Just need to clean up the draft and I’m done.
Eternal Struggle
I have been struggling with this concept ever since I was eight. Narrative vs Ludology. By Narrative I mean story-telling and Ludology I mean pure game play.
Introduction
You see when I was around six my brother took me through my first roleplaying games and shortly afterwards I tried to run my own game of Dungeons & Dragons box-set. My epic story never left the village and bells were rung, chickens chased and silliness ensued. I played endless choose your own adventure books but non of those tales stick in my mind like other stories I read.
You see from a very young age I always had two ambitions, to perform and play. I've always wanted to make games since typing in code into C64 out of magazines. I've always been a story teller, directing my first public play when I was eight (it never went ahead but we rehearsed filthy rhymes, "She whipped her pistol from her knickers."). I started programming for the first time (for real, not copying) when I was eight in C.
So this struggle between playing and telling has always been present. Now I should say meta-narrative or player narrative is fully compatible. The conflict comes in delivering a story with that game. So back to the key point role-playing.
It's been my passion always as it seems to combine both my loves and be social. South African role-playing at cons is much more story based than the conventions I have seen in the UK.
Role-playing Solution
Now excluding the dungeon crawl and roll-playing, those are without real depth. There are two major forms in South Africa. Campaigns and Convention Modules. Unlike US & UK cons the South African modules have pretty strict conventions. Between 4-7 players, almost always 6. All rules and required elements must be included in the module. The player characters are pre-written. The GM only see's the module an hour before the game. The module is run simultaneously in one slot.
The campaign however is much looser but much more complex. Over the years I've learned the secret to a good campaign is to play with the players. Don't write over-arching plots instead make everything character base and weave it around the players actions.
This means you can deal with themes and even setup scenarios but you must ultimately cater to the players and adapt.
Now in a module you have a story and script which you need to stick to. A bit of variation is required. The great modules are spoken about for years, like good films. Also because of the simultaneous play throughs story, plot twist and grand tales have more impact. Some flexibility and deviation but ultimately you tell the story. This is mainly achieved by having pre-written characters which have motivations written. The main ingredient is good players and a gm.
So a South African module seems to be closest to my solution.
Digital Divide
Okay we have two main problems in the digital world. Most game players are uncooperative bastards and we don't have the social backbone to remove their awfulness. Put a few people in a room to discuss a thing and they will be civilised. Put those people in a chat room with pure anonymity and they are awful.
The next problem is a good GM has a very useful toolbox.
- Advanced decision making with social context
- Content generation on the fly
- Multiple detailed player input channels
- Library of social knowledge, experience, dictionaries and research
Okay the first item means we need an AI or system which emulates it which is still years out of our reach. Though not more than twenty.
Content generation, we have some good work in this area but the main problem is method. When using the written and spoken word a sentence can make a vast landscape and a thing does not exists till mentioned. This is used more times than you would think. Unfortunately on an AV display all things must be defined before it can be display. We cannot materialise a door into a wall if the player has already seen that wall.
A digital player only inputs conscious input through a controller. Conscious input is meaningless when measured against the VAST amounts of information you can read in their unconscious signals. The best moments come from exploiting this input. In a digital world we would need a microphone and camera to watch the player (Natal I'm looking at you) but also read and interpret extremely advanced tiny motions. The main advantage here is if we get more advanced we can measure heart-rate, biometrics and brain signals. So for the moment we are behind the curve but in the future??
Finally the library of knowledge. Well that problem is easily solved. We could plug all games into a vaster database than any human could learn in a lifetime. The trick is to get a computer to comprehend the vast amount of data. See the first point.
Conclusion
I do plan to write more on this based more firmly in what is achievable today. For the moment however you see where my eyes are looking and what my motivations are.
Massive Narratives pt 3
Hi all, before you ask I don't know how many parts this series will have. I have a rough outline of what I want to work through but nothing solid. Once it's all done I do plan to compile it into a more structured article.
On a side note Game Horizon is tomorrow. Hope to see some of you there, I will shoot a few tweets up as the event progresses. Don't be surprised if nothing is posted on Tuesday or Wednesday.
Problem: Past, present or future
LARP games tend to be held once or twice a month, big Meets are normally annual or bi-annual. The times of different games in a region tend not to sync up. This provides advantages and disadvantages.
Down Time
The advantage is primarily an activity called down-time. This allows the ST running the game to take a breather and construct stories and props for the next session. This reflection time is crucial and often the quality can be measured by the amount of work that happens in down-time. Rushing it at the last minute really shows.
