Posted in General Writing, GM Prep, Rants

The Voyages of the USS Schrödinger: A Star Trek Adventures Post Mortem

So, it’s an interesting revelation that I stopped making posts to this blog about the same time as I started running a Star Trek: Adventures game. Now STA is not solely to blame, we did have an exchange student at the time as well as my job went through some drastic changes as we were sold to another company, but a lot of my free creative time was taken up by coming up with Star Trek Adventures, Adventures…

So now after 2 Seasons and over 30 sessions, we are taking a break from The Final Frontier.With that much mileage under my belt, I figured I should relay my thoughts. These are my personal thoughts after my experiences. Your experience will vary.

A Universe to Explore

Star Trek is a vast property with endless possibilities. Star Trek Adventures does a great job opening the universe up to you. It provides all the tools you need to come up with great adventures, your own stories as well as your own unique crew to inhabit them. I was never a big Star Trek fanboy. I watched the first few seasons of Next Generation in my youth but didn’t stick with it. I didn’t dislike Star Trek, I saw all the movies, it just wasn’t that big a thing for me. So, going in and running a game I was behind the curve. It became clear almost everyone at the table knew more of the universe than I. But a did a lot of research. Memory Alpha is your friend, I got lost in their linking wiki more than a few times.

It was neat creating stories for Star Trek. It was different than any other RPG I’ve run. Instead of creating a big bad, a dungeon, and a good versus evil plot, I leaned more towards moral ambiguity. I put the players in charged situations and forced them to make hard choices, and those choices had consequences. A lot of the 2nd season was about the consequences of their actions in the first season. But designing adventures like this meant “action” took a back seat. Sure, there was combat, but it wasn’t the main focus. The players would actively try to get out of fights rather than in them. (Which is the Star Fleet way… Negotiate first) However, coming up with ideas got quite difficult after a while. You see with Star Trek Adventures there is very little player contribution to the story I found (At least for the A plot) You had to come up with the problem, the NPCs involved, all of their motivations, as well as if/then scenarios on possible player actions. Not to mention I had to come up with a series of relevant facts about anything I introduced for I needed to make sure I had something to tell the players if they spent momentum on finding more information. It was a lot, especially for someone who didn’t know the universe like the back of his hand.

Continue reading “The Voyages of the USS Schrödinger: A Star Trek Adventures Post Mortem”

Posted in Gaming Advice, Rants

GMing Better: Failing Heroically

Games of late have given GMs a lot of new tools; rules that allow us to interfere with the narrative.  Whether it’s a GM Intrusion or a Despair dice roll we now have a codified reason to declare the player’s dropped his sword, slipped in the mud, accidentally insulted the princess, and ran out of ammo.  Lately, I have seen a lot of GM’s go mad with this power.  Myself included.

Recently I was talking with the GM of a Worlds in Peril game I was in and we were talking about these new mechanics.   He told me that he always tries to make sure to describe complications in a Heroic way. In the movies Captain America’s shield doesn’t accidentally fall off his back as he’s running for cover in an ‘oops’ kind of way; instead it gets blasted out of his hand by an enemy he didn’t notice, this causes him to dive after it, grab it and launch it at this new enemy.

This line of thinking open my eyes.  Too many times I would hold up 2XP in a Cypher Game and describe how the character “misjudges the weight of the grenade she’s about to throw, it hits the door jam and bounces back landing a few feet away from another PC,” only for that player to instead Hand Me an XP denying the intrusion.  I realize now that it wasn’t that the complication was bad per say, instead the problem the player had was with how I narrated it.  I made their Heroic character seem inept, or unheroic.  The Intrusion description did not fit with how the Player saw their character.  Intrusions are great in the way that players can buy them off if they don’t like how it paints their character, but in other systems, the player isn’t so lucky, so be mindful.

If I instead described: “you grab the grenade, yank out the pin, wind up, and as you are in the processes of throwing it down the hallway a sudden hail of blaster fire erupts from the far end of the hall, knocking the grenade from your hand, you watch in horror as it hits the ground and rolls next to Roselyn,” the odds are better the player will take that intrusion.   The PC wasn’t made to look like a fool, instead, something unexpected happened and caused the same result.

When you are describing the complication that is about the befall your player, make sure you take the character in mind.  Don’t have the sneaky thief accidentally knock over a metal candlestick, instead have a cat unexpectedly round the corner and hiss at the intruder. Same result but the catalyst doesn’t make the PC look bad.

There are of course exceptions.  The generally pacifistic hacker who doesn’t use guns is, of course, going to have the safety on the first time they go to fire the strange new weapon they are handed and odds are they don’t know where the safety is to turn it off.   That’s a humous beat that fits the character, and can lead to some great inter-party exchanges.  That same Hacker however isn’t going to fail to get the computer up and running because he forgot what he changed the password to.

So in closing, I will say:  When you as a GM are interfering with the narrative of the game, know your players and make sure your descriptions aren’t at odds with how they see their characters.  Do that too many times and you’ll have disgruntled players. Instead, if you can, make them seem more heroic.

Posted in Gaming Advice, Rants

The House Rule

I must admit I am kind of allergic to house rules.  I don’t like them.  I am always skeptical of rules my friends or random strangers have come up with to ‘fix’ an issue they have with a game.  I assume that games have been thoroughly researched, tested, play-tested, and tweaked before they ever make it to publication.  So the rules as written are written for a reason.  That ability or +2 bonus is there because it’s balanced, and changing it even a little bit may have unforeseen consequences down the line.  It is like computer coding.  How many times has a ‘patch’ to fix one small problem caused a completely unrelated system to crash or fail? (in my line of work… every patch) So I don’t like to ‘patch’ the rules.

That said there are acceptable levels of ‘House Ruling’ I can handle.  In RPGs, many people come up with new abilities, items, monsters, even classes.  This is fine.  RPGs aren’t competitive (or at least not the ones I play) so as long as your homebrewed class isn’t blatantly broken and overpowered that my character never gets a chance to shine then I am good.  If the classes available didn’t meet the vision you had for the character you have been dying to play, then by all means house rule it. Continue reading “The House Rule”