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#1
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Target ![]() Group: Members Posts: 10 Joined: 16-February 07 Member No.: 11,018 ![]() |
Hoi Chummers -
I am a new SR player inspired to the genre by the upcoming Microsoft Game (if you can believe that). Currently, I am in a play by post game on the SR forums and having a blast. As I sought to expand my RPG world a bit, I stumbled upon Mage the Awakening. The rich storyline and voluminous material intrigued me. Also, I really liked the idea of it being focused on cooperative story telling. As a writer, I have found the PBP to be very stimulating to my creative process and it has helped me to practice writing as different voices. I am hoping that Mage can do the same thing for me. So, have any of you played Mage or any other White Wolf games? What do you think of them? Where is a good place to go for online PBP games? Thanks |
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#2
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Incertum est quo loco te mors expectet; ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,546 Joined: 24-October 03 From: DeeCee, U.S. Member No.: 5,760 ![]() |
*waves to Fragmintz*
I've played Exalted and (briefly) Vampire/changeling larp. The larp was waaaay to weird for me. Exalted was pretty good, but as a setting, the only "advantage" it has over SR4 is it's more 'heroic'. Both are very simple, both allow for a very simple dice mechanic. SR3, by default, is a good deal more complex, and so reqires a little more mathematics to do 'properly', but if the players are willing, it's always easier to drop rules than to add complexity. In other words, SR3 could work fine as a story teller system with a good GM and willing players. I don't think Exalted could serve as as realistic game as SR3, however. |
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#3
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 ![]() |
Story based gaming is boring to me. I usually don't care about the details of the setting, the scenario, about the NPCs, or even about my own character to want to deal with some situation which is cloyingly adpoted to these very specific elements. I tend to get bored with my own characters after a number of months and always want to make new ones.
Plus, I like to read Nisarg's blog, www.xanga.com/rpgpundit, where he claims that story based gaming is responsible for the popularity which RPGs lost between the 1970s with old school D&D and the height of White Wolf product popularity. His basic premise is that "story based" gaming ushered in a lot of pretentious individuals and that this dampened the enthusiasm of the general public for gaming. |
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#4
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Moving Target ![]() ![]() Group: Members Posts: 870 Joined: 2-October 06 From: Athens Ga Member No.: 9,517 ![]() |
Wow Ronin. That is sad. The story IS the point. Otherwise you are playing a pen and paper video game.
DnD was a BAD game. It was just the first so it stayed around. No other game can claim that they inspired so many other games because it was so bad as DnD. Many of the games that came out after that were because that game sucked so much. Story based games opened up gaming for more people. Not the other way around. When white wolf was at it's height we had more gamers then any other time in history. All the gaming groups I've heard from more then tripled in size during that time. The UGA group went from 20+ to 100+ because of story based and specifically storyteller games. the storyteller system reboot was responsible for dropping the numbers down more then anything else. Edit: Sorry, this was a bit more angry then it should have been. It's just that as a GM the story is the prime focus for me. The setting and the NPCs are what make a game. I have been in games that operated the other way and I thought that they were the worst games I've ever encountered. Those that had a GM that cared about the setting, NPCs and story were the best. |
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#5
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Incertum est quo loco te mors expectet; ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,546 Joined: 24-October 03 From: DeeCee, U.S. Member No.: 5,760 ![]() |
I suspect he'd disagree. Now you can ask, would he prefer an PnP RPG or a group-based video game where they're all in the same room at the time, based on realistic combat situations where you have to make real, tactical decisions. I don't think any computer games quite meet that criteria, especially when you add in the additional caveat 'without requiring a computer' (I don't know if WR has the computing power to run such a program for a group where he is now). People play games for different reasons. Some enjoy exploring and don't care about the story. Some enjoy character advancement. Some enjoy the tactical challenge. Just because YOU like story doesn't mean that's the only 'right' way. And in fact, in my experience, a proper mix of all the factors is ultimately preferable, and you simply shift the mix for the given group. |
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#6
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Moving Target ![]() ![]() Group: Members Posts: 500 Joined: 3-January 07 From: Calgary, Alberta Member No.: 10,517 ![]() |
