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Archive for April, 2009

Norway, Day Six

[ life ]
[ | ]
[ April 20th, 2009 ]
[ by: Alvan ]
Alvan

To freely quote Back to the Future: “Doc, we better back up. We don’t have enough clothes to get up to 88.” “Clothes? Where we’re going we don’t need clothes.” – I’m wearing my last dress shirt and still have one full set of clothes (t-shirt, underpants, socks) for the airplane trip tomorrow morning.

Tonight’s “who I share my sleeping place with” roulette awarded me with 3 Norwegians. I guess the odds of getting them was quite high, considering not many people stayed for today.

So, yesterday was “move from the convention center back to civilization” day. At the after-dinner yesterday it really hit me how much fun this week has actually been and how much I’ve missed “the scene” (and by the scene I mean the people who tend to have an active role in it). I kind of miss these crazy knutepunkt people already. And I’m still in Oslo. Hmm. Should probably say some highlights from yesterday… Maybe waking up, maybe eating breakfast. Possibly going to sleep.

Norway, Day Five

[ life ]
[ | ]
[ April 19th, 2009 ]
[ by: Alvan ]
Alvan

At this point, I’m pretty sure they’ve added something to the drinking water here. They are advertising coffee with a slogan that’s roughly “It costs more! So it has to be better!” … Only in Norway. The sleeping arrangements have slowly but surely been standardized, so it’s still 2 Israelis and 4 Swedes here with me. Yesterday’s highlights include me swearing never to dance Pornopolkka again and nice presentation about Company P’s Dollplay, something I’ve mentioned here before.

The weather was a bit gray yesterday, but that didn’t really matter so much. Also, it is to be noted that even the blisters on my feet have blisters now.

Norway, Day Four

[ life ]
[ | ]
[ April 18th, 2009 ]
[ by: Alvan ]
Alvan

I listened to a lecture by a guy who had found enlightenment through LARP, chatted about finlandsvensk being the proper way to speak Swedish with an award-winning author and finally managed to maintain room-mates for like one day. 2 Israelis, 4 Swedes still. Very cool weather going on yesterday. Now I should go get lunch

Pushing player buttons

[ movies/television | roleplaying games | video games ]
[ | | | | | ]
[ April 17th, 2009 ]
[ by: Spikey ]
Spikey

On my neverending quest of figuring out immersion in all kinds of surrogate realities we like to dabble in, some interesting observations came from completely surprising direction: Extras of Police Squad! DVD. Actually, Leslie Nielsen’s interview in there. 

He discussed the reasons behind the cancellation of the show after only 6 episodes, major reason being how it was a show you had to watch. No, yes, really. A television show that was meant to be watched, failed for that reason. Thing is, average Joe and average Mary come home from work, relax on the couch, turn on the telly and zone out. They don’t zone into television or the surrounding social situation around them, but somewhere in the middle.

Police Squad! being a show where you had to pay attention to both see the hidden jokes and often see where the spoken humour comes from, you’d have to avoid blinking to get it all in the way its creators intended in good faith. No, average Joe and average Mary only pay half attention and need the cued audience laugh backgrounds to remind them to be amused while watching their fave sitcom while chatting on the phone. They need to be told the general gist of things without having to look actively, because they’re talking about how that wallpaper should be painted over. It’s all about not paying attention, as they sit down to be entertained after coming home from work, where they had to pay attention all day. Major point there. It’s a situation they dictate in their own terms, in their own personal surroundings, at their own pace.

Leslie Nielsen also mentioned the size of TV screens, and it’s worth mentioning here even when the home TV sets are growing larger each year. Small screen simply does not support background action. The visual jokes and semi-hidden slapstick moments in Police Squad failed to work on limited screenspace, but those same jokes shot Naked Gun movies into successful franchise. When they were blown up into the size of a damned wall, audience really did see. 

drebinsmallOf course, since The-Cow.net is about games as well, we all should now sit down and confer about the relationship of said observations towards games. On a high level, it’s about immersion. On low level, we’re dabbling with everything that delivers and communicates context and story to the player. It could be those soundscapes filling the room during tabletop RPG session, or carefully chosen backgrounds during dynamic camera edit on console action games, keeping the focus on foreground, or whatever. So, how to know what tricks to use? 

I’m so waddling into Alvanspace here, and it’s creepy in here with all the flotsam eyeballing me up. But here goes..

Let’s take regular tabletop RPG. Players know each other and there’s always off-game chitchat and generally arsing about, unless they’re hardcore system nitpickers everyone hates, but for that same reason, those spoilsports never get to play the really cool games with the really fun people, so we’ll just skip them. Anyways, all that reads as social situation during the play. On the other hand, the players arrived there specifically for the game, so that reads as paying attention since they’re so motivated to bother traveling a bit, et cetera. However, there’s very little for the senses – no visuality, no directly in-situ informative sound cues, no hints of an angry orc through bad smell, or so everyone hopes. All that is delivered to players through spoken narrative, with music etc providing mood in very broad and unintrusive way. Besides the differences in delivery, it’s very much like the average Joe/Mary mindset in front of television. Casual entertainment, if you may.

