The Seven-Sided Die

The odds & ends of roleplaying

Entries in the Category “GM advice”

Inspiring imagery

written by d7, on Jun 2, 2010 12:44:04 PM.

For June's Blog Carnival, Johnn Four kicks it off by asking, "What inspires your games?"

I'm often inspired by images I find online, either because they reflect what's in my head or send sparks of ideas into the back of my brain. There are a lot of good places to find images, and I want to share some of my sure-fire sources.

Pictures speak to me

I am, in many regards, a very visual person. As a roleplayer I am very invested in the aesthetic socket: as a player I seek out wondrous and strange places in the game's setting to immerse in them; as a GM my campaign preparations and inspirations are often a compelling images that I want to realise.

Often enough the images behind a campaign I want to run are just in my head[1. Right now, I have a far-future, post-fantasy, post-technology, apocalyptic setting bubbling in my head that involves a dead sun, radioactive god cadavers, a weird hill where time runs backwards, and soldiers of the god-killer nation in sleek power armour wielding god-cadaver-powered assault cannons. It's such a weird mix of inspirations that it's probably good for a second carnival post.] The inspirations might have their roots in a videogames I've loved or places I've been, but the real driver is an image on its own as it encapsulates senses of place, time, emotion, and theme.

Other times I'm inspired directly by images, or I've found images that come close to what's in my head.

Show your players

The wiki for the one setting I have online, the country Tayel, is peppered with images that I found inspiring or reflected the imagery in my head. The Serpent River slips green and placid through the wood for which it's named. The Swift Valley farmers grow fields of bright red amaranth for their grain, oil, rich red dye, and greens.[2. Amaranth is a real crop, versatile and easily-grown.] The Winter Weald is a frozen forest year-round. The Briarwind Hills are windy forage land below the Sunset Mountains for the hardy shepherds who call it their home. Belying their name, the Spine is a string of low, wooded hills that define the southern boundary of the Swift Valley and offer fertile hunting grounds.

All of those images helped me put what was in my head when I was building Tayel in front of my players. They also serve me as reminders of the particular diversity of the landscape within the small country, keeping me from using mental shorthand and picturing every acre of forest identically.

All of those images are also freely available—every one I sourced from Wikimedia Commons. For example, the representative hill of the Spine is a hill in Aizu, Japan. Although the paddies below the hill are rice in the image, at that distance they serve admirably as amaranth paddies.

When I already know what kind of image I'm looking for, the Search box at Commons is one of the first places I turn to. Usually it will give me some images or categories that are close enough, and from there I can start browsing the categories, looking for the image that will convey the idea I'm looking for.

Feed your creative process

Right now my desktop has this image on it. (Choose a screen resolution below the thumnail and click Download to open a new window with the image full-size. It's really worth seeing at high resolution, and full-screen if possible.)

It's an image of a very tall stone house on a hill overlooking a road and a plot of cultivated yet scrubby trees, with a snow-scrubbed mountains rising above it, glowing (or glowering) under a portentous sky. It's incredibly atmospheric, and makes me want to play that, right now. I don't know what kind of game "that" is, but it makes something primitive and creative thrash about in me. I like that, and when I need inspiration for a location I can tap into that.

I have my desktop wallpaper on a constant cycle, randomly filling it every hour with an image from a selected folder. Any time I want a quick dose of awe, I can just swipe all my windows out of the way and soak in the atmosphere of whatever has been hiding behind them.

The images in my current cycle have all come from one site, Interfacelift. Originally I was simply drawn by the way you could set the image filters to match your screen aspect ratio and resolution, but I was blown away by the number of images that are perfect for feeding the creative beast.

Beaches, mountains, lonely buildings, and bodies of water seem to be very popular with the photographers that contribute daily to Interfacelift, and that just so happens to be exactly the kind of imagery that works for me and my focus on fantasy settings. There's an RSS feed that I've subscribed to as well that keeps my folder updated with the most recent pieces that fit what I find inspiring.

Share your inspirations

The current blog carnival has just started, and we can always use new sources of inspiration. If you blog, share your own sources of inspiration and link back to Johnn's June Blog Carnival article.

If you don't have a blog your inspirations are welcome in the comments here or at Johnn's article.

What gets your creative juices flowing?

Scripting for the fiction in Burning Wheel

written by d7, on Jun 1, 2009 2:26:48 PM.

One of my readers (hi Chad!) submitted a link to my first BW AP report to reddit, which I only discovered when I saw it in the list of referrers for the article. I love these little discoveries. I've seen links to The Seven-Sided Die coming from places I never knew existed, which is admittedly gratifying, but more importantly it introduces me to blogs and sites that are obviously talking about things I already find interesting.

