How are my descriptions?

A picture of a cloaked woman
Thanks to https://www.flickr.com/photos/idhren/ for her wonderful photo

I have been working on a new fantasy espionage sourcebook for SCM – Sam Chupp Media. This is going to be a “systemless” sourcebook in that I’m providing setting, ideas, and structure so that you can take your favorite game system and apply what you’ve learned from the sourcebook to play.

In the book, I offer some sample characters to fit the roles of various fantasy espionage agent types that I’ve created. Because it is unlikely that I’ll be able to afford character art for these, I have tried to write some descriptions of them as I see them in my mind.

I want to share some of these with you, and perhaps get your well-considered feedback on them.

Description: A lithe, tan brunette with wild curly hair and shining hazel eyes, wears her black and dark green Lunargenti Army uniform except when incognito.

Description: Short and curvy, ruddy skin, straight brunette hair with green eyes, prefers to wear simple tunics and trousers and her favorite broken-in boots.

Description: In her form as Leticia Ul Kuhar, the owner of the dancing school, she has black hair, piercing onyx eyes, dark brown skin, deep midnight hair, and a perfect dancer’s figure with classically Amishkan curves. Kyra was born with peaches and cream skin, green eyes and blonde hair, she has always been taller and sturdier than other girls though she moves with a delicate grace.

Description: He has carnelian skin, topaz eyes, long onyx hair and full beard, he is solid, stocky and sure in his walk and manner.

Description: Very short with a generous figure, her auburn hair is curly, her green eyes bright as emeralds. She has rosy pink skin with freckles and prefers to dress in earth hues, very sensible clothes like tunics with leggings. She does not like robes and will not wear them.

Description: Dark moss green skin with skin tags and bulbs, four arms, very muscular, Tpin is very tall, having to bend to get through most doors at 7 feet. His eyes are laurel green, his tusks are regularly polished with either a silver or a bronze tusk-cap. Tpin wears the working uniform of the Honorable Old Masters’ enforcers: a black cotton work blouse with dull silver buttons, designed to accommodate his extra arms, and cross-laced leather breeches that allow maximum range of movement. Because of his naturally hardened feet and talons, he carries heavy black felt and leather footcaps so he may traverse delicate floors without scratching them.

My intent here is to have descriptions that paint a picture I also want to be inclusive.

The Chupp Test

Apparently this is a thing.

To be clear, I don’t recall coining the term “the Chupp test” but I am pleased that it is in use. I keep a vanity  Google search going in my name; and you should too. That’s how I found the test.

The term was probably coined around the same time I was doing Internet Representative duties for White Wolf Game Design Studio (as opposed to White Wolf, White Wolf / CCP, or Onyx Path). I ran a MUSH called The Storyteller’s Circle and I would do online conferences on TSC plus AOL chat rooms. That was Web 0.5 rather than Web 1.0 or 2.0. During those conferences I would hint about upcoming products and discuss lots of Old World of Darkness (oWoD) minutiae.  So that is where I got a lot of questions like, “Why would anybody want to play an Akashic Brotherhood / Bone Gnawer / Child of Set”?

The best definition of meeting the test is “is this Character Class / Clan / Tribe / Tradition / Guild / Kith / Splats/Whatever compelling enough that it makes you, the player, interested in playing it?” Also, it is a good rule to gauge the success of written materials said splats.

So the answer to that question should always be “because it’s cool.” Which leads me to Travis Williams‘ Game Design Law, “Make It Cool.”

Now go forth and obey the law. 🙂

 

My BitLit Experience

https://www.flickr.com/photos/mikecogh/ CC license
https://www.flickr.com/photos/mikecogh/ CC license

I’m a content creator and as such I really do wish my copyright to be honored. Living by any sort of “harm none, do what you will” credo (or “treat others as you would have yourself treated”) means that I don’t want to be an intellectual property pirate. I prefer to pay for my TV shows, films, books, comic books, audiobooks, role-playing games, etc.

But it galls me, sometimes, to pay for a work I’ve already purchased. And yet, I frequently find myself having to re-buy a property just because it’s in a format that suits me better – such as an e-book or audiobook. That’s why, when I heard about the BitLit App for my Android phone I knew that I had to give it a shot.

It’s not what you’d call the easiest of customer experiences. I had to try 10 times or so to get the app to recognize Cryptonomicon by Neal Stephenson. You have to take a picture of the cover, the app has to scan it, and then tell you whether it was recognized or not. Finally after the 10th try, it told me that I indeed had scanned the cover of Cryptonomicon. Next step was to write my name in block letters on the copyright page.

