Showing posts with label Play Your Character like a Fucking Boss. Show all posts
Showing posts with label Play Your Character like a Fucking Boss. Show all posts

Tuesday, August 28, 2018

Save vs Death


While listening to RPGpundit review one of my recent collections in his video (below), I felt compelled to set the record straight on something...




Pure luck is a dyed-in-the-wool old school concept.  You roll the dice and have x% chance of good, bad, or ugly.  Like anything else, relying solely on luck can be overused. 




Do you know why something like Save vs Death is old school?  Because the idea of initiation is ancient. 

Not everyone will make it.  Some things aren't about preparedness, skill, inborn talent, or - they come down to the luck of the draw... in other words, divine favor.  If characters roll well, that means the Gods have given their blessing and certain individuals may continue to prosper.  If a particular roll goes poorly, characters die. 

The world is cruel, Gods capricious, and fate makes its own choices.  That's just the way it goes!

VS

p.s. For comparison's sake, here's Endzeitgeist's review of Player's Handbook like a Fucking Boss and his review of Play Your Character like a Fucking Boss.

p.p.s. For the sake of completeness, here is RPGpundit's review of How to Game Master like a Fucking Boss.



Tuesday, March 20, 2018

Something for The Players


There's now a softcover edition combining both Player's Handbook Like A Fucking Boss and Play Your Character Like A Fucking Boss.  It's an Amazon/CreateSpace print-on-demand book, so it's good quality (decided against going through the extra hassle of DriveThruRPG).

This has a wealth of awesome advice and options for RPG players - especially those who love fantasy!

Doesn't matter if you're all the way into old school (OSR), OSR curious and playing 5e, or totally new school, like Pathfinder.  There's something for everyone in these draconic pages.

Thanks for purchasing, reviewing, and sharing this news with all gamers.  ;)

VS

Tuesday, April 18, 2017

Rule Zero: Final Arbiter


I stirred up quite a bit of dust... and some mud, apparently, in last week's blog post about fudging.  That's ok, just means there was something there and some of it was wet.

Rule zero is related to "fudging," or occasionally nudging reality in certain directions (also known as magic).  If the ability to question and interpret results as the GM sees fit is the gun, then rule zero is the ammunition.

The dice are my co-pilots.  I like to have them around - I find them useful.  However, they don't own me.  Similarly, I can't GM without players; they are necessary.  But I won't be their bitch because I'm the fucking boss!  At the same time, players shouldn't be expected to bend the knee every time the GM opens his mouth.

Before we get into this article, what is rule zero?  From scouring the internet and being involved in the roleplaying hobby for 32 years, I believe it's a combination of the following three principles...


  • The Game Master is the final and absolute authority when it comes to running the game.
  • Roleplaying games are entertainment.  Your goal as a group is to make sure you have as much fun as possible.
  • The rules of any roleplaying game are simply the best guidelines the author(s) could come up with.  You bought the book, so it's your game now.  If you don't like a particular rule, change it.


Now, a few people don't cotton to the above.  They find it to be an affront to player liberties, fair play, game designer accountability, the concreteness of in-game reality, and probably a bunch of other stuff.

As you probably guessed, I'm with the majority on rule zero.  It's not only a good thing, it's required if one desires to consistently run good sessions.

Let's look at the first one.  The boss has to be given the opportunity to be the boss.  Whoever's in charge, he's got to have the authority to do what needs to be done, and is considered to be "the final arbiter of the rules," as Gary Gygax wrote.

To me, it would be like managing a store with the store's employees on equal footing, dictating store policy to the manager.  That's about as helpful to the manager as having the store's owner constantly over his shoulder, telling the manager what he can and can't do with his store.

Game Mastering is a lot of work.  It takes time, energy, and skill.  Granted, not everyone is awesome at it, but that doesn't mean that all GMs must submit to a particular style, constant debate, or decisions brought before some kind of player council and possibly overruled.  Personally, I will not run the game if I'm forced to GM a certain way - unless you're paying me, and even then, I can't say for sure.

