The Suspension Bridge of Disbelief

Thanks to flickr user DaveOnFlickr! CC BY-SA 2.0

A few weeks ago, a commenter lamented that I didn’t give specific examples when it comes to the suspension of disbelief, breaking it, and potentially getting it back. I aim to misbehave please, and thus I’ll try to expand upon that idea a bit more. Here are some sure-fire ways to break the suspension of disbelief and rip your players out of the story:

 

Clunky Mechanics

Ultimately, they are called role-playing games, and there have to be some rules otherwise it’s just shared storytelling (nothing wrong with that, either). When there are rules, especially rules which take a lot of time to play out, are difficult to understand, don’t really mesh with game very well, or are more tedious than actually fun, you run the risk of pulling back the curtain on the fantasy world you’ve delicately set up. There are many examples of crappy rules, but one that immediately springs to mind is the grappling system from D&D 3.5

Now, grappling is a big part of 3.5 D&D. Many monsters do it, and they do it very well. It’s difficult for a seasoned player to create a character that doesn’t have some way of escaping from a grapple. However, the rules are quite horrible:

1. Initiate the grapple by moving into your opponent’s square.

2. They make an attack of opportunity. If they hit and deal damage, you fail to grapple.

3. Make a touch attack to see if you can “grab” them.

4. Make opposed grapple checks to see if you can actually “grapple” them.

You could argue that the whole system of attacks of opportunity is clunky and breaks the SoD, and I wouldn’t fight you too much. I think they make sense (let your guard down, get attacked) but sometimes it seems like it would have just been better to give you a AC debuff instead. Whatever. The problem with grapple, for me, always came around step 3 and 4. You have to make two checks, one to see if you can even be in a position to grab your opponent, and then another to see, ostensibly, if you can hold on.

I don’t know why this couldn’t be handled with one check. The reason for the above rules makes sense (grab, then grapple), but ultimately it pulled my players out of the game because everyone always seemed to forget there was a touch attack involved, then a grapple check, and then you didn’t really even do anything that round, instead you had to wait until next round when you had to make another grapple check to maybe do something to your opponent (like stab him with a dagger or bite his face off). Suffice to say, grappling was extremely clunky, and what exactly you could do while you were in a grapple (cast spell? use a weapon? move the grapplers?) was constantly a question.

A good rule of thumb here is that if you have to constantly reference the rule from the rulebook, you’re breaking the suspension of disbelief; if you have to step out of character to look through the rulebook for what you’re able to do, that sucks and it has brought you out of the game. You stop visualizing what your character is doing to that orc and go elsewhere.

Pathfinder made it a bit better (took away the opposed rolls), but not much.

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So you’re looking for something new to play? Maybe a nice addition to a system you’re already familiar with or something that’s totally new to you? I’ve got two things to say about that.

First, go grab the Wayne Foundation Charity RPG Pack while you still can (only available until the 18th of this month!) It’s $25 and you get $235 worth of stuff. You can’t beat that with a stick.

Second, here’s a bunch of awesome games that are 20% off. Hit up the links to see them at DriveThruRPG and then when you check out, use the code DriveThruApril (Yes, we know it’s a month out of date in verbiage, but it’s the correct code, I assure you).

These offers are good until June 14th, so take advantage of them!

Popularity: 2%

 

The latest Aruneus PDF has hit the streets! The Gods of Aruneus is available as of today, for $1.00 at Drive Thru RPG.

Aruneus is a source book for the Pathfinder Role Playing Game detailing the world, politics, and lives of those living in a high fantasy world one hundred years after a cataclysmic zombie apocalypse.

Aruneus is a new world for use with the Pathfinder Role Playing Game system. 100 years past, Aruneus experienced an apocalyptic event. Starting in a small village, a family infected by a strange sickness died, only to rise again several days later. Within weeks hordes of undead were roaming the Human empires, ravaging any warm blooded creature that fell in to their grasp. Aruneus was devastated – losing in a few years over 10 million sentient beings.

After 100 years of fending off a complete collapse, the sentient races are rebuilding their societies and for the first time there is hope that the undead menace can be destroyed and life given a chance to flourish again.

The Gods of Aruneus gives the divine backdrop in which the zombie apocalypse was formed. Have the gods abandoned this world?

  • Six gods
  • Six new Domains
  • A new threat for the world of Aruneus

You’ll find 10 pages of new material for use in your Aruneus campaign, or in any Pathfinder or d20/OGL game. You’ll also find a new, tougher class of zombie which not only turns humans, but other races as well!