The odd thing about the storyteller system in general (and honestly this is solely based on my reading of the books, because I have not actually played the games) is that from what I can tell, the actual mechanics of the rules don't seem to facilitate story-based role-playing much at all. Sure, in the section how to GM they talk about crafting stories and such, but when you get down to the meat of it it's all up to the GM on how "story" is implemented. It's true that there are very few games that do actually have story built-in to the rules, but Driftwood Publishing's "The Riddle of Steel" is a good example of this type of a game. The influx of people that came into the hobby thanks to the white wolf games has been a largely positive thing, I think. It's only a problem when people start looking down on other games because their game facilitates the telling of stories better than other games. In my opinion though, you can have a richer story playing Shadowrun, Earthdawn, or even the game who's name must not be spoken, as long as you have a good GM and players that enjoy that sort of thing. In the end, none of the rulesets I listed are any better for storytelling, despite what WW chose to name their system. Fact of the matter is, though, that story is not the point for everyone who plays RPGS. There is a large segment of the population for which this is true, but I don't think there's anything wrong with roleplaying and paying more attention to the tactical combat than the storyline that the gamemaster is creating. Nezumi makes a good point, though. Maybe Ronin just likes getting together with his friends around a table and throwing dice to simulate tactical combat better than he likes booting up his computer and playing counterstrike. |
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#7
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Moving Target ![]() ![]() Group: Members Posts: 199 Joined: 16-September 03 From: Massachusetts Member No.: 5,625 ![]() |
Having read some of his stuff, I'll only say that he isn't against "story" in rpgs (quite the opposite, really, if you look at what he posts about his games). He's mostly reacting against people who claim that their games are "better" than D&D in some way or that D&D isn't any good. While he's right that there has been a lot of unfair attitudes toward D&D, including an elitist anti-D&D attitude in some people (which he believes that White Wolf started), I think he's so angry and reactionary that he doesn't speak to or convince anyone who doesn't already feel like him. ANYWAY, to get this back on topic... Fragmintz, try looking at rpg.net! I'm not sure if they have any active Mage PbPs (a quick check shows the last updated on on the 10th, so I guess that's active), but there are several Actual Play threads (look for Black Hat Matt or DaveB) that might give you some ideas on how other people see the game. |
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#8
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Moving Target ![]() ![]() Group: Members Posts: 870 Joined: 2-October 06 From: Athens Ga Member No.: 9,517 ![]() |
Actually the storyteller system does help keep the focus on more social interaction in several ways.
Mechanics wise your players will always go towards what is represented as important. WoD has three combat skills and several social skills. One of the main mechanics was influence and you gained power by manipulation. Shadowrun has mostly combat skills and most social interaction is based on getting a better deal on weapons. What is the messege to the players? This game is focused on combat. Characters in WoD are often more deadly then in Shadowrun but it is still more focused on story. There is more focus on the character's disadvantages. These characters have issues to deal with. Shadowrun characters rarely have more then irritating personal habits. There is more system for their personalities. They have a character's inner and outer personalities delineated. Shadowrun has no personality system. My biggest problem is that I don't like the WoD settings. I like Shadowrun, in the broad strokes. However I think that WoD did do some things right. |
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#9
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Moving Target ![]() ![]() Group: Members Posts: 199 Joined: 16-September 03 From: Massachusetts Member No.: 5,625 ![]() |
I've always found Shadowrun games to have a -lot- of social interaction; with contacts, with the Johnson, trying to con your way in or out of something, etc. I would think that the extensive rules for contacts alone would suggest that the game has a strong social element. Don't think that everybody plays in a "Trolls with Panther Cannons" mode! |
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#10
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ghostrider ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 ![]() |
Well said. It's also interesting that he's so wrong on so many counts. Industry insider Ryan Dancey (brokered the deal for Wizards to pick up D&D, was brand manager during the switch to 3x) has quite a different take on how WW games affected the overall population of gamers, for example. (Short version: it brought in tons of people from a bunch of demographics that were D&D to be the only option would never have played an RPG in their lives.) He posts over at the Fear the Boot forums, and was their first interview if you want to know more about his take/information. (I think he has a personal site, well, I'm sure he does, but I don't recall what it is.) |
