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<!--Generated by Squarespace Site Server v4.1.2 (http://www.squarespace.com/) on Tue, 13 May 2008 21:23:54 GMT--><rss xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd" xmlns:dc="http://purl.org/dc/elements/1.1/" version="2.0"><channel><title>Blog</title><link>http://darkplaces.squarespace.com/blog/</link><description></description><copyright></copyright><language>en-GB</language><generator>Squarespace Site Server v4.1.2 (http://www.squarespace.com/)</generator><item><title>Mouseguard RPG is coming</title><dc:creator>Per Fischer</dc:creator><pubDate>Wed, 07 May 2008 15:28:30 +0000</pubDate><link>http://darkplaces.squarespace.com/blog/2008/5/7/mouseguard-rpg-is-coming.html</link><guid isPermaLink="false">11149:951603:1818344</guid><description><![CDATA[<p><span class="full-image-float-right"><img src="http://www.comicbookresources.com/images/games/mouseguard/mouseguardrpg.jpg" alt="mouseguardrpg.jpg" style="width: 342px; height: 341px;" /></span>This has got to be game homerun of the year. Mouse Guard creator David Petersen has hired Luke Crane to write the roleplaying game based on Petersen's wonderful Mouse Guard comics. Mouse Guard as a comic is already one of the classics, and undoubtedly the game will be as well. Expect Burning Empires-like preorder craze, at least from yours truly, when time comes.</p><p>It has to be said that Clinton R. Nixon already delevoped the basics for a Mouse Guard RPG, called <a href="http://open.crngames.com/src/tiny_triangles.html" target="_blank" class="offsite-link-inline">Tiny Triangles,</a> but Petersen is not a gambling man, and being a more tradidionally founded roleplayer himself he went for Luke instead, probably based on what he knew about on Burning Wheel. Petersen was probably thinking that Burning Wheel was a solid traditional fantasy game. Boy, is he in for a surprise, in a good way.</p><p>Mouse Guard is not going to be published by BWHQ, but by Mouse Guard publisher Archaia Studio Press.</p><p>Two questions remain: will this be the entry-level Burning Wheel game and WHEN CAN WE PREORDER?&nbsp;</p>]]></description><wfw:commentRss>http://darkplaces.squarespace.com/blog/rss-comments-entry-1818344.xml</wfw:commentRss></item><item><title>Playtest and writing</title><dc:creator>Per Fischer</dc:creator><pubDate>Tue, 15 Apr 2008 23:21:30 +0000</pubDate><link>http://darkplaces.squarespace.com/blog/2008/4/15/playtest-and-writing.html</link><guid isPermaLink="false">11149:951603:1764526</guid><description><![CDATA[<p>I've been quiet around here since Conpulsion, but it doesn't mean I've been doing nothing. My good friend Pooka lend me his two One Roll Engine books Reign and Monsters and Other Childish Things, and I've been studying those. It's been a while since I read a more traditional RPG, but these are good.</p><p>Monsters... triggered my imagination so much that I wrote a pitch for a supplement for the game and send it to the publisher. They liked it. Now I'm writing it. Feels good, haven't written a game supplement since maybe 2001 and that publisher closed its operations before my book could get published. It was a Heist supplement for a &quot;cinematic&quot; roleplaying game.</p><p>Last week we playtested a game called unWritten and send feedback back to the game's author. uW is a no-prep collaborative game without a GM that helps you create literary fiction. It's got great potential and still has some rough edges.</p><p>Last, but not least, I am considering writing another story now &quot;scenario&quot; for the Danish Fastaval convention in 2009. I wrote a Sorcerer scenario in 2005, which was suitably hated and liked for different reasons.&nbsp; I'm hoping that con-goers anno 2009 are less in entertain-me mode than four years ago. If they are, I'd like to think that our push for crazy-ass indie games since then has played a part in this. Maybe it's just a crazy dream.&nbsp;</p>]]></description><wfw:commentRss>http://darkplaces.squarespace.com/blog/rss-comments-entry-1764526.xml</wfw:commentRss></item><item><title>Conpulsion: Games on Demand and Vincent Baker</title><dc:creator>Per Fischer</dc:creator><pubDate>Sun, 23 Mar 2008 22:54:26 +0000</pubDate><link>http://darkplaces.squarespace.com/blog/2008/3/23/conpulsion-games-on-demand-and-vincent-baker.html</link><guid isPermaLink="false">11149:951603:1709476</guid><description><![CDATA[<p>Conpulsion happened this weekend in Edinburgh - actually it's probably still going, as the final traditional pub quiz is possibly not over yet. But I'm back home after a long, tiring and absolutely fabulous weekend.