Crowdsourcing: How it is Working

Written by Tyson J. Hayes on 2010/08/18 – 00:00 -

While I tapped out a merry tune of how crowdsourcing an entire RPG would never work, smug in my well thought out points, Jeff had to go and ruin it. Before posting the article he quickly made some points on how crowdsourcing was working, in smaller ways, the jerk. He quietly pointed out that the community at large made some great material that he’d used himself and dismissing it all as not working wasn’t quite the best route. I’m unfortunately, and with great sadness, forced to agree with him.

Rules Tweaks

I believe I did briefly mention this in my previous article that the community at large is fantastic for rule tweaks; anyone who has spent time reading our Savage Mondays knows this. It can be easily said that the crowd will create a better rule system then Pinnacle or Wizards ever could. Fans will spend countless hours tinkering with rules to get them to feel and play a certain way. All to make their lives easier, and sharing it just makes it easier for the rest of us. Even we here at Apathy Games, are guilty of the occasional suggestion, like modifying combat, and changing skills, all of these developed to make our lives easier that you.

Tips, Tricks, and Tools

We love good tools, but so does every gamer. The community has given us a tool for generating names, they’ve given us their time and feedback by showing up to the savage chat. We’ve in turn given back tips for keeping track of potential players, generating characters, and tips on using hindrances for writing prompts. Crowdsourcing is a two way street, without someone else giving feedback we’re creating in a void. You, our readers, inspire us to continue creating and writing. We’re like fairies, except we survive off of comments instead of claps (though we’ll take either when we’re within ear shot).

Grab and Go Material

The Savage community is really at its best when it’s producing grab and go material. I’ve seen blogs generate countless hooks, generate many characters, and more gaming aids then when could ever need. Without the community at large Savage Worlds would still be a part of the Great Rail Wars miniature game (that’s right I just busted some history up in here) and would never have attracted people like me to start developing for it.

So when it comes down to it, I can’t dismiss crowdsourcing all together. Without the crowd, no the community, we wouldn’t have the games that we do today.


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Game Gone off the rails? Time to Tapdance!

Written by Paul von Meerscheidt on 2010/07/29 – 00:04 -

Sometimes, despite our best efforts and due diligence, we GM’s aren’t ready to run the game. Perhaps we succumbed to writer’s block, or thought we had something that would play out very well, but flopped in the first five minutes. Perhaps the characters turned right instead of left. Whatever the case may be, when these situations occur we have no choice left but to tapdance. Our job is to leap quickly and accurately in response to the characters actions, making no awkward silences or missteps which could indicate our lack of direction.

Sometimes this goes amazingly well. We deliver great content off the top of our head, delivering deep and involved roleplaying or epic combat that flows better than anything we have ever planned.

But, many times, we don’t. We stutter, stumble, mumble and digress. We lead the players on more distractions than any one of them, desperate to fill the time. We look at the clock every twenty minutes, wondering “how, how am I going to fill the next four hours?” The answer is, you can’t.

Instead, if you find yourself in this position, let your players run the game. Many times your players, with only slight prodding, can lead the group on merry adventures and diversions that require little adjudication on your part. Don’t take offense at this, this is your get-out-of-jail-free card! Maybe you will spend those four hours helping the players figure out how their characters can develop a transmission using only the science available in their fantasy game (so they can make a flying boat!), or how they will start a city spanning organization for good or evil. Perhaps you will spend it helping them design clothing for their characters with the help of in-game NPC’s. Whatever happens, the key is to give the players more control than when you are the one running the show. This gets you off the hook, and can lead to things that end up being  far more memorable than the boring dungeon crawl you were supposed to develop.


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Share and Share Alike

Written by Tyson J. Hayes on 2010/06/16 – 16:43 -

Almost everything I do is collaborative.  Snooty Drunks is a collaboration between myself and co-host Brian, Apathy Games is a huge collaboration effort between the four of us.  Even all of my games are collaborative (though I’m still trying to figure out why Jeff thinks it’s a myth).  So why is it now that people seem to be taking notice that collaboration and sharing is a good thing.  It’s like someone sat up one day and said, “Oh hey, this Wikipedia thing really seems to be working out we should allow people to collaborate on it.”  But when is it to much?  At what point do begin to collaborate to often and begin to take away from something we could have done better on our own?

