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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My father views board games as a critical tool for learning concepts such as tactics, probability, and the importance of having flexible plans.  This is why he had to beat me at every game of Risk for two years he claims.  “I couldn’t just let you win.  The game would have been pointless if you just win.”  I didn’t win my first game against him until I was nearly thirteen years old, at which point I asked him if there’s any other games we can play.  He went to the massive double door cabinets that held all his dusty games and brought to the table a box much smaller than that of Risk, which admittedly had me disappointed and suspicious.  It simply read ‘Stratego’.  That’s not even a real word!  At least Sorry and Trouble are real words I thought to myself.  He explained the basic rules of the game and then we began to set up our pieces.  He went first.

Table top gaming is an art form to me.  I know some people just see it as a way to pay homage to their fandom, others see it as a tool for hanging out with friends, and some just enjoy the competition of it all.  But I can never see a game as something quite that simple, rather they provide me with inspiration, laughs, enlightenment, satisfaction, debate, creation, goals, wit, and mass quantity’s of joy.  Gaming isn’t a hobby for me but rather a section of my life that I carry with me every where I go.

Now that my love and adornment of gaming has been established you should probably know that I’m extremely critical of the medium.  If I’m to invest my funds, time, and friends time in a product then I want high quality.  I believe in quality over quantity and don’t want to wake up to see that my board games and role playing books are all the same thing just painted differently.  With prices often matching or exceeding a new video game the board game company’s must remain making the best possible games they can and avoid at all cost the mediocre.  I want to be impressed when I play a new game, not simply accepting of it.

Like anybody though I have preferences.

Horror is delightfully deliciously delectable in every sense.  I am practically a cultist when it comes to H.P. Lovecraft and the Cthulhu Mythos because for me it’s not enough to just read the story’s.  I like the board games, video games, comics, movies, clothing, toys, all of it.  Does this make me a mindless consumer I ponder at times?  No.  Why not?  Because I still have quality control over this encroaching Lovecraftian madness.  In honesty I would be far angrier should I play a bad game that’s steeped in the Cthulhu Mythos than if I played a poorly built Civil War game.  Don’t just start trying to prod me with tentacles, I demand some crazy chanting first and a minimum of at least four hooded cultists.  Oh and my favorite story by him is The Rats in the Walls, yes it’s somewhat outside of the Cthulhu Mythos, but it just grips you.  Plus it was the first story by Lovecraft I ever read.

I also enjoy movies a great deal and am planning on presenting you with a variety of sci-fi films that are must see’s while potentially stumbling across the occasional dud that must be avoided at all cost.  I often have the tendency to blur the lines of sci-fi and horror though so I’ll try my best to limit it to sci-fi and sci-fi horror films.

I’m pretty sure it’s self evident that I enjoy writing other wise I wouldn’t be doing this.  Other interest include comics, cartoons, investigating geek culture (stumbling about online looking for cool things so I can go ‘Oh that’s cool.’), video games, and the out doors.

While this is the first time I’ll have my writings read by others I’m hoping to continue this trend and have my short story’s published and eventually work up to writing a series of books and comics because when it comes to writing I honestly love nearly every medium as is the same with gaming.

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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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Dystopian Wars Prussian Airship Box Art

Usually I’m the last guy you want painting tips from. My skills, or lack thereof, will NOT help you to receive a Slayer Sword. If that is your aim, well…I wish you luck and suggest you chat with Natalya Melnik. What I am is a chap that enjoyes painting different models.

This time around I painted a Pflicht Class Scoutship (aka zeppelin) for the Prussian Empire in Dystopian Wars. The rules, models, and accompanying accessories are in my possession. Yet, I have no intention of playing the game. The models won me over with their looks. Seeing pictures of them made me think “those would be fun to paint!”

Awhile back I painted some frigates and cruisers for the Prussian Empire. I decided to use something different with the airship. I had to know how Army Painter’s Quickshade impacted the process.
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Terrifying image courtesy of DA user ~random-anomaly

Weaving elements of the grotesque, horrifying and utterly non sequitur into the story is a longstanding tradition in my group. As a natural consequence of this, most of our GMs are engaged in a fierce contest to see who can inflict the most emotional trauma on the player party. The lead is currently held by a brilliant upstart of a first-time Storyteller, so in the spirit of getting off my complacent keister and busting out some serious soul-searing,  here are three… unique tumblrs and some of the possible campaigns that could be wrought from them!

DISCLAIMER: You probably shouldn’t read these at work. None of them are particularly graphic… but you still probably shouldn’t read them at work.

 

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Image courtesy of Wizards of the Coast

So I got the chance to play the new D&D tactical minis game that is coming out in July, and I have to say that I was smitten by it.  Wizards of the Coast has done an amazing job on this product.  But, I’m getting ahead of myself.  Dungeon Command is a tactical miniatures game pitting rival warbands against each other.  The first two sets will be released July 17, 2012.  You get your choice between the Heart of Cormyr (good guys) and the Sting of Lloth (bad guys).

