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General Forge Forums => Actual Play => Topic started by: Iskander on October 16, 2005, 07:01:24 PM

Title: [DitV] Green Creek Pass: a Dog's pride and fall (rather long).
Post by: Iskander on October 16, 2005, 07:01:24 PM
I played the first of two Dogs in the Vineyard one-shots yesterday, visiting the unhappy little burg of Green Creek Pass (http://www.ajnewman.net/~ajn/ditv/greencreek.1.html). Since I'm revisiting the town next weekend with another set of Dogs, I'm keen to get feedback on the town, the play, and, well, pretty much everything. This was the first time I GMed DitV, but I'd played once before to get the hang of some of the mechanics, and been avidly reading APs and rules queries for a few weeks. In summary: the town needs some re-jigging, the supernatural dial blew a fuse, and a good time was had by all.

The Players
We met through the Gotham Gaming Guild of Nerd NYC (http://www.nerdnyc.com/forum/), and almost everyone's played with at least one other person before. There's been much discussion recently on the nerd.boards about RPGs - since a significant proportion of the community likes to play - and it's all got quite passionate. Quite apart from me very much wanting to run DitV, I was also keen to offer some actual play with which to frame some of those discussions. Not exactly a hidden agenda: my agenda was always to play.


The Dogs

Chargen General
Character creation took quite a lot longer than I expected (getting on for two hours), at least in part because Jason was keen to stretch and test the process, and understand how they were enforced. I was happy to indulge that, because it reinforced the interaction of other players into the creation of his character. The most contentious (in a thoroughly good-natured way) were Neezer's belongings. We agreed that he could reasonably have a pair of bone dice (see below), but naughty French daguerrotypes and a flask of gutrot were pretty much out of the question for his stated character concept. When he also suggested that his brother, the crazy prospector, had given him four sticks of dynamite, my inner devil said "Sure! Why the hell not? Just let's seem him choose to use that dynamite on the pregnant lady," but the other players vetoed successfully. Despite taking so long, I think this was valuable time: I suspect Jason will be more comfortable trusting the mechanic rather than testing it next time.

Accomplishments

Some Colour
Since my partner and I had been to Zion Natl. Park in March of '04, I had some great photos of the park in the snow, and I picked a few to slap up on the TV to give the players a sense of place. I don't think it had any effect on the play, whatsoever, but it made me happy (they're good photos): a bunch of flat-topped mountains, a pass, a path, a creek.

The Town: Green Creek Pass (http://www.ajnewman.net/~ajn/ditv/greencreek.1.html)

Discussing later with the players, there was a mistake here on my part: it took a minute (realtime) for Jason to consider that Neezer wouldn't have wanted McCaleb released if he was put there by the Steward. I should have held Cassie's action until the others had a chance to respond and initiated a conflict between them. Instead, we acknowledged that the pillory was unusual enough, but in this weather? Something unjust was going on; Jason was a tiny bit reluctant at this early stage to interrupt (as I think he saw it), so we let it ride. A mistake, I think.


Alas, they didn't stop and ask Br. Noah, McCaleb's father what was up. I should have had him interject his problems and blaming Br. Luke right off the bat. My mistake: he just didn't feature except as scenery. Talking of which, at this point I completely forgot one of my favourite bits of demonic influence: the gunshot sounds coming from the creek as the ice shatters and re-forms nightly. Curses.


I was concerned that introducing Thomas' involuntary erections could derail us into adolescent amusement, but needn't have worried: a quick explanation that the condition was rapidly extremely painful put it in suitable context for the players as an affliction that could be appalling for a sixteen-year old in a small community of the Faithful. Alas, I never touched on his desire to be a Dog, which was an oversight: I think it would have played well into Cassie's lesbian entanglement.


Thoughts and questions
- Several of my improvised responses made nonsense of the timeline and pride ladder. That didn't bother anyone during play at all - nobody noticed - but in talking over what worked and didn't for the town, the inconsistencies were glaring. I think this is a function of my failing to nail down

- I let Jason put his big 3d10 into Neezer's sublimates through chopping trait, which he did use in the end, but really drives him towards putting axes in the Faithful - which would probably get a bit old in ongoing play, and lent a note of the absurd to the tone.

- Coming up with appropriate stages for accomplishments was hard. I think we ended up doing OK, but finding scenes with the right stakes was a challenge. Any tips?