This is very hard for me to do. I’ve been taught all my life never to write in a book. I feel odd doing it, but some sacrifices must be made for progress I suppose. I snapped the picture and it scanned and….thankfully got it right on the first try. Whew.

The app then said that I had a discount coming for re-buying Cryptonomicon: I could purchase it for a mere $1.99. Seeing as how the Kindle edition on Amazon is $4.99, I thought it was a pretty good deal, so I went for it.

This sent me to Harper Collins’ Digital River fulfillment house to actually complete the transaction, which went well enough, then had me download (!) another e-book reader (!) purpose-built for the publisher. Great. Now I have three e-readers on the device. But fine, whatever, I love Neal Stephenson, I love Cryptonomicon, let’s go for it. I log into the e-reader using the same credentials as I did for the Digital River fulfillment, and see the cover of Cryptonomicon as if it were one of my books. Good show! However, when I click on it, nothing happens and then I get a “File cannot be completed” error.

So, OK, my frustration level is pretty high at this point. I know, I know. First world problem. But still. I’m starting to tally up time spent versus cost saved and it does not look like a good equation. I hop on Twitter, let @BitLit and @HarperCollins hear my tale of woe.

Lo and behold, this morning, it worked. This e-reader of HarperCollins is completely clunky, but eventually I get it to where I can actually read on it, and all is well.

So, in summary:

My pain point in this process was nearly over the line for me. This needs to be a much, much easier process. Perhaps the scan recognition could be more accurate. Perhaps there could be an alternate proof-of-purchase process?

A “regular folk” trying this out wouldn’t have spent more than 2 minutes on it, then may have turned to piracy to get the eBook anyway. Money lost.

Ultimately, there is obviously money to be made here. I’m happy that the $1.99 that I spent will, theoretically at least, go back to Mr. Stephenson eventually. I’m just not happy about how difficult it is. But, I suppose, comparing difficult with impossible, I’d rather have difficult. I just don’t think this project will truly soar until it becomes a whole lot easier to handle.

Try it for yourself and let me know, will you?

Feminist text? It’s our idea of fun.

Fairy Goddess Statue - thanks to https://www.flickr.com/photos/crdot/ licensed under Creative Commons
Fairy Goddess Statue – thanks to https://www.flickr.com/photos/crdot/ licensed under Creative Commons

 

Reading Caoime Snow’s blog, I noticed that she was asked if The Queen’s Cavaliers is a “Feminist Egalitarian Text” in much the same way as say, the movie Aliens.

For many years I played what we called “D&D” with my friends – it wasn’t really Dungeons and Dragons. I think of it as loosely based on the fantasy world that was created to deal with a vague concept of D&D. At first we utilized only a few of the aspects of the system.

Slowly but surely, even the dice functions were left by the wayside as we turned the game into a diceless freeform. This was fine because by that point we had learned each other’s style, and had learned to trust each other, and had learned to balance success and failure in the story.

The content in this story was what others might have considered a “feminist egalitarian text” in that the story reflected our own values and mores. It was just a story to us – something that reflected our ideals.

Love won out over hate. Women and men were treated equally. Just because a female character got pregnant, or had kids, didn’t mean they had to stop adventuring.

Women and men, men and men, women and women, transgender and shape-changing people all met, fell in love, made love, and enjoyed the fruits of their relationships. Monogamy existed, but so did polyamory.

What a person did with their body was considered their own to do, and when others broke this rule it was a terrible crime. There were female and male deities, and people who worshiped no deity.

There were people in the story who allowed hate to rule their actions, prejudiced people, angry people, people addicted to rage, drugs, spiritual energy.

There were people who made bad choices, or who were so broken by the things that happened to them as to be nearly nonredeemable. But healing, forgiveness, and the power of hope was emphasized as means against these beings. Some antagonists were just people with conflicting goals and agendas.

It wasn’t always fluffy bunnies and white light. Sometimes evil had to be ended with violence, and sometimes mistakes were made, bad choices were decided by the characters. Sometimes what was broken could not be healed. It made the triumphs sweeter, and kept the story grounded in something more realistic.

But these stories I collaborated on weren’t a part of anybody’s political agenda, except in Carol Hanische’s classic concept called “The personal is political.” They were just for our personal amusement and edification. It was as if tailor-made movies or TV shows were created and projected on our personal Cartesian theaters.

And that’s exactly how I like to play RPGs. It’s just nice that a game like The Queen’s Cavaliers already takes for granted the sort of values I’ve always had and always promote in my everyday life. I don’t feel like I have to “file off the serial numbers” or “shoehorn” my version of things into the fiction of The Queen’s Cavaliers.