Popularity: 1%

 

Available only from May 4th – May 18th 2012

Starting today, right now, the 2nd Annual Wayne Foundation Charity RPG Pack is on sale! With $235 worth of product and retailing for just $25, you’ll be hard pressed to find a better bargain than this.

Want another reason to get excited? All of the profits raised from the sale of this pack will go directly to The Wayne Foundation – a 501(3)c charitable organization dedicated to ending child prostitution.

This charity pack will get you a huge variety of amazing things! Complete RPG systems, books to supplement your D&D 4e, Pathfinder, Fate, G-core and other games, original character artwork, original short fiction and several full length novels!  You will find months, if not years of entertainment right here, in one convenient, fairly huge .zip file just waiting for you to download it.

If you’d like to help spread the word, you can grab a copy of the word/gdoc press release suitable for cutting/pasting directly into your blogging/website software. Or grab the prettier PDF press release created for us by Kristin Moran! We’d love to hear you spread the word on your sites, Facebook, Twitter, G+ and hell, even MySpace!

To see a complete list of what’s included, click past the break!

Popularity: 2%

 

Mark your calendars for this Friday, May 4th! That’s when The Wayne Foundation Charity RPG Pack will be available for sale! With $220 worth of product and retailing for just $25, you’ll be hard pressed to find a better bargain than this.

Want another reason to get excited? All of the profits raised from the sale of this pack will go directly to The Wayne Foundation – a 501(3)c charitable organization dedicated to ending child prostitution.

This charity pack will get you a huge variety of amazing things! Complete RPG systems, books to supplement your D&D 4e, Pathfinder, Fate, G-core and other games, original character artwork, original short fiction and several full length novels!  You will find months, if not years of entertainment right here, in one convenient, fairly huge .zip file just waiting for you to download it.

To see the gigantic list, continue on after the break!

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Popularity: 2%

 

Momento Mori. Especially Adventurers.

If you’ve made it this far in life and haven’t had to deal with the death of someone close to you, then I am counting you among the lucky. Unless this is because you and your family and friends are otherworldly entities who can suck the life force from other creatures, thereby rendering you immortal, in which case, what the ****?

The fact of the matter is that life and death are linked together. Modernity means we aren’t exposed to it every day the way our ancestors were, but it’s there. People die every day. The living things surrounding us are constantly locked in a battle to survive which means something must give up the ghost. The food you eat whether derived from animal or plants? That’s a big mouthful of death, converted to energy so we can live a bit longer.

But we don’t hold funerals for sandwiches (though some of us might pray over our food before we send it to the glorious tomb of our bellies) or the weeds we pull in our gardens. Not every death is commemorated with ceremony and solemnity. Rituals for the dead for the vast majority of us are reserved for those we have connections with, either emotionally, spiritually or financially. We might attend a state funeral for a fallen civil servant or watch the news coverage of the procession for a fallen media personality. A great deal of us would be okay with having a small funeral for a beloved family pet. But there is always a connection that causes us to want to commemorate the passing in some way.

Every living thing dies. And how people view death, commemorate the departure of a being and console those left behind is one of the most important tenets of culture. Most every religion deals with what happens after we die and every culture has its proper way to deal with the dead. Taboo, superstition, faith, science, ecology, health and psychology all intertwine as people gather around the deceased and send them off to the next life or oblivion.

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If you’re a publisher, author or artist and would like to contribute something, please get in touch with me! Games, short stories, ebooks, artwork – all are welcome!

Last fall, just as October was kicking into gear, a bunch of us indie RPG writers and publishers concluded a two week run of the Wayne Foundation Charity pack.  This year we’re doing it again and we already have some fantastic products to offer!  In no particular order, the following amazing publishers and authors have now contributed!

This does not include those who’s contributions haven’t arrived yet. There’s still more amazing things to come!

The Wayne Foundation

Last year we raised over $1800 for the Wayne Foundation. I’d like to do this again, and see if we can up this to $2500 or more.

If you’re someone in the industry, indie or not, and have a product available as a PDF that you’d like included in the bundle, please get in touch with me! I’m planning on running this second bundle from May 4th through May 18th.

I’d like to sell this bundle for $20 at DriveThruRPG with at least $100 worth of product in it. That said, here’s what I’ll take to include in the bundle.

