The Forge Archives

General Forge Forums => Actual Play => Topic started by: Clinton R. Nixon on February 07, 2005, 11:59:24 PM

Title: [DitV] A Chinese Ghost Story
Post by: Clinton R. Nixon on February 07, 2005, 11:59:24 PM
Notes
This post builds on the two previous play sessions of Dogs in the Vineyard that I have run with my group, Wisdom's Ghost (http://www.indie-rpgs.com/viewtopic.php?t=13881&highlight=) and Whores and flapjacks (http://www.indie-rpgs.com/viewtopic.php?t=13991&highlight=).

Brief key to understanding players and characters:
Me = GM
Judson = Perseverance
Cat = Zebulon
Mischa = Jabez

There's been a lot of talk about Actual Play posts recently, so let me say up-front that I'm going to talk about what happened in the game. I know some of you don't dig that.

The finest role-playing session I've had in a long time
Seriously, this was one of the best sessions I've ever had the honor to be a part of. It didn't seem like it was going to be that way at first. The session had a couple of marks against it.
Title: [DitV] A Chinese Ghost Story
Post by: Clinton R. Nixon on February 08, 2005, 12:12:26 AM
Oh, not to gush more, but here's some gonzo Dogs action.

In Broke Canyon, in his last conflict, Jabez gets laudanum in his eye when the demons blow crap around the room. It's a short-term Fallout and he takes "laudanum in eye 1d4" as a trait. We have a table rule: your short-term Fallout traits are there until you use them.

He doesn't use it until the Hungry Ones scene. He takes more Fallout, this time Long Term. He changes that trait into a permanent one. He's now got this freaky cloudy eye, scarred by laudanum, that he can look through to see things a bit differently.

Scary stuff, I say.
Title: [DitV] A Chinese Ghost Story
Post by: Bankuei on February 08, 2005, 12:19:16 AM
Hi Clinton,

Wow.

I think one of the things that makes reading DitV transcripts more interesting is that you know that each outcome and fallout was a direct result of choices by folks in the group- not just a completely random hit of the dice or a GM fiat from left field.

The racial issues are even more heart rending when you realize 1) miscegenation laws are in full effect and 2) immigration laws allowed very, very few chinese women into the country for fear of being "overrun by Chinamen" as it were.  There's an entire class of chinese americans in their 80's and 90's who never got a chance to settle down because the gender ratio was about 1 woman to every 20-30 men.   Yeesh.

Add in the fact that over 125,000 lbs of skeletons were shipped back to China for burial over the course of the the railroad building.  Safe work, that was. There's probably more than a FEW ghosts floating about, or soon to be floating about.

Aiyah.

Look forward to hearing more,

Chris
Title: [DitV] A Chinese Ghost Story
Post by: Tim Alexander on February 08, 2005, 10:11:03 AM
Hey Clinton,

Cool! Friggin' way cool!

Can you tell us some more about the group and whether you guys have had similar experiences to this in the past? If so, when and how? Do you feel this was more a result of the dynamic of the group, or something about the game itself? Can you give us some sort of idea of the out of game stuff going on while the scenes played out, especially those scenes that were so powerful?

-Tim
Title: [DitV] A Chinese Ghost Story
Post by: Clinton R. Nixon on February 08, 2005, 11:55:59 AM
Quote from: Tim AlexanderHey Clinton,

Cool! Friggin' way cool!

Can you tell us some more about the group and whether you guys have had similar experiences to this in the past? If so, when and how? Do you feel this was more a result of the dynamic of the group, or something about the game itself? Can you give us some sort of idea of the out of game stuff going on while the scenes played out, especially those scenes that were so powerful?

This was our first session I'd say that hit this level or that I walked away completely satisfied with how I ran the game. We're still a bit of a new group. I think this was the sixth session we've had together total.

There's a couple of factors:
1) We've managed to gel as a group and lose a lot of that self-conciousness we had.
2) The game really promotes this sort of powerful story. We are all so impressed with the system.
3) Um, I'm a GMing badass. (?) Maybe.

The out of game stuff is interesting. I can't help but going off into tangents. One thing I do a lot while GMing is I explain what I'm doing with the rules. For example, I might say, "Remember that initial conflict with the wind coming into down. Well, the demons took a blow, so they have this d4 Trait. Now, the rules don't talk about this really, but it makes sense that demons could have Fallout. So they get to use this in the basement, which helps them, but it increases the chance they'll have to take another blow."