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#11
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 ![]() |
Heh, utterly mediocre computing power out here. When I become a billionaire I'll have to buy a whole building and convert it into a giant supercomputer-powered VR tactical combat simulator where all your friends can run around with headsets and collide with walls we forgot to put into the virtual map. And the fact of the matter is that as much as I enjoy "realistic" first person shooter games such as Rainbow 6, Soldier of Fortune 2, etc, there are certain things that you can't achieve in them which you would be able to in a pen and paper game. The pen and paper game has a lot more flexibility. You can take actions which have not been specifically implemented by a coder. It is also much faster and easier to write up and prepare a scenario for pen and paper than it would be to go ahead and make a level map for Deus Ex or Delta Force: Black Hawk Down. The advantage that computer or console games have, of course, is processing power. Your human GM probably won't be able to process 30 enemies attacking your team at once and keep track of things like each combatant's ammo and combat pool. However, in Delta Force: Black Hawk Down, you often see maps with ~90 enemies and it's just more meat. So, both video games and pen and paper games each have their strengths in different areas and definitely provide different sorts of gaming experiences, whether or not you are concerned with the idea of a "story". EDIT: Another thing about video games is that great player skill can make the simulation unrealistic in most games. A very skillful single player can achieve things in "realistic" games like America's Army which are very unlikely in the real world, i.e. one guy with a M249 blithely walking through the Bridge Crossing map because he knows that there's only two opposition left, casually entering the tower because he knows that's where people often hide, and then using the M249 as a CQB weapon since it has so much firepower to clear out the last two members of the team. In real life probably nobody would act that way. It only happens in the game because 1.) there's no consequence for dying so everyone is suicidally brave without exception, 2.) everybody has seen the map umpteen times and knows what strategies are the most common, and 3.) there's really not much of a draw cost associated with the M249 and it's as quick to point at the enemy as a M4 so it can actually be a good CQB weapon in the context of the game. In a pen and paper RPG you wouldn't have a situation like that because 1.) the player will usually make his character act in such a way that is not borderline suicidal, 2.) each map is a new experience and you don't strictly speaking know what to expect, and 3.) we can implement such fine details as a draw cost so that the M249 suddenly becomes a bad thing to try and use as a SMG. Lastly, whereas in FPS games player skill plays a major role, in pen and paper RPGs player skill is greatly less important since all of the in-game actions directly involving skills are based entirely on the character's skills. Even if you had the quickest mouse in the West, your character with Pistols 2 still wouldn't be able to strafe jump the SAW gunner and headshot him to the amazement of everyone around you. Your character's cababilities are more strictly defined by numbers. Because of these issues, pen and paper games can be much more tactical than FPS games if they're played in that way. |
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#12
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 ![]() |
Man, I've never been able to play that game, but I bought the sourcebook from a friend of mine who runs a gaming store in New York State like 2 or 3 years ago. I was very impressed by the hand to hand combat system. I think it's the best that I've ever seen.
Exactly. Doing it with the table, the friends, and the dice provides a very different experience than playing America's Army. |
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#13
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Moving Target ![]() ![]() Group: Members Posts: 500 Joined: 3-January 07 From: Calgary, Alberta Member No.: 10,517 ![]() |
I'm not certain that having increased social interaction in a game necessarily means that more story happens as a result. I suppose it does, but you could theoretically play a game of any RPG that was just a bunch of people sitting around in a room and making social interaction tests with one another. They'd never leave the room, there would be no real plot, and then there'd be no real story, but plenty of social interaction. I suppose that gaining influence and power would lead to stories, but it doesn't directly do so. One could equally gain power and influence in shadowrun, for example. If there is a better system for figuring out the personalities of characters, then that might lead to a better narrative, but not necessarily. I think that you've managed to convince me that WOD does perhaps a better job of pushing some story elements than say, shadowrun, but there's still nothing fundamental in the game that requires story to happen. It could be played in a way that doesn't really tell a concrete story and is just an excuse for physical combat, or even social combat.