The players also use this time to perform out of session activities. Things like training, issuing orders to their minions, or going on little side quests or missions. The advantage of the training is the player says I spend the next three weeks training such and such skill. Because the event is triggered and they don't have to invest time into it this removes the grind.
Side quests, activities and conflicts play out by email, on forums or face to face with a ST (much like a typical table top role-playing game). This serves two main functions: Danger and Involvement. The danger element is because LARPs involve live action they need to be safe. So drug busts, car chases and combat related activities can't be done "live". Its also very expensive to mock-up these activities "live".
The second function Involvement is important. It allows the ST to give some personal time to the player. Re-enforcing there sense of self importance and giving their character some time to grow and expand.
Another minor advantage is being able to create news reports, and the like reporting misinformation and pieces. It's a nice tactic as it re-enforces a sense of the world and builds immersion by credit taking. A player will see a report about a gas explosion blowing up part of the docks and a few dock workers dying, a player will smugly remark that actually it was a fight with the were-wolves and he had to use a rocket propelled grenade.
EVE Online handles downtime really well. The skill training system means your character is doing something while your at work or doing other things. It removes some of the grind and minimizes the advantages of obsessive play time.
Time Slip
The main problem with down time and time differences is an element I like to dub time-slip. The games are happening at different times but may be happening at the same game-time.
ST dance an elaborate dance to stop players hopping in a car and driving to the next city and wreaking havoc, or even just picking up the phone and calling someone in a different region. This problem is also present in MMOs as the player is not always online.
The solution in most LARPs I've played is an in-game limiter. In vampire its decorum and politics factor which keeps mingling down. In a Seven Seas LARP it was a technology limit, pirates don't have cell-phones. These are all workable solutions but they are negative solution removing an element from the game. In a Cyberpunk LARP, with three different roleplaying groups all in the same universe I really ran into the time-slip problem.
The world by its nature is inter-connected. So you can't really give valid in-game reasons for no-contact. So what we did was a notification system. If a player was getting involved in another game they would get a text. If they responded in 15min with general orders or a text to say they would run over then fine. If not we would play them by proxy. The absent player was giving a minor stat boost, to compensate for lack of direct player control.
Most MMOs 'ignore' time slip by having player's vanish. I think this is cheating in a small way. I know some player's feel cheated by things happening when they are offline hence why we offset matters in-game by boosting offline characters stats. There are many opportunities to solidify the game world however by making sure parts of it don't vanish when your offline.
A direct attack on an offline player should be avoided if they safely logged out. What about the player's assets, allies, safe-houses. Having these things vulnerable adds an element of realism to matters. The concept of offline being totally safe is nice for casual players but removes the risk. It's a tricky area of discussion, and is driven largely by taste.
Sorry guy's I cant make the game
Real life happens, and it should always take first priority. There are times when a player can't make a LARP session. This is understandable and needs to be worked around.
If some notice is received then some additional down time actions can be given to the player. Most time big events can be supported by leg-work. If a player can't make a session do a little bit of extra down-time with them and their success or failure can influence the big event. Whether it be supplying, intelligence, counter-intelligence, or even commando activities. They are then involved in the big event even though they missed it.
I've found this tactic to be VERY successful, yes it only works when you get a bit of notice, which is not always the case but most times it's a solution. One thing I despise about MMO's is a friend saying, "sorry I can't I have a raid". Well what if that person could do a legwork mission to help out and get some reward/feedback from the big event.
Not only does this solve the time issue but it makes the event feel more grand and some people enjoy legwork more than the big event.
Next time on Flammable Penguins...
Problem: Didn't I just kill you? (Reality in a Persistent world)
Please feel free to comment or tweet at me (Twitter: EvilKimau)
Massive Narratives
Okay I've found some topics I want to write a lot about, so I'm going to make a compromise and break them into smaller posts. Once they are all done I'll put together a complete article or podcast. First some news updates.
- Might be some interesting news on the podcast front just trying to get some things sorted out. Watch this space.
- Encleverment Experiment is going well. Hopefully there will be more info publicly out there in the near future.
- I'm attending Game Horizon Conference next week, should be good.
working on a side project which I will publish more info once this series of posts is done.
Massive Narratives
The first item is all about a phenomenon I have arrogantly dubbed, Massive Narratives.
With The Old Republic MMO, EVE Online and many others talking about massive narratives, it got me thinking about ongoing multi-site LARPs. They've at least partially solved many of the problems MMOs are to face.