We also talk a lot about other stuff, but I can't remember what right now. It's not Monty Python or some crap, but more like "This reminds me of this movie scene," or "this reminds me of this book." I think that helps us all solidify what the game looks like in our mind. I also bring up suggestions a lot. "You know, you guys could go talk to Barth."

The only scene I'd say that had no real out of game talk was the basement scene. That had an intensity that pretty much shut us all up.
Title: [DitV] A Chinese Ghost Story
Post by: Tim Alexander on February 08, 2005, 12:34:08 PM
Hey again,

I've got some followup questions:

Quote from: Clinton R. NixonThis was our first session I'd say that hit this level or that I walked away completely satisfied with how I ran the game. We're still a bit of a new group. I think this was the sixth session we've had together total.

Meaning six sessions of any game? Or six sessions of Dogs, but other games.

QuoteThe out of game stuff is interesting. I can't help but going off into tangents. One thing I do a lot while GMing is I explain what I'm doing with the rules. For example, I might say, "Remember that initial conflict with the wind coming into down. Well, the demons took a blow, so they have this d4 Trait. Now, the rules don't talk about this really, but it makes sense that demons could have Fallout. So they get to use this in the basement, which helps them, but it increases the chance they'll have to take another blow."

Are the other players engaging with this? What's the response, sort of a general nodding of the heads or something more interactive?

QuoteWe also talk a lot about other stuff, but I can't remember what right now. It's not Monty Python or some crap, but more like "This reminds me of this movie scene," or "this reminds me of this book." I think that helps us all solidify what the game looks like in our mind.

What do you think fosters the sorts of game relevent tangents you're talking about? Do tangents ever spawn that are distracting, if so how do you deal with them? Basically talk a little bit of how you (to steal Lisa's phrasing) "Game on purpose."

QuoteThe only scene I'd say that had no real out of game talk was the basement scene. That had an intensity that pretty much shut us all up.

This makes perfect sense to me, it sounds like everybody was in the zone and on the same page.

Thanks for letting me pick your brain,

-Tim
Title: [DitV] A Chinese Ghost Story
Post by: Clinton R. Nixon on February 08, 2005, 02:07:47 PM
Quote from: Tim AlexanderHey again,

I've got some followup questions:

...

Meaning six sessions of any game? Or six sessions of Dogs, but other games.

Six sessions of any game. Three Sorcerer, three Dogs.

Quote
Are the other players engaging with this? What's the response, sort of a general nodding of the heads or something more interactive?

You know, I have no idea. I think they're nodding.

QuoteWhat do you think fosters the sorts of game relevent tangents you're talking about? Do tangents ever spawn that are distracting, if so how do you deal with them? Basically talk a little bit of how you (to steal Lisa's phrasing) "Game on purpose."

If we get out of control, normally one of the players will say something. Recently, one's been loudly saying, "Game on!" to get us back on track. It's not really a problem, though.
Title: [DitV] A Chinese Ghost Story
Post by: lumpley on February 09, 2005, 12:06:20 PM
Well I'm just blown away. I can't wait to hear more. I can't wait to hear about Jabez and the Hungry Ones.

-Vincent
Title: Player's perspective
Post by: Nyarly on February 10, 2005, 08:26:36 PM
Quote from: Clinton R. Nixon
1) We've managed to gel as a group and lose a lot of that self-conciousness we had.
2) The game really promotes this sort of powerful story. We are all so impressed with the system.
3) Um, I'm a GMing badass. (?) Maybe.

I'd have to go along with all of that.  Yes, we've definitely started to gel, yes, Dogs is a 16-cylinder story engine, and yes, Clinton is a GMing badass.  I'd have to say his best of many good traits is that he's completely affirmative.  Won't let us get away with the completely weak, but he's rolled with everything we've thrown, praised it, and asked for more.

Quote from: Clinton R. Nixon
We also talk a lot about other stuff, but I can't remember what right now. It's not Monty Python or some crap, but more like "This reminds me of this movie scene," or "this reminds me of this book." I think that helps us all solidify what the game looks like in our mind. I also bring up suggestions a lot. "You know, you guys could go talk to Barth."