- The extreme supernatural was just about working, although pushing the boundaries of what the group expected or bought, until someone actually used the word 'hentai,' which deflated it a bit, and made it obviously more than we wanted to go with. Although I didn't have hentai imagery in mind - I was thinking much more Linda Blair - it certainly fit with the action. I found it very interesting that labelling the style appeared to render the tone instantly cartoony. Perhaps I should have got there first with another genre.

- I suck at remembering the sequence of events: although I think I touched on most of the details of the final conflict, I'm pretty sure it didn't happen in that order. Any good techniques for annotating conflicts?

- I have no idea if the photos made any difference to the players at all. I'm interested to know, and forgot to ask. Well, gentlemen?

- Rules: at one point, Hannah wanted to throw Elisha at Jereboam; Elisha only had dice enough to Take the Blow. I said that if Elisha managed to Block or Dodge with assistance, Jereboam wouldn't have to See that Raise. Was that correct?

- Rules: is the GM obligated to explain or describe traits he brings in for NPCs? When I brought in Thomas' embarrassment that was fine and dandy, but explaining the Priapism (2d4) pre-figured the dramatic revelation thereof in the conflict itself, which was somewhat anticlimactic.

- Rules: can Demons still act against sorcerers? For example, does it make sense for the demons to obey Sr. Hannah at the same time as giving her monstrous cramps if she doesn't have sex? Or would that better be a trigger for her to become a sorceress?
Title: Re: [DitV] Green Creek Pass: a Dog's pride and fall (rather long).
Post by: Mayuran on October 16, 2005, 10:27:35 PM
this was an interesting town, mate.

just to clarify, I didn't play in Luke's town, but two players from my regular crew (Ryan and Jason - not the one from this game) did.  I heard about it second hand through them and from Luke.  This is the first time I played Dogs with peeps I didn't know, so I was reflecting on their experience.

Luke's game seemed to be a good example of clash of play-styles as well as interpretations of what DiTV can do, what it does well, and how the mechanics can be used to solve conflicts between players.  Also, since I think some of us in this particular session were on different sides of some theory discussions on the nerd forums, I was concerned to see how that would come up at the table.

My conclusion, in that regard, is that different interpretations of theory and different understandings of what role-playing is did not lead to dysfunctional play at the table.  It may have affected enjoyment of the mechanics and system, but other folks would have to chime in about that.

I hope I didn't come off with a "my interpretation of how the game is supposed to be played is the right one" attitude.

As this was a "one shot" and not a prelude to longer term play, some of the things that didn't work in the town reflect that.  Particularly the level of supernatural.  In general, the players and GM should decide and consense on that before-hand.  I don't think any of us had incorporated any "supernatural" traits during character creation (such as "I exorcised a demon 1d8" which would have also indicated our expectations or desires about supernatural.

As a player, I think the "demon baby" changed the game for me because the issues or themes that I had explored with the character were things about gender and sexuality, family and loyalty.

Quote from: Iskander on October 16, 2005, 07:01:24 PM
- Rules: at one point, Hannah wanted to throw Elisha at Jereboam; Elisha only had dice enough to Take the Blow. I said that if Elisha managed to Block or Dodge with assistance, Jereboam wouldn't have to See that Raise. Was that correct?

I'm not sure if you remember this part about this example.  When Alexander had Hannah throw Br. Elisha towards Jereboam, there was a bit of a discussion amongst the players about "who was going to contribute helping dice."  In the course of this, I mentioned to the other players "tell me what you're going to do, and I'll tell you if I want to help."  That is to say, if Jason had narrating Ebenezer going at Hannah with the ax, I would have contributed a helping dice to the GM's side (this is before the baby was revealed as a demon).  Jason ended up contributing the sole helping dice to Anthony, but his narration was "I put my hand on his back to hold him up" so I didn't contribute.

There was potential for me to be in a situation where I sided with an NPC against the Dogs (as there was in the scene in the snow, which we may have passed up on intentionally), and when the "baby" became just a "demon" that changed.

But the conflict itself went, mechanically, quite well. 

