RPGs ?!?

Yeah. What he said. :)

The Roland group was probably the highlight of gaming for me. We had many people in the group with a cohesive dream. We obsessed about it. Now, well, we are lucky to get someone who can even show up on time, let alone go home talking about it. Yet, it is curious to note that the Roland group began to suffer when individual interests began to outweigh the concerns of the group. Once this took place evil crept in and the group unravelled.

Frankly, the game isn't really engineered for self-serving characters. Sci-fi offered new possibilities. I think, Vince, that you should give it a try regardless of how people think about their characters. Remember, sometimes a character must be realized. Sometimes we don't come to the table with fully formed ideas but those ideas can grow organically. For me, I needed to understand the universe before I could see characters in it. Still, my underlying reasons for lack of initiative remain. We need players who care!
 

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InzeladunMaster said:
You name the character (or even major NPC) or world event, and I can tell you what part of my personality I was dissecting, exploring, or creating. Every bit of it is deeply personal with me - and routine absences from the game are usually taken very personally by me. I feel as though I am sharing deep parts of me when I GM or play, and routine absences feels like a rejection of those things I am choosing to share.

Vega... ;)

InzeladunMaster said:
Before I take up arms and play in an RPG as a player, I need to know that the things I need explored will be explored. I am interested in a superhero game, but only if there are "secret identity" stuff to be done. The best parts of a Spider-Man comic or movie are often the Peter Parker things as he tries to balance heroic responsibilities with life responsibilities; or the times when he has to make sadistic choices. The slug-fest portions actually get dull for me. Same with Superman and Batman. I am concerned that the Superhero games focus entirely on the slug-fest (i.e. dull) parts, with no meat - and no real character.

I prefer the old Superman TV show, where Superman had to solve mysteries. Once he solved it, the resolution was inevitable - he is Superman after all, and he was fighting human foes. But - could he solve it in time? Could he solve it without causing harm to those he loves? The old TV show knew the fighting portions were boring, so they didn't emphasize that -the same with Wonder Woman, the Incredible Hulk, et. al. The best Superhero tales have only a little fight at the end - the rest of the time they are solving problems and figuring out who they are. In the Hulk TV show, the Hulk only showed up twice per show - and briefly only. The rest of the time, he was David Banner - who was far more interesting to watch than the Hulk - but it was awesome that he could turn into the Hulk and just knock the snot out of his physical problems. The same with the other heroes. If the game doesn't offer a chance to explore the character, his life, and his goals, then I am not interested. The slug-fest is typically the most boring part.

You know, all this time that you've discussed your "vision" of a superhero game and I just couldn't fathom it, now it all makes perfect sense right there in two paragraphs. I'm jiggy with that vision. :cool:

Anyways...this is a wonderful discussion, I've really enjoyed reading it. I'm with Mark that the Roland group was probably the best group of characters I've ever had the pleasure of role-playing. It was also only my 2nd DND experience ever. I've been hard pressed to even create a character that I "cared" for like Xalandra, or even Phaidon, India, Alexander, Issic, Zografos, and the other Ingaran Adventures characters. The best one I had was I believe one of my first few Conan characters, her name escapes me at the moment, but I was really enjoying her and she died.

As for attendance, I'm not sure we can ever fully rectify that situation, but we just have to do the best we can. I would be more able to make it on a regular basis if we played for a shorter time frame (say 2pm to 7pm). That way, I can get things done that need to be done before and after the game and still make the game every two weeks. Of course, even a shorter play time won't help if folks don't get there on time, etc. We've all got other things to do and no matter what, there are going to be times when we just have to skip for one reason or another. But, we should be willing to try and make every game and not just cancel out for the slightest possible reasons.

I think I'm starting to ramble. But, I'm definitely ready to give it a go whenever everyone else is. It's never a bad thing to just take a break, step back and re-analyze things.

