Showing posts with label roleplaying. Show all posts
Showing posts with label roleplaying. Show all posts

Wednesday, January 7

Returning to My Other NYC, Ten Years Later: A Story of Roleplaying

As mentioned before, I was once involved in a massive and glorious World of Darkness roleplaying game campaign. (If the words “World of Darkness,” “roleplaying game” and “campaign” confuses and scares you, you might consider stopping now. This is a lengthy post (approaches essay or article length) and I'm not going to spend much time explaining things. I am going to assume you are a pen-and-paper rpg nerd. If it confused but intrigued you, continue reading. You might need to look things up on Wikipedia. Or roll your INT + Lore: Nerd vs a difficulty of 7.)

Let's start again.

As mentioned before, I was once involved in a massive and glorious World of Darkness roleplaying game campaign. It started shortly after White Wolf published Vampire: The Masquerade. Set in the here-and-