December 17, 2011

[Classic Post] Christmas Pudding

As a backstop against information catastrophe, I assign to Internet posterity the ineffable taste of the season.

Grandma Hannaford’s Christmas Pudding
1/2 cup shortening
3/4 cup brown sugar
1/2 cup white sugar
1 cup flour
3 eggs
1 cup soda cracker crumbs
1 tsp salt (scant)
1/2 tsp soda
1 tsp cinnamon
1 tsp nutmeg
1 tsp allspice
1/2 cup Welch’s grape juice
1/8 cup brandy (plus plenty to soak fruit in)
1 1/2 cup raisins
3/4 cup currants
3/4 cup dates, cut up
1 cup glacee cherries
1/8 cup mixed peel
1 package slivered almonds
10 oz. can crushed pineapple

Blog PuddingThe night before, soak raisins, currants, dates and cherries in brandy.

Cream shortening, brown and white sugar.

Beat in eggs.

Mix dry ingredients: flour, cracker crumbs, salt, soda, cinnamon, nutmeg, allspice.

Add dry ingredients to wet.

Mix in brandy and grape juice, then soaked fruit and almonds.

Spoon mixture into greased cans, leaving a couple of inches for expansion. Place cans on racks in a pan of water. Cans should not be immersed. (As with so much else in this extremely forgiving recipe, the size of the can doesn’t hugely matter; I tend to use 19 ouncers.)

Cook at 300F for 1 hour, then 275F for 2 hours. Replenish water as needed.

White Sauce For Pudding
1/2 cup white sugar
1 generous tbsp flour
1/2 cup milk
1 egg
2 tbsp butter
1/2 tsp vanilla

Beat egg white to stiff peak.

Thoroughly mix sugar and flour in heavy saucepan. Stir in milk and egg yolk. Add butter. Bring to a boil on medium heat, stirring constantly to prevent scorching. Boil for 2 minutes. Remove from heat. Add vanilla. Fold mixture into beaten egg white.

Can be served hot or cold. However, the former choice is, in the opinion of the transcriber, utter blasphemy.


There is also a hot caramel sauce. In the words of my mother, “That’s just brown sugar melted in water, isn’t it?” Unless I'm completely mistaken, there's now no one left in the family who prefers the hot sauce on the pudding, though my dad always has it on its own.

December 16, 2011

Hillfolk of London

On my return from London, the players in the ongoing Hillfolk game wanted a full report on what went down in the one-shot I ran for the Pelgrane crew, pre-Dragonmeet. Who were their alternate universe counterparts, and what did they get up to? As the game moves into outside playtesting, it’s an issue I’ll be looking at with curiosity. Are there a near-infinite number of different Hillfolk casts, or are there common parallels between the various groups?

I expect considerable overlap in the roles players choose for their characters within their villages. A raider clan at the dawn of the iron age offers only so many conceivable important roles. Greater variation is possible when it comes to dramatic poles. But will we see it?

For a refresher, the poles of the in-house crew are here.

By contrast, here’s what the London players came up with.

Character

Role

Dramatic Poles

Skyrancher

Owner of many flocks

Family vs. Tribe

Ironarm

Blacksmith

Greed vs. Generosity

Rootgrinder

Healer

Healer vs. Raider

Lionclaw

Warrior

Bravery vs. Self-Preservation

Foxface

Shaman

Inspiration vs. Madness

Bigback

Salt-Carrier

Duty vs. Fulfillment

Even the roles varied a good bit, with only two overlaps. Between the two groups there appeared some similar poles, but no exact matches.

In play, I’d say that Foxface’s dramatic poles wound up being Stickler vs. Helper, and that Lionclaw’s poles also became Duty vs. Fulfillment. This might be only fitting, as both he and Bigback pursued a forbidden love for Rootgrinder, the wife of Skyrancher—and stepmother to Bigback.

December 15, 2011

Core Activity and the Generic RPG

Or, How To Design RPGs the Robin Laws Way (Part 2 of several; see part one for introduction and disclaimer)

Professor Coldheart asks how the core activity comes into play in the case of a generic rules set:

How does the above mesh with designing a setting-free or generic RPG? I'm thinking of the last iteration of Heroquest, which was divorced from the Glorantha setting. Also, I presume DramaSystem might see a standalone book at some point after Hillfolk is released. It would appear that these don't have a "core activity" as you define it - or do they?

With a single notable exception, generic rules sets appear as follow-up products to existing games. Hero grew out of Champions. D20 Modern was an alternate D&D build designed in part to show the system’s flexibility. Like Chaosium’s Basic Roleplaying, they may serve as reference documents for GMs who will use them as a basis for their own games. They are a chassis on which the game is built; it remains incomplete until someone creates the core activity for it.