Reddit has a discussion feature for each link. One of the reddit commentors on that link said, essentially, that they love what they've read in Burning Wheel but they're frustrated by how artificial the scripting seems. I shared a bit about my first successful use of scripting in the Duel of Wits, then realised that I'd glossed over it in the AP report. I want to elaborate on the comment I left over there to fill in the bits I skipped in the AP report.

But first, I need to lay some groundwork.

Fiction first

Burning Wheel appears to be a very rules-heavy game, but it feels oddly lighter to me during play than it looks. I'd almost call it a "medium rules" game because the rules handling doesn't feel cumbersome. What makes the difference is that all of BW rules exist to make your fiction really "pop". Luke Crane seems to have tried very hard to make sure that the rules can always support your fiction before demanding mechanical attention.[1. Importantly, the mechanics also make sure to feed back into your fiction in interesting ways, so they "pay back with interest" to your fiction for the control you give them, but that's aside of the point I want to make.] You decide what's happening, use the mechanics to resolve the question, and then let them fade back into the background.

Putting the fiction first is critical to making scripting worthwhile in Burning Wheel. The mechanics are involved and interesting enough that you can just keep manipulating them as an abstraction of conflicts and uncertainties, but this makes for a flat play experience.[1. Abstractly handling the mechanics also makes it very hard to come up with ways to make failure interesting, since that depends so much on being "plugged in" to the fiction.] We did this at times in our second session, which is why parts felt like bookkeeping. Using the mechanics in that way divorces them from their raison d'être, which is to breathe life into the fiction. If there is no or little fiction to hook an invocation of a rule into, it doesn't have anything to make "pop."

To make BW rules sing, particularly the more complex ones like scripting, the mechanics must be consulted only when the fiction demands it.

Fiction in scripts

How can I claim that a rule should only be used when the fiction demands it? Once you've started writing scripts and gotten into one of the three detailed tactical subsystems of Burning Wheel, you've got to use the rules, right?

Yes, but they're still going to be flat. Using any of the scripted subsystems—Duel of Wits for social conflicts, Fight! for combat, or Range and Cover for field manoeuvers and sniping—can seem like a lot of time and work for not much gain. One roll follows the last, until you find yourself at the end asking yourself, "What was the point of that?"

To put fiction first, and to really give the mechanics something to work with, you have to anticipate the rules' needs. You have to feed the beast! Every test in Burning Wheel requires an Intent in order to know what the test is really about, and the tests in scripts are no different. You know that each volley of a script[1. For the uninitiated, a script is broken down into an exchange of three volleys. You secretly write out what your actions will be during all three volleys, then reveal them one at a time so you can compare them and determine the results by rolling. e.g., a Strike against a Feint will be very different than against an Avoid; a Point versus a Rebuttal is going to be different than against a Dismiss.] is going to happen before it does, so generate some appropriate fiction before you have to deal with the mechanic.

If you don't want to generate a lot of close, detailed, move-by-move fiction for a scene, then you don't really want the level of detail that scripting brings to the table. In those cases, set a clear Intent for the entire conflict and use a simple, versus, or Bloody Versus test instead. Save the scripted subsystems for when you really want to play a knock-down, drag-out conflict to the hilt.[1. The climactic confrontation with the King at court is a good use of Duel of Wits. Convincing the guards to open the town gates after curfew so you can sleep safely after a day of travel probably isn't.]

Practicals

In no part of the rules is this more important than Duels of Wits. You might decide that scripting Point-Rebuttal-Point is the soundest tactic against what you expect your opponent to script, but it's going to stall out badly as soon as you reveal the first volley and don't have a plan for what point you're going to make.

In our first session of Burning Wheel we finished up with a Duel of Wits (DoW) between Basilio and Archdean Rimedio. We really enjoyed it and were impressed with how well the DoW mechanics worked for us. When we set up for it, I made it clear that for every volley scripted, we should have an idea of what the general thrust of our chosen debate actions was going to be when we roleplayed it. Each action represents no more than a sentence or two of argument, so that wasn't too much work to expect on top of the scripting itself.

Our statements of case were:

  • Basilio: "Carmino is practicing demonology and must be investigated right this minute."
  • Rimedio: "That’s a far-fetched charge, and I am far too busy. You will drop this and not bother me about it again."

(Since it was our first time using the rules we failed to separate the Cases for which we were arguing from our Terms in case of success, but they served us well enough.)