  • RPG products (systems, adventures, add-ons, etc)
  • Print and Play board games
  • War Games rules
  • Art
  • Anything designed exclusively for this package.
  • Software
  • Fiction/non-fiction -if it could be at DriveThruFiction or DriveThruComics, I’m interested.

Please feel free to include your free products too!

You can get in touch with me here!

Thanks, and feel free to spread the word!

Popularity: 2%

 

 

image courtesy openDemocracy at Flickr

Last week my local gaming group finished up the Kingmaker Adventure Path from Paizo. We started the campaign very near Gen Con 2010 and just finished last week. I was the GM for the campaign as it was my turn in the GM’s chair. The campaign was certainly not without its challenges, both in character and purely from the getting the group together perspective.

This was one of the longer-term campaigns our group has completed and the first Adventure Path we have completed. It was a fun campaign and I think the group had a fairly positive feel about the experience.

This post is a reflection on the campaign from the GM’s chair touching a little bit on the out of game factors to a successful long term campaign and from the in game perspective.

The Meta

As I noted above, we started this campaign right around Gen Con 2010 and just finished last week for a total of about 19 months from start to finish. During the course of play we did have a couple of extended scheduling issues.

The first was an event at home that necessitated a gap in play where I could not GM. During this time the other major GM in the group stepped up and ran us through a mini-campaign arc of Star Wars. This Kingmaker sabbatical allowed me the time from GMing to focus on the more important issue I had going on at the moment. Luckily the other GM in our group was able to keep the group with some momentum by running another game at this time frame.

The second extended break which lasted about five weeks ironically enough happened just before the finale of the sixth book. It did not have a single significant event but truly was a set of continuous scheduling difficulties between various group members. In fact for the last session we were actually short one player, but with another on vacation this week we as a group felt it best to simply continue forward rather than lose more momentum.

Despite these two scheduling issues we were still able to take the campaign to its completion. I attribute a lot of that to our group being a good set of friends who are all very patient. Each is aware that scheduling issues and other matters sometimes surface and we as a group just roll with them. That is a huge factor in the success of any long-term campaign in my opinion.

Having another GM within the group to help keep the group gaming when I had the first extended absence was also quite helpful. It helped keep the game on everyone’s schedule and keep things fun instead of simply missing session after session when I needed the sabbatical.

The Campaign

The Kingmaker campaign was a lot of fun, though not without its challenges. One of the early challenges was the small number of encounters per day aspect of Kingmaker. During exploration it was frequently the case that the players would only face a single encounter, maybe two if they had a random encounter as well. This allowed the characters to use the best of their resources in most combats as they did not have as much motivation to hold back a little. This seemed to make a lot of the encounters relatively easy. There are several mini-dungeons in the AP and those were the more fun sessions for me. The party seemed more challenged and the fights seemed more interesting.

A lot of people will say use the random encounters more to keep this one encounter per day from being an issue. That works when used occasionally, but it just didn’t feel right to repeatedly throw random encounters simply to scale up the daily challenge. I simply decided that letting the characters be heroes on a regular basis was not a major issue.

My other recommendation for GMs running Kingmaker is to read all six of them well ahead of time before running the campaign. Several people find fault with book six because it seems to come from out of nowhere. If you know what is in book six it makes it much easier to foreshadow certain events and make sure book six fits in a little better. I think this was one of my stronger points of the campaign, making sure that book six was adequately foreshadowed so it didn’t seem so out of left field. In fact book six was my favorite one to run out the whole AP. It really helped make up for the single encounter per day issue noted above.

Now one of my shortcomings for the campaign was not developing the NPCs thoroughly enough. Kingmaker is quite sandboxy and ripe for the creation of interesting and fun NPCs. I dropped the ball here and too many of my NPCs felt like cardboard cutouts. I am taking this as an opportunity to improve my GMing for the next campaign though and learning to put more time in NPC development to add that layer of depth to the campaign. So if you are running or planning to run Kingmaker, make sure you have a good method of building and creating NPCs with some depth. I think it will really add to your campaign.

The group I ran for did do the Kingdom building. Only one player really handled the Kingdom side of things and a lot of the building was done outside of our face-to-face sessions and done on the message forums we use between sessions. It worked well for us and let them build a kingdom without necessarily consuming face-to-face game time. If your group does not seem to interested in the Kingdom building portion of the AP, I would encourage you to use the Kingdom in the Background rules and not feel pressured to make your players tackle a portion of the AP they have little interest in doing.