Tricks, Traps and Plot Twists

While I do like to collaborate with my players on my games, I don’t tell them everything.  If I laid out the entire story as I wanted to tell it including all the plot twists it would stop being fun.  Obviously some secrecy is needed to continue to make the game interesting, but could I make it better when collaborating with other GM’s?  For the most part I would say no, while I do read many RPG blogs and of course write one myself I don’t find that other GM’s can help me specifically with the story I want to tell or better help my players with the specific problem they are facing.  While they are great for general problems and sharing ideas for the most part I do have to adapt them to put my own spin and fit them into my stories.  That’s not to say that I don’t find them useful and have even borrowed some ideas from other people I just haven’t found anything to specifically help me with any problems I’m having with my players.

Character Secrets

I find the only real collaboration here should be done between the player and the GM.  Even then it should be mostly player led.  The player should be the one that comes up with the secret and begins the idea of the ramifications for anyone knowing the secret.  The GM should then follow suit with setting up the method in which everyone else should find out about it.  After all what’s the point of a secret when no one is going to find out about it?  In the end only a little collaboration should be done between the two if only to minimize the fore knowledge of the events to occur that lead to the other players finding out.

The Big Bad

I’ve never understood sharing the big bad with anyone, most of the time I’ve built to a specific feel of the campaign and it’s hard to communicate to anyone outside of the game.  Outside influence on the idea I’m trying to come up with typically doesn’t help.  I’ve found it best to use my own ideas and run them as I see it.  Third party assistance has typically only muddled my original idea.

What have you found helpful not to share with anyone?  Have you had any success being completely open in your designs?


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All My Games Play the Same

Written by Tyson J. Hayes on 2010/01/26 – 00:00 -

Every game I participate in is connected.

Every game, it doesn’t matter if I’m the one running it, or if I’m just playing in it. All of the worlds and characters are connected on a deeper level. You may be wondering why I would do such a thing. Why would I try to fit all of my worlds together in some sort of cohesive narrative? Simple, I firmly believe in collaboratively telling a story (even if it is a myth).

I Can’t Think of Everything

I’m good at some things but not others, so I need to focus on the parts that I’m good at and slowly build my skills where I’m weak. Using the best of all the GM’s I play under and what I’m coming up with myself makes for some the easiest world building as I’m already borrowing from what’s there. It’s like using a pre-built adventure and modifying it to your taste, except everything your creating is home brewed.

The Players Love It

My players love having the chance to rub elbows with their previous incarnations, and love that their characters are still in the world adventuring. It helps create a more living world that’s evolving and changing as the games progress. It also allows them to see the results of their actions. Completing one campaign where they save a village can result in another campaign starting (with different characters) from that village remembering the previous characters as heroes of the story.

To allow every game to be connected allows me to quickly and easily craft together world history and back story for my campaigns; it also allows me to do crazy things with the worlds that may not be normally possible. It’s fueled almost every campaign I’ve run for the last five years and only continues to grow the more work I put into it.

Have you tried to connect two campaigns? How successful where you?


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Why I Write In-Character Fiction

Written by Tyson J. Hayes on 2010/01/20 – 00:00 -

When I started roleplaying I was never one to write in-character fiction. The thought never really occurred to me. I create a story for the character by playing him; why do the extra work? It wasn’t until I started playing a character named Theodore that writing character fiction even came to me. Paul and I had come up with a build point system for D&D 3.0/3.5 and were in the process of changing over the characters we were playing to the new system. Seeing the chance to do a bit of munchkin-ing I set about giving my cleric a high spot and sneak attack. Then I thought to myself, “Why would this character have these abilities?” That was the moment the character became a real person instead of stats on a page.

