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	<title>Incredible Vehicle &#187; 2009 &#187; September</title>
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	<link>http://incrediblevehicle.com</link>
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		<title>Much reading and little playing</title>
		<link>http://incrediblevehicle.com/2009/09/28/much-reading-and-little-playing/</link>
		<comments>http://incrediblevehicle.com/2009/09/28/much-reading-and-little-playing/#comments</comments>
		<pubDate>Mon, 28 Sep 2009 16:00:56 +0000</pubDate>
		<dc:creator>Matthew</dc:creator>
				<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[geist]]></category>
		<category><![CDATA[nwod]]></category>
		<category><![CDATA[V:tR]]></category>

		<guid isPermaLink="false">http://incrediblevehicle.com/?p=706</guid>
		<description><![CDATA[That&#8217;s the situation right now: catching up on my backlog of books and not much actual game-playing. Life&#8217;s been a little crazy for the last month or two, what with PAX and my parents visiting from the east coast, among other things. I feel like this is the first weekend in a while that I&#8217;ve [...]]]></description>
			<content:encoded><![CDATA[<p>That&#8217;s the situation right now: catching up on my backlog of books and not much actual game-playing. Life&#8217;s been a little crazy for the last month or two, what with PAX and my parents visiting from the east coast, among other things. I feel like this is the first weekend in a while that I&#8217;ve gotten to sit down and relax. It&#8217;s wonderful, and I&#8217;ve had some time to do some thinking and planning.</p>

<p>Specifically, I spent some of the time trying to come up with ideas for a Geist game. It&#8217;s a little tough.</p>

<p>Obviously the first problem is that coming up with &#8220;ideas for a $game_name game&#8221; is a tricky proposition without any PCs to speak of. Surely it can be done &#8212; that&#8217;s precisely what modules are, right? &#8212; and I think for games like D&amp;D it&#8217;s a bit easier.</p>

<p>What&#8217;s that on the horizon? Why, I think it&#8217;s a tangent!</p>

<h3>Party vs. {throng, cabal, coterie, etc}</h3>

<p>For White Wolf games, well. This reminds me of a discussion I had with a friend of mine about <strong>Promethean</strong>. He said something about each Promethean throng or game being a special case. Most prometheans are probably looking for humanity, but their individual quests are unique. So each throng is kind of a special case, in the sense that you have to design how everyone encountered one another in a way that&#8217;s not generic.</p>

<p>Aha! But that&#8217;s how I think <em>all</em> groups in strongly character-driven games should be designed, for my preferred style of game. There&#8217;s more work involved but I find the kind of interaction that results more satisfying in general.</p>

<p>This isn&#8217;t to say you can&#8217;t do the same setup with D&amp;D. I tried something similar with <a href="http://incrediblevehicle.com/tag/er-eret/">Er-Eret</a>. D&amp;D&#8217;s default story is, however, a bit different (&#8220;default story&#8221; isn&#8217;t really the term I&#8217;m looking for and I can&#8217;t remember the actual term). I think someone phrased it as something like &#8220;adventurers explore dungeons, kill monsters, and take their stuff.&#8221; That&#8217;s a bit reductive, of course, but it gets the point across.</p>

<p>Geist&#8217;s default story is considerably different. I prefer to phrase it as a question: &#8220;You died, but now you have a second chance. What do you do?&#8221; (I suppose one could do something similar for D&amp;D: &#8220;You&#8217;re extraordinarily skilled in a dangerous world. What will you become? Hero or villain?&#8221;)</p>

<p>How the players answer that question, explicitly or implicitly, is really the jumping off point for the sort of game I prefer. If I can&#8217;t design personal plots, and designing regular plots can be problematic, that leaves me with setting.</p>

<h3>Fluency</h3>

<p>I took a copy of <strong>Mekhet: Shadows in the Dark</strong> with me on vacation with my family. Incidentally, although the clanbooks are months old by this point, they still consistently impress me. I went on to finish reading the other clanbooks, specifically <strong>Daeva</strong> and <strong>Nosferatu</strong>.</p>

<p>Reading these books has driven home how solid a game <strong>Vampire: the Requiem</strong> is and how, in a way, it&#8217;s by far the most flexible of the big three. If it&#8217;s not obvious why, maybe I&#8217;ll write a bit more on that some other time.</p>

<p>By this point, I feel like I grok <strong>Vampire</strong> pretty well and at this stage in the game&#8217;s lifetime, there is <em>so much</em> to draw on. I mean, shit, there&#8217;s a <a href="http://www.amazon.com/gp/product/1588462676?ie=UTF8&amp;tag=incredvehicl-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=1588462676">400 page monster of a book</a> on how to build a setting.</p>

<p>This is actually one of those dilemmas of White Wolf games: you can play without the supplements, but I pretty much can&#8217;t. Granted, this is one of those problems that, for me, is a nice one to have: too many enjoyable things to read! Oh no! Still, when it comes to a game that&#8217;s likely to see fewer releases than previous ones, if the release schedule so far is any indication, it&#8217;s a bit frustrating.</p>

<p>This is all just a long-winded way of saying I don&#8217;t really feel fluent with <strong>Geist</strong> yet. Oh, sure, I&#8217;m just bellyaching. I think it&#8217;ll be fine. The vision for the game is remarkably clear. <strong>The Book of the Dead</strong> will fill in many gaps re: the underworld. And there&#8217;s plenty of other ghost-related stuff either from other games, or places where <strong>Geist</strong> logically intersects with other games. For instance, the first chapter of <a href="http://www.amazon.com/gp/product/1588463680?ie=UTF8&amp;tag=incredvehicl-20&amp;linkCode=as2&amp;camp=1789&amp;creative=390957&amp;creativeASIN=1588463680">Immortals</a>  describes a group of people remarkably similar to abmortals.</p>

<h3>Planning. Always planning.</h3>

<p>So where does this leave me?</p>

<p>Yesterday, I spent a bunch of time jotting down ideas, exploring possibilities for plots, different threats or antagonists. That worked reasonably well, and I think I might be able to borrow ideas from other games to get a sense of conflicts another step up, in a non-Geist specific way that I can still use.</p>

<p>Next is coming up with some krewes that I will ultimately use in a setting. Most likely I&#8217;ll pick a few themes, maybe start pretty basic by looking at how a krewe centered fairly closely around a couple of archetypes might look.</p>

<p>Wish me luck!</p>
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