<br /><br />I was part of the eternally tireless Games on Demand team together with Joe Murphy, Pooka, Scott, Matt and Adam, a super swell and awesome bunch of guys. We had games running continuously, at least to full games in each slot over the weekend, plus playtests on the side.<br /><br />Saturday didn't start too bad, as we got together for a game of In a Wicked Age and guest of honour Vincent Baker joined us. Pooka acted as GM, and we worked ourselves through a full chapter involving homunculi rebelling against wizards, weird poisons, missing genitals and more stuff than I could possibly account for.<br /><br />On another table punters demanded Primetime Adventures, and judging from the screams and giggles coming from the players there, that went down very well as well. So well, in fact, that the group decided to meet again Sunday to play an episode more!<br /><br />In the afternoon I ended up running a bunny scenario of The Shadow of Yesterday, using pre-made rabbits by Jason Morningstar. The three rabbits faced more dangers and excitement that is good for you - it ended well, but boy do rabbits lead a stressful life.<br /><br />Sunday started for me with a game of Inspectres run by Adam, which I enjoyed, especially the confessional scenes. They rock.<br /><br />I was actually not sceduled to run a game in the Sunday afternoon slot, but a couple of guys wanted to try Burning Empires, and I knew Neil Gow was around somewhere as well with the same wish, so that's what we did. I ran the demo scenario &quot;Fires Over Omac&quot; that is designed to show off the main features of this intimidating monster game, as well as sell it. And I think we did. That was an intense three hours of gaming, no breaks, all-out colour and action, ending in the player characters successfully assaulting and taking over the bad guys' space station and kicking me, the GM's, ass. Wonderful.<br /><br />I'm in no doubt the GoD was a huge success, and I was enjoying it just as much as everyone else involved, I think, as we managed to attract more and more people to try our hippie games over the two days.<br /><br />All the guys and girls I met, talked to and gamed with at Conpulsion: thank you so much. You totally made this a great experience!<br /><br /></p>]]></description><wfw:commentRss>http://darkplaces.squarespace.com/blog/rss-comments-entry-1709476.xml</wfw:commentRss></item><item><title>Burning Custom Dice</title><dc:creator>Per Fischer</dc:creator><pubDate>Thu, 28 Feb 2008 12:37:31 +0000</pubDate><link>http://darkplaces.squarespace.com/blog/2008/2/28/burning-custom-dice.html</link><guid isPermaLink="false">11149:951603:1622671</guid><description><![CDATA[<p><span class="thumbnail-image-float-right"><a href="http://darkplaces.squarespace.com/display/ShowImage?imageUrl=%2Fdownloads%2Fpix%2Fbedice1.jpg&imageTitle=72959-1374915-thumbnail.jpg" onclick="window.open(this.href, '_blank', 'width=1024,height=681,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no'); return false;"><img src="http://darkplaces.squarespace.com/storage/thumbnails/72959-1374915-thumbnail.jpg" alt="72959-1374915-thumbnail.jpg" /></a></span>Two weeks ago I ordered 214 custom made dice from <a href="http://www.dice.co.uk/fs_specialdice.htm" target="_blank" class="offsite-link-inline">Dice &amp; Games Ltd</a>. The dice are for me and a bunch of other BE/BW nerds. The symbols on the dice are handdrawn by Iron Empires creator Chris Moeller and digitised. Chris ordered some for himself as well of course.<br /></p><p>These are without a doubt the yummiest dice I have ever seen.&nbsp;</p>]]></description><wfw:commentRss>http://darkplaces.squarespace.com/blog/rss-comments-entry-1622671.xml</wfw:commentRss></item><item><title>[Nerdinburgh] Prepping for Sorcerer &amp; Sword</title><dc:creator>Per Fischer</dc:creator><pubDate>Sun, 20 Jan 2008 19:28:20 +0000</pubDate><link>http://darkplaces.squarespace.com/blog/2008/1/20/nerdinburgh-prepping-for-sorcerer-sword.html</link><guid isPermaLink="false">11149:951603:1498592</guid><description><![CDATA[<p>Saturday I ran Sorcerer &amp; Sword at Nerdinburgh, a small, cosy homespun convention I held at my house here in Edinburgh. This was very much a demo of Sorcerer, being a one-shot over 4 hours, which meant I had to cut a few corners to get as much play in there as possible. Sorcerer is notoriously bad at these sort of things, but I&rsquo;ve built up a reasonable experience in how the game works, so I thought I would be able to handle it OK.