A LARP is something role-playing geeks have been doing for years. You dress up as a character, arrive at a venue and interact with other characters in a story-space defined by the Story Teller and her team. They can happen be diplomatic styled discussions with cocktails in quiet room. They can be people running around a forest hitting each other with foam weapons. Ultimately they are a group of people participating in a Live Action Roleplaying Experience.
Now let's up the ante one further. Some LARP's are ongoing, i.e. spread over multiple nights or even years. Some ongoing LARP's happen at multiple locations, the biggest to my knowledge being Vampire LARP run by the Camarilla. Putting aside the drama of running a global organisation of bitchy role-players aside there are many other difficulties.
Problem: I am the Chosen One
A LARP involves maybe 12-30 people in one session, with big "meets" going into the hundreds. Globally the numbers expand rapidly. However the precedent set by storytelling, ego-trips, computer games and Hollywood is the chosen few (or one). Players want to be special, however the nature of a LARP means they can't be "chosen". Each player is equally important, the other hundreds of players are not there to serve you.
Solution? Well there isn't one really but there are some good compromises LARPs have found.
Make It Petty & Personal
Human nature can be an ugly thing at times but useful. Petty in-fighting, struggles over small things and little personal battles are great solution. Grace framing Simon for a misdeed brings Simon into disrepute and gains Grace standing. Does the game world in general care, not really, but Grace & Simon will be talking about it non-stop till the next game.
So to solve the chosen one problem many STs set-up situations which result in petty in-squabbles, personal vendettas and the like. Unfortunately computers still need a bit more research before they can handle Desperate Housewives style bickering, but we are getting close. However elements of this already exists in game spaces which don't explicitly support it, by player driven events. The challenge is to promote this behaviour to the point were it can drive the player forward as a primary mode of game-play.
Darius you Villian!
Another Chosen One solution is the personal vendetta and goals. A ST will often at the time of character creation nudge a few things to create a rivially or personal goal.
Now if your Rival is another player you get some great moments but it falls more into the previous category of Desperate Housewives style things. The other problem is if the other player stops playing then it fizzles out. A good mechanic I have used as an ST and seen used is the second degree vendetta. My sire (or family, lord ect...) has a vendetta with another sire. So as a trusted vassal I try resolve the vendetta often directly opposed to players on the other side of the conflict. If a player stops player its a loss but the vendetta can continue. Again the trick is to keep it personal.
Wrapping it Up
The big issue with ongoing LARPs and MMO is a common one. We have a large player base, each player wants to feel important and make game affecting choices, but we want to keep a stable game space which runs for a in-definite period of time.
The chosen one issue is one part of that larger problem. I'll be adressing other elements of the issue with other problem posts
Next time on Flammable Penguins...
Problem: Who Shall be King? (Sorting out authority structures)
Please feel free to comment or tweet at me (Twitter: EvilKimau)
GenCon Primer
Too much squirrely goodness... must consume the Squirrel!
Okay So I'm back from Gencon just want to get the first load off my skull then I'll do a proper post later.
- It was great, four days of roleplaying
- Trip down was made fun with having allies
- Arrived in one piece, mental note no matter how much space your big boots take wearing them to save space while running around with big bags is a bad idea.
- Taxi Drivers are stupid
- I did the right thing upgrading a little extra money on a better room is always a good idea
- Domino no matter how good is always expensive and always share Pizza
- You will always find neat stuff to spend money on
- Blood Calls to Blood: Okay table but nothing special, good module
- COC: Hihats, being a crazy physic is always a good thing... SCREAM!
- Skipping breakfast gives you a 2 CON damage
- Its not the end of the world if games are cancelled cause then you meet people while doing mundane volunteering
- GMing munchkins on a dungeon crawl is justifiable homicide
- While not all americans are a pain in the ass you want to bludgeon, most seem to be
- COC: Dockside Dogs - yes you can play an annoying character but be prepared to be shot in the leg and head. Always pay the ferry man
- Skipping breakfast is still a bad idea.
- Having your module cancelled so you can play more COC is always good. Oh clowns may be freaky but they are just that way because of the alien experiments. Their nice people deep down, if their not already hollowed out.
- A really bad module with munchkins can turn into a fun module once lighthearted players sit down on your table.
- Even if its a dungeon crawl the players do appreciate some sauce. Just ignore the hack and slashers they wont be happy no matter what you do unless everyone dies and they survive by rolling high. Oh and their pathetic selves feel justified by "winning"
- Sleep deprivation, not eating enough and free drinks
- Star Wars Saga edition is great system, speaking of which marketing talk (IE 4th ed presentation) is the same pack of lies always. Listen for key phrases and whats NOT said.