HeroQuest might be described as a hybrid of both models. It serves as a reference document showing you how to build your series, effectively enlisting the GM a collaborator in a simple game design process. At the same time, it’s as much a supplement to previous iterations as a new and improved version of the rules. And with its Glorantha chapter, which arose from the realization that most people buying the game would be using it in its established world, it backgrounds but still expresses the classic Hero Wars/HeroQuest 1 core activity: you play heroes fighting to shape the turning of an age in a world where myth takes on fantastic reality.

Skulduggery likewise grows out of The Dying Earth Roleplaying Game and exists as a reference document (preserving that game’s system at a time when it seemed like Pelgrane would not continue the license) and a blueprint for making your own Skulduggery mini-games. Although it has done rather better than Simon expected, it was never expected to become a flagship game the way DERPG once was, or Trail of Cthulhu has become.

Implicit in this approach is the argument that generic games are a hard sell, both to customers and to players. That’s why the first DramaSystem game will be called Hillfolk and not DramaSystem, and will present itself on the basis of the core activity. Even if we wind up including additional settings in an extended appendix. Otherwise we’re trying to get you to adopt a game that communicates on an intellectual level but lacks an emotional hook. Even the issue of visual presentation depends on a core activity, from which the graphic designer and illustrators can tweak the imagination and weave an arresting look. The rules are so short and simple that they can reappear in follow-up products without raising buyer ire.

The aforementioned exception is, of course, GURPS. It essentially marketed itself on the strength of its design throughline. It was the one game where the core activity legitimately could be “You can do anything!” Again the supplements become the games that elaborate the rules chassis into a playable experience. This was possible at the time because it addressed a gap both in the market and in the state of the art. No one had done a ground-up design meant to be generic from the jump, as opposed to the usual serial iterations of a core rules system. Having filled that gap, it removed the necessity for anyone else to attempt the same. Thus the return to the iterative model.

This has gone long, and there are still some more questions to cover. Let me know if you’d prefer that I steam ahead, or stop along the way to answer queries like this one.

December 14, 2011

It’s Okay Till the Russians Do It

With Kenneth Hite’s GUMSHOE vampire spy thriller Night’s Black Agents now percolating out into the gamer bloodstream, you may be seeking resources for your real-life geopolitical chasing and shooting needs.

One site to bookmark is In Moscow’s Shadows, the blog of Mark Galeotti, an expert on Russia’s criminal underworld, its national security apparatus, and the intersections between the two. (If the name sounds familiar, you may know Mark from his secret identity as a stalwart of the Glorantha community and author of the Mythic Russia RPG.) Watch also for his column, Siloviks and Scoundrels, in the Moscow News.

An example of the blog’s NBA utility can be found in this recent round-up of the various police and security forces we may see deployed if the anti-Putin protests escalate.

December 12, 2011

Branches and Consequences

Cosmicgoose is back with another question. If I may take the liberty of paraphrasing (and I may, because this is my blog and here there is no law save for my iron will) he asks:

In Robin's Laws of Good Gamemastering, you talk about possible story branches from the characters' success and failure, and how it helps to think ahead about what these might be. In the case of failure, should you plan for characters to suffer additional negative consequences, or is the sting of losing bad enough?

Ideally, you want some but not all failures to bring about lingering negative consequences, and some but not all successes to bring positive ones. In a compelling ongoing story, those consequences arise directly from the story and make themselves self-evident. If you fail to claim the island you sailed for, you lose the queen's favor. If you succeed in capturing the magic sword, you now get to use it against your opponents.

To complicate the equation, sometimes successes ought to provoke negative side consequences, emulating the costly victory: you take the hill, but with heavy casualties. Likewise, a failure might, in a surprising twist, lead somewhere helpful. You get beaten up and captured, in the process learning something about the bad guy's plan.

Too few consequences and a session's episodes seem weightless and disconnected from one another. However, if every event brings about a lasting outcome, they will pile up and bog down the developing storyline. After a while, you and your players find it hard to come up with fresh ideas for consequences. It becomes difficult not only to bring all of them into play, but simply remember them all.

Some of my game rules tell you, as part of the resolution system, when consequences attend to an action. HeroQuest and DramaSystem both do this. During in-house testing for the latter, I had to junk any early version of the procedural system because too often led to a single result—player victory, with a negative consequence. Having fixed that, they crop up enough to add interest and weight, but not so often that the weight becomes burdensome.