Wrap Up

The Kingmaker was a fun time for our group. Here I have tried to outline some of things that contributed to the campaign’s success – both at and away from the game table. Several of these thoughts could easily be applied to your own long-term campaign, whether it be a published module or a home brew.

What have you found to be keys to your long-term campaign’s success? Downfalls?

Popularity: 1%

 

The clock is ticking! Uh...I mean dripping. Photo courtesy of Marsyas

Deadlines are terrible and inspiring. Terrible because of the feeling of dread they can instill in us as we are pushed towards them. Inspiring because they require us to finally act. Whether it’s a word count by the end of the workday, all our errands completed before dinner or defeating the Fire Lord before a comet will enhance his elemental power, time limits increase the sense of urgency and lend gravity to a situation. As humans most of us tend to divide the day, the year and our lives up into bundles that we try to dole out proportionately to the things we want to accomplish, setting goals along the way. Married by age thirty, five kids and a chinchilla farm by age 40, all the kids out of the house and five chinchilla farms by age sixty-five at the latest. And when our plans don’t go the way we wish and we don’t hit our goals, we tend to flail and either give up or reassess our goals and make new ones.

Adventurers don’t have to be gifted with all the time in the world to get things done! Why should they? A change in the seasons could mean the adventurers need to return before the end of autumn or be trapped behind treacherous mountains. A campaign set in space could have a certain amount of days before the origin and destination fall out of alignment, making travel between the two bodies difficult or even impossible. Many cultures have auspicious times for things and there are always holidays and other important events that might be the cutoff for return meaning that even if the goal was accomplished or the goods acquired, the buyer might already be gone or the need diminished. Even worse, natural items are liable to spoil.

Time limits can be even more immediate. Things like sinking ships, burning buildings, changing of the guard or a procession going down a street can all put time limits on PCs. Choices have to be made and sometimes, sacrifices. When pressed for time some of the best and worst decisions can be made. Which ones will the PCs make?

For GMs:
-Decide how you are going to keep track of time. Is it something that is going to take a certain amount of rounds? Days? Months? Keep a calendar for longer periods of time and be clear how much time is remaining for the quest. State how much time is remaining at the beginning and end of each session so everyone is on the same page.
-How does the culture keep track of time? Do they use a solar calendar? Lunar? What is the length of a work week? The length of a month(However, use a straight up Gregorian to keep track Out of Game. Or you’ll be wondering if it’s the Moon of Horses or the Moon of Turtles, get frustrated and TPK everyone)?
-Who created the calendar? Was it made by the church to reflect holy days? By the state to reflect the agrarian year? A combination of both?
-How many seasons are there and how long are they? How does the weather change for each season and how does this affect things like travel, availability of lodging, Are there blizzards in the winter? Monsoons in the summer? Sandstorms in the autumn?
-If the PCs complete their task but not in the time required, what are the consequences? Will there be a second chance? Will it affect them or others? Loss of money? Loss of reputation?
-Who keeps track of the time? Does every city, town and village have a person or organization that keeps track of the passage of time? Is it displayed for all to see?
-How is the day broken up? What kind of time-keeping instruments are utilized? How accurate are they? How available are they?
-What makes up a day? Is it sunrise to sunrise? Evening to evening?
-Different countries might have different calendars, different clocks and be in different timezones. Not to mention that time may pass different in locations under the power of certain energies.

Continue reading »

Popularity: 1%

 

Last fall, just as October was kicking into gear, a bunch of us indie RPG writers and publishers concluded a two week run of the Wayne Foundation Charity pack.

We raised over $1800 for the Wayne Foundation. I’d like to do this again, and see if we can up this to $2500 or more.

If you’re someone in the industry, indie or not, and have a product available as a PDF that you’d like included in the bundle, please get in touch with me! I’m planning on running this second bundle from May 4th through May 18th.

I’d like to sell this bundle for $20 at DriveThruRPG with at least $100 worth of product in it. That said, here’s what I’ll take to include in the bundle.

  • RPG products (systems, adventures, add-ons, etc)
  • Print and Play board games
  • War Games rules
  • Art
  • Anything designed exclusively for this package.
  • Software
  • Fiction/non-fiction -if it could be at DriveThruFiction or DriveThruComics, I’m interested.

Please feel free to include your free products too!

You can get in touch with me here!

Thanks, and feel free to spread the word!

Popularity: 2%

© 2012 Troll in the Corner Suffusion theme by Sayontan Sinha