Showing posts with label Alpha Blue review. Show all posts
Showing posts with label Alpha Blue review. Show all posts
Friday, February 17, 2017
Frame of Reference
This blog post was prompted by a prospective reviewer of Alpha Blue. He declined to review it because of his millennial-based reasons - he didn't feel like it or wasn't feeling it or that it might upset the feelings of his precious tumblr readers.
Side-rant: I know I'm generation x and all, but come on, youngsters! If you agree to do something, like reviewing a book someone has freely given you for the express purpose of reviewing, you do it. Maybe you have to grit your teeth a little or sack up, but you do what you said you were going to do. Treating your colleagues and peers with respect is just as important as standing up (or the online equivalent of such) for transgender restroom rights.
Anyways, one of his criticisms of Alpha Blue was that it came off as "just references," rather than original stuff inspired by 70's and 80's sci-fi, exploitation cinema, etc. That got me thinking...
First, I wondered if he was right. Well, in a way, yes, he was. Alpha Blue doesn't use references like, "It's like Star Wars." Instead, it may include something like a green-skinned, insectoid bounty hunter is sitting at the bar, snorting crushed up red crystals in between delirious diatribes about the difficulty of hijacking transport ships carrying ice in the Plutonic Nebula.
Again, yes, it definitely borrows to the extreme. It references - and then cross-references with newness sprinkled on top so that it becomes something altogether different from whatever was stolen from a single source. It builds upon the shared memory, experiences, and impressions of popular culture. And to some degree, I think it has to in order to be 111% effective.
Roleplaying games, as a medium, lack what a variety of other mediums have in abundance - something to help substantiate our flailing imaginations. Literature, film, TV, illustration, music, walking around a museum - heck, even interpretive dance have something that naked RPGs (RPG sessions without any of those) don't have... additional sensory input.
Players are told what their characters smell, the players aren't directly smelling anything for themselves. Usually, the same goes for sight, hearing, touch, and taste. If you're watching a movie or TV show, you get to see what's going on. That's a level of immersion RPGs don't have.
RPGs can and do create compelling characters. However, the RPG medium rarely allows players to get to know NPC outside of their momentary confrontation with the PCs. So, players get a few sentences of information verbally described to them and that's it.
Without any kind of audio/visual input, it can be a rather dry experience. The imagination has to do all the heavy lifting. However, when RPGs tap into our memory of pop culture or things we've watched, read about, heard, etc. a new dimension of reality is added. Immediately, we go from two-dimensions to three, and everything becomes more relate-able and easier to experience.
"Easy" isn't a word that we see advertised in RPGs much. That's too bad because the easier something is, the more it can be played with, hacked, refined, fine-tuned, inverted, subverted, brought to the fore, etc. Easy brings new gamers into the hobby. Easy keeps gamers coming back week after week. Easy allows the GM to keep running those games, instead of succumbing to burnout.
Story is another thing. In my view (and in the view of old school and traditional gaming), RPGs aren't narrative vehicles - narratives, if they come together at all, are the byproduct of playing the game (i.e. adventuring / investigating / surviving). Events happen and it's up to the players and their characters to make sense out of the things that occur, to create a story from the experience.
Because RPGs don't do pre-fabricated stories well, those stories must be taken from other places - movies, TV shows, books, etc. When we can refer back to prior, shared stories, archetypes, tropes, genre conventions, and everything outside of RPGs, the depth of our collective imagination increases, providing a better sense of immersion, and generally speaking, more fun.
In conclusion, don't be afraid to refer back to all the stuff you know and love. When the sleeper awakes, don't forget your jelly babies and may the pon farr be with you... always!
VS
Sunday, November 29, 2015
Alpha Blue session report (part 1 of 2)
Ok, let's dive right in because I still have ridiculous random tables to forge. As you can see, no less than Harrison Ford was present, guiding us on our way.
What can I say? It's always nice to have a celebrity at your game table.
Last Saturday was the first chance I've had to run Alpha Blue, an RPG and campaign setting with scenario seeds up the wazoo. The book is about 95% completed, so it was kind of a playtest while also being my chance to use the material I've been writing for the last few months.
At this point, I don't have a regular gaming group. However, I do have regular gaming buddies, a slew of great players that come to the table when they're able. We're all adults with busy lives, after all. These guys were so pumped to take a shot at Alpha Blue, they invited guests.
So, there were 9 players. I'm not going to go through each and every one, but picking out a couple here and there. Character creation went pretty well. There are quite a few tables, some big, others little. As I mentioned to the group, coming up with the color palette alone took me a couple hours.
A character sheet is still in the works. Glynn Seal of +MonkeyBlood Design is still conjuring it from the great beyond. However, he was able to get me the files for the space station mega-map and medium-sized transport ship. The station mega-map is composed of 4 separate maps. It's super big and detailed and exactly what I wanted... even though I didn't really know what I wanted until Glynn pointed the way. The ship, Blue Flamingo, is pretty much what I saw in my head. Thankfully, it's also what Glynn saw in his head, too.
Since I had the files a couple days in advance of the game, I submitted them to my local copy shop. The mega-map was so huge (177mb) that I couldn't even go through their online system for ordering. I had to email them the dropbox link so they could download it and get it printed... and then laminated. My wife is still shaking her head over the extravagance, the expense, the sheer superfluous frivolity of having such things designed, made, and paid for.
It was all worth it, says I. Just looking at my 17" x 22" map of the ship and 34" x 44" map of the space station was enough to make my fucking day. When I saw them there at the checkout counter... I almost wept. It was that beautiful.
Anyways... back to +Tim Virnig's character - Sugar D. Below is exactly what Tim wrote on his "character sheet".
Sugar Johnson, known to his friends as "Sugar D", a human bounty hunter [and diplomat] who wears a skin-tight gold velvet uniform with the company logo of CyberSnatch Ltd. He was hired to recover rogue cyber companions from hackers that are trying to turn hos into housewives. Also known around the universe for single-handedly bartering a peace accord in the great pimp wars of 2191. He wields an ultra-glaive!
I went around the room at each stage of character creation, having players roll for various things like occupation, weapon, and alien mannerisms / cultural differences. It took a full hour to get all 9 PCs ready to go.
Learned something from that experience. I had "mutant" tucked away under a sub-table that was pretty much forgotten about as soon as I mentioned it. Now, playing a mutant is just as prominent as playing an alien.
Star Wars, to the best of my knowledge, is the closest I've come to Game Mastering a sci-fi RPG. Obviously, it's more space opera or even science-fantasy than hard sci-fi. So, running this session was really new. Instead of calling upon my vast GMing experience with dragons, wizards, and elves... I had to draw from all the awesomely cheesy sci-fi TV shows of a misspent youth and adulthood.
Tomorrow, I hope to have part 2 posted. Stay tuned!
Before I go, here's a quote from Tim: "Venger has done it again! Alpha Blue is another installment from the king of gonzo gaming. Equal parts 70's sci-fi exploitation flick and late night cable television. His simple game mechanics let the story shine with lots of random tables to take the gonzo to the next level. I can't wait to run this myself with my own discerning adult gamers!"
VS
This is part 2.
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