December 09, 2011

That Tagline Earned Him Three Refresh Tokens

“You lost a good opportunity to shut up.”

Upon hearing that Nicholas Sarkozy recently said this to David Cameron, the obvious became evident: the current Euro rescue talks are a Skulduggery play pack waiting to happen.

You play leaders of European nations attempting to prevent an implosion of the continental and/or global economy while at the same time pursuing your localized political goals. Sadly, that font of comedy inspiration, Silvio Burlesconi, has decamped for the moment, but there’s no shortage of potential PCs. Where the restructuring effort is concerned, the Sarkozy player aims to divert the burden to Germany and the credit to France. Straight-laced Angela Merkel must ensure that everyone but the German banks pays for their irresponsible loans. Cameron plays to Euro-Skeptics back home. Whoever’s running Greece this week complains about taxes he has no intention of paying.

European readers whose leaders have not been mentioned above are invited to characterize their underlying goals for the scenario.

It’s a natural for your holiday pick-up gaming!

December 08, 2011

The Two Fundamental Elements of RPG Design

Or, How To Design RPGs the Robin Laws Way (Part One of Several)

I've been asked to describe my process of RPG design, so let's kick off what will surely be a series of posts illuminated by your further questions. Should this need be said, this is my process and not a commandment for others to do likewise. If it sometimes seems like I'm making Olympian pronouncements it's because qualifiers are boring and I will have no truck with them.

Sometimes I pitch a game to a publisher (Feng Shui, Mutant City Blues, Ashen Stars); other times I am presented with a brief and asked to develop an approach (The Esoterrorists, Rune, HeroQuest.) The distinction between these two starting points is not always clear-cut.

The first step is to refine the initial brief, by identifying the design throughline and the core activity. Without the second, resulting game will be hard to pitch to gamers and to play. Without the first, it has little reason to exist in the first place.

The core activity I've talked about before. It tells you who the characters are and what they're doing. You're heroes fighting to shape the turning of an age in a world where myth takes on fantastic reality. You play troubleshooters for hire on a war-ravaged fringe of an interstellar empire. You lead an isolated tribe of raiders at the dawn of the iron age.

The design throughline is the central concept underlying game play, and your reason for creating a new rules set (to the extent that you are.) The game evokes the spirit of Jack Vance's stories of the Dying Earth. Or streamlines investigative play, so that the solution to mysteries depends not on finding clues but putting them together. Or provides a simple framework for the building of dramatic storylines.

December 06, 2011

Lowering Cain

I enjoy observing politics—that is, the politics of nearby other countries whose results I suffer only indirectly —as a venue for real-life drama, of clashing personalities and personal flaws heightened by stakes and pressure.

When it comes to men of power, no flaw is more classical than hubris. It takes that and chutzpah, too, to know that you’ve been carrying on a long-term affair and had a series of sexual harassment claims filed against you, and to think that you can run for President without either of these things coming to light. You might think that the solipsistic miscalculation of a Herman Cain is somehow off the charts. And it is, insofar as it got him hoisted from nominal front-runner to footnote.

According to this podcast interview, of controversial Republican campaign manager Ed Rollins, conducted by Alec Baldwin, hubris might almost be a prerequisite of the mindset required to run. [Engage paraphrase engines!] Rollins says that the first thing a would-be campaign manager asks a prospective candidate is if they have any skeletons in their closet. And they all lie.

(The seasoned campaign manager, Rollins continues, knows this and hires a private investigator to dig up the truth on his own client, as it will otherwise come out from an unfriendly source, timed at the worst possible moment.)

True tragic heroes must not only be afflicted with the flaw that brings about their downfall—they must also embody greatness, lending piteous significance to the final plummeting. In an age of political cable and radio, a candidate can get close to the sun free of that pesky quality. Instead he can shape himself into a hot button cartoon character, vivid enough for TV but without the dimension for drama, and rise at least to the level of primary contender. At first blush, this seems to add entertainment value to the proceedings. But as Aristotle might tell us, it’s not as profound when the players come pre-satirized.

December 05, 2011

All the Investigative Men

Rewatching Zodiac recently, I was struck by the desire to see David Fincher similarly tackle the Mothman incidents of 1966-1967. This is no swipe at Mark Pellington’s The Mothman Prophecies, which I quite like for the way it evokes the enveloping paranoia of paranormal inquiry. It does, however, impose a cinematic structure and sense of resolution on a series of bizarre incidents distinctive for their lack of either quality. Zodiac, however, stands as a masterpiece of negative capability, focusing as it does on a mystery that seems explicable but always tantalizingly out of reach.

