Games that are fun, but need a one-in-a-million GM

When Changeling first came out, I was on a White Wolf mailing list. One guy despised Changeling, thought it was totally goofy and broke the WoD mood.

Then he figured out how to play it.

The characters in Changeling weren't fairies. They weren't supernatural.

They were insane.

They were people who were desperate to live in a fantasy world, so desperate that they were engaging in a kind of mass hallucination. They noticed that teenagers were more willing to act like this, so they made up this whole story about how older fairies lost the magic, when really, older fairies were leaving behind the collective dementia.

It was an interesting take on the game. He also wrote a short story in which Encyclopedia Brown was a changeling. Funny guy.

Daniel
 

log in or register to remove this ad

Changeling

I actually really like Changeling. The whole "whimsy and wonder" element is something that really appeals to me. Also, Changeling draws a lot on children's fantasy, and I happen to like kids fantasy much more than I like the average Tolkein ripoff. Ina ddiiton to my Oz campaign, for instance, I tend to adapt fairy tales as D&D plots. The PCs in my Greyhawk game just played through the Little Mermaid (in the role of the Sea Witch) a few weeks ago.

Changeling also manages to annoy me more than any other rpg ever written. My main problem with the line is the Glamour/Banality dichotomy; it's a sound idea in theory, but in practice babal tended to be defined as "stuff White Wolf staffers don't like." For example, after several supplements going on and on about how banal pop culture is, but then in WoD: Tokyo, we find out that Japanese pop culture is actually a rich source of glamour, because anime is cool and stuff.

Then there are the kiths. In theory they're directly drawn from the dreams and legends of humanity. So why are the Changeling kiths sooo completely different from the myths that allegedly created them? The sluagh are my biggest pet peeve, since according to Changeling lore, they're from Russia, rather than, oh, Scotland, where the freaking name comes from.
 

Re: Changeling

tsadkiel said:
I actually really like Changeling. The whole "whimsy and wonder" element is something that really appeals to me. Also, Changeling draws a lot on children's fantasy, and I happen to like kids fantasy much more than I like the average Tolkein ripoff. Ina ddiiton to my Oz campaign, for instance, I tend to adapt fairy tales as D&D plots. The PCs in my Greyhawk game just played through the Little Mermaid (in the role of the Sea Witch) a few weeks ago.

Don't get me wrong, I appreciate that Changeling _CAN_ be run that way, and it's not strictly wrong for the setting... as I said, many of the published adventures sorta support that. But it also _CAN_ be run in a serious fashion for those who prefer, and it's again not breaking the flavor of the setting. For example, a game full of boggans, satyr, and pooka is probably going to be a lot more "light" in tone than, say, a game with a couple of Sidhe nobles (Maybe even unseelie!), an Eshu, a Troll, and a Slugh.

tsadkiel said:
Changeling also manages to annoy me more than any other rpg ever written. My main problem with the line is the Glamour/Banality dichotomy; it's a sound idea in theory, but in practice babal tended to be defined as "stuff White Wolf staffers don't like." For example, after several supplements going on and on about how banal pop culture is, but then in WoD: Tokyo, we find out that Japanese pop culture is actually a rich source of glamour, because anime is cool and stuff.

Eh, I like Anime, who am I to complain? :) No, actualy, I do get where you are comming from, and I noticed some of that even in the main book. But, well... the designers are as human as anyone else. If you wanted a "rationalized" explanation... hrmm... I dunno... How about this... American culture is fairly "sterile"... I mean, formalized religion is prominent, but really, most supersition is really "dead" in America. Hence, we would tend to produce Banal things. Japan, while still being fairly sterile, does at least have a little more of the "old beliefs" still left here and there, so maybe they are capable of producing a less banality or something. I dunno. *shrug*

tsadkiel said:
Then there are the kiths. In theory they're directly drawn from the dreams and legends of humanity. So why are the Changeling kiths sooo completely different from the myths that allegedly created them? The sluagh are my biggest pet peeve, since according to Changeling lore, they're from Russia, rather than, oh, Scotland, where the freaking name comes from.

For that matter, why don't trolls turn to stone, or something? I dunno. No answer for that one.
 

Settings and/or game systems that I think it would take a very unusual DM to pull off well:

1) Wraith: Although in my opinion this was initially the best written setting WW offered, for all the obvious reasons I don't think it was ever pulled off and remained an exercise in world building creativity. I don't think the original setting could be played AT ALL except as one on one sessions or one shots (both of wish I wish I had or had had the time to do), since the dead people really didn't have alot of interest in other dead people and had very limited ability to interact with the world (which was the coolest thing about the original setting). Latter writings on Wraith emphasised the politics of the after life, its various factions and planes of existance, and really reduced Wraith to just another WoD game in a slightly strange setting. This didn't appeal to me, but did make the setting playable if you ignored what the setting was originally envisioned to be and all the wonderful differences being a ghost was supposed to have (and should have) in the way you interfaced with all of reality.