<br />My idea was to present the players with a tight situation and half-done characters - after the players had decided how their characters connected to the R-map and/or situation, all they had to do was to write a Kicker and we were off. That succeeded very well, I think. Here&rsquo;s how I did it.<br />Firstly I chose to use the Charnel Gods supplement, because it narrows down a few things - there is one main type of Demon, the Fell weapons, and Humanity is also pretty straightforward. To quickly get inspired for a pulpy and explosive situation, I went to one of the In a Wicked Age oracles, the God Kings of War, and got:<br /></p><ul><li>&nbsp;&nbsp;&nbsp; A local warlord's ancestral sword, much honored.</li><li>&nbsp;&nbsp;&nbsp; The ghost of a tyrant king, strangled by his own daughter.</li><li>&nbsp;&nbsp;&nbsp; A warrior-woman, queen of her small wild tribe, hard-pressed by advancing civilization.</li><li>&nbsp;&nbsp;&nbsp; A vengeful and jealous god, displeased by the lapses of his followers, however scrupulously they observe.</li></ul><p>From that I build a small R-map, looking like below. I since added a couple of extra characters, but this was the version I presented to the players, along with a short description of the situation.</p><p><span class="thumbnail-image-float-none"><a href="http://darkplaces.squarespace.com/display/ShowImage?imageUrl=%2Fstorage%2FBlacktooth_RMap1.jpg&imageTitle=72950-1280608-thumbnail.jpg" onclick="window.open(this.href, '_blank', 'width=587,height=391,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no'); return false;"><img alt="72950-1280608-thumbnail.jpg" src="http://darkplaces.squarespace.com/storage/thumbnails/72950-1280608-thumbnail.jpg" /></a></span>&nbsp;</p><p>The Blatonn village, inhabited by pale-skinned people, mostly farmers, was expanding north of the Southern Mountains and had reached the borders of the Black Tooth Forest, home of the Black Tooth Tribe. The tribe people were darker skinned and with their bodies covered in elaborate tattoos. King Alfreth is dead and there are rumours he&rsquo;s walking around undead. He was killed, strangled. Blatonn is therefore without a King, as its formal leader at the moment is the Fell weilder Faldur, who is the protector of the village.<br />I premade three characters with stats and descriptors, and assigned each a Fell weapon from the Charnel Gods book, but nothing else. Here are two of the templates - Gregor must have kept his, as I can&rsquo;t find it.</p><p><br /><strong>STA 5 (Savage-raised, Trained soldier), WILL 4 (Righteous), LORE 1 (Naive), PAST 4 (Captain in the Amber Guard), Flaw -1 (Disbelief).</strong><br /><strong>Demon: Trinfendel, a black sword. STA 10, WILL 11, LORE 5, POW 11. Need: Flattery and praise. Desire: Tyranny.</strong><br />David chose this guy and named him Markos. David decided not to be connected to the R-map beforehand, and arrived as a travelling swordsman from the south. His Kicker was that he landed in the middle of a skirmish between the Black Tooth tribe and the villagers (at this point without their warrior Faldur).<br />Next character.</p><p><br /><strong>STA 3 (Throwback), WILL 4 (Driven), LORE 3 (Mentored), Past 4 (Nomad), Flaw -1 (Paranoid).<br />Demon: Irkspire, a long pike/spear with a black metal handle and inscribed glyphs. STA 8, WILL 9, LORE 5, POW 9. Need: Wielder must promise in not to part with it. Desire: Melancholia.</strong><br />Gordon took this one and the character became Shara Grieffinder, the lover of King Alfreth. Gordon&rsquo;s Kicker was spot on with the village guard arriving to arrest Shara for killing the King. Bam!<br />Gregor decided that his character was Thulan, a tribesman, brother to the Queen, who had been away to the south and arrived back expecting to lead the tribe, only to see his sister on the throne. And that wasn&rsquo;t even the Kicker, no no, Gregor threw himself fully into action: Thulan wakes up after a battle, captured by the villagers and his Fell Sword Periffon is gone.</p><p><br />Here&rsquo;s the R-Map including the player characters.