Jason's questions and the things he tried to push us on were his way of exploring what Dogs as a system is capable of or about, if I'm not mistaken.  At the same time, I think have dice 3d10 and 4d8 in different stats has a min-maxing element to it - which only works if the player realizes that he's saying "This is what my character is ABOUT."  Jason figured that out pretty fast.  I think he commented that his ability to roleplay the character was hampered by the traits that he had (correct me if I'm wrong).

Our follow up discussion was interesting because I THINK the players were asking for a way to "stretch out" the information gathering part of the story.  That is to say, people thought we went for Sister Hannah ("the big bad") too soon.  We did miss a whole set of other personal problems and conflicts in the town, because we ended up with Sister Hannah quite early.  However, I think I was confused in the discussion because I thought the other players were asking for more "trailblazing / illusionist" elements.  Am I wrong there?  Is it more about "how do we lay things out so that we can have MORE conflicts before the FINAL one?"

Some of my other thoughts are based on reflections after playing in a few sessions of Dogs.

Conflicts always run the risk of falling a bit on the gamist side - lots of looking at the dice and keeping conflicts going longer than they needed to be just to win.  I think, in reflection of the times I've played and GMed, the role of the GM should be to "push the players as far as they can go - escalate, give them fallout, etc."

however, if we're playing together and jason does something really awesome, and I (the GM) am pretty low on dice - and jason has already escalated, and even taken serious fallout, should I have the instinct to GIVE or should folks tell me to GIVE? After all - he just made an awesome raise and pushed himself, plus put some sweet dice on the table.

(GIVE, mayuran, instead of, say, following an instinct to stretch the conflict out another round - even though the dice show that jason is eventually going to succeed)?  That is to say, is a GM's success in a conflict based on "how far did I push the players?  What did I make them DO?" as opposed to, did I make the Dogs "give" or lose, or win just because I ran out of dice.

What do you think?
Title: Re: [DitV] Green Creek Pass: a Dog's pride and fall (rather long).
Post by: Iskander on October 17, 2005, 08:46:27 AM
Thanks for the feedback, Mayuran! I agree: I think the group functioned well, everybody seemed to have enjoyed themselves, and I felt that everyone was engaged in play quite significantly. Jason's interest in the game itself was another dimension to the session, but didn't detract from it, in my view.

The demon baby was fun (probably mostly for me), but very stupid: I confess, I got totally carried away with narrating evil-demon-baby-wierdness to creep everyone out, and lost sight of what would give the conflict real impact: having a demon sorceress heavily pregnant with an explicitly innocent unborn child, and having her up the stakes to put the Dogs' lives in peril. Make it about saving the baby - or not - and everyone's got to make choices. (I can't believe I forgot to note that last night, but next Saturday, the baby's most definitely not demonic.)

My read of the post-game discussion was that, although it was OK getting to the heart of the problem in the time we had, a more gradual reveal would be more satisfying. I think I can manage that in two ways: first, have Br. Noah actually present, with his wants, but have him aimed at Br. Luke more. Second, re-jig Thomas and McCaleb's relationships with Hannah, and possibly - as Jason suggested - move Thomas out of the Steward's house when the Dogs come calling. It will be of great use for me to plot the pregnancy in such a way that it's conceivable old Credence got his wife pregnant, but unlikely.

I definitely need more dice tactics up my sleeve: with the high dice I kept getting, and the miserable rolls the Dogs came up with, there should have been quite a bit more giving and following-on.

- Alexander
Title: Re: [DitV] Green Creek Pass: a Dog's pride and fall (rather long).
Post by: jzn on October 17, 2005, 12:29:19 PM
First of all, thanks very much to Iskander for running a great game for us.  Your preparation was top-notch, and you were a most gracious host.  I had a very good time, and enjoyed playing with you and the others.  Where my dogs at?

The photo slideshow that you made helped my enjoyment quite noticeably.  When we began to play, I felt a great sense of place.  At the end of play, the beautiful pictures of thawing snow really did feel like a reward.

Also, K.D. Lang's "Big Boned Gal" was a nice touch during the confrontations with Hannah.

I really appreciate that no one was too annoyed with my min/max style character choices.  It's not my normal routine to power-game a character, but it allowed me to test the structural integrity of the bones of the system. Everyone was very cool about it.

I'd like to play DiTV again, because there were only about 4 conflicts (plus the character creation ones) during the one shot, and I'd like a wider range of experience before I pass any firm judgements.  Any comments I make about the game, I would consider to be under-informed.  But I've never let that stop me from having an opinion.