Obviously, if the GM is either a total asshole or on a massive power trip, he doesn't deserve great players.  Flagrant abuse should not be tolerated.  You'll know it when you see it - the GM has to invoke rule zero several times per session, every session either because there's no consistency whatsoever or he has absolutely no interest in allowing the game to evolve organically.  Plus, you know, ego-maniacal jerk wad.

When it comes to house-rules, rule zero is not an excuse for game designers to be lazy or for a game's audience to accept a faulty system.  On the other hand, no RPG book is ever perfect enough to accommodate 100% of those using it to play the game.  Altered rules aren't an admission that a game is broken or the table isn't capable of understanding the designer's intent.

In fact, RPGs were made to change over time, to suit the idiosyncrasies and whims of those playing them.  The way an RPG is played depends on a dozen factors, and their open-ended nature is the best feature.  As a frequent GM, I like to be surprised, too.  And I like to surprise myself, the players, and those fucking dice.  That's why I allow myself the possibility for ignoring the dice.  Nothing is off the table.

Don't like how your GM is running the game?  Run your own game.  That's how many of us got started.  If you want to be hamstrung with red tape, bureaucracy, demanding players, and a lot of armchair theorizing on what constitutes acceptable GMing protocol, then by all means.  Have at it, hoss!

If you've got something more to say about "fudging," do it on the other blog post.  If you want to discuss rule zero, go right ahead.

VS



Thursday, April 13, 2017

There's No Such Thing as Fudging


From time to time, I read articles, blog posts, and forum discussions on the topic of "fudging."

In RPGs, fudging is when you alter an outcome that has already been determined by the dice rolled.

Just yesterday, I read another post about this particular practice.  Not only did the "feel bad about yourself" thing make me wince (don't ever feel bad about yourself when gaming), but I disagreed with the basic premise behind fudging.

I mean, fudge is supposed to be delicious.  You can combine it with nuts (as shown), peanut butter, and all kinds of yummy stuff.  So, if you want to keep referring to it as "fudging," then let it a positive thing, a force for good in the universe.

If I actually bothered to put people into circles, I'd put +Zak Sabbath in the same circle as RPGpundit aka +Kasimir Urbanski - people who I respect for their many contributions in the RPG industry, but radically diverge from their opinions on various subjects.  I have a lot in common with both, yet in many ways we're extremely different.

Anyways, this article is my own interpretation of fudging - that there's actually no such thing.  FYI, you can dive even deeper into my philosophy with How To Game Master Like A Fucking Boss and Play Your Character Like A Fucking Boss.  Enjoy!

Nudge, Not Fudge


Like most gamers, I frequently use the result of dice rolls to gauge what occurs in a session that I'm running.  Dice are a very useful and obvious way to find out what's happening.  It's expected.  The players look to the GM and the GM looks to the dice.  Everyone wants to know - does that guy hit, does the other guy miss, will the trap take your character's hand off?

The dice are like an oracle.  They know things.  They even have the benefit of know things that I don't.  The dice reveal, inspire, obscure, and resolve.  In some ways, they are the Game Master's greatest assistant.  And yet, the dice occasionally fall short.  After all, even oracles make mistakes... usually, because they don't know the full story.

If I choose to, I'm perfectly happy allowing the dice to determine pretty much all the randomness within a game.  I liken it to putting a ship on autopilot.  Autopilot is capable of handling the normal procedures of take-off, landing, and getting from here to there.  Unless there's an issue, autopilot - or the dice, in this analogy - are just fine adjudicating all the important decisions.

If there's an asteroid field in the way, I'm not just going to sit idly by and let the ship's autopilot muddle through as best it can.  No, I'm going to grab the wheel and steer, maneuvering in whatever manner I see fit.  I believe that's what Game Mastering is all about.

Similarly, issues crops up throughout a campaign.  Maybe it's a problem with continuity, realism, story, pacing, etc.  The last three encounters all turned into fights for various reasons, and I roll the dice, coming up with a negative reaction roll.  Is it going to be yet another battle to the death?  Well, that's for me to decide, ultimately.  Same goes with little things in combat - when the dice are supposed to matter most... and they do.  Nevertheless, I have the final say.  The ogre may have too many hit points, those orcs might have too few, Percival misses his saving throw by one, and so on...