This very much coloured how we prosecuted our cases. We scripted tactically, but more importantly we scripted to suit the things we wanted to say—the actual, spoken points, rebuttals, avoidance tactics, and dismissals that we planned to roleplay before each roll.

Fimmtiu scripted Points, Rebuttals, one Obfuscate, and saved his Dimiss for after he'd clinched the argument. He was aiming for convincing the Archdean that he was right, and chose aggressive debate actions to suit the "on the offense" argument he was trying to make. Rimedio didn't really want to be having this discussion, and to that end I leaned defensive with enough offense to try to shoot down and turn aside Basilio's argument. Hence, I scripted Points, Rebuttals, two Avoids, and an early Dismiss that proved fatal.

Both of us knew while we were choosing actions that we were going to have to speak a coherent argument that would fit the actions, in order, that we had chosen. At one point (the second exchange), I actually found myself without a plan and looking to what I wanted to script for inspiration on what kind of tack Rimedio's argument might take next. This was really interesting because what I eventually came up with to say, though inspired by the mechanical tactical choices I wanted to make, demanded that I choose slightly different actions in order for them to fit the roleplay I was going to do.

Brass tacks

A couple of examples are in order. I'm not going to go over the scripts volley by volley, but in consulting my notes I can see that there are a few volleys that are excellent examples of using a fiction-first approach and making the fiction and mechanics dovetail. Both of these examples are from the first exchange.

I anticipated Basilio making a point right away, and I wanted to pursue Rimedio's argument that this is beneath his notice. To that end I chose a Rebuttal, which was putting tactics first. However, to give the Rebuttal mechanics meaning I needed to have something to say before the roll. I was careful to come up with something that would be a statement that would refute the Point I was anticipating from Basilio, since that is the, er, point of scripting a Rebuttal. I decide that I would say, "Carmino is respected; he wouldn't risk his reputation." Although I chose a mechanic first, I made sure that I put some fiction in place before executing that mechanic, and I made sure that the mechanic would back up the fiction.

In a later volley (but in the same exchange), Fimmtiu scripted a Feint. I can't speak to his decision process here, but it's a good example of a debate action that really needs a meaningful bit of roleplaying beforehand to make it work. Feints are designed to mislead a Rebutting opponent into countering a dummy point that sets them up to be more vulnerable to the real point. In his debate notes he had prepared to say, "But surely you admit that these charges are serious enough to merit investigation," which is the misleading argument, followed by, "So why not? He never has to know," which is the real point Basilio wanted to score.

The spoken roleplay gave the Feint meaning and consequence: not only was he arguing for Carmino to be investigated, but that the Archdean could avoid jeopardising Carmino's reputation by just being discreet in case Basilio was wrong. A different dummy point and real point would have given the argument a different impact on later fiction, regardless of the basic mechanical win-or-lose outcome.[1. As it so happens, I scripted an Avoid for Rimedio, against which a Feint has no teeth. Rimedio just ignored the bait of the dummy point and tried to beg off on account of "I don't have time for this nonsense and I really don't want to keep my breakfast guest waiting." C'est la vie, but it's still a good example of choosing the mechanics for the sake of the fiction.]

Hypothetically, Basilio could have used Incite for mechanical advantage, and yet at no point did he go in that direction because of the fiction that would give that action meaning. Basilio had a Belief that required getting the Archdean to investigate Carmino. Insulting him might have won him the argument and furthered that Belief, but would have certainly negatively impacted his other Belief that involved earning the respect of his peers and superiors by making his Engine work. The fiction that justifies using a mechanic has consequences.

But why?

If this seems like an awful lot of work, that's because it is. So why do it? Ultimately, it's a matter of taste. I really like what comes out of using Burning Wheel like this, and I find the times where I forget (because it does take mindful effort) to be far less enjoyable.

My reading of the Burning Wheel also makes me believe strongly that it was written with the primacy of the fiction as a basic assumption. The core conceit of the system is that the mechanics exist to resolve Fiction That Matters; otherwise, it instructs you to skip the mechanics and continue on with your mechanic-free play.

Simply, the rules are made to be used this way, and anyone who has had their curiosity piqued by what the Burning Wheel promises owes it to themself to try playing it this way, at least once.

Burning Wheel resources

written by d7, on May 22, 2009 8:55:37 AM.

MJ Harnish over at Gaming Brouhaha has put together a great collection of resources on the Burning Wheel for new players and the curious.[1. And I'm not just saying that because he linked to The Seven-Sided Die, either.] I found the link to the discussion of BW's skill list particularly useful—BW has a huge number of skills, about 180 by one person's count, and this is somewhat unusual and hard to comprehend for most gamers, myself included. That link helped put it in perspective and confirmed some of my own thoughts on it.