The 'player veto' rule became very important for keeping me in my proper place during gameplay.  I kept trying to test the relationship mechanic by having my crazy brother Enus appear with his dynamite at the local store, in the villain's basement, and anywhere I could.  Player veto kept Enus from ever rearing his ugly head.

However, for a game that seeks to empower players with narrative capabilities, the main thing this meant was that instead of the DM saying "no, jason your stupid fucking brother enus isn't in the basement", it was the other players that had to say it.

I found the die mechanic to be very fun and very strategic, but I did not find it at all helpful in heightening the drama.  Our freeform moments were very dramatic,  then when it became time to roll and raise, the energy level dropped, and the narration became labored.  Each see and raise seemed to mold the narrative unnaturally, it seemed akin to a moderated presidential debate or something. 

Mtiru suggested that we were too unfamiliar with the mechanic, thus it sort of bogged down narration instead of empowering it.  I can see that, that's one reason I'd like to try the game again.

As I mentioned during dinner, I'm skeptical of any die mechanic that includes the phrase "and you HAVE TO narrate it".  Because if  "HAVE TO" is in all caps, it makes me think that that the game is trying to cover up an integral dramatic weakness.

Of all the many things I learned about the game on Saturday, the one that impressed me the most was the town-building structure.  I love Love LOVE "pride leads to specific injustice, to sin"

thanks again, Isk for a great afternoon!



Title: Re: [DitV] Green Creek Pass: a Dog's pride and fall (rather long).
Post by: lumpley on October 17, 2005, 12:36:10 PM
Mayuran (that's you, mtiru, right?):

QuoteThat is to say, is a GM's success in a conflict based on "how far did I push the players?  What did I make them DO?" as opposed to, did I make the Dogs "give" or lose, or win just because I ran out of dice.

Astute! That's exactly right.

-Vincent
Title: Re: [DitV] Green Creek Pass: a Dog's pride and fall (rather long).
Post by: Iskander on October 17, 2005, 01:45:37 PM
Yah. Exactly why the demon baby was stupid... and a human baby much more fun. Of course you're going to swing at the demon bump with an axe; whereas would you hit a sorceress with an axes? Even if she's pregnant? is a much more interesting question to pose. I understand... I'll find out Saturday if I grok.
Title: Re: [DitV] Green Creek Pass: a Dog's pride and fall (rather long).
Post by: Mayuran on October 17, 2005, 04:54:01 PM
Quote from: jzn on October 17, 2005, 12:29:19 PM
The photo slideshow that you made helped my enjoyment quite noticeably.  When we began to play, I felt a great sense of place.  At the end of play, the beautiful pictures of thawing snow really did feel like a reward.

yeah, the colour provided by the photos indicated the amount of prep time that Alexander had put in.  he travelled all the way to Utah just to take those photos for us. i echo jason's comments about feeling a sense of place.  at the same time, i would have had just as much fun without the photo images but probably would have asked for more description.

Quote from: jzn on October 17, 2005, 12:29:19 PMI really appreciate that no one was too annoyed with my min/max style character choices.  It's not my normal routine to power-game a character, but it allowed me to test the structural integrity of the bones of the system. Everyone was very cool about it.

i think it would have been different if it was 4d8, "i'm an excellent swordsman" and your character was designed to be a killing machine.  the character concept was entertaining despite the min-maxing, and watching you test the system was equally interesting.

Quote from: jzn on October 17, 2005, 12:29:19 PM
The 'player veto' rule became very important for keeping me in my proper place during gameplay.  I kept trying to test the relationship mechanic by having my crazy brother Enus appear with his dynamite at the local store, in the villain's basement, and anywhere I could.  Player veto kept Enus from ever rearing his ugly head.

for my part, this was less "player veto" and more "the relationship mechanics don't work that way."  one of the limits of a one-shot, i guess.  for my part, i took relationships with every single NPC so that i could use my dice - at the same time i'd spent them in character creation on things that definitely would not be appearing in the game.

Quote from: jzn on October 17, 2005, 12:29:19 PM
I found the die mechanic to be very fun and very strategic, but I did not find it at all helpful in heightening the drama.  Our freeform moments were very dramatic,  then when it became time to roll and raise, the energy level dropped, and the narration became labored.  Each see and raise seemed to mold the narrative unnaturally, it seemed akin to a moderated presidential debate or something. 