</p><p><span class="thumbnail-image-float-none"><a href="http://darkplaces.squarespace.com/display/ShowImage?imageUrl=%2Fstorage%2FBlacktooth_RMap2.jpg&imageTitle=72950-1280624-thumbnail.jpg" onclick="window.open(this.href, '_blank', 'width=592,height=494,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no'); return false;"><img alt="72950-1280624-thumbnail.jpg" src="http://darkplaces.squarespace.com/storage/thumbnails/72950-1280624-thumbnail.jpg" /></a></span>&nbsp;</p><p>And, finally, the entire R-Map with extra characters added, some of which never came into play.</p><p><span class="thumbnail-image-float-none"><a href="http://darkplaces.squarespace.com/display/ShowImage?imageUrl=%2Fstorage%2FBlacktooth_RMap3.jpg&imageTitle=72950-1280629-thumbnail.jpg" onclick="window.open(this.href, '_blank', 'width=592,height=494,scrollbars=no,resizable=no,toolbar=no,directories=no,location=no,menubar=no,status=no'); return false;"><img alt="72950-1280629-thumbnail.jpg" src="http://darkplaces.squarespace.com/storage/thumbnails/72950-1280629-thumbnail.jpg" /></a></span>&nbsp;</p><p>&nbsp;</p>]]></description><wfw:commentRss>http://darkplaces.squarespace.com/blog/rss-comments-entry-1498592.xml</wfw:commentRss></item><item><title>Situation, Situation, Situation</title><dc:creator>Per Fischer</dc:creator><pubDate>Mon, 14 Jan 2008 17:39:23 +0000</pubDate><link>http://darkplaces.squarespace.com/blog/2008/1/14/situation-situation-situation.html</link><guid isPermaLink="false">11149:951603:1483820</guid><description><![CDATA[<p><span class="full-image-float-left"><img style="width: 235px; height: 166px;" alt="iawa-preview.jpg" src="http://lumpley.com/images/iawa-preview.jpg" /></span>This weekend, Vincent Baker's long awaited game <a class="offsite-link-inline" target="_blank" href="http://lumpley.com/wicked.html">In a Wicked Age </a>landed in the mailboxes of those who preordered it a couple of weeks ago. The game is ca. 30 pages tightly packed instructions how to play a story game without any kind of preparation whatsoever.</p><p>A game session kicks off by consulting one of the included &quot;oracles&quot;, which are situational engines that provide all the creative fuel you'll need. And almost immediately this brilliant idea spawned a flurry of <a class="offsite-link-inline" target="_blank" href="http://www.random-generator.com/index.php?title=In_a_Wicked_Age">alternative oracles</a>, because the four that come with IAWA are for the pulp fantasy genre.</p><p>There's much more to say about IAWA, and the game has already generated tonnes of inspiration on the different roleplaying forums. I'd like to briefly remember where the idea came from.</p><p>In March 2006, Vincent posted a yummy example of how to create situation from a handful of elements: <a class="offsite-link-inline" target="_blank" href="http://www.lumpley.com/comment.php?entry=183">Creating Situation: a practical example.</a></p><p>The elements then came from a prototype of the oracle, Clinton Nixon's &quot;Cheap and Cheasy Fantasy Generator&quot; I think it was called, which is no longer online. The early draft of IAWA was Art, Grace &amp; Guts, which I know some of my Danish contacts played and loved. I used the idea of creating situations that literally explode into play for a presentation at the Danish con Fastaval a month later that year, but didn't play any of the early incarnations.<br /></p><p>In a Wicked Age is one of the big small games. The machine running at its heart is fundamentally Sorcerer mechanics with a few nice twists of lemon added. As for Sorcerer, this game will be used again and again to run every thinkable kind of game, and run it effortlessly.</p><p>Best of all, IAWA makes it easy for you to be creative. It teaches you a central thing about story games: not to think too much, not to try and be clever, but to go with your gut feeling.</p><p>IAWA will make you feel better. It will make you go play.<br /></p>]]></description><wfw:commentRss>http://darkplaces.squarespace.com/blog/rss-comments-entry-1483820.xml</wfw:commentRss></item><item><title>An early Christmas present</title><dc:creator>Per Fischer</dc:creator><pubDate>Tue, 11 Dec 2007 15:28:55 +0000</pubDate><link>http://darkplaces.squarespace.com/blog/2007/12/11/an-early-christmas-present.html</link><guid isPermaLink="false">11149:951603:1422917</guid><description><![CDATA[<p><span class="full-image-float-right"><img src="http://www.blade-runner.it/Images/BRwr_poster.jpg" alt="BRwr_poster.jpg" /></span>I have written a small hack for Ron Edward's game Trollbabe. It's called <a href="http://darkplaces.squarespace.com/downloads/TearsInRain.pdf">Tears in Rain</a>, and is a Blade Runner inspired hack. It's all yours, free to download and play the hell out of. My hack is essentially dressing for the original system, but with that nice existential, post-modern 80s taste.