I'm still reading through the links, but they're an excellent selection. For an indie system there is a lot of material online for and about the Burning Wheel, so finding the really useful discussion and advice is actually non-trivial. MJ has pulled together some really great pieces.

Essential reading on Beliefs in Burning Wheel

written by d7, on Apr 27, 2009 12:08:27 PM.

Players and game masters new to the Burning Wheel always seem to struggle with Beliefs. The core books don't do enough to emphasise how central Beliefs are to the system, I think, and there isn't enough ink devoted to impressing their importance on the reader or on explaining how to write good Beliefs. It's too easy to miss the point and use of Beliefs.

We had just got to Beliefs in the character burning session yesterday when we ran out of time. I knew better than to leave it entirely until last, so we'd already established two Beliefs in what I would consider draft quality. (Aside, the game has ended up being a one-on-one campaign, which should be interesting. Fewer people to creatively influence the plot, but also fewer people to teach the system to.) We were still struggling with a way to make the character really "pop", though, so when we broke for the day I promised to dig up some of the resources that really helped me gain a deeper understanding of Beliefs. (Clearly I could use the review, too!)

The first place to go for help on Beliefs is the wiki page devoted to it at the Burning Wiki: Belief workshop. That's the distillation of advice people have given on the forums and others have found useful.

That page is a great reference, but it doesn't really convey the breadth and depth of the role of Beliefs in the Burning Wheel. For that, I found some of the original threads to be very enlightening. The best of these starts with a GM presenting his four players' characters' Beliefs and people jumping in with not only advice for how to refine those beliefs, but actual side-by-side examples. Seeing a Belief go from the original, sort of watery version to the final, explosive version really impressed upon me how powerful Beliefs are as a mechanic. Luke Crane (the author) and one of his players (Thor) chime in and give some really useful insights. I find Thor's principle-goal-means technique for creating Beliefs particularly compelling.

This thread highlights how players can use Beliefs to encourage certain kinds of play over others, such as solving conflicts via political dealings rather than frontal assault, or vice-versa. It also has two examples of Beliefs refined from a weak draft to a strong final version, which set off at least one lightbulb for me. It's a short thread too, which makes it a good read.

Finally, and not least, is forumer Paul B's Beliefs Workshop. This really breaks down some of the things that could be packed into a Belief to make it fire on all cylinders, and steps the player through how to build tight Beliefs from them. Like the thread above it emphasises the way players can use their Beliefs as flags for the GM to deliver certain kinds of game play. As-written part of it is setting-specific, but those parts are obvious and you can just substitute (for example) "The New Faith, and its threat to the Old Ways" with the disruption/decay/change element particular to your own campaign.

The emphasis on making Beliefs for what the player cares about rather than what the character "should" care about is really good, since it gets at a core element of what makes the Burning Wheel work: The characters are there to do what the players are interested in seeing happen in the story, not to be a faithfully-simulated person in an alternate reality. The character should be created to best serve the player's story goals.

Story-centric games seem to suffer from a creeping simulationism, especially with new players and GMs (hi!), who get it in their heads that the point is to create a realistic person and play out the logical steps of their life. There are games where that is the point (such as Hârnmaster), but it's not the point of the Burning Wheel. As Paul B says in his Workshop linked above:

When you’re setting up Beliefs, think like your character’s author and not your character himself. Your character probably wants to live a quiet, long, safe life. Tales of quiet, long safe lives are booooooring. Dream up ways to put your own character into hot water, and make sure the GM knows what kinds of hot water interest you.

Have I missed any excellent resources? Share your favourites in the comments!

Women as players and characters

written by d7, on Feb 7, 2009 1:43:42 PM.

Back in August of last year ravyn linked to an excellent article on women in gaming in her post about contradicting player expectations for fun and profit, inspired by her own real-world experience of being mistaken as male on the Internet. (I must admit I made the same mistake at one point. For what it's worth I think it's an Internet-culture affliction rather than one specific to RPG blogging, though.)

The article mostly covers how to include convincing female PC and NPCs and how to recruit and make women gamers welcome in a gaming group. It also—almost incidentally while accomplishing that—talks about why women gamers aren't more common and why women often give up on gaming. Unfortunately the original link is dead, but I was pleased to find a copy in the Internet Archive: Saving Throw for Half Cooties: Gaming and the Femininely Advantaged.

It's a great article because the thorny politics are almost absent, and it just focuses on good advice for anyone's game. It's far more accessible (i.e., far less inflammatory) than anything I could write on the subject.