- Genning characters at the table will take time
- You know its a good table when they almost all avoid combat
- Travelling through London is a nightmare especially with tube strikes, don't fail your knowledge:local rolls.
- Catching the last train is risky
- Getting home and dying is good
- Going to work now BAD!
Will say more later!
Sinfest makes me smile
Sinfest makes this little grin appear on my face as I plot world domination. Its not like I want to rule the world I just have to for the sake of others..... no really its an act of mercy.
So I got a listing on facebook, got a shout from a ghost of the past, missed my podcast on the weekend. Oh and had a fab time roleplaying last night. I had a great weekend drinking at Tokyo, losing my phone (old one) and getting it back.
Despite all the crappy people this mud ball of a country has thrown at me it has tossed some really neato ones my way as well.
Another Satttttty Day
Contry to popular belief I dont like sitting down. Its something i do while using a computer true, by choice however my machine is on a low lying desk. I like the floor, no cushions on the floor just a nice carpet. Yes low lying furniture for the mildy amusing quality and plus five modifier to charisma.
On a different topic I've been firmly establishing once again my geekiness. I am a geek. Whats worse is while I used to be able to say I skydive, have a relationship, and regular attend ****** parties, I can no longer say these things thanks to English conditions and the country transition phase. Moving countries without a spouse or friend is very difficult. Believe me. Its easier when your a kid or in university because then your in an establishment that you can branch out from.
This brings me to another topic, the social parrell that World of Warcraft brings in relation to life goals. Starting the game life is easy and players tend to be happy with a sense of accomplishments. This is because they have a clear attainable and substationsly goal that can be measured. They are leveling, they have a nice blue bar telling them how well they are doing. They have a clear path of actions they can do to attain rewards nd progress on this path.
This is much like a child who has clear goals of school. You can measure how far along in the school year you are and how well you are doing. So ignoring WOW and Real Life achievement tasks (time award system, and real lifes effort award system), children know what they need to do and tend to be a lot more focus. Until University, or Level 55+.
At this point the wonderfully predefined road falls away from beneath them and the constricited system in which they have grown until now is removed. Now they need to define their own goals.
Some more things can be drawn how some WOW players get sucked into grinds because "its the thing to do" and not because they enjoy it. Some others are continously making new characters not acknowledging the world after 60, while others slowly progress avoiding 60. Ironically the roleplaying characters (or the creatives) are running around in substanderd gear with almost no gold.
It Amused me.
This morning I help a customer setup an Airport netowkr with multiple base stations, speedtouch router (pieces of junk), two macs (both with USB modem software installed, which messes up the system), oh and a network printer. Its easy to do but taking a customer through it takes forever and well its the best techie call I've fielded.
Hello from Cold South Africa
Okay so I've arrived. I think the chronological breakdown the best. So let it begin.
Tuesday
Wake up at the crack of dawn and rush packing, I end up forgetting one or two things but nothing serious. However around 0800 I'm out of the door. I arrive at the airport. I have some trouble with the ticket because of my name stuff. I then get worked over by customs. Grrrr.
Arrive in Paris around 1300, local time, the French are dirty and unorganised. I get taken aside and worked over by French customs, my mp3 player runs out of power. Fun time isn't it. I then wait and wait and finally board the plane at 17:55.
Wednesday
I watched Firewall, and some other film I forget. Bleh. I arrive in JHB at 0640, late surprise surprise from the French bastards. Collect my Luggage, then Cris and Nats (who I first confused with her Sister Dom) are there to pick me up.
I feel a whole load better. Oh we grab the first real food since Monday. Then arrive at the flat. After attacking Dom I ran off to the Club House to join Little Lan. I ran into a whole bunch of people. Feeling even better.
Then I go back to the flat to watch Kuni's game. I will post a rant about this at another time. Needless to say it was funny to watch but a complete mess.
We then ran off to Zeplins and assaulted the dance floor. Then early morning pulled ourselves back. Oh at this point I should mention Marrita and her cats are sleeping over this night because someone tried to break into her place.
So in first day checklist.
- South African Food and Wine
- Seeing most of my friends
- Played in a TKV lan
- TKV roleplaying
- Zeplins
- Crime against self, or friend
Thursday
I'm trying to remember what I did on this day. I cant I know in the evening we played 30 seconds, drank lots. Henkie hit on a twelve year old. Oh not to mention Brenden, projectile vomit. That boys smokes and drinks more than a Brit. Scary I know. Oh also they broke into Marita house while she was sleeping over and stole everything.
