[identity profile] drcpunk.livejournal.com posting in [community profile] labcats
So, I bring back a load of indie rpgs from a convention, and I'd like to try a bunch with my local gaming group. This often doesn't happen, and when it does, it often peters out sadly.

After some thought, I have concluded that it is not because my local gaming group is intrinsically flawed. The people I play with have, by and large, compatible styles, and want enough of the same things. The people I play with, by and large, as the same as the people I socialize with.

I have a pretty smart bunch of friends, and they also have a fairly high tolerance for crunch, rules hacking, rules reading, and generally paying attention to the rules of a game. So, I am reasonably convinced that, if my fellow players tell me en masse that a rule is vague and fuzzy, they are not being astoundingly clueless.

We do, however, have limited free time. We also want our games to be fun for us. These two factors mean we won't leap to try every new game. Still, there are enough games with a good enough rep that enough of us are willing, nay, eager, to give them a go. We've tried My Life With Master, Primetime Adventures, and Sorcerer, as well as a bit of noodling with Dogs in the Vineyard and Capes, and a session of the alpha release of With Great Power.

The results have been, at best, mixed. Now, sometimes, it's a matter of what we want vs what the game provides. Sometimes, in our not so humble opinion, a given game isn't as good as it's cracked up to be. But, sometimes, there's a game that I think could work if we put more time into trying it. Makes sense, right? You don't get good at something overnight, do you?

But, we don't want to. Under the best of circumstances, a game is likely to get one shot. If it doesn't work out, well, life's too short, and there are games that do work for us.

Oh, I still think Primetime Adventure has potential, and I do hope [livejournal.com profile] agrumer gets off his duff and runs a game of Dogs in the Vineyard. We may well play The Shab al-Hiri Roach. I've run multiple sessions of a Sorcerer game, and I do hope to run Polaris. But, in general, if it doesn't work well the first time, there's not going to be a second time. It's like a book where, if the author doesn't hook me from the get go, I want to go on to the next one.

I don't want to hear that I need a new bunch of players. I don't want to hear that I'm not hip enough to get it. If the author can't communicate clearly enough that we get it the first time, that is the author's problem.

Date: 2006-04-26 07:59 am (UTC)
mylescorcoran: (Default)
From: [personal profile] mylescorcoran
"I don't want to hear that I need a new bunch of players. I don't want to hear that I'm not hip enough to get it. If the author can't communicate clearly enough that we get it the first time, that is the author's problem."

Say it, sister!

I think that I have a group that could have more compatible play styles and certainly we could all use more focus, but I don't like a book (or a forum) that suggests the solution to all my problems is to find a different set of gamers.

Indie games often take a different approach to mechanics and I think the onus is on the innovator to explain clearly how a system or mechanic works.

Date: 2006-04-26 12:55 pm (UTC)
mylescorcoran: (Default)
From: [personal profile] mylescorcoran
Okay, I agree that it's not just the indie games crowd where this problem of 'change your players' occurs. It is at the heart of the GNS theory, however, in the choice of Creative Agenda and how you follow-through.

I firmly agree that life is too short to waste time on unproductive or unfun matters. It's clear that for some people a particular game is the bee's knees and for other it's... less so.

I know that for your group OTE suits your purposes admirably in most cases. I think that any new game has to offer something really good to make it worth switching from a system your group is comfortable with. I know I've inflicted a number of systems on my players over the years and that familiarity is really important for getting the rules to just work.

If, like for a lot of greying gamers, free time is in short supply, I want rules that are clear, easy to explain and easy to use in play, and that give me something that my current set of rules doesn't. Those rules shouldn't need a check with the author or a forum first to make me feel comfortable trying them out, even if my nature means I'll probably do that sort of digging anyway.

Date: 2006-04-26 01:48 pm (UTC)
From: [identity profile] viktor-haag.livejournal.com
... and that give me something that my current set of rules doesn't.

I suspect that this is one of the key factors that kept us playing HERO for so many years. When we had an abundance of idea-machines within the group, there just seemed no real need to move over to using other games. We tried a few here and there, but typically fell back on HERO for most of our stuff.