I came up with a flurry of ideas and a detailed background story explaining everything about the character: how he was a bodyguard before almost dying during an assassination attempt, and how he turned to his god for healing. These things would have never happened through normal roleplay. To craft a great character requires more time then just sitting at the table playing; a little thought must be put into it.

Think of Them as Real People

It may sound weird to some people, but hey we are roleplayers right? To get the best roleplaying experience, we need to embody the character in such a way that we think of them as real. Why are they taking those edges or raising that die? What have they been doing for that to make sense? Character advancement became much easier once I started considering these questions. I didn’t take spells that I wanted but the ones Theodore would choose, given what he knew of the road ahead.

Share the Story

Hillary is known amongst our group for coming up with some of the most intricate backstories for her characters, but the problem is that most of them involve something that must be hidden. I vividly remember her venting her frustration at no one taking interest in the back story that she had written, but then lamented that she hadn’t given any one any reason to be interested. Don’t make this mistake. If you write great in character fiction, give your fellow players a reason to know about it. Share a story around the campfire. Or perhaps when gearing up at the local shop, let slip a bit of history about your character. Likely the other players will respond in kind.

What I Learned

The more time and energy you spend on a character the more you grow to love them. The emotional investment is a paid off through every up and down your character has. I played Theodore from level 7 to 27, and it wasn’t until the epic levels that all of it began to pay off. In the end, when Theodore ascended to godhood, I found myself a bit sad. The person I had helped create had flown the nest only to be remembered in fond memories.

What is your favorite character story, or how did it change the character for you?


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Introducing a New Player: Introduce Only the Basics of the Game

Written by Jeff Carlsen on 2009/12/08 – 08:00 -

There are three parts of the game that must be introduced to a new player: the setting, what the players do, and the rules. The first two have to be discussed with the new player before they make character choices. The rules, though shouldn’t be discussed until afterward. Remember, your goal is to give them what they absolutely need to know, but not overwhelm them. There is a lot to learn.

What the Players Do

This is more fundamental to the game than either the setting or the rules, but sometimes relies on the setting for context. If possible, explain what the players do first, but if you must, it can wait until after you’ve described the setting.

Make sure the new player has an idea of what the player characters are trying to accomplish in this campaign, and how they’re going about it. In some games, this is simple. For example, in Shadowrun, you are a professional criminal doing jobs for giant corporations who want to compete illegally without getting caught. You use stealth, planning, and skill to accomplish goals and try to stay alive.

In a fantasy game, you might discuss how the players have taken it upon themselves to protect a small village from an orc invasion, and are seeking out the leader to kill him before he can attack the village.

The Setting

Keep to the very basics when describing the setting. If it’s based off of something that the newcomer will we familiar with, say so first. For example, D&D is a basic sword and sorcery fantasy setting with elves and dwarves, like Lord of the Rings. Legend of the Five Rings is based on feudal Japan. Mention some movies or shows that are similar, if there are any.

After you’ve established a baseline that the new player is familiar with, mention the important differences. For example, the Iron Kingdoms, by Privateer Press, is based on a classic fantasy setting, but it’s been moved forward to the industrial revolution. Magic has been industrialized, and steam engines power mechanikal creatures called steamjacks that do heavy labor and wage war.

You can then mention any details that are of importance to the current campaign, like a necromancer raising an army, or a dragon running for president of the United States.

Lastly, The Rules

It’s best to give the new player a character first. Then show him the core mechanic of the game by using one of his character’s skills as an example. You’ll probably want to do this a few times so that they’re comfortable with this. Go through the character sheet, explaining what things are, and letting the player ask questions. Don’t go into too much detail, he doesn’t need to know all the possible modifiers. Just make sure he understands his character sheet.

You’ll probably want to go over combat. Explaining initiative, actions, attacks, damage, and the like. Give examples and have the player make rolls. Of course, if the system is simple enough, like with Savage Worlds, you can just wait until combat happens in the game to describe these rules.


