Post by Barnaby Cuthbert on Dec 30, 2013 3:56:48 GMT -8
People love their characters. People who lose their characters get peeved sometimes, and hey, rightly so. They are our darlings. It hurts to kill your darlings, but every good writer will tell you that you must. The story must come to a close. Without an end it becomes just eh... well porn isn't quite the right word, but perhaps Fanservice to the character you used to play. It's a shallow satisfaction for the player, and can manifest as a dire annoyance for others.
Jumping the shark is an idiom that was used to describe the moment in a TV show when it begins to uh, decline, which is usually a particular scene, episode, or aspect of a show in which the writers use some type of "gimmick" in an attempt to keep viewers' interest. Its name is taken from a scene from Happy Days when Fonzie jumps over a shark on water-skis.
The usage of "jump the shark" has subsequently broadened beyond television, indicating the moment when a brand, design, or creative effort's evolution declines.
If I had to put into a sentance a recent potential shark jumping moment, Durante accidentally killed the entire city of Shadowland Seattle, then Mad Tom punched him to death with the Freemont Troll.
Say it again. Say it out loud. Can you hear the Fonze? Totes magotes.
It's maybe not all that bad. Seriously, the story aspects always change with every staff, and what is over the top to me personally story wise is not always that big of a deal to others. There's a lot of room for perspective on that. I personally liked much of the aftermath of the Seattle Storm. I like the apocalyptic feel and the Kindred coming together and all of that. I think that's forgivable, because if you didn't like it, you just have to ask for another type of story for your personal character, or at the worst, wait, another storyteller will be along shortly.
I have a lot of difficulties with the way the game has been run recently though in terms of power availabilities and odd concepts. I've enjoyed the people running the game very much, and their dedication even more. Man these guys have been dedicated and I'll never fault them for not being so. I just want to say again how NOT a personal attack my opinions on how to run a game are. I love these humans and they try hard and deserve all props and credit for it. I have had more fun than not fun, securely in the fun side, and that's due to their hard work and love for the game and pure desire to tell us tales we'll enjoy, and I love that.
I think the game could use a reset however, because really odd stuff is too commonplace, there are waaaay to many house rules and too many books in play and I think the natural function of that should be to go system-wise to v20 and keep some of the exterior systems like influences, crafts and status with a few tweaks, a lot of which I've already discussed in my first post. (Part 1)
So the question for me is how to do a reset, and the answer comes from a successful three that I'm familiar with, one that I played through around 15 years ago, one I helped shepherd in about 10 years back and one that River's staff ran for Werewolf quite a few years ago. I think it's getting to be time again.
Clear expectations of what is allowed is needed and the staff needs to stick to them. (The second you let some people that are better at bargaining get their way around the expectations made, is the moment that the staff loses credibility and the moment that there was really no point in a reset in the first place. Write it down, point to it, and if folks don't like it, let 'em vote to change it and accept that with grace. It is the player's game after all.)
What worked in River's Werewolf reset was that they actually ran a story. They ran the Apocalypse and the characters involved actually got to be part of that story. Gehenna is a thing. Individual characters given agency to decide major plot points is pretty epic in that regard. Every character in Seattle should be asked by staff what they want their character's ultimate end to be and then try their damndest to weave that into the end game, giving players real involvement in the end of the world. How many near miss end of the world plots have there been over the years? Let's actually do this and do it right. Can we get special effects? Props? Music? Can we turn it up a notch for this kind of finale? I've got some ideas.
Four months-ish of ramping up the End of All Things is what's needed to tell some real stories and engage everyone.
NPCs and limited run characters should be on tap for those that don't make it to the end, because there will be a lot of cameos available. Your kooky kewl power that you already have a mentor for that the staff just can't quite see their to approving? Totes approved. Go run and play. It's the end of the world as you know it. You should feel fine.
I'm talking a real story here. I'm talking the Gehenna and Apocalypse and Ascension books read cover to cover and then every character background scoured for possible connections and key NPC's given a stake in the outcome through PCs and IC connections and that's just for background info. What this is really going to be about is the individual interests of each player's character getting funneled into several meta goals that will produce a number of possible endings built around player agency and choice. It will be polarizing as the prime forces of the cWoD universe and source material compete for the 'votes' of the PCs toward the end game.
River had a lot of success with the above formula, and there was not a big exodus from werewolf, rather folks stuck around, eager to see what came next. I questioned him a lot about it at the time because I was honestly very impressed. Naturally the themes of Werewolf are different than some of the other games, but the end of the world scenario(s) cover them all, and the key was that player characters were engaged in the story and had some very real agency and choices in the way the results panned out. The end of the world was personal.