BTW if you missed the Kickstarter and want to pre-order The Queen’s Cavaliers, it’s available here.

Semper Fidelis

Buttons on a Marine Corps Dress uniform, Thanks to Flickr Photographer Nomadic Lass, CC-BY https://www.flickr.com/photos/nomadic_lass/
Thanks to Flickr Photographer Nomadic Lass, CC-BY https://www.flickr.com/photos/nomadic_lass/

Those who are remembered, live.

I was never in the military, and at this point will not likely be.

I’ve always been more of a bard than a warrior, a dreamer more than a fighter. This was my father’s disappointment; but in his defense, he seemed to make peace with it before he died.

My civilian life does not mean that I forget the sacrifice of those who have died so that we can have the freedom to dream.

I don’t wish to get into a lot of flag-waving. But I acknowledge the debt. My father was a Gunnery Sergeant in the Marines and I know that’s not all he was. He was a provider, a strict disciplinarian, a hard man to know and to love. I owe some of who I am to him, and I am ultimately grateful for the life he gave me.

Tomorrow will be a day of remembrance for him and for others who went to war like he did and did not come back. In my games and stories, he’s there. If you have read them and played them, you will have encountered him, even if only shards and facets.

So, thank you for helping me remember him, and I hope you will take a moment to acknowledge and remember all those who’ve passed before and after him.

TQC: Opposites attract

 

Photo by Felix Francier, https://www.flickr.com/photos/felixfrancier/
Photo by Felix Francier, https://www.flickr.com/photos/felixfrancier/

You may have heard that I’m interested in The Queen’s Cavaliers, a kickstarter project currently funding. I am enjoying reading the beta / playtest version posted for backers, and one thing that is of interest about the mechanics is that a character starts with two “classes.”

This is the sort of thing that makes me wonder about the setting-reflected issues of the system. The classes are literally dripping with setting meaning: Barrister is one of them, for example. Mechanician. Charmweaver, yes but even “Provincial.” The whole idea of a “Provincial” character class takes me back to games like Warhammer, Runequest, or more recently Burning Wheel, where you have life paths and you can create a character who comes from humble beginnings.

Right now the game simply states that you have two, but doesn’t explain, setting-wise, why you have two. To come up with setting-reflected reasons for the two classes part, you could be as literal as to say “every Cavalier has two classes because only those with a panoply of competence and talent are ever chosen to be a Cavalier.”

Or one class is your birth-class, the class your family is involved in and the other is the class you chose upon your adulthood, when you were emancipated from your family and set forth into the world. This would seem to hold true since the classes you choose reflect the Social Rank you’ll eventually hold.

One of the things I love the most about stories like Brust’s The Phoenix Guards and its companion Five Hundred Years After (and hence, almost every Musketeer story ever) is that the characters are approachable and full of life, they will dice and drink and brawl in taverns, but you come to realize they are Persons of Import back home, Baronesses and Counts and the like. So this is another way the character creation system rings true.

The friction between the two classes create an interesting frisson in the setting as well. That friction can feed the drama of the story, for characters such as the Provincial/Provocateur or the Alchemist/Virtuosa. How about Barrister/Fusilier (if you don’t win in court, you can shoot someone?). In every case, the combinations bring the question, “How did you get this way?” which helps spur interesting answers.

I think I’ll continue to write about The Queen’s Cavaliers some more in the near future, but I wanted to say “thank you” to the people who sent the Kickstarter over $9,000. Because of that, I will be writing a 16-page adventure for the game! I’m excited to be a part of the project while at the same time I’m a backer / bystander / player like everyone else.

 

A Dark Mirror

A picture of a cloudy mirror on the wall
Thanks to Paul Keller on Flickr (https://www.flickr.com/photos/paulk/136795301)

I am very fond of the phrase villains are the heroes of their own stories.

When creating the background of my Storium game called “For Honor Among The Stars,” I decided to have a go at a “People’s Republic of Haven” analogue, so I created the Guaranmian People’s Republic (GPR).

It’s clear from Weber’s writing that the PRH is a model of socialism writ large, a huge welfare state where most people are on the Dole, and the government is in a constant state of expansion to be able to accommodate its tax base.  I have no comment about Weber’s politics here, except to say that he was holding up a mirror to what he saw as the world’s evils and showing us how bad he thought it could get.

I did something similar with a more behavioralist approach.

It’s a lot easier to take a culture that you do not like and make it a villainous one, but a little harder to make a one out of a culture that you agree with at least partially.