I then happened to move onto the underrated Breach, the 2007 film about the apprehension of FBI mole Robert Hanssen. Although investigation occurs in the background, the dramatic action focuses on the relationship between Hanssen (Chris Cooper, in a brilliant performance) and the young agent assigned to get close to him by acting as his assistant.

The two movies share a stylistic touchstone: All the President’s Men, the classic recreation of the Woodward and Bernstein investigation into the Watergate break-in. Zodiac even employs its composer, David Shire. Alan J. Pakula’s brilliant direction wrings incredible suspense out of simple phone calls, in the heroes press reluctant witnesses to cough up essential scraps of information.

Throughout the film, we see Robert Redford and Dustin Hoffman, as the two protagonists, use a full range of GUMSHOE-esque interpersonal investigative abilities. Like Mutant City Blues or Ashen Stars characters, who must not only figure out what’s going on but be able to prove it, they have to confirm what they know by wringing confirmations from multiple sources. We see them use Flattery, Flirting, Bureaucracy, Inspiration, Reassurance, and even a touch of Intimidation. Bullshit Detector comes out as official denials are issued. They also use social discomfort to get information out of people. By simply refusing to take no for an answer, or to do the polite thing and go away, they exert a subtle pressure on their sources, one distinct from real Intimidation. A journalism-focused GUMSHOE iteration might add this as a new interpersonal ability—perhaps called something like Journalistic Chutzpah.

December 02, 2011

Olympian/Cyclopean

When seen as concept drawings or CGI animations, Wenlock and Mandeville, the mascots of the upcoming London Olympics, look merely bizarre. As if they, like the 2012 logo, sprang from an advertising agency in-joke run disastrously out of hand. Or perhaps resulted from a concerted effort to create the most peculiar and unrelatable mascots in sports history. However, now that they're all over the city of London in plush toy form, their Lovecraftian heritage becomes all too apparent. I mean, one of them has a head full of tentacles, for Hastur's sake!

Over the course of Dragonmeet, Ken, Simon, Steve Dempsey and I strove to pin down their exact rugose branch of the Cthulhoid family tree. Finally, over tagine and rosé, we worked it out. Wenlock and Mandeville can only be an advance delegation of the insane flautists who orbit around Azathoth, reflecting back on him in atonal, aural form his limitless madness. In other words, I think we'd better check the alignment of the stars for ominous coincidence with the date of next summer's opening or closing ceremonies. I wasn't placing any credence in this whole Mayan end date business, until I saw at bin full of these fuzzy horrors by the exit to Foyle's bookshop.

November 30, 2011

Dragonmeet Panel Audio

The fine, rugose folks at Yog Radio have kindly supplied to a waiting public a surprisingly clear audio recording of the “Ken and Robin and Simon Talk About Stuff” panel from Dragonmeet 2011. Hear us discuss new Pelgrane hotness, flintpunk, the deceptive allure of a GUMSHOE compendium, the psychology of the point spend, and more.

Also, check out Paul of Cthulhu’s interview with Ken and Simon.

November 29, 2011

In Which I Accidentally Survive

Check out the latest edition of the Accidental Survivors podcast, wherein I am interviewed about DramaSystem, tailoring RPG design to the material, the differences between gaming work and fiction, and the genesis of projects from GURPS Fantasy II to GUMSHOE, and more. We wrap with a discussion of Aki Kaurismaki, Werner Herzog, and 3D cave paintings.

Put it in your ears!

November 28, 2011

See P. XX

In a burst of understandable pre-Dragonmeet zeal, High Pelgrane Simon Rogers dropped the latest issue of the See P. XX on American Thanksgiving, an event many of you surely missed on account of turkey-induced torpor. Said zeal provoked him to unleash a veritable floodgate's worth of columns by your humble correspondent:

  • How to do costly successes with GUMSHOE's information-gathering mechanic

  • How the game's ability to get information into character hands makes mysteries richer

  • Plus a round-up of GUMSHOE GM troubleshooting

Is that all? Of course not! We get some Ashen Stars actual play, Will Hindmarch's intro to the new GUMSHOE game he's doing for Evil Hat, and a WWII Trail of Cthulhu setting from Michael Daumen. As always Simon updates us on the progress of myriad projects, And the Black Book GUMSHOE character generator makes its debut.

Go there now!