It was their story, and I think that's awesome.
So that was what I learned from River's experience. My personal experience with this scenario is twofold:
First, I played through such a reset in Bellingham at a game called SPRAL. The result was pretty good. Not perfect, but the majority of players and storytellers were 17-20 years old. Creative, but inexperienced. It could have gone more smoothly, but the game came roaring back after a period where it had been stagnant for awhile and there was a lot of discontent due to overpowered nonsense, alligations of player/st favoritism and all of the other drama one might expect.
Second, during the transition from Seattle by Choice to Emerald Chronicles I was very much involved with the 'soft reset' of the vampire sphere, and was the first ST to initiate things like:
Influences,
Status,
a feeding system, (since been modified multiple times)
a multiple AST vampire staff,
Post Mortem for sharing stories,
Nominations for exceptional roleplay,
Event nights and event night XP,
XP for MVP nominations by Staff
Player and Combat Advocates (Now called Rules Advocates)
Background sheets,
Rare concept caps,
Storyteller surveys (something that has been lost over time - where staff actively regularly and pro-actively polls players about the game and what they like and loathe)
Every web and email resource,
and a host of other changes and upgrades that have survived the test of time.
Now we come to the beginning of the new world, and here's where I'd start. There are two key timelines that matter. The first is the world of darkness timeline and the second is the timeline of Seattle itself. There are key events in each of these that matter, and that cross over. From the Week of Nightmares to the Great Fire of Seattle, there were moments where these two worlds turned a corner and I want to give player characters (Not NPCs) a chance to engage with that history and become part of it from the get-go.
There are a list of important personalities in Seattle History to choose from. What if they were fair game to embody as a Kindred - but as any clan the player preferred? (Within cap guidelines)
Mercer as a Gangrel?
Doc Maynard as a Setite?
Denny as a Torador?
Lou Grahm (Mother Damnable) as a Nosferatu?
Yesler as a Gio?
Boren as a Tremere?
Your character's name on the streets of Seattle forever is a LOT of fun. You get to help build the world you'll play in, and that's the tits.
I'd like to see a lottery for Generation, where low gen rarity is based on percentages and everyone gets a shot at pulling an 8th out of the hat, but very few will get it. No favoritism, no storyteller gifts. Luck of the draw.
I'd like to see Elders, Ancillae and Neonates get a break on XP for the purchase of different things (Similar to the recent updates to MET, where for example Neonates pay less for backgrounds, signifying the ease of dealing with the mortal world).
I'd like to see percentages of XP on old sheets get refunded to players that smoothly manage the transition, in a way similar to the XP refunds given to players who handle character death with grace curently.
During the lottery and city building phase, I'd like to see folks OOC decide what their characters that were 'brought up' in Seattle did to react to and guide those events, giving them the opportunity to shape Seattle as they make choices. Rather than one or two old doddering farts talking about the 'good old days' I'd love to see what a group of frontier Kindred acted like when they were truly invested of the brick and mortar of a domain on a deep personal level. These can be made with simple WoD tests to see if things go well, are neutral, or go poorly for the 'prequel' phase of the characters.
I'd like to see backgrounds purchased "fire sale" style so that anyone that wants to be a part of the Seattle influence story using a simplified influence system can jump in with both feet and hit the ground runing at moment one. (In reality, influences aren't being run as written, they are being run as they *were* written, and I'd codify that.)
I'd like players to decide on the court before the instant of 'restart' occurs, and then let politics fall where they may, with the lush backstory of old allies and rivals now pre-built and woven in a tapestry that transcends the simple stereotypes that wite wolf provides for each clan's interactions. After a couple of centuries of choices (10-20 key events in cWoD and Seattle history) it should be clear where a good starting place for a court and Primogen council should be.
And I'd like it all to come from the couple of V20 books when it comes to rules, with some common sense house rules created as needed.
A clean slate with a familliar setting built by player choices from the ground up.
A clean ruleset with a level playing field.
A focus on character agency and personal horror where there's a story to be shared at every level.
That's what I'm on about. That's the kind of game I want, and if the the next staff doesn't run it, well, we'll see.
I am NOT running for HST this time around. Next time though? Maybe so. We'll see how these guys do. I said I'd never run vampire again unless it was Gehenna, and it may be time for that soon. Until then, I want to start the conversation. Maybe someone else will pick up the torch, I dunno.
Everytime a 7th gen Baali NPC with vicissitude and power armor strides into play I think harder about it. Everytime I hear about how mage merits like Legendary Attribute are being allowed to be created via the crafts system, or 13ag swords, or autofire crossbow bolts with incindiary rounds, or made-up thaum paths and combo disciplines that mirror and overpower 2nd Edition Dark Ages powers I think harder about it.