I think I've gotten a little lax in my character building. I don't journal like I used to or plan ahead for the games or any of that. I'm ready to make a memorable character and make this thing work. =) That and hang out with my good friends on a more regular basis. =)
 

Well, the point is, Chris, if you cared enough about the game, you would make extra time. I mean, one Saturday every two weeks isn't that much to ask. I can do it and I raise two kids, teach full time, and run my own life. Not to be mean, but I just can't accept that people's time can't be freed up a little. Sure, we all have an occasional vacation and so on, but when I am in a group I love playing with, I find the time. If you can't find the time, it tells me and it tells Vince that you ain't lovin' it. I guess it is a shame if married couples can't share their hobbies. I was fortunate in that respect. I can see that marital obligations take first place. Still... I can't help thinking that people just aren't into the game. Anyway, I may be misreading it, but for better or worse, I will not play with a group who only shows up once every month or once every two months. It just isn't what I want. This is nothing personal! I love you all, but I am a damned picky guy, and I want the perfect game. I don't think that is too much to ask...
 

I enjoy getting into character. I enjoy role-playing and trying to see things through a character's eyes, especially if that character is nothing like me. But in the end, the game is not a voyage of internal discovery for me. It may be a fun, immersive game, but I don't come into it with the goal of discovering something about myself.

Vince, I really had no idea you felt that strongly about what you were investing in the game. I can understand the frustration of wanting to run a game at a particular level of immersion and involvement but having to try to meet players that are coming from a different perspective.

The D&D game I run occasionally, is basically a beer and pretzels game. The players seem to want to hack monsters and wander through dungeons, garnering treasure and xp. So we spend a lot of time hacking monsters and wandering through dungeons. It's not my favorite style of game, but it is what most of the folks playing seem to want to play.

I want to play and barring being sick, at work, or tied up with family obligations I will make games (God knows I have been late, but I don't think I have completely missed a lot.) But for my friends who can't show up as regularly as they might like, I would rather see them play when they can, than not play at all. If the choice is between family and friends, I fully understand when somebody chooses family.

I have some thoughts on the "superhero" game but I'm going to start another thread.
 

InzeladunMaster said:
Likewise, I need people to bring something like that to their own characters & goals - or we may as well just be playing a board game. So much of the time, it seemed like many of the players were just "along for the ride" - but no one was actively directing the cart! People who say, "Oh, I don't care; I just want to play" are missing a core ingredient. I need for the players to care. If they don't give a damn, then eventually neither will I. Again, we may as well be playing board games.

For me, I really felt like I dominated the Conan game with Yuri. I became concerned that I was hogging the spotlight, because I know that I have the tendency toward that (you should see me at even staff meetings at work. I am a pain in the ass, I am sure.) So I consciously decided to dial Thorm down. No plotting. No grand schemes. No manipulating or maneuvering. I just played a none-to-smart jock with a too-high opinion of himself.

One of the reasons I resurrected Inzeladun in the first place was the enthusiasm Chris had for the world - and then he stopped coming. All the little hints I threw out that (probably) only he would get were missed because he was almost never there. No one else cared about those little things I threw in.

As far as the inside information and tidbits that were dropped in the game we were just finishing, I have to admit that I had no idea whatsoever what was going on. I felt constantly bombarded with places and names that had no meaning to me, but that were supposed to mean something. So, in that sense I occasionally felt completely out of place. I certainly appreciate the sense of history and place, but all of that went right over my head, for the most part.

I mean, I knew I was supposed to feel, say, bad that a particular place was trashed or interested that a particular person was involved. But I had no idea who they were or what the place was like.

I had a neat idea for a sci-fi setting, but not a single person had a really good idea of the character they wanted to play. Once that became obvious (during character generation, most people were saying, "Oh, I don't really care. Just roll up something. I just want to play"), I had to drop it. I realized I had no storyline wherein I could weave the needs of the characters into my sci-fi setting. The characters had no needs or goals - unless I supplied it.

I would strongly suggest that in a universe as vast as a sci-fi game, that all of the characters need to be given a reason to be together. They need to be designed with the idea of a common goal or a common foe or a common situation. "You are all on the run from the Alliance," or "You are all trying to overthrow the Empire" or "You are part of the crew of a deep-space mining vessel" or "You all work for a corporation trying to recover renegade androids." Or whatever.

Especially compared to, say, D&D, where character classes are by default adventurers, seeking fame and fortune and slaying monsters.

And the few times someone was interested in investigating the world, everyone else would throw out reasons why looking over the next hill or under that rock is a bad idea.

