Hey, it’s that time once again! Thanks to an initiative launched by David Chapman, for the fourth year in a row August is #RPGaDay in the Google+ circles I follow and on Facebook. How it works: every day throughout August you get a writing prompt related to roleplaying games.
It’s a good way to share what we love about our hobby rather than kvetching about geek world annoyances, and an encouragement to write more often for bloggers and authors who can use the practice.
For me, the secret to completing this challenge is to write several entries in advance. On previous years I drafted them directly on Google+ (2014) or in WordPress (2015 and 2016). But this year I had an idea: since I was just talking about how useful Scrivener is, resulting in a number of questions on the software’s features and how to use it, I thought I would write my drafts in Scrivener. This will allow me to plan and compare entries more easily.
More importantly, though, this will allow me to share this mini project. I set up a Scrivener project with 31 sections showing each day’s prompt, and I added the graphic version of the prompts and a list of useful links in the Research folder.
A zipped version is located on Google Drive, feel free to use it. You can see I jotted down quick ideas onto the index cards; I could have removed them from the version I’m sharing, but I thought they would serve as examples of how I use Scrivener in planning my writing. I hope this will encourage people to participate in #RPGaDay2017 and/or try Scrivener.
I expect this little project will result in 6,000 to 12,000 words for me throughout August.
31. What is your preferred method of character improvement and why?
[Alternate question from BrigadeCon’s list. The default question for today was: “What is the best piece of advice you were ever given for your game of choice?” but it didn’t shake loose any ideas.]
For me, the question of character improvement has become less about “advancement” and more about “growth” over the years.I like getting rooted in plots and organization, forming relationships with characters, seeing a player character mature and change.
A number of modern games offer characters that are very competent from the start and playing them over a long time means not so much accumulating skill points and treasure, and more becoming integral to the story of the setting, whatever its scale.
A number of systems offer ways to modify your drives, motivations, descriptors, relationships, and so forth rather than just increasing ratings: games based on the PDQ, Fate Core, PbtA or Burning Wheel engines, for example. Alternately, some more traditional games are exploring options like “partial levelling” and more narrative rewards; I’m thinking of 13th Age and The One Ring, for example.
30. Describe the ideal game room if your budget were unlimited.
We had a very similar question in last year’s challenge. With an unlimited budget, let me add a couple of pieces of furniture: a Sultan table from Geek Chic and a Toothless couch!
29. If you could host a game anywhere on Earth, where would that be?
Some place where I could afford to have my very own convention for my gamer friends from all over the world, in low-key, comfortable, and friendly surroundings. It would probably be in a lodge at a National Park, sometime in September or October, with beautiful views we could walk to in-between games. Bonus points for historic sites to inspire game ideas. We’d commandeer the entire lodge and geek out all weekend.
28. What film or novel would you be most surprised that a friend had not seen or read?
Because I move between various game groups both in person and online, as well as play at conventions and game days, I have a lot of people in my gamer circles. They come from diverse backgrounds, a spread over decades in age, so there is a lot of variety in favourite movies and books. I’m generally slightly surprised when a role-player says they have not read The Lord of the Rings or seen Star Wars, but it’s not exactly shocking, especially with younger players.
27. Describe the most unusual circumstance or location in which you have gamed.
First week of January 1995. I’m moving from the San Francisco Bay Area to Arcata in Northern California to start grad school at Humboldt State University. My future husband Edmund, my friend Paul and I moved my furniture and now we’re on the return drive, six or more hours to the Bay Area, so Paul can go home and Edmund and I can clean my apartment in the hope of getting the security deposit back (spoiler alert: it never works.) It’s the middle of the night, very dark somewhere between Leggett and Laytonville, and it’s pouring rain.
I drive a 1991 Volkswagen Golf, a car I love for its lovely handling but which is actually a lemon. I bought it as a used demo from a dealership and it has an intermittent ghost problem in the electrical system. Several times it has been pronounced “fixed” only to recur later as a short-circuit.
The rain seems to be a factor, right now, and the car loses all electrical power. We can’t get it to revive. We’re stranded on a two-lane highway, dark, windy and wet, late at night. We have no cell phones and if we did, there would be no signal so we can only hope someone will drive by and stop.
What else are you going to do? Edmund ran a superhero game for us, one of those where some people mysteriously start getting powers all at once and for the first time.
(If you’re wondering, that was only the beginning of our adventures that night but we were left with plenty of stories and strengthened friendships!)
25. What makes for a good character?
In your opinion, what do you need for a satisfying character?
Obviously, this will vary tremendously. A player character that is satisfying for me to play has to have enough drive to action, enough personal involvement in the story and with the other PCs to be moved to act. I have to be able to see clearly what she would do, rather than have to evaluate a collection of stats first. Some tensions are great, motivations to act in clear but divergent ways: divided loyalties, relationships, obligations, rivalries, codes of honour, etc.
A non-player character that I find satisfying to interact with has to have hidden depths, complexity, and both good and bad traits. Villains, in particular, are most interesting to me if they can almost convince us that they are the heroes! Almost. A good way to build that in is to use the “passions” (rage, noble, and fear stimuli) from Unknown Armies. In fiction, examples of good villains include Hans Grüber (Die Hard), Mr. Morden and Alfred Bester (Babylon 5), Mags Bennett (Justified), “Nucky” Thompson (Boardwalk Empires), etc.
24. What is the game you are most likely to give to others as a gift?
It varies a lot with the person and their tastes, of course! But in the past my husband and I have given several copies of Jonathan Tweet’s Everway to friends. I love that beautiful, innovative game! More recently, I gave several copies of the book I wrote for Evil Hat Productions, War of Ashes: Fate of Agaptus. 🙂
23. Share one of your best ‘Worst Luck’ stories.
Shadowrun 4th Edition, 2006. Big handfuls of six-sided dice for everyone.
We’re operating in the northern part of the Free State of California, south of the Tir Tairngire. We’re coming to the climactic act of the adventure, and we’ve staked out a spot where something is amiss but we’re not quite sure what to look out for. There’s four players at the table and we’re not stupid, we all have sunk points in Perception; the lowest of us has eight dice and the highest, with all bonuses, has 15.
The game-master calls for a Perception roll, and we all fail.
No problem, we have Karma points up the wazoo! We re-roll.
Nope. Nope. Nope. We can’t see our own feet.
So a squad of Elven spies from the Tir successfully gave us the slip and we missed the big finale. Effing Elves!