Just you think hard about it too. We'll keep talking and we'll see how it goes from here I guess.
Peace.
Jumping the shark is an idiom that was used to describe the moment in a TV show when it begins to uh, decline, which is usually a particular scene, episode, or aspect of a show in which the writers use some type of "gimmick" in an attempt to keep viewers' interest. Its name is taken from a scene from Happy Days when Fonzie jumps over a shark on water-skis.
The usage of "jump the shark" has subsequently broadened beyond television, indicating the moment when a brand, design, or creative effort's evolution declines.
If I had to put into a sentance a recent potential shark jumping moment, Durante accidentally killed the entire city of Shadowland Seattle, then Mad Tom punched him to death with the Freemont Troll.
Say it again. Say it out loud. Can you hear the Fonze? Totes magotes.
It's maybe not all that bad. Seriously, the story aspects always change with every staff, and what is over the top to me personally story wise is not always that big of a deal to others. There's a lot of room for perspective on that. I personally liked much of the aftermath of the Seattle Storm. I like the apocalyptic feel and the Kindred coming together and all of that. I think that's forgivable, because if you didn't like it, you just have to ask for another type of story for your personal character, or at the worst, wait, another storyteller will be along shortly.
I have a lot of difficulties with the way the game has been run recently though in terms of power availabilities and odd concepts. I've enjoyed the people running the game very much, and their dedication even more. Man these guys have been dedicated and I'll never fault them for not being so. I just want to say again how NOT a personal attack my opinions on how to run a game are. I love these humans and they try hard and deserve all props and credit for it. I have had more fun than not fun, securely in the fun side, and that's due to their hard work and love for the game and pure desire to tell us tales we'll enjoy, and I love that.
I think the game could use a reset however, because really odd stuff is too commonplace, there are waaaay to many house rules and too many books in play and I think the natural function of that should be to go system-wise to v20 and keep some of the exterior systems like influences, crafts and status with a few tweaks, a lot of which I've already discussed in my first post. (Part 1)
So the question for me is how to do a reset, and the answer comes from a successful three that I'm familiar with, one that I played through around 15 years ago, one I helped shepherd in about 10 years back and one that River's staff ran for Werewolf quite a few years ago. I think it's getting to be time again.
Clear expectations of what is allowed is needed and the staff needs to stick to them. (The second you let some people that are better at bargaining get their way around the expectations made, is the moment that the staff loses credibility and the moment that there was really no point in a reset in the first place. Write it down, point to it, and if folks don't like it, let 'em vote to change it and accept that with grace. It is the player's game after all.)
What worked in River's Werewolf reset was that they actually ran a story. They ran the Apocalypse and the characters involved actually got to be part of that story. Gehenna is a thing. Individual characters given agency to decide major plot points is pretty epic in that regard. Every character in Seattle should be asked by staff what they want their character's ultimate end to be and then try their damndest to weave that into the end game, giving players real involvement in the end of the world. How many near miss end of the world plots have there been over the years? Let's actually do this and do it right. Can we get special effects? Props? Music? Can we turn it up a notch for this kind of finale? I've got some ideas.
Four months-ish of ramping up the End of All Things is what's needed to tell some real stories and engage everyone.
NPCs and limited run characters should be on tap for those that don't make it to the end, because there will be a lot of cameos available. Your kooky kewl power that you already have a mentor for that the staff just can't quite see their to approving? Totes approved. Go run and play. It's the end of the world as you know it. You should feel fine.
I'm talking a real story here. I'm talking the Gehenna and Apocalypse and Ascension books read cover to cover and then every character background scoured for possible connections and key NPC's given a stake in the outcome through PCs and IC connections and that's just for background info. What this is really going to be about is the individual interests of each player's character getting funneled into several meta goals that will produce a number of possible endings built around player agency and choice. It will be polarizing as the prime forces of the cWoD universe and source material compete for the 'votes' of the PCs toward the end game.
River had a lot of success with the above formula, and there was not a big exodus from werewolf, rather folks stuck around, eager to see what came next. I questioned him a lot about it at the time because I was honestly very impressed. Naturally the themes of Werewolf are different than some of the other games, but the end of the world scenario(s) cover them all, and the key was that player characters were engaged in the story and had some very real agency and choices in the way the results panned out. The end of the world was personal.
It was their story, and I think that's awesome.