Only in the last few years have we been stretching out to try other systems. I think the primary motivation there was the gradual tightening of our time to play. 10 years ago our game sessions were three to four hours long. Now, they're two to three hours long. If you have any tactical action in HERO, it's difficult to do much other than that in a two-three hour session.

Date: 2006-04-26 03:33 pm (UTC)
mylescorcoran: (Default)
From: [personal profile] mylescorcoran
Okay, you can also go too far in sticking with a beloved old car that just eats petrol and costs a fortune to run. Sometimes it is better to make the change. (Not meaning to rag on Hero in particular, though I've had experience of the long action scenes and I'd never go back to it now.)

My sessions are down now to about 2-2.5 hours in length, with a crowd of chronic digressors (myself included). Any system we use has to be low handling time, quick but comprehensive resolution. I think setting clear stakes makes a huge difference for us. If only I could get better at it, and at encouraging my players to really get stuck in when it comes to defining stakes at the beginning of a conflict.

Date: 2006-04-26 04:50 pm (UTC)
From: (Anonymous)
Greying gamers -- yes. I used to be utterly impatient with rpg books that had huge text, clearly designed to fill up space. Now, while I still don't want huge text as a substitute for getting my money's worth of content, I am quite glad to have something easier on the eyes.

Date: 2006-04-26 01:40 pm (UTC)
From: [identity profile] viktor-haag.livejournal.com
If the author can't communicate clearly enough that we get it the first time, this is the author's problem.

With a lot of the new crop of indie-games, it seems to me that this isn't the only potential problem. The genre-focus is set so tightly that, unless you really want to be playing twisted, ugly servants of a mad scientist, or vigilant soldiers of a proud God, etc, then the game isn't going to hook you either. This is all very well, I suppose: there's no point in making you eat apples if you don't like them.

But I think there's still something to be said for games that focus less tightly on their genre, and instead provide you with a wider and more flexible palette.

No surprise, I suppose, that most of my gaming experience has been forged by HERO. 8/


Indeed

Date: 2006-04-26 03:24 pm (UTC)
mneme: (Default)
From: [personal profile] mneme
The indie crowd has gone very heavily into tight-focus games (though I think you mis-characterize Dogs -- which is really all about putting the players into an unappetizing ethical structure and having them judge that society as much from the player perspective as from the character one...but that's still a pretty tight focus).

Not -all- the indie games are tight-focus -- Sorceror's "focus" is "you've all made some kind of double-edged bargain. Go." Whereas PTA's is even looser. But he Forge development structure very much tends to a "design what matters" process that goes very narrow and then focuses the design details around it, whereas most of us (the gamers, that is) don't really want to be told what matters so much as given a way to decide what we -want- to make matter in a game.

That said...Hero doesn't grab me mostly because of those 2 hour tactical combats. :)

Re: Indeed

Date: 2006-04-27 01:44 am (UTC)
avram: (Default)
From: [personal profile] avram
It’s the two-hour tactical character generation that gets me.

Re: Indeed

Date: 2006-04-27 05:00 pm (UTC)
From: (Anonymous)
2 systems have failed my Smoke Test, aka Can Lisa Create a Character in the System? test.

The first was one of Palladium's games, I think Beyond the Supernatural. There was some stat I couldn't figure out how to generate.

The second was HeroQuest. I so, so, so wanted to love that game. I can't stay awake when I try to read it.

Again, not talking about flavor, mood, setting, or anything like that. I'm talking about comprehending the rules.

Re: Indeed

Date: 2006-04-27 05:44 pm (UTC)
jl8e: (Default)
From: [personal profile] jl8e
You can always delete your comments and repost as yourself.

I've developed the habit of visiting my "My LJ" page first, because that forces me to log in.

Date: 2006-04-26 05:55 pm (UTC)
jl8e: (Default)
From: [personal profile] jl8e
I think that for both Dogs and Polaris, one could extract the resolution mechanic, and use it for a game with a completely different premise, and it will still work very well. Both seem to be well-crafted to me. (though I haven't played either yet.)

Date: 2006-05-02 01:29 am (UTC)
From: [identity profile] ewilen.livejournal.com
I agree somewhat with respect to Dogs. With Polaris, though, I don't see a way to extract the resolution mechanic from the overall premise of the tragic character arc (essentially, succumbing to the dark side).