Console games? More in the cinema end of the spectrum. You go to movies, you end up sitting in darkness with all your attention focused, directed and guided towards the massive silver screen. You won’t miss a beat, and social situation happens before and after the flick. At home, you grab a game pad, holding it in your hands. It becomes a focusing element that keeps reminding you how you’re in control of something, so you concentrate. You use your hands, and that clicks lots of switches in your brain. Your reflexes kick into high gear, adrenaline pumps up and oh boy, your attention is in firm hold. You wiggle your fingers and it all translates directly into visual and aural situation that progresses on and on. That’s the key. You concentrate because you use your hands, the most used tools ever. They’ve been around as long as your brain, and they were the very first thing you ever figured out about yourself. So, in a way, the game connects with you in some scarily direct ways. 

Even if your buddies are there playing with you, social interaction (laughter, remarks, etc) all circle around the game and ongoing events in there. It’s a personal or shared zone, but zone nevertheless. You’re all connected to the game through tactile communication, for lack of better words.

Maybe that’s a big item in the list of questions on how to get tabletop RPGs more immersive. No draconian rules about not SOCIALIZING but PLAYING are needed, but maybe give the players outside influence to steer them into the wanted mindset. Immersion through surroundings is kind of out of question – I can’t imagine getting immersed into the game if there’s a big projector screen with some eerie symbolism flowing around, not to mention wizardly scenes from Harry Potter or whatever. No, RPGs are around the table, and that’s the visual context. Then again, handing the players some orc and elf figurines to fiddle with isn’t going to cut it either. I’m intrigued about involving some tactile immersion here, connecting the certain synapses like the game pad does. Some minimal physical involvement that doesn’t look or feel too out of place around the table. 

However, more I try to come up with something physical, I keep coming short-handed.

Given the realworld situation and surroundings where the game is played, there’s really no extra gadgetry that would help the players to dive into deeper end of world pool. And more I think about it while writing this, more I keep going towards the sounds used in conjunction with stuff happening around the table. Again. But alas, this time it’s much simpler and it will have tactile experience involved in a very important way!

 

Scenario-time! 

GM lets Joebob know he has a good chance to make a bloody good show with his next attack – but only if the dice rolls for his favour big time. It’s a potential show-off ending to a fierce battle, and even the music is off. Tense silence fills ears. Joebob takes the dice in his hand, aware of everyone watching, and Joebob ..

[GM hits a button hidden under the table, and slow heartbeat-like rumble that goes du-dum, du-DUM, DU-DUM begins to rise up into existence, dominating everything. Lights dim slightly, except the one that is pointed at Joebob and his dice]

.. stops for a second, hair standing up in his neck and wondering how the hell his teeth are clattering, and with a short sweep of his hand, he lets the dice fly. Dice hits the tabletop — and rumble stops right there, as if cut by knife. Dice number is checked, situation releases and then those lights return to normal, too. Game goes on, regardless of outcome. It wasn’t about the outcome in the end – it was the anticipation everyone wanted to play.

So, perhaps we can make the most basic gameplay controller, the humble dice more tactile to us, if we tie different elements to it. It requires some setting up, but hardly impossible for any GM with some dedication and sense of live dramaturgy. Include an event at the begin to set the players into game, and work the arc as you feel, as long as you give the players something to really feel about in the end. Even if one event clicks big time for players, they remember the whole game as very memorable. 

786nielsen-prg

Tie it all together. I dare you.

Norway, Day Three

[ life ]
[ | ]
[ April 17th, 2009 ]
[ by: Alvan ]
Alvan

Day three. I think the bananas are plotting against me, but I can’t really understand their simple, yet beautiful language. After moving from beautiful Oslo to the middle of nowhere, the group of two Latvians and four Danes got turned into two Israelians and four Swedes.

Now the Swedes are watching South Park and I’m blogging. We’re in the middle of nowhere and there’s 4 people in the room, one of them being a girl. And there are now three laptops on the table and active. I think there is something seriously wrong with Scandinavians.

So-far I’ve been to one (harry potter ?!!?!!) LARP and one lecture. What I’ve learned so-far is that what happens at knutepunkt stays on facebook. And it ain’t pretty. Also, I smell of smoke. Not cigarette smoke. Wood smoke.

Norway, Day Two

[ life ]
[ | ]
[ April 16th, 2009 ]
[ by: Alvan ]
Alvan

Yesterday was a “walk and mingle” day. Went to see the Vigaland partk, will hopefully have pics of that at some point somewhere. My feet haven’t hurt this much in a while. The new knutebook looks really nice. Also, the Danish are multiplying. Now there were four.