So, what’s in the box?  WHAT’S IN THE BOX?!  You get 12 well sculpted and pre-painted minis.  I got a great look at the Sting of Lloth box, plenty of Drow, a Drider, Giant Spiders, and even an Umberhulk.  You also get of dungeon tiles and two stacks of cards one for Orders, the other are Stat cards for your creatures.  The game is designed so you can compete with your single warband of 12 against an opponents warband.  There are optional rules for using a single Dungeon Command box to play 2 player, but I think it works best when 2 starter boxes are used.

As far as a tactical minis game goes, it does quite well.  Each side has a hero with a special ability.  The hero also has a Morale score and a Leadership.  Morale is important, because if it drops to zero, you lose.  Leadership determines how many and which creatures you can have on the map.  Every creature can move and attack as actions, but you also have Order cards, special abilities and attacks that you can play.  I think the play was well balanced, quick, and most importantly, fun.  This is a great strategy game, how you position your forces and which Orders you use are extremely important.  There are no dice in this game, so the only luck is which cards you draw from your Order deck.

Now, as much as I love miniatures and games involving miniatures, I have reached a point where a game needs to do more than just serve a single purpose.  Dungeon Command excels here.  You can play the Dungeon Command game just fine, but the minis also easily slide over for use in your tabletop RPG.  If that isn’t enough, each figure comes with a stat card so it can be used with all of the D&D board games, Ravenloft, Wrath of Ashardalon, and Legend of Drizz’t.  While not a definite yet, there is also a possibility that Wizards will release cards so these minis can be used with the old D&D minis game too.

Ok, let’s roll that d20 and see what we get.

Components:  5

You get 12 well made miniatures, several heavy duty map tiles, and a heap of Stat and Order cards.  They really pack some great stuff into this box, and it all has multiple uses.

Rules:  3

The game is somewhat easy to learn, though a few things could be explained better.  We are pretty sure we may have played a bit wrong, so this score is kinda up in the air.

Replay:  5

This scores really high because of the multi-use of the miniatures.  Taken just as a single game, it would score a bit lower because how many times can you kill Dro and still be happy about it.  Never mind, I take that last bit back.

Cost:  5

With an MSRP of $40 this game is a must buy I think.  The quality of the components along with how much use you can get out them makes it a no brainer for a gamer like me.

I plan on buying these sets the day they are released.  I have so many plans for them outside of the game itself (yes players of mine, you’ll be delving into the Underdark).  Game on my friends, game on.

 

 

 

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Combat Storm Banner Small

Awhile back I received an interesting e-mail from Dave Reiter. At first I wondered if it was spam but then I looked at the subject and it seemed like it could be a real e-mail for me in light of this blog and podcast. On opening it I was made aware of an interesting new game called Combat Storm by company Strategy Wave.

Combat Storm, or Operation Plastic as it used to be called, is different from any other game company I’ve seen. It has managed to create a rulebook and system for playing with plastic army men.

I fondly remember playing with plastic army guys as a kid in the ’80s. Bought them at the corner store for a few bucks giving 100 or so. Out on the grass and in the house they fought over everything. Having a formalized rules system for this is a nice way to recapture one’s childhood yet adapt it for “grown-up” play.

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Once a year, the Stuffer Shack runs a contest where sites like ours compete to be the SOTY RPG Site of the Year. This year, Troll in the Corner is in the running!

Please take a moment out of your day, head on over to the Stuffer Shack and give us a vote!

Bottom line: there are a ton of good sites in the running this year. If you don’t vote for us, vote for someone. We’re all here doing the work of promoting our hobby so show all of the sites some love!

The RPG Site of the Year Award, or SOTY, is Stuffer Shack’s way of rewarding our community’s awesome gaming bloggers.  It’s a celebration of gaming, showcasing the best of the best gaming blogs. It’s a free contest in which readers submit their table-top gaming websites – in the hopes of taking home the prizes and SOTY Shield, but more importantly, the title of RPG Site of the Year.

There are a ton of good sites up for the award this year. Even if you don’t want to vote, I’d encourage you to head on over and just take a look at those nominated.

Voting begins on Monday, the 16th, and continues through Friday, the 20th.

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John Caputo far right in blue (photo by Jonathan J. Reinhart)

John Caputo far right in blue (photo by Jonathan J. Reinhart)

Zombie Crawl VIII is the continuation of zombie fights run by John Caputo at Battleground Games & Hobbies. John has been the Zombie Crawl twice a year for four years with the event usually happening near Easter and near Halloween. The game is run using Games Workshop’s Necromunda rules. Each player controls a single miniature in a free-for-all battle to defeat zombies, other players, and ultimately survive the game. Alliances are vital to survival but are also short-lived.

The eight installment shines a light onto the world of Morbius, located near the Eye of Terror. The planet was bombarded by forces of Chaos, which ruined the industrial planet. Red meteroids crashed into the planet killing off 90% of the population. The remainder were turned into zombies by the plague the meteroids caused. The planetary garrison retreated to their barracks in a holding action. Players must traverse the capitol city of Io and climb aboard a ship to escape across the waters.

Many people only show up at the store to participate in this event. It is one of the few free events, which garners such high levels of participation. Tonight’s game featured no less than a dozen gamers excitedly rolling their pitted cubes in an effort to shoot, stab, and bludgeon the innumerable undead.
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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?

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