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Introducing a New Player: Provide Limited Character Options

Written by Jeff Carlsen on 2009/12/01 – 08:00 -

Previously we’ve discussed Conversing Before the Game Starts and Being Well Prepared. Now as our series rolls on we discuss the next step.

Alright, so you’ve discussed the basics of the setting, and it’s time to create a character for the newcomer. Whatever you do, do not just open the book to the character creation rules and say, “What do you wan to play.” He doesn’t know, and he’ll feel very stupid for not knowing.

Instead, come up with a few simple character ideas, without rules or anything written down, and present them to the newcomer. This gives him some choice, without overwhelming him. When he’s made his choice, go through the character creation rules, a step at a time, but instead of having him go through the book, ask questions about what he wants his character to be good at, and make the rules decisions for him.

For things that the player has to choose, such as hindrances, edges, feats, or special qualities, don’t give him a the full list, but pick a limited selection of easy to use options to choose from. It’s okay to say that you’re doing this. He will probably understand and approve.

Let him change his character later. This may rub some gamemasters the wrong way, but it’s the only fair way to treat a new player. The last thing you want is for the newcomer to not enjoy his character after a few sessions, especially if it’s because you didn’t give him all the options.

Pre-built Characters

This is the simplest way to give a newcomer a character. Some players, if they’re familiar with RPGs, will scoff at this idea, but it can work well if you’re new player is completely new. Instead of going through character creation with the new player, give him the choice of a set of pre-built characters. Don’t include a name or gender, but you might want to give the pre-built character a one or two line description of their background and personality. Many games come with a standard set of pre-builts specificially for this purpose.

Even if you do go this way, give the player the option to change his character, or create a new one, at a later date.

Join us next Tuesday while we continue Apathy University’s series on Introducing a New Player.


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Introducing a New Player: Introduction

Written by Jeff Carlsen on 2009/11/03 – 10:00 -

Apathy University: Introducing a New PlayerBringing in a new player to an established group can be a big challenge, especially if the new player has never played an RPG before, but even if not. The truth is, roleplaying is very intimidating. Even as an experienced player, joining a new group or learning a new game can be a source of fear. I recently joined a game of Legend of the Five Rings, and found myself overwhelmed by the depth of an unfamiliar setting and the nuances of a new rule system.

With a completely new player, there are a number of challenges to overcome.

  • Overcoming intimidation.
  • Integrating the player with a new social group.
  • Making the new player comfortable with the concept of roleplaying.
  • Teaching the game, both setting and rules.
  • Making sure the new player has fun.

This series, Apathy Rules for Introducing a New Player, provides a set of rules and tips for game masters and players to help introduce a new player to their group. Here is an overview of the rules, with a brief description of each. A separate article for each rule will give advice for implementing it effectively.

  1. Be well prepared. More than ever, you want to make sure things run smoothly. Have extra dice, paper, and pencils for the newcomer. Know your adventure, what rules will be needed, and how to explain them. And make sure you have all the snacks and drinks your players could want.
  2. Converse before the game starts. Take some time to bring the newcomer into the social group without involving the game, while simultaneously getting to know some of the newcomer’s tastes.
  3. Provide limited character options. The newcomer doesn’t know the game. Give him some choice, but keep his options limited to prevent intimidation.
  4. Introduce only the basics of the game. Teach only the core mechanics and the basics of the setting. Too much will overwhelm the player.
  5. Keep the adventure simple and quintessential. A newcomer’s first adventure should show the standard expectations of the game, and nothing more.
  6. Provide a simple tailored objective. Give the newcomer a sense of success by giving him a task that he is best at achieving.
  7. Engage him gradually. Allow him time to get used to the game, and slowly introduce the characters and new elements, assisting him whenever necessary. Also, at some point during the adventure, each player should interact with the newcomer in an In-Character fashion.
  8. Ask him questions. After you’re finished, ask the new player what he thought of the game, and socialize for a bit more. Hopefully he just had fun.

Please come back next Tuesday for Apathy Rules of Introducing a New Player: Be Well Prepared.

Call to Action: Tell us your horror stories involving new players. Successes are okay too.


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