The game is really, really good, and I like everything except for the magic system, which I don't think really flows with the rest of the game. For some reason I have a hard time convincing people to play it, though, and so I've only played about 4-5 sessions worth. My shadowrun group is thinking of integrating the spiritual attribute system from the game into shadowrun though, it could be quite interesting. |
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#14
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Moving Target ![]() ![]() Group: Members Posts: 870 Joined: 2-October 06 From: Athens Ga Member No.: 9,517 ![]() |
Yes but the unconscious message is there. For example compare how much social interaction there was in 1st ed DnD to later games. You might have a GM that focused on it ever once in a while but the game didn't reward it.
Shadowrun is better at social by having contacts. I'm not saying that it doesn't have a social aspect. The mechanic of the contact ratings and such does encourage it. Without that it wouldn't even bother with that. My point is that the mechanics drive the focus of players in a game. They will do what is on their sheet and what they are rewarded for. For this reason I try to make sure that the social skills and aspects are focused on as much as I can in my games so that story is king. |
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#15
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ghostrider ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 ![]() |
That has almost never been my experience. The majority of my players and GMs over the last 5 years have been much more concerned with using the rules to collectively tell cool stories. We enjoy the rules aspect, and we like "moving on up" to be sure, but the social aspects of our games were always prominent through D&D, Shadowrun, Rifts, Deadlands, etc. (disclaimer: this isn't an argument in disguise or anything, just a different observation) |
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#16
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Incertum est quo loco te mors expectet; ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,546 Joined: 24-October 03 From: DeeCee, U.S. Member No.: 5,760 ![]() |
Perhaps not surprising, but birds of a feather flock together. I've only encountered vastly different GMing styles when I intentionally went outside of my element.
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#17
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 ![]() |
Just to keep this discussion lively, since we've brought up the issue, here's an exerpt from Nisarg's blog that pretty much summarizes his position. Probably most people wouldn't agree with it here but it's if nothing else entertaining to read.
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#18
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Moving Target ![]() ![]() Group: Members Posts: 870 Joined: 2-October 06 From: Athens Ga Member No.: 9,517 ![]() |
ookkkkaaayyyyy. Interesting article. I had no idea about gaming in other countries. I guess that I am missing how this was relevant to the topic (except for the fact that this guy was referenced earlier).
I think what you are referring to is the need for a social mechanic to compensate for a lack of social ability in the players. I kind of disagree about that. The social mechanic is not to compensate for a lack in the players but to show that the character is not the player. A player may be playing a very manipulative character but they may be loyal to a fault. It just allows the player to play out of their type. What I usually do is let them role play and then roll to see how the delivery was. The NPC may agree with their argument but think that they are being manipulated. The other side of that is that they could ask something that you wouldn't think anyone in their right mind would agree to but they roll well and do it anyway. I saw this in action one time when my ex-girlfriend conned nearly the entire gaming club at UGA into working as an assembly line to make her a dress. I refused to help out because I knew she was just being manipulative and she didn't need the dress, but I was astonished how much she was able to control them. She didn't give a good reason for doing it to anyone but she got them to do it anyway. Personally I want my players to play characters different from themselves. This allows for this more. I still take their argument and weigh it against the NPC's goals in addition to the rolls made. Now I may be making a straw man falicy here. It may not be what you were referring to at all. As for the fetish side of things, people are weird. I think that this has less to do with gaming and ALOT more to do with the Internet. Before, all the freaks were isolated in their dungeons. Now we, I mean they, can talk to each other and organize. The extreme geeks have always been there. People have been memorizing Tolikein's languages since the books came out. The 60's saw signs that said, "Frodo Lives!" I think it all comes down to what I call my 1% law. 1% of the population is Nucking Futs! They are messed up in the head in some way. As our population increases then this number increases. We should be glad that most of them are fairly safe as long as we get to commune with our people. I think we will be safe as long as we keep our door locked. |
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#19
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Midnight Toker ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 7,686 Joined: 4-July 04 From: Zombie Drop Bear Santa's Workshop Member No.: 6,456 ![]() |
White Wolf continues to suffer from the crazy goth larpers who drink real human blood sterotype. Whenever I think of White Wolf games, I always think of crazy blood-drinking vampire larpers.
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#20
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 ![]() |
Yeah, pretty much.
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