That's when I decide to intervene, putting my oar in the water... to shape the game's reality because it's going to make the game better or more in-tune with my personal vision.  Let me be clear, my unorthodox interpretation or undue influence (depending on your view) is not always to the players' advantage.  Sometimes, it goes against them.  I strike a balance between the two, when possible, nudging the narrative in certain directions.  Again, that's my prerogative as Game Master.

Amidst the aftermath, if the game was ho-hum and the players didn't have fun, I'm not going to sit there behind the screen and blame the dice.  Nope, if the game sucks, it's the Game Master's fault.  Even if it's not really his fault, that's the impression.  The buck stops here!

VS



Tuesday, March 28, 2017

Lowbrow & Inappropriate


I'll be posting about my awesome Gary Con IX experience later today (or tonight), but this just happened, so it takes precedence.

Yesterday, I was sent an email from One Book Shelf.  OBS includes DriveThruRPG, RPGNow, DMs Guild, etc.

Just before leaving for the Lake Geneva RPG convention, I released a new title via PDF on DriveThruRPG/RPGNow.  It's called Play your Character like a Fucking Boss, which is sort of a companion piece to How to Game Master like a Fucking Boss, except its advice is for those on the other side of the screen.

Cutting to the chase, OBS has received complaints about the title.  The majority of Kort'thalis Publishing's titles are behind the "adults only" wall because I click the box for mature content.  That's what I did for the GMing book.  However, I did not designate the Player book "adult" because there's nothing besides course language that might be offensive or inappropriate for children.

Below is the email I received from OBS...


Hello XXXXXXX,

Over the weekend we received two complaints about your title "Play Your Character Like a Fucking Boss". The first complaint said that they felt the use of profanity in the title cheapened the presentation and made it seem "low brow". The second complaint was that the title was inappropriate for children and that children might be browsing the site.

I would like to make it 100% clear that we at OBS/Drivethru/RPGNow do not consider your title to be inappropriate for our site. In general, people don't get into role-playing or browsing our site till about 12 and so we consider anything PG-13 to be appropriate for our general audience and that does not have to be filtered out for people. I have already responded to the people complaining that we felt your product is appropriate under our current standards.

That being said, I also told them I would pass along their complaints to you the publisher. If I was in your position I would not want to be ignorant that complaints of this nature exist if they do exist. If you have any questions about his please let me know.

Thank you,

-- 
Chris Tang
RPG Publisher Services



While I take those complaints seriously and it is not my intention to offend anyone, I do not plan on clicking the adult content box for Play your Character like a Fucking Boss because that would have a negative impact on visibility.  Adult products, in my experience, are the second class citizens of OBS.  Obviously, less visibility means less sales.

Regarding the "low brow" complaint, I think I'm going to take that as a compliment.  As a "low brow" fan, that's the kind of aesthetic I'm going for.  Understandably, it limits my audience, but then going against the grain with a provocative title expands my audience.  Maybe it's a wash, but I need to stay true to myself.

I'm interested in reading your opinion.  Feel free to comment with anything you have to say on the matter.


Venger As'Nas Satanis
High Priest of Kort'thalis Publishing


p.s.  My latest Kickstarter Trinity of Awesome Returns has about two days left to back it.

p.p.s.  I put X's over the letters of my name because he didn't use my pseudonym.  Everything else was copy/pasted without editing.


Thursday, March 23, 2017

Play Your Character Like A Fucking Boss


I had the idea awhile ago and periodically took notes.  My upcoming trip 90 minutes south to Gary Con this weekend was all the prompting I needed.

Since I've been GMing for about 32 years, I've learned a few things about players... what makes them not so good, great, and like a fucking boss.

Play Your Character like a Fucking Boss is the flip-side to How To Game Master like a Fucking Boss.  They both contain valuable information, and will give readers an edge in their roleplaying games.

So, this weekend, the PDF is half off!  Hopefully, you'll get as much out of it as I put in.

Thanks,

VS

p.s.  There's less than a week to back my current Kickstarter - Trinity of Awesome Returns!