A lot of that "this reminds me of..." stuff helps me (at least) get a decent handle on what a room is like, or who we're talking about.  It also makes the mood of a scene more vicerial.  The easy example of that is Jabez in the crypt.  If we hadn't been doing a fair amount of banter while ham-stringing August, the hushed silence in the crypt wouldn't have been as intense.

On the other hand "Game on!" has been a rallying cry between Mischa and I for a while.  Certainly more useful in larger games, but even a small group gets too far off-track from time to time.
Title: Re: Player's perspective
Post by: Clinton R. Nixon on February 10, 2005, 08:46:08 PM
Man, I'm glad you showed up, Judson. I really wanted to talk about this session more.

Quote
I'd have to say his best of many good traits is that he's completely affirmative.  Won't let us get away with the completely weak, but he's rolled with everything we've thrown, praised it, and asked for more.

Thanks! It's just me knowing that you know what you want to have conflict with even better than I do. I also follow my GM rule I've been mentioning over here (http://www.indie-rpgs.com/viewtopic.php?t=14265). If I bring up a conflict, you guys determine how it ends. If you bring up one, you've given me a shiny toy to play with.

Quote
A lot of that "this reminds me of..." stuff helps me (at least) get a decent handle on what a room is like, or who we're talking about.  It also makes the mood of a scene more vicerial.  The easy example of that is Jabez in the crypt.  If we hadn't been doing a fair amount of banter while ham-stringing August, the hushed silence in the crypt wouldn't have been as intense.

You're totally right, and this brings up a good point about this sort of game. You need semi-off-topic banter to highlight especially intense scenes and also to make others palatable. Ham-stringing August with a knife was a hilarious scene, because we all laughed along with it. If we hadn't, it'd been really dark and disturbing because of the ease with which Zeb did it.

Hey! If I haven't mentioned this earlier, Zebulon is like the scariest dude I've ever seen in a game. Cat plays this guy as a frighteningly pissed-off guy. Without Judson (Perseverance), these characters would be nightmares. P's input brings everyone back to reason, which is so appreciated.

- Clinton

On the other hand "Game on!" has been a rallying cry between Mischa and I for a while.  Certainly more useful in larger games, but even a small group gets too far off-track from time to time.[/quote]
Title: Re: Player's perspective
Post by: Tim Alexander on February 11, 2005, 09:07:28 AM
Cool, more stuff, so I'm back:

Quote from: Clinton R. Nixon
Quote
I'd have to say his best of many good traits is that he's completely affirmative.  Won't let us get away with the completely weak, but he's rolled with everything we've thrown, praised it, and asked for more.

Thanks! It's just me knowing that you know what you want to have conflict with even better than I do. I also follow my GM rule I've been mentioning over here (http://www.indie-rpgs.com/viewtopic.php?t=14265). If I bring up a conflict, you guys determine how it ends. If you bring up one, you've given me a shiny toy to play with.

In terms of rolling with the punches, do you ever run into stuff brought up by the players that doesn't fit right to you? Do you have a technique you use to find a fit for things don't necesarily jive with whatever current version of the SIS you've got in your head, or do you find that just doesn't happen?

-Tim
Title: Re: Player's perspective
Post by: Clinton R. Nixon on February 11, 2005, 10:01:57 AM
Quote from: Tim Alexander
In terms of rolling with the punches, do you ever run into stuff brought up by the players that doesn't fit right to you? Do you have a technique you use to find a fit for things don't necesarily jive with whatever current version of the SIS you've got in your head, or do you find that just doesn't happen?

Having studied at the Temple of the Exalted Master Ron Edwards for many years has allowed me to hone my GM-fu to block any strike.

Or, to be more clear, nope, that doesn't happen. Mainly it's because I work with the players as a team, and if their suggestion doesn't rub me exactly right, it becomes a back-and-forth suggestion-fest. Hopefully, that also happens when I suggest something that they're not particularly keen on.
Title: A different player's perspective
Post by: catzmiyow on February 11, 2005, 12:18:56 PM
I don't mean to railroad the thread topic, but I've spent some time this a.m. nosing about The Forge, reading Clintonian's DitV posts and the Primeval Press interview, and I thought I'd add my two cents.  (I'm playing Zeb, by the way, the scary pissed-off Dog who's mother r-u-n-n-o-f-t.)