So that was what I learned from River's experience. My personal experience with this scenario is twofold:
First, I played through such a reset in Bellingham at a game called SPRAL. The result was pretty good. Not perfect, but the majority of players and storytellers were 17-20 years old. Creative, but inexperienced. It could have gone more smoothly, but the game came roaring back after a period where it had been stagnant for awhile and there was a lot of discontent due to overpowered nonsense, alligations of player/st favoritism and all of the other drama one might expect.
Second, during the transition from Seattle by Choice to Emerald Chronicles I was very much involved with the 'soft reset' of the vampire sphere, and was the first ST to initiate things like:
Influences,
Status,
a feeding system, (since been modified multiple times)
a multiple AST vampire staff,
Post Mortem for sharing stories,
Nominations for exceptional roleplay,
Event nights and event night XP,
XP for MVP nominations by Staff
Player and Combat Advocates (Now called Rules Advocates)
Background sheets,
Rare concept caps,
Storyteller surveys (something that has been lost over time - where staff actively regularly and pro-actively polls players about the game and what they like and loathe)
Every web and email resource,
and a host of other changes and upgrades that have survived the test of time.
Now we come to the beginning of the new world, and here's where I'd start. There are two key timelines that matter. The first is the world of darkness timeline and the second is the timeline of Seattle itself. There are key events in each of these that matter, and that cross over. From the Week of Nightmares to the Great Fire of Seattle, there were moments where these two worlds turned a corner and I want to give player characters (Not NPCs) a chance to engage with that history and become part of it from the get-go.
There are a list of important personalities in Seattle History to choose from. What if they were fair game to embody as a Kindred - but as any clan the player preferred? (Within cap guidelines)
Mercer as a Gangrel?
Doc Maynard as a Setite?
Denny as a Torador?
Lou Grahm (Mother Damnable) as a Nosferatu?
Yesler as a Gio?
Boren as a Tremere?
Your character's name on the streets of Seattle forever is a LOT of fun. You get to help build the world you'll play in, and that's the tits.
I'd like to see a lottery for Generation, where low gen rarity is based on percentages and everyone gets a shot at pulling an 8th out of the hat, but very few will get it. No favoritism, no storyteller gifts. Luck of the draw.
I'd like to see Elders, Ancillae and Neonates get a break on XP for the purchase of different things (Similar to the recent updates to MET, where for example Neonates pay less for backgrounds, signifying the ease of dealing with the mortal world).
I'd like to see percentages of XP on old sheets get refunded to players that smoothly manage the transition, in a way similar to the XP refunds given to players who handle character death with grace curently.
During the lottery and city building phase, I'd like to see folks OOC decide what their characters that were 'brought up' in Seattle did to react to and guide those events, giving them the opportunity to shape Seattle as they make choices. Rather than one or two old doddering farts talking about the 'good old days' I'd love to see what a group of frontier Kindred acted like when they were truly invested of the brick and mortar of a domain on a deep personal level. These can be made with simple WoD tests to see if things go well, are neutral, or go poorly for the 'prequel' phase of the characters.
I'd like to see backgrounds purchased "fire sale" style so that anyone that wants to be a part of the Seattle influence story using a simplified influence system can jump in with both feet and hit the ground runing at moment one. (In reality, influences aren't being run as written, they are being run as they *were* written, and I'd codify that.)
I'd like players to decide on the court before the instant of 'restart' occurs, and then let politics fall where they may, with the lush backstory of old allies and rivals now pre-built and woven in a tapestry that transcends the simple stereotypes that wite wolf provides for each clan's interactions. After a couple of centuries of choices (10-20 key events in cWoD and Seattle history) it should be clear where a good starting place for a court and Primogen council should be.
And I'd like it all to come from the couple of V20 books when it comes to rules, with some common sense house rules created as needed.
A clean slate with a familliar setting built by player choices from the ground up.
A clean ruleset with a level playing field.
A focus on character agency and personal horror where there's a story to be shared at every level.
That's what I'm on about. That's the kind of game I want, and if the the next staff doesn't run it, well, we'll see.
I am NOT running for HST this time around. Next time though? Maybe so. We'll see how these guys do. I said I'd never run vampire again unless it was Gehenna, and it may be time for that soon. Until then, I want to start the conversation. Maybe someone else will pick up the torch, I dunno.
Everytime a 7th gen Baali NPC with vicissitude and power armor strides into play I think harder about it. Everytime I hear about how mage merits like Legendary Attribute are being allowed to be created via the crafts system, or 13ag swords, or autofire crossbow bolts with incindiary rounds, or made-up thaum paths and combo disciplines that mirror and overpower 2nd Edition Dark Ages powers I think harder about it.
Just you think hard about it too. We'll keep talking and we'll see how it goes from here I guess.
Peace.