<br /></p><p><a href="http://www.adept-press.com/trollbabe/" target="_blank" class="offsite-link-inline">Trollbabe</a> is pure roleplaying gold, both from a player and a GM perspective. Some say it's the finest game Ron has written so far.<br /></p><p>Now go play.&nbsp;</p>]]></description><wfw:commentRss>http://darkplaces.squarespace.com/blog/rss-comments-entry-1422917.xml</wfw:commentRss></item><item><title>In space with Chris Moeller</title><dc:creator>Per Fischer</dc:creator><pubDate>Fri, 07 Dec 2007 09:25:24 +0000</pubDate><link>http://darkplaces.squarespace.com/blog/2007/12/7/in-space-with-chris-moeller.html</link><guid isPermaLink="false">11149:951603:1415398</guid><description><![CDATA[<p>In am doing my best at the moment to 'get' Burning Empires. We have been playing the Omac demo scenario via Skype over three sessions, and been through most of the game's moving parts. Of which there are...many.</p><p>One of the things we haven't tried yet is a fully fledged firefight. When we played Omac we used the close quarters firefight option, which is basically a normal firefight with only a few options.</p><p>We've learned one thing, though, and that is the fact that you have to try Burning Empires before getting it. It's just not possible at all to read through even parts of the book and then say: &quot;Yup, I know BE.&quot; Not. At. All. But taking the time to play it, and this is where the demo scenario comes in handily, and discuss options and rules clarifications along the way is the only option as far as I can see.</p><p>I posted a call on the Burning Empires forums if anyone was interested in doing a play-by-post space fight with me using the Firefight rules, and guess who answered: Iron Empires creator Christopher Moeller himself. Chris burned up an awesome Vaylen pilot, an intelligent jellyfish of the Makara species, and I responded with a human pilot.</p><p><a class="offsite-link-inline" target="_blank" href="http://www.burningwheel.org/forum/showthread.php?t=5261">Follow the fight in the Burning Wheel Arena.</a>&nbsp;</p><p><a class="offsite-link-inline" target="_blank" href="http://mysite.verizon.net/moellerc/intro.html">Christopher Moeller's website</a>&nbsp;</p>]]></description><wfw:commentRss>http://darkplaces.squarespace.com/blog/rss-comments-entry-1415398.xml</wfw:commentRss></item><item><title>[Bliss Stage] Edinburgh Cell</title><dc:creator>Per Fischer</dc:creator><pubDate>Sat, 10 Nov 2007 12:52:58 +0000</pubDate><link>http://darkplaces.squarespace.com/blog/2007/11/10/bliss-stage-edinburgh-cell.html</link><guid isPermaLink="false">11149:951603:1362132</guid><description><![CDATA[<p>We have started a campaign game of Bliss Stage, missing a player from when we played the intro scenario in the book. In Bliss Stage, game preparation is part of play, and we spent around one and a half sessions on it, but it could easily have been done in one single session. What we have now is a setting for the game, both real and dream, and a group of characters who are going to try to fight the alien invasion.<br /><br /><br />Game is set in Edinburgh, of course, and I immediately thought of my friend Malcolm, who besides being a game designer also delves into urban exploration. A while ago he visited an derelict cold war underground bunker near where I live, and I suggested the bunker as the group&rsquo;s headquarter, which everyone liked. Malcolm shot some really creepy, evocative images from inside the place, which were great as well. Basically it&rsquo;s a three-level underground ROTOR radar bunker of which the top level was a WWII fighter control bunker. There&rsquo;s some info and pictures here:<br />http://www.28dayslater.co.uk/forums/showthread.php?t=16446<br /><br />The dreamworld is a mono-colour toned deserted landscape with strange physics and dimensions, scattered with great mausoleums and huge mud flats. There are scaffoldings with containers filled with people. Sometimes the dream loops over and over again. The aliens are tall and two-dimensional, looking like black and white projections of news reels from earth&rsquo;s history.<br /><br />Our group of survivors is a resourceful one, and they have made great use of the location, by even getting an old generator running on alcohol made from potatoes, and broadcasting to other survivors via their own pirate radio station.