Well, it doesn't help when every time we tried to explore we ended up getting slaughtered in creative ways. I'm just sayin', people are unlikely to charge over the next hill or climb that wall when odds are good they will be dead moments later.

And that is also where D20 fails - it gets too rules-heavy for the most boring part, and makes it last too long. And the character generation emphasizes combat effectiveness - again emphasizing the least interesting aspect of playing the game.

I continue to maintain that a game's rule system directly contributes to the actions players take. In D&D, combat is clearly the preferred method of conflict resolution. That is where the most meat of the system is fleshed out. A game system that relies more on social skill use and less on combat crunch, is a game that will see more people do things outside of combat.

My RQ "knight" stopped wearing armor because the game system made it nearly impossible to be an effective combatant and to wear armor, especially compared to the meager benefit armor gave. it wasn't a character decision, but a player decision that if I didn't want the unarmored and basically unarmed monk to defeat all the villains, I was going to have have Thorm strip to his skivvies. When you set me up with better armor, I went back to wearing armor.

By the way, I think we are old fogies. It appears to me that 4e's main goal is to create even MORE video-game like experiences on the tabletop. One of the playtesters on here said that the new DMG has the best section they had ever seen on how to actually roleplay. I am skeptical, but hope that is true.
 

Fyrestryke said:
I've been hard pressed to even create a character that I "cared" for like Xalandra, or even Phaidon, India, Alexander, Issic, Zografos, and the other Ingaran Adventures characters.

The best one I had was I believe one of my first few Conan characters, her name escapes me at the moment, but I was really enjoying her and she died.
=)


I have not posted here in a long time. I haven't played a RPG in an even longer time due to various reasons. Chris, this second part is a perfect example of what Mark and Vince are talking about. I haven't played in a couple of years(and miss it sometimes) but I can still name any of my characters (Raloth Paladin of the Silver Tree with his faithful sidekick Doodlebutt("By the power of the Silver Tree LET MY PEOPLE GO! ;), Tomodachi Lord of Magic, Thorwald Priest of Celestian, Issic Golden half-dragon warrior, Megistias acolyte of The Hand of Boris, Jiblet Son of Groin also known as the king's brother's youngest son's wife's nephew) that did anything of importance. Those few that did not do anything of importance did not get played for more than a couple of sessions. You remember what it was like after the online games. We would chat for at least another half about the signifigance of what just happened and what the plan is next time. This usually happened in the live gaming sessions that I was involved in as well. It was like being a character in a book that you just could not put down.
You talk about time. There were times that I would drive 3 hours to Vince's house on Friday evening, play all weekend, drive 3 hours back on Sunday and chat with Vince about the game when I got home. That is what great gaming is to me.

Steve
 

WoW: World of Warcraft.

Not, Wings of War.

Due to my shyness, I've always tend to play the supporting characters. I'm not good with being the center of attention. Without the supporting characters, the main characters would be nothing. IMHO. Yes, most of my characters were tanks, I still enjoyed playing.

But, lately, with most rules (3e, Conan), I felt I was playing a board game, hence why I moved to board games.

Btw, looking forward to the Conan mmo. :)

After hitting level 70 (before the new expansion comes out), I may look forward to playing RPGs. Gotta have a fix, somewhere.
 

thormagni said:
For me, I really felt like I dominated the Conan game with Yuri.

Yuri was the best thing about the Conan game, and the thing I miss about not playing it. He is the type of character I am talking about. I could totally get invested in him and what he was doing.
 

thormagni said:
Vince, I really had no idea you felt that strongly about what you were investing in the game. I can understand the frustration of wanting to run a game at a particular level of immersion and involvement but having to try to meet players that are coming from a different perspective.

Yes, I put everything that I am into those games.
 

Tomodachi said:
We would chat for at least another half about the signifigance of what just happened and what the plan is next time. This usually happened in the live gaming sessions that I was involved in as well. It was like being a character in a book that you just could not put down.

That is exactly what I am talking about. Those were great games.

Tomodachi said:
There were times that I would drive 3 hours to Vince's house on Friday evening, play all weekend, drive 3 hours back on Sunday and chat with Vince about the game when I got home. That is what great gaming is to me.

Those were good times. I miss them.
 

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