Date: 2006-04-26 07:00 pm (UTC)
From: [identity profile] adamdray.livejournal.com
Yeah, I should have read further before replying above. What you said.

Date: 2006-04-26 06:58 pm (UTC)
From: [identity profile] adamdray.livejournal.com
I don't want to be Defender of All That is Indie or anything, but there are a number of really good indie games that are not so specifically focused or that are super easy to tweak for a different genre.

Lots of people use Sorcerer for things other than sorcery. I've seen some cool ports of Dogs in the Vineyard to play Star Wars Jedi. Not a lot of work to do that.

The Shadow of Yesterday is basically just a generic fantasy RPG with a basic setting that you can replace with your own. FATE is a very generic game with no setting supplied and it's pretty easy to make that your own.

Certain games like My Life with Master and The Mountain Witch are definitely aiming for a specific type of play and won't easily be ported to other genres or styles. But don't totally give indie games a miss cuz there are some gems there that can be repurposed if you want.

And nothing I'm saying invalidates [livejournal.com profile] drcpunk's main thesis that some groups just ain't gonna like indie games. That's fine. Understood. Find games that work for you and play the hell out of them.

Date: 2006-04-27 01:54 am (UTC)
avram: (Default)
From: [personal profile] avram
A thing to keep in mind about indie games: They’re indie. In other words, they’re generally labors of love by individual designer/authors, who generally do their own editing and layout. That’s practically guaranteed to produce some confusing game text, because the author has, in his head (and possibly in his word processor file), not only the current rules, but all of his earlier drafts, and has the full context of the game to lend interpretation to otherwise obscure rule descriptions.

As far as hipness goes, well, I suspect that The Shab al-Hiri Roach works best if the players have dark senses of humor. That’s a trait that goes with ironic detachment, which is also a contributing ingredient to hipness. I strongly suspect that [livejournal.com profile] ebartley will not like it, and I’m not sure about you. But that has nothing to do with understanding the game text; it has to do with enjoying the game.

Date: 2006-04-27 04:31 am (UTC)
jl8e: (Default)
From: [personal profile] jl8e
and has the full context of the game to lend interpretation to otherwise obscure rule descriptions.

In theory, that's what cold playtest is for. Not sure how often it actually gets done, though. Sorcerer has pretty clearly never seen any such thing. The game Ron talks about has only a vague relationship to the game on the page.


As for the Roach, the more I see actual play of it talked about, the less sure I'm interested, and I have a dark sense of humor. There just doesn't seem to be anything at the core of it all, just horrible characters doing horrible things to each other.

Date: 2006-04-27 06:48 pm (UTC)
avram: (Default)
From: [personal profile] avram
just horrible characters doing horrible things to each other

You say that like it's a bad thing.

That is a lot of what's going on in the Roach -- players egging each other on to come up with ever more outrageous stuff. And there's a strong element of, um, like those social games where you draw a card and maybe have to do something you might not want to do -- like impersonate a celebrity that you're not sure you've heard of, or try to draw something even if you can't draw.

Date: 2006-04-27 07:12 pm (UTC)
avram: (Default)
From: [personal profile] avram
I don't know if I've got the history right, but wasn't Sorcerer one of the early Forgie nacho yar manger games? Which means that, when Sorcerer was published, there was a whole lot less It to Get? And that it was supposed to be a vector for introducing people to It? Or perhaps that was Trollbabe. (Anyway, I suspect that people dislike the Forge in direct proportion to the degree that they interact with Ron Edwards.)

Awkward thing about PtA for our group: We generally like to know in advance what sort of game we're going to be playing. But PtA requires you to defer that decision to the first session.

Date: 2006-04-27 09:45 pm (UTC)
avram: (Default)
From: [personal profile] avram
Oh, yeah. The actual writing about multi-stage combats implies the opposite of what Matt has said the actual rule is.

My point about Sorcerer is that, since it was an early Nar game, it's pretty stupid for people to claim that you have to Get Nar to understand it, since it would have been one of the vectors through which Nar was Gotten. In other words, Ron talks out of his ass again, but this time by proxy.

One thing I'm doing for Dogs, in anticipation of playing, is going through the discussions on the Lumpley Games Forge board and collecting Vincent's various rulings on thorny questions. (I'm compiling the Talmud!)

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