“Someone better tell Norway, they were pretty close”

Norway, Day One

[ life ]
[ | ]
[ April 15th, 2009 ]
[ by: Alvan ]
Alvan

Sitting on a balcony, somewhere in Oslo.

Yesterday I arrived at Oslo airport at 18:30, managed to get to the apartment I’m staying around 19:30 and was whisked about to a restaurant around 19:35. Lots of nice people here. Went to bed sharing the flat with two Latvians, woke up and the place is now filled with Danes. Sometimes I wonder..

Also, if you ever have the opportunity to eat the special kebab at noah’s ark. do so!

Changeling: the Lost, Actual Play Thoughts

[ note to self | roleplaying games ]
[ | | ]
[ April 14th, 2009 ]
[ by: Alvan ]
Alvan

I just need to get this damn post written before I head to Norway, so here goes, boring or not. Blogging from the Helsinki airport, connected to what is possibly the worst WLAN I’ve met in a while.

I’m known for how I like to run games that aren’t based on the world of any known system. Preferring to draw stuff purely from my own imagination, or at least dilute and remix the original source so much that the result is something that no longer resembles it. When I was asked to run a game for a group of mostly first-timers (including Spikey, who hasn’t played a single honest RPG in his life, just things like College of War run by me), the first natural instinct was to run something home-brew. But for some reason, I ended up running a game of Changeling: The Lost to them. And most surprisingly, it was more or less by-the-book.

The player characters were a group of people abducted to serve as pets and playthings of a couple of insane faerie sisters. Mikko played a burglar who had stolen a ring from the White Sister and because of this, spent 10 years as a pet of some sort to the pair of Gentry. Desperate to hide from the wicked one of the sisters, he hid in the trees, and eventually developed squirrel-like traits in the process. Taija played a emo/goth chick who ended up as a dancing marionette for the sisters for what felt like an eternity and then discarded like an old toy. When she returned to the human world 5 years after her disappearance, she was partly doll, unable to close her eyes and having hinges in her joints. Spikey’s character disappeared from the real world in 1973, and returned to a new, completely alien surroundings after being something of a Mr. Potato Head for the twins, who cut off his nose, ears, chin and whatever and replaced them with others so many times that holding on to what he was might have been difficult. The end result of all this was a man made of mirror able to switch his appearance on a whim to pretty much anything he wants to.

The two games we’ve run so-far has sparked a renewed enthusiasm in me to get first-timers to game with me. They aren’t burdened by years of action and adventure by Dungeons and Dragons, and things that might be “old” to the mainstream RPG crowd still provide endless amounts of entertainment for them. The game has gone into fantastically dark places and feels like what Vampire: The Masquerade should have felt like back in the day when we were playing it. We’ve so-far focused on the little and personal aspects of the characters as they’ve moved back to the real world. Mikko’s character has been replaced by a fetch made out of sticks and stones, who is now the father for his child and a husband for his wife. Spikey’s replacement is a shrewd bastard like the original, and seems like it’s taken an active role in finding Spikey. Something that is only made worse by the fact that he’s in the State Senate. And Taija’s character found out that her replacement had died, and its death had driven her family apart. And as said, I’ve been playing the game by the book, without the need to come up with something even more fantastic, because the players don’t know what to expect from the actual game. This is something that bothered me about Vampire: The Masquerade back in the day – EVERYONE knew the big secrets, and the little secrets.

It’s noticable how the players’ play styles differ. Spikey’s been mostly playing in over-the-top freeform high fantasy games GM’d by yours truly, so the notion of rules sometimes baffles him, he’s mostly a player who pokes at the game world to see if he can break it from within somehow and then laugh at the result. Manatic’s an old fox and it’s easy to see when he wants something to happen – he steers the situation towards it and makes it happen (which is ok, of course). He’s the closest to a story-focused player we have, and even he’s quite character-centric. And Taija is really immersing into the character. Pure character all the way. So a nice mix.

When I get back to Helsinki, I have to run some more first-timer games. So much fun. Now, I’ll be heading to the airport bar.

Why Do Heroes Hate Time-Travel So Much

[ movies/television ]
[ | | ]
[ April 7th, 2009 ]
[ by: Alvan ]
Alvan

I love time-travel. Yet there’s something about the way Heroes handles it that bothers me. Today it struck me.

The time-travel of Heroes is watered down. Zap, someone goes to the future, omg, there’s danger. Then you just blomp* back and yodeloo* the danger away. And then there’s cake. Until the next horrible future is envisioned and then our heroes change it so that it never happens.

The only time I really remember there being some time-travel stuff going on that made my time-travel-fan-sense tingle was when the guy with the stupid face traveled to the future with a cute non-heroics girl and then left the girl there, and changed the future so that he couldn’t travel back to the girl because the timelines had gone all wibbley-wobbley. And that plot was never explored any further. I don’t think stupid face ever mentioned the cute girl ever after that.

*sigh*

* Blomp and yodeloo might not be real words, but they sure as hell describe well what’s going on.

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