2) Paranoia: You can either referee this or you can't. There is no in between, and even very good referees in other systems can fail miserably at Paranioa. Basically, you need a DM who really is a wit and an extemporaneous comic. Robin Williams would probably be a pretty good Paranioa referee.

3) Toon: Same thing as paranoia.

4) GURPS: Diskworld: Same thing as paranoia.

About Changling: IMO, and this will draw fire probably, it is not that Changling is enherently a hard setting to run, but that Changling is the worst written of the WW ':' games. A quick reading of the preface and introduction to the game should assure anyone that it is completely runnable, since the explicit goal of a changling game was to provide an outlet of 'Heroic Fantasy' in the midst of WW's angsty games. The problem with it was that it was neither a very good heroic fantasy game nor a very good angsty horror game, and appeared to be a muddled mixture of them both with no clear idea on the part of the designers what they wanted to achieve. Changling can be quite successfully run as a D&D game in a high fantasy setting. Of course, that statement will draw fire to, because everyone that has read the Changling setting has a very different idea of what the setting should be like and how it should be played. IMO, this is due to a failure to capture the spirit of the fairy tales that inspired the setting more than it is indictive of the games flexibility.

"My main problem with the line is the Glamour/Banality dichotomy; it's a sound idea in theory, but in practice banal tended to be defined as "stuff White Wolf staffers don't like."

Amen to that.

For all the complaints that D&D's moral axis system (alignments) recieves, it has never been anywhere nearly as muddled, problematic, and (in the end) restrictive (if actually enforced) as any of the moral axis systems of any of the White Wolf games and it has a whole lot LESS impact on actual gameplay. (However, abandoning the system, which is what was tacitly done officially and unofficially removed anything I found enherently interesting about a setting filled with monsters.) While I greatly admired Vampire, and to a lesser extent latter games, for making mechanics which enforced and rewarded role play, in practice most of these mechanics were just about unusable if you attempted to apply them to morality as defined by the system (especially in latter games).

Glamour/Banality as a moral axis system was by far the worst of them (being not inconsequentially the one most related to D&D's highly problematic law/chaos axis). I defy anyone to give solid reasoning for any absolute value that you choose, and yet system mechanics force you to have absolute values (a problem D&D does not have). I mean, 'is considered to be cool by those geeks that engage in intellectual snobbery about what is cooler than something else' is hardly a moral axis.

I once gave a referee in Changling the challenge of providing a banality rating to St. Francis of Asisi. On the one hand, St. Francis is everything that the geeks at WW hated - Catholic, Christian preachy, absolutist, moralist, orthodox, reformist, and so forth. On the other hand, we have the patron saint of animals and fools, and to a lesser extent children. A man reputably quick to laughter and who 'suffered fools gladly'. His answer was 'Seven. When in doubt, everything has banality seven.' In the end, assignment of banality came down to (as it does in some D&D campaigns) to 'this thing/person is supposed to be on the other team', and its philosophical depth went no greater than that.
 

Planescape and Mage. Very few people "got it."

Planescape was the pinnacle of complexity in a D&D setting, and the few times I tried to run it led to confusion among the players and frustration on my part as I tried unsuccessfully to convey the scope of the setting. Perhaps that is my failing as a DM, but I never got the sense that anyone I tried playing it with was into the setting enough to care, either. Shame, too, what a fantastic setting.

Mage was similar, but its complexity lay in the fact that an imaginative player could do almost anything, and an unimaginative one could do almost nothing. Players who are used to consulting spell descriptions, setting target numbers, and rolling dice to resolve outcomes got especially frustrated with this one (this was really a WOD feature, and I have always considered it both a success and a failure of that product line).

Both great games, both hard to find groups for. Shame.
 

Amber takes the most from a GM and from the players. I say it above the others below becuase there is spotty to no support for it and though it has a strong web presence (for the number of players) examples of great play are not that common. This is with the exception of the Ambercons across the world which is the place to get the exposure to what amounts to the best games around.

Paranioa - Yea this is a hit or miss game. Your great at it or it just doesn't click. Only certain people can run it and do it right and it is no slam on those who can't do it. It is a Niche style game. Hell I run a great game for 3 hours then I burn out. I haven't seen anyone run longer but am more than willing to bet some would kick my butt at it.