Friday
Cris rushing around cause she is leaving today. Made wireframe for Nats wings. Oh also went for cocktails at Cheeky monkey.
Saturday
Went shopping for fabric, and foam for wings. Tried to finish them for Sun to Moon. Sadly didn't finish, no biggie because Nats didn't make it to Sun to Moon. Then that night we went out for Chris Visser's Birthday party. Afterwards people went to Vamp and Zeps but I crashed.
Sunday
Crashed again, then went to Breden's place for drinks and lanning. Looong day.
Monday
Ran around town got a bunch of stuff done. Still need to do Bus tickets and Bank through
Oh well they will get done. Then Henkie Channel of Power game, my old campaign group, played at Doms place.
It was interesting to watch but I wanted to kill Henkie at times. His game has been declared non-canon cause he is not following rules, or system flow. Oh yes this is the first day I'm not drunk.
More will come... From the chaos that is South Africa.
Blues, Blogs and Bitemes

Crazy Bon-bon chocolate covered Bitemes eating all the ones and zero dancing on the line. I think about what would happen if my tongue was cut out. I would talk in bloody spurts of silence. No acting, roleplaying, shouting, kissing would be handicapped.... Along with many sexual options, generally life would be less interesting. I would however be forced to used more 'printed' media. The idea has a certain morbid romance to it.
Oh well less than a hand of days till I fly out but still a crowd. I'm thinking of a million things I need get done, and how little motivation I have to do them.
There are only 10 kinds of people in this world, those that understand binary and those who don't.
Sadly there are also 5 divisions to an infinite perfection and perversion in the desire to delude one self to think of order.
There are only 2 numbers in the entire reality that are definite any other number written down is incomplete, yet most people don't acknowledge either of them, all of us are afraid of them.
Ultimately the world is witnessed by no-one but all of the world is observed.
LARP time
First and foremost I'm a geek. Yes I am I do a lot of crazy stuff but at the end of the day I'm a geek girl who goes fan girl at the worst possible times. As a tribute to my geekiness I have posted a brief history of my LARP character.
Maga Ta Sheel
Time before has been forgotten, I am as much as the creature of rumor as I am of fate. I shall not repeat what lips tell people on winds of night. I shall tell the tale of the lover scorned for myth and legend holds as much truth as my mind does of that time and place. Many shades and colours of events past lips. Listen to the wind of fate listen to the fade of truth.
Silver grey, beauty shines on maiden of flowers walks. Through snow white tulips and grey green leaf the tulips weep morning dew. Eyes unknown glance towards footsteps on broken glance. Tale tells of promises, whispers, of love, luster and lust.
Into arms of power and strength the fey maiden was embraced and aside taken. The years or seconds are measured without time. The maiden walked on dream and happiness, a smile for the world. Long ages past and flowed on this path. One day past time the clouds raged betrayal. The maiden furious in her rage confronted her lover an was thrown out like a twig on wind. The maiden begged upon fates and justice on the promises of old. The fates struck a terrible blow to the lover but the maiden was not spared. Cast aside in ages old the maiden was torn asunder from head to toe and as the fates are balanced her life was by a hair saved for gods are dangerous.
From there the tale shades into a million tales from kings and queens to farmers troubles. Wind and mystery follow on wind. Maga ta'Sheel, a black wind of fate or a white light of hope.
LARP
My first instinct is to stab you in the eyes and scream at your ignorance however I explain because my own country jumping has taught me the words usage is loose at best. I'm used to a Live Action Roleplaying environment with set characters laid out in a room much like a play without audience or script. The events unfold without guidance and direction, some minor poking at times, into a climax. The LARPs in the majority are single evening events set in a room and played out in one evening. The main stay is talk and political / social maneuvering. The structure involves 13-30 players with 1-3 refs who are ghosts and don't partake.
LARP in the UK and USA seems to be running around the forest with a character you drew up much like a dnd character. The premise is often quick and shallow or deeply involved. The games span months or years. The events include combat with fabricated weapons of foam, and phys-reps of special abilities (bean bag = fireball). These are more combat orientated and tend to be more DND styled. The adventures involve half the players and a handful of refs crewing. This means playing NPC and monsters. The adventure then is broken up into encounters or events.
My wording is obviously colouring which one I like more. The first is found in South Africa as the mainstay. I'm currently playing the second here in the UK. Much fun, but not nearly as good as evening games. At least it gets me out and running around.
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