The GPR are rationalist, tech-savvy, believe in helping everyone to be the best individual they can be, want people to be truly happy and mentally healthy and most live in such wealth and plenty that their basic needs are met and they have very little life stress. Of course they are absolutely convinced that their way is the right way and they are on a mission to spread their way to everyone, everywhere.

Where the GPR and I differ is that I would have a serious problem with the way the GPR does social manipulation. I think it’s dishonest. I think that constantly training their people to fit into a nice tidy pigeonhole is not a good idea. I think that, somewhere amongst the GPR there are camps of people who don’t fit in, who have to be “retrained” and “rehabilitated.”

In short, they practice eugenics but not for race. They practice it for intelligence and social conformity. If you happen to be an unhappy person in the GPR you’re a second-class citizen. If you’re chronically depressed, there’s something wrong with you and they will send you away. No sad people allowed here! We live in paradise after all.

But I gotta hand it to the GPR. They feed their people, clothe them, give them health care, assist them in learning, growing, getting older.

They practice advanced work behaviors that make them more efficient and allow everyone to contribute with their own special talents. They have just enough competition to keep everybody sharp, but pay a lot of attention to the overall community as well. Making sure their genetics lines continue. Making sure their contributions are noted and remembered.

All with a ruthlessness that comes of a lack of attachment to the material world.

This is what makes for a scary group, and therefore a good dramatic antagonist. They’re one of those that make you say, “But what if they’re the good guys?”

The Queen’s Cavaliers

Thanks to Frank Kovalchek (flickr: https://www.flickr.com/photos/72213316@N00/)
Thanks to Frank Kovalchek (flickr: https://www.flickr.com/photos/72213316@N00/)

I was very graciously asked to contribute to a project currently funding through Kickstarter. It’s called The Queen’s Cavaliers and is by Caoimhe Snow. I have been asked to create an adventure for the game if they make $9000.00. Since Kicktraq projects for it to trend much higher than that, I have already started thinking about what I am going to do in anticipation of the stretch goal getting fulfilled.

Brainstorming

When I create adventures for my own purposes, I start with a brainstorm and generate a list of elements that I want to try and work in the story. I create a sandbox environment in which the story takes root. The underpinnings of this environment are important, and consist (for me) of factions and the interplay between them. Factions create important characters; characters supply motivation and ambition, and the conflicts between them create drama. Once I have an inkling of the central conflicts, I can start to envision the physical settings. I start to decide the power differentials: Who’s on top now? Who was recently but not any more? Who’s star is on the rise? Who had a tragedy? Who had a triumph?

The Curtain Rises

Once I have created this background I start thinking about how my players will start to interact with the setting. How will they get involved with this mess? Who in the setting will gain or lose from their involvement? This is the origin of the story for the player characters.

My task here is to provide you, a game master running The Queen’s Cavaliers, with enough prep so that you can pick up the adventure and start running it within a reasonably small amount of time.

This is where my style of GMing comes in. I cannot write an adventure that doesn’t have my style stamped on it in some way. I do not like to put the players “on rails”; in other words to create and maintain a linear plot. I want them to feel free to follow their own priorities.

Little Gold Stars

Still, there are little gold stars in my setting that I really want to show off: there are scenes that I really want to execute, characters I would like the players to meet, items I’d like them to find and use. There are talents and abilities I wish to bestow upon them, there are lessons I wish for them to learn.

But I am not going to drag the characters around by their noses!

So I just have to be patient, because all will be revealed in time – my fears in the past of “wasted” setting material have always been proven baseless. Nothing is ever wasted.

Spotlight

A spotlight of attention follows the characters, which means where they are not, there is shadow. And the clock is ticking. And other non player characters are pushing their agendas. This is not a failure, this is a functional story. The important thing is to keep track of these things and move those plots forward. This can be done with notes in the margin of the game, with overviews, with flow charts, and with special “meters” that fill up slowly to indicate the progression of events.

Success

A good story for the characters has a beginning, middle and end. They must have a satisfying challenge and resolution before the end of the game session. They also need something to look forward to next time. In addition, the first adventure you run in a new game is critical, it will make or break the game with your group.

All of these things will need to be taken into account when I go to create the adventure for The Queen’s Cavaliers.

Thank you!

Next time I will give you a chance to see the new background starting to form as I establish the parts of TQCs setting I’ll be using. There won’t be a need for spoiler warnings because the critical path of the story you run will be your own. But you will get a chance to learn what benefit the adventure will be to you, the newest Queen’s Cavalier player.

Question for the audience:
Do you enjoy a sense of control as you where your story goes or are you OK with being in a linear story?