The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 09:45:04 PM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Forum changes:
Editing of posts has been turned off until further notice.
Search:
Advanced search
275647
Posts in
27717
Topics by
4283
Members Latest Member:
-
otto
Most online today:
56
- most online ever:
429
(November 03, 2007, 04:35:43 AM)
The Forge Archives
General Forge Forums
Actual Play
[Shab-al-Hiri Roach] Poisoner's Day
Pages: [
1
]
« previous
next »
Author
Topic: [Shab-al-Hiri Roach] Poisoner's Day (Read 2656 times)
Jason Morningstar
Member
Posts: 1428
[Shab-al-Hiri Roach] Poisoner's Day
«
on:
December 24, 2005, 07:03:00 AM »
I played the Roach again last night with three non-gamers. My wife Autumn, who is familiar with the game (she's copy editing it), has played Breaking the Ice once and that's about it. Our two friends Dan and Anmar are both actors, writers, and musicians with no recent gaming experience (Dan played D&D in high school). I was worried that it would be difficult to explain and that scene framing would be a huge challenge. It wasn't, and the game hummed along with a few noteworthy differences.
1. It was much tamer than a "normal" Roach game. Only two NPCs died, and Regina Sutton was not interfered with at all (OK, I slept with her, but just to feed my debauchery enthusiasm, without in-game effect, really). Many of the conflicts were for fairly low stakes, although this evolved as the game progressed. It ended in a satisfying but lower-key way - the winner (Autumn, as it turned out) poisoned her fiance and escaped to South America with Hattie, her housekeeper/lover. Dan, Roach-mad, set himself on fire at the Christmas ball and died dramatically. Anmar chose for her final conflict a showdown over the "most popular professor" trophy, and lost, retreating to her garden of deadly orchids for solace.
2. Autumn and Anmar both said it was a challenge to follow the many loose narrative threads the game spawns. Autumn compared it to an Agatha Christie novel. I hadn't heard this before.
3. Explaining the die mechanic and card handling was a piece of cake. Everyone "got it" pretty quickly.
4. Framing conflicts took a bit more work and seemed to feel unnatural to them, but once I set a good example and demonstrated setting stakes that were fun regardless of outcome, it made more sense I think. Some weak stakes were still proposed at times, and one interesting result of this was the heavy introduction of NPCs. Seriously, there were a LOT of people being narrated in - more than usual, and I rarely got any takers when I proposed calling bullshit per the rules. So everybody was chucking big handfuls of dice and really wanting to win every conflict. Not a problem, but quite a departure from previous games.
I think one take-away here is that narration-heavy games can be pretty accessible to non-gamers (I'm sure lots of you already know that). Autumn felt strongly that the Roach required too much thinking throughout with players required to stay on their toes constantly. She wanted more structure, but "not too much" more structure, having seen D&D.
--Jason
Logged
Grey Ranks: Child Soldiers, Warsaw, 1944
Eric Provost
Member
Posts: 581
Re: [Shab-al-Hiri Roach] Poisoner's Day
«
Reply #1 on:
December 25, 2005, 12:16:09 PM »
Real interesting stuff. Lots to think about & process.
Something in particular jumped out at me.
Quote
Autumn felt strongly that the Roach required too much thinking throughout with players required to stay on their toes constantly.
My first reaction was; Too much thinking for what? But of course the answer is really simple. Too much thinking for Autumn's taste. And then something hit me kinda hard. A little personal epiphany. Or rather... Have you ever had one of those epiphany-like things where you're suddenly reminded of something you already knew, but now it's so much more important and in a new light? Yeah. That's what I felt.
What I was reminded of is that I've always talked about RPGs as a hobby. As
"the hobby"
amongst fellow gamers. To people outside the hobby a game is a game. It's casual. And that's cool. But what it lets me realize is that there's games that are best fit for the causual gamer and games that are best fit for the hobbyist. And that's cool too. Now I can consider just how casual I want my designs when I'm working out a game.
I'm sure my games will stay very hobbyist. But that's because I'm a hobbyist and I'll be designing games that I like to play.
Thanks to Jason and Autumn for the semi-epiphany.
-Eric
Logged
Eric's RPGs
My Bloggy
Jason Morningstar
Member
Posts: 1428
Re: [Shab-al-Hiri Roach] Poisoner's Day
«
Reply #2 on:
December 26, 2005, 02:32:44 PM »
Cool, Eric, glad to help. I think Autumn will *really* dig a game like, say, Trollbabe, when I get the chance to share it with her, because she does not have to always be "on". There will be other players doing other things, and a GM, and a chance to take a mental and emotional breather. It's the constant demand for attention, creativity, and enthusiasm that fuels a game like the Roach (or PTA, or...) that can be mentally exhausting. That's what I think she meant, anyway.
Logged
Grey Ranks: Child Soldiers, Warsaw, 1944
Pages: [
1
]
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Welcome to the Archives
-----------------------------
=> Welcome to the Archives
-----------------------------
General Forge Forums
-----------------------------
=> First Thoughts
=> Playtesting
=> Endeavor
=> Actual Play
=> Publishing
=> Connections
=> Conventions
=> Site Discussion
-----------------------------
Archive
-----------------------------
=> RPG Theory
=> GNS Model Discussion
=> Indie Game Design
-----------------------------
Independent Game Forums
-----------------------------
=> Adept Press
=> Arkenstone Publishing
=> Beyond the Wire Productions
=> Black and Green Games
=> Bully Pulpit Games
=> Dark Omen Games
=> Dog Eared Designs
=> Eric J. Boyd Designs
=> Errant Knight Games
=> Galileo Games
=> glyphpress
=> Green Fairy Games
=> Half Meme Press
=> Incarnadine Press
=> lumpley games
=> Muse of Fire Games
=> ndp design
=> Night Sky Games
=> one.seven design
=> Robert Bohl Games
=> Stone Baby Games
=> These Are Our Games
=> Twisted Confessions
=> Universalis
=> Wild Hunt Studios
-----------------------------
Inactive Forums
-----------------------------
=> My Life With Master Playtest
=> Adamant Entertainment
=> Bob Goat Press
=> Burning Wheel
=> Cartoon Action Hour
=> Chimera Creative
=> CRN Games
=> Destroy All Games
=> Evilhat Productions
=> HeroQuest
=> Key 20 Publishing
=> Memento-Mori Theatricks
=> Mystic Ages Online
=> Orbit
=> Scattershot
=> Seraphim Guard
=> Wicked Press
=> Review Discussion
=> XIG Games
=> SimplePhrase Press
=> The Riddle of Steel
=> Random Order Creations
=> Forge Birthday Forum