<br />&nbsp;<br />Their grown-up leader is Elspeth McClaverty, a former farmer and land owner with brain damage from a riding accident. Elspeth is a little uncool, old and with a fucked up short-term memory.<br /><br />Pilots<br />Elijah, played by Pooka, 17-year-old angry seasoned veteran who recently lost his little brother.<br />Fay, played by Louise, also 17. An innocent sweetheart, sweet, friendly and prone to problems.<br />Oscar, played by Liz, 15, narcissistic bisexual carefree hedonist.<br /><br />Anchors<br />Tony, a likeable, techie radio guy. Tony is kind.<br />Maria, 15, a well-read, super intellingent, loud, big girl. Maria is savvy.<br />Michael Anderson, 16, a wanna-be pilot who couldn&rsquo;t cope with piloting. Michael Anderson is experienced.<br /><br />Secondary characters<br />Grizzly, 10, who defected from &ldquo;the cannibals&rdquo;, another surviving group in Edinburgh.<br />Gwyn, 15. Former Judi champion, risk taker. She was involved in Elijah&rsquo;s brother&rsquo;s disappearance.<br />Clint, 17. The farm hand, the loner, the isolated practical guy.<br /><br />The Edinburgh cell&rsquo;s hopes are&hellip;<br />&hellip;that we can make a better civilization<br />&hellip;that we win a decisive battle<br /><br />Character generation in BS is a great collaborative effort, where everyone is bouncing ideas of each other, constantly. All these teenagers grew out of a discussion and then somebody said &ldquo;Oh, he must be a pilot! She&rsquo;s totally an Anchor!&rdquo; etc. It wasn&rsquo;t until towards the end of the session we decided who were actually going to play which character. We all liked this process very much. Liz did arrived in a bad mood, and it turned out that she was fearing that she was going to endure a classic old-school chargen session where you have to come up with exciting things and details about the character you are going to play, and then never use them ever again in actual play. Needless to say, she was in a much better mood afterwards.<br /><br />&hellip;end of transmission <br /></p>]]></description><wfw:commentRss>http://darkplaces.squarespace.com/blog/rss-comments-entry-1362132.xml</wfw:commentRss></item><item><title>Big Model, Frank T Style</title><dc:creator>Per Fischer</dc:creator><pubDate>Sat, 22 Sep 2007 17:58:38 +0000</pubDate><link>http://darkplaces.squarespace.com/blog/big-model-frank-t-style.html</link><guid isPermaLink="false">11149:951603:1272055</guid><description><![CDATA[<p>There is an amazingly interesting flurry of threads on the (lovely, but certainly strange) <a href="http://www.i-would-knife-fight-a-man.com/forum/" target="_blank" class="offsite-link-inline">I Would Knife Fight a Man</a> forum about how the Forge has affected people over the years. I've been meaning to write my own, because a lot of the reflective thoughts there mirror my own - sometimes they are even nearly identical.</p><p>Every new-comer to the Forge seems to have hit the exact same wall that is so special about that place. The Forge is by no means a forum where you post without thinking very, very hard about what you want out of your post. And before you think about posting at all, you research threads and articles to see if you are merely re-animating thoughts&nbsp; or experiences that have been debated endlessly before. And there's no back-padding there either - expect full-on, direct response and critisism.<br /></p><p>Frank Tarcikowski, from Germany and author of <a href="http://www.pro-indie.de/pi_barbaren.html" target="_blank" class="offsite-link-inline">BARBAREN!</a>, used to be a fierce opponent, like myself, of anyone or anything that would dare to suggest his GM-centered playing style was anything but awesome or fulfilling. Then he entered the Forge, and thought: &quot;I'll show these self-centrered fuckers what's right and wrong. Reward system my ass. System matters dick.&quot; Etc. Anyway, to shoot down the Forge-idiots, he had to delve into the Big Model and the whole theory/practice complex that penetrate Forge debate on all levels. So he started to read. And guess what? It changed the way he thought about roleplaying, and how he roleplayed. Like so many others, including myself, before him.