November 27, 2011

Dragon Met, Despite Planned Service Disruptions

LONDON  — Never mind local authorities’ scheme to add a puzzling extra dimension to Ken and Robin’s tube journey to Kensington High Street with a shutdown of the Circle line. Once more we triumphantly descended upon Kensington Town Hall to chat, sign autographs, and generally hold court. Dragonmeet is an event that bubbles along nicely at its maximum current capacity. It could perhaps grow by renting a bigger facility—or for that matter, more space in its present venue—but this is central London we’re talking, so that’s prohibitively expensive. Keeping the participation at about 600 attendees lends it a sense of a comfy reassembly of the tribe. I saw many familiar faces and in certain instances successfully connected them to their familiar names.

Speaking of facility limits, I took part in only one panel this year, a Q&A formatted round-up of all matters Pelgrane. I talked DramaSystem, the potential pitfalls of a GUMSHOE compendium, and how to get your players to key into investigative spends. Simon tantalized the crowd with two potential blockbuster Trail of Cthulhu supplements from Ken. Both aroused palpable booklust, with Pulp China scoring a clear edge over Southern Gothic. Assuming that Paul of Cthulhu’s sacrifices to the audio gods were all in good order, a recording of this talk should become available in the proper fullness of time.

As always, Dragonmeeters, it was a pleasure to catch up with you, and I hope for the continuance of this developing tradition.

November 26, 2011

A Clan Gathered For Conquest

LONDON – Last night there was feasting, both by the hard-bitten peoples of the craggy Southlands, and by the assembled Pelgranistas playing them in a rousing game of Hillfolk. One group got more sticky toffee pudding than the other.

This was my first time grappling with the one-shot format for the game, which in general is tuned for extended play. I wondered how much intervention on my part would be required to make it work in this format and decided to play it by ear. As is its wont, the game subtly did our work for us, creating a dynamic that escalated naturally into a climactic struggle over clan leadership. The session will help enormously in writing the convention run section of the final rule book. It also has me thinking that the way the current manuscript suggests kicking off the series is too interventionist, and that the players may be better left to their own devices.

Speaking of which, it’s time to navigate a partially closed tube system on an eerily balmy late November London weekend, and hie ourselves to Dragonmeet. Looking forward to a fine gathering of another wild clan—though perhaps without quite so much iron age sturm und drang.

November 23, 2011

Premise Concealment and the Overvaluation of Secrecy

D&D’s status as the progenitor of roleplaying as we know it has sometimes led RPGers to overvalue certain of its elements. Or rather, to adopt in their entirety bits that absolutely apply to the core activity of D&D but don’t automatically translate to all others.

For example, the baseline assumption has always been that you roll to see if you get information because that works really well in a game where you’re going down into dungeons, killing monsters, and taking their stuff. Should you fail to detect a secret door, you can always find another door to bash down instead. If you don’t find the treasure hidden in the hollow in the portico, them’s the breaks.

This assumption doesn’t carry over into a game where the core activity is solving a mystery of whatever stripe. It leads to the bottlenecks and workarounds GUMSHOE was designed to eliminate.

Secrecy in general works splendidly in D&D. In the old school days, you had the mystique of the map, which the GM has hidden in front of them, and which the players must painstakingly strive to replicate. The physical process of making the map marks the group’s collective progress in killing the monsters and taking their stuff. The world in general is a giant question mark, which you whittle away at by exploring.

This has led us to overvalue secrecy in general. One extreme manifestation comes with the campaign that withholds even its premise from the group. The GM tells you only to create modern-day, more or less ordinary characters. When you show up to play, you learn, as your characters discover their true situation, what the core activity of the game is.

If you have fun running or playing under this set-up, I’m sure not going to tell you that you’re not. However, you might want to ask yourself how much of that fun occurs due to this arrangement, and how much comes in spite of it.

First, let’s face it. Once you’ve been around the block, the surprise isn’t so surprising anymore. Your players know the premise, mostly. They’re almost invariably signing up for a survival horror game—perhaps with aliens, fellow survivors or mundane soldiers in place of the default supernatural entities. If not, you’re playing a superhero game in which they all develop powers during the first sessions. Even when players are truly surprised, the benefit lasts only for a chunk of the first session, while the costs linger for the remainder of the series.

Second, by separating the core activity from character creation, this style of play reduces collaboration and shifts the narrative burden onto the GM. The GM must keep the plot machinery constantly turning to keep his random cast of PCs engaged, rather than inviting players to suggest their own compelling, personal reasons to take part in the core activity. For a dominant GM and passive players, the withheld premise may work out fine. With one or more resistant/defensive players, you'll get turtling. When you’re lucky, active players improvise connections to the core activity on the fly, back-engineering the decisions they would have made when conceiving their characters. Otherwise they may discover that their PCs frustrate them, leading them to ditch them in favor of replacements tailored for the now-revealed campaign premise.