Storyteller systems. I think these can be tough depending on the style the group wants. Moody and angsty without morose and pathetic is hard to do but I think there is more grey in what is considered a good game.

LAter
 

GURPS Fantasy 2. You play members of a primitive hunter/gatherer society in a land torn by chaotic magic, insane deities, and hideous monsters. Really, no part of the universe is not hostile on every conceivable level. Based on a campaign by Robin Laws, which I'm sure was fabulous, but how many folks without Robin to GM them would know where to even begin in that situation?

GURPS Goblins. Brilliant satire of the baser elements of human nature, built around the premise of roleplaying in Georgian-era London in a world where everybody really is a selfish, brutal little misshapen bastard - a goblin. Challenging in much the same way as Paranoia or Toon.

GURPS the Prisoner. Based on the classic British TV series conceived by Patrick McGoohan. I'm convinced that I can get a brilliant game of this going one of these years with PirateCat's RPGA grandmasters crowd, but the dabbler clearly need not apply.
 
Last edited:

Hardest RPG

Continuum. The game for MIT theoretical physicists. Not only do you need a brilliant GM, you need damn good players, too. Not to mention a lot of notepads or an eiditic memory...

Amber also needs a good GM, but it's actually easier to play it via a message-board or forum than face to face.

Paranoia is another hit-or-miss game that needs a demented GM and/or players, due to the quixotic and surreal nature of the game.

And there's WEG's Star Wars; capturing the feel of a space opera is harder than it seems. You need a GM who's got a good sense of pacing and a grasp of the kind of things that happen in space opera.

Tarek
 

Three things I hate about being the freakin GM

I been a GM since time immemorial, my own fault really I should keep better journals, and there are three games that broke my heart:

1.) Shadowrun: I ran it like Renraku had a mage hound after me, and everyone loved it. The game had such an amazing setting. The pcs got into the politics of it all with no prompting from me. I got to run the craziest villains and patrons I could think of with Kurtz esque cyber samurai hanging out in the barrens of Seattle and Dragon CEOs crashing whole neighborhoods 401ks for the sake of their precious horde. Gawd it was wonderful.

then the dice fever set in, after near a year of fantastic gameplay, I just couldn't take all the freakin' six siders anymore. I woke up one morning realized that several of my players had broken the system and just couldn't do it anymore. Had to walk away.

2.) Feng Shui: After the stunts have lost their novelty you just can't keep the players interested in their own characters or the secret war. To do it you would have to be a six armed deity of drama swinging action.

Most brilliantly cool system ever otherwise. Really wish they could have made character creation both balanced and interesting.

3.) Star Wars: I agree with the earlier statement, keeping that space opera feel without either ignoring or descending into the requirements of the RPG genre is really difficult.

After I stopped doing it, though, I always regretted not running some sort of tragic campaign. You know start out around the Battle of Yavin and run through the triumph of the Rebellion to the point where all the characters get toasted in Darth's big crack down circa Hoth. Surely not everyone got out of it with just the loss of their hand.

Yeah, Changeling and Mage are tough, but you can see that from the start. These are the games that stay with you till you pop the question than run off to London without saying a word.
 

Well, I haven't played or read Changeling, so I can't speak to that one, but I had Wraith for a while... yikes!

However, Amber is the hardest one I've seen/read/played/gm'ed. It takes the most out of play time and effort; it takes the most judgement calls of any game I've ever seen. One of the things that makes it hard to gm is that the players write the story as much as the gm, since they can go anywhere and do anything. Also, as often as not they have no reason to be together at a given point. On the other hand, it's hard to run as solo sessions because a pc with a trump can contact another pc at any time! So you're left with the problem of running different games for different members of the group, but them being able to fall back on each other for help if necessary- tough to handle, for sure.

Still, you can get around all those sorts of problems, but the prep work in running a good Amber campaign is immense. If you've read the original series (the Corwin books) you know what I mean; there's betrayal and lies, murder, people coming back who you think are dead, reasons not to kill your enemies, politics, war, half-truths, misdirection- and to run a good Amber campaign you have to integrate all that, with over a dozen major npcs acting towards differing goals with almost infinite power, and the interactions between them... eep! I ran a short Amber campaign for a while years ago, but I couldn't keep it up if I was going to run my dnd campaign too; I just didn't have the time. And I found that if more than a week or two went by between Amber games it was very hard to pick up all five million threads and remember who was doing what for whom, to whom, and about whom, without tangling things up.
 

Remove ads

Top