I have a wholly different approach to role-playing than my compatriots, because I'm not really a gamer.  I'm a writer.  For me, role-playing isn't really "gaming", it's more like Live Action Creative Writing.  So there are entire levels and sub-levels and subtle little intricate details about role-playing that Mischa, Judson, and Clinton are  aware of innately, that I generally don't even consider/think about, unless someone points them out.  I'm thinking specifically, as an example, of Clinton's tweaking and/or modification of mechanics; I prefer to be as oblivious as possible about mechanics, because mechanical stuff "breaks the fourth wall", for me.  

My goal is to have fun inhabiting a character, to enjoy interacting with other characters, to experience character development.  Because of this, sometimes Clinton's shocked exuberance in reaction to our characters' shenanigans takes me by surprise; his eyes'll pop and he'll go, "Do you actually say that??"  Of course I actually say that!  Calling Hiram's wife a whore while I eat her flapjacks is much more interesting than not saying it.  And it allows for things to get even more interesting when Clinton, as inhabitor of the NPCs, has to react to me calling her a whore while I eat her flapjacks.  

Since beginning play with Clintonian - first Demon Cops and now Dogs - Mischa and I have had lots of long discussions about authorial control and what that means and how it gets utilized, and I've honed my original The-GM-is-God stance to something more akin to The-GM-is-Novelist.  The GM has setting and plot in mind, and maybe even has a rough notion of how the plot will (or ought to) unfold.  The PCs - the "characters" in the "novel" - don't really know those things, they only know themselves and what actions/reactions are appropriate for them within the context of the plot as it happens.  I firmly approve of authorial control as applies to character development, but I don't think that I should be able to say, ". . . and then alien spaceships descend from the sky and take us to Seti Alpha 6 where we all live happily ever after."  I don't especially want a GM to say that either, but s/he could say it.  Because the GM is Novelist.  Again, this perspective has everything to do with me being a writer, and not a gamer.  I'm certain there are plenty of gamers who'll disagree with me to some extent or another, (interestingly, Mischa is one of them) but that's simply my subjective approach to role-playing, and both Sorcerer and Dogs have been good anvils to hammer my perceptions against.

Well.  That was probably more like three cents.  

- Cat
Title: [DitV] A Chinese Ghost Story
Post by: Bankuei on February 11, 2005, 01:25:25 PM
Wow.

QuoteOf course I actually say that! Calling Hiram's wife a whore while I eat her flapjacks is much more interesting than not saying it. And it allows for things to get even more interesting when Clinton, as inhabitor of the NPCs, has to react to me calling her a whore while I eat her flapjacks.

And this right here folks, is the shining example of the difference between normal people and "gamers with gamer habits".

What would be interesting?  What would be fun?

Not- How can I protect my character from being deprotagonized?  How can I do what the GM wants me to do but isn't going to say out loud?  How can I "win" the plot?

A great 3 cents Cat.

Chris
Title: [DitV] A Chinese Ghost Story
Post by: Frank T on February 20, 2005, 03:39:48 PM
Sounds like you guys really got inspired that day. Clinton, could you enlarge a little more on your GM style? Especially: How much detailed description and atmosphere stuff do you do?

I ask because the most inspired sessions I have had as yet were special mainly because of great atmosphere and extraordinary "suspension of disbelief". The few narrativist game sessions I have played, on the other hand, were all very focused on character developement and moving the plot along. In-character dialogues and setting description were very brief, in a "reduce to the max" way.

When I'm GM'ing WEG's d6 oder Eden's Unisystem, I really get into the atmosphere stuff and do a lot of acting and detailing, and my players keep telling me that they enjoy that big time. But as I GM'ed PtA and The Pool (with different players), I rarely found it fitting. Got any thoughts on that?
Title: [DitV] A Chinese Ghost Story
Post by: Clinton R. Nixon on February 20, 2005, 03:48:52 PM
Quote from: Frank TSounds like you guys really got inspired that day. Clinton, could you enlarge a little more on your GM style? Especially: How much detailed description and atmosphere stuff do you do?

Interesting question. I don't do lot of detailed description. My style follows my design style: if it's important, I bring it up. Otherwise, I let you (the players) fill in the details. My NPCs, though, I try to detail well. Facial expressions, tone of voice, and communication styles change when I play them, and when I can't perform as one (let's say an old lady) I describe her well.