Mtiru suggested that we were too unfamiliar with the mechanic, thus it sort of bogged down narration instead of empowering it.  I can see that, that's one reason I'd like to try the game again.

and the group i played with hasn't figured out completely either.  we sit around a lot between sees and raises, trying to figure out what to "say/do."  i'm trying to push for "if you've run out of things to say, escalate" but there is a point where folks are still struggling i think with being empowered as narrators.

for example, Jason, your raises and sees were often long and dramatic spiels from his character.  do you think it would be easier for you as a narrator to break those rants up and spread them out? or is it more that you thought of something really good to say but were limited in what you could say by your "turn"?

mayuran
Title: Re: [DitV] Green Creek Pass: a Dog's pride and fall (rather long).
Post by: lumpley on October 17, 2005, 05:03:59 PM
Hey, any chance of making that slide show public?

-Vincent
Title: Re: [DitV] Green Creek Pass: a Dog's pride and fall (rather long).
Post by: Iskander on October 17, 2005, 05:28:12 PM
Sure. I'll see if I can't upload a bunch of photos of Zion National Park in the snow to flickr, or something.
Title: Re: [DitV] Green Creek Pass: a Dog's pride and fall (rather long).
Post by: Iskander on October 17, 2005, 09:51:01 PM
The title of the town description (http://www.ajnewman.net/~ajn/ditv/greencreek.1.html) is now a link to the images I used (http://www.ajnewman.net/~ajn/ditv/greencreek.images.html). The first four were prelude, the last three were epilogue.

As I said, my beloved took many more, but alas, I've not had time to scan them exhaustively. He may have a slide scanner in his future (say, around Christmas-time if you know what I mean), whereupon some more high-quality scans of that trip could be made available.

- Alexander
Title: Re: [DitV] Green Creek Pass: a Dog's pride and fall (rather long).
Post by: Frank T on October 18, 2005, 04:50:38 AM
Man. Those pics are breathtaking. It's such a pity we didn't go to Zion when we were around. There was something with our caravan not beeing able to make the road, I recall. Thanks for sharing.

- Frank
Title: Re: [DitV] Green Creek Pass: a Dog's pride and fall (rather long).
Post by: Iskander on October 20, 2005, 02:17:51 PM
One other thing that has only really struck home with this thread from the lumpley board (http://www.indie-rpgs.com/forum/index.php?topic=17295.0), about what's a Person and what's Furniture:

Quote from: Ron EdwardsBasically, divide up everything the characters deal with into "people" and "furniture." The tricky part (to a gamer) is that sometimes things like "the door" or "the pit" or "the mountain" are people, and sometimes things like "the soldier" or "the messenger" or "the chambermaid" are furniture.

<snip>

If you figure that your hayseed, colorful farmer is a Person in your game, and expect some cool conflict to occur, but your players decide for whatever reason that he's furniture, you are in for a world of dysfunctional shit when you keep trying to force conflict, and to make it be fun. It won't be.

I had rolled two batches of proto-NPCs, expecting to populate them with the many named folk of the town. Out of twelve, I used three, and only two in direct conflicts. Everyone else was furniture, although the demonic cold was a Person. ::lightbulb::
Title: Re: [DitV] Green Creek Pass: a Dog's pride and fall (rather long).
Post by: Russell Collins on October 20, 2005, 06:43:16 PM
Sounds like some excellent concepts to work with though. If I may suggest, if you ever arrive at the "root of all evil" too soon in a Dogs session, that just means they're still in town for the fallout. I've gotten more mileage out of the Dogs having to reign in the revenge violence after they find the guilty than any other situation.

What happens when the Steward finds the dogs have murdered his wife? What about the father of the baby? Evil or not, it's still his!

Don't worry about lengthening the lead-in for the next group, Instead, spin out the rest of the story for them. This is where they have to really think about their actions, and see how everyone else has to live with what they've done. My PCs are always strong enough to take it, but the players go home thinking.
Title: Re: [DitV] Green Creek Pass: a Dog's pride and fall (rather long).
Post by: lumpley on October 24, 2005, 09:13:20 AM
I miss the Utah landscape bad. Thanks for the pictures!

-Vincent