<br /></p><p>In fact, Frank because so deeply understanding of Big Model/GNS that he could post this <a href="http://www.indie-rpgs.com/forum/index.php?topic=23094.msg228677#msg228677" target="_blank" class="offsite-link-inline">fantastic brief recap</a> of the whole theory complex, originally targeted for a German website. So here goes Frank's translated awesomeness:</p><blockquote><p><strong>What are the main points of Forge Theory?<br /><br />Role-playing is a social activity<br />RPGs are played by people because they want to have fun. Therefore, any sensible analysis of role-playing must start with the players as real persons, and not with the characters as fictional persons. The whole context of social interaction between the players has been called &ldquo;Social Contract&rdquo;. <br /><br />Role-playing is creating fiction together<br />The participants of an RPG are creating imaginary events through play. To do that, the pictures in everyone&rsquo;s head of what happens need to match to a good degree. These matching pictures have been called the &ldquo;Shared Imagined Space&rdquo;. <br /><br />The Shared Imagined Space is created through negotiation<br />The players&rsquo; interaction at the gaming table is directed toward including certain situations or events into the Shared Imagined Space. The back and forth thus developing is best understood as a process of negotiation. Only if all players at least tacitly agree to a new piece of fictional content can play continue on that basis. This simile has been called the &bdquo;Lumpley Principle&ldquo;.<br /><br />System does matter<br />&rdquo;System&rdquo; has been used to describe the rules by which the negotiation process is organized. These rules may be written or implicit. In some groups, they deter massively from what is laid down in the game text. Therefore, if someone tells you that system doesn&rsquo;t matter, she is referring to the rules in the game text, and she is saying so because her group is not playing much by those rules anyway. The actual rules they play by are mainly their own, and they do matter indeed. These actual rules greatly influence two equally important things:<br /><br />1) The fictional content shaping the Shared Imagined Space.<br />2) How players act at the table to create said content.<br /><br />There is role-playing, and then there is role-playing<br />The way how people role-play (see the above points) may vary widely from group to group. That&rsquo;s because different people have different priorities in playing RPGs. You get the best chance for a gaming group to be fun on a sustained basis when all players in that group follow the same or similar priorities when playing together. This has been called the Shared Creative Agenda.<br /><br />Attention: Creative Agenda is the full picture! It is recognized when watching a group play for a longer instance, with special attention to moments where specific priorities may conflict with each other. That&rsquo;s not to say that any action by a player at any time during play needs to fit a scheme or something. <br /><br />The following three general categories of Creative Agenda have been identified in the GNS model:<br /><br />1) Gamism: The players accept the challenges of the Shared Imagined Space, taking risks and showing performance (as players) and reaching or missing a certain goal. Sometimes all players may work together to a goal, sometimes they may compete. <br /><br />Attention: Gamism is not the same as &ldquo;Powergaming&rdquo;, which represents a sub-species. <br /><br />2) Narrativism: The players engage in the moral and human issues of the Shared Imagined Space, taking a position (as players) and thereby making a statement about their characters/the game world/themselves.<br /><br />Attention: This is not what is commonly called &bdquo;Storytelling&ldquo; or &bdquo;Cinematic&ldquo;. If functional (= fun), both is usually considered: <br /><br />3) Simulationism: The players experience the Shared Imagined Space as something worthwhile for it&rsquo;s own sake, something which they do not fully control because it follows it&rsquo;s own laws. Experiencing the Shared Imagined Space and contributing to it is part of any role-playing, but in this mode, it&rsquo;s the top priority. <br /><br />Attention: Complex &bdquo;realistic&ldquo; rules are only one style of Simulationist role-playing. More frequently, you&rsquo;ll find features like style, atmosphere, acting, or dramaturgy. </strong> <br /></p></blockquote>]]></description><wfw:commentRss>http://darkplaces.squarespace.com/blog/rss-comments-entry-1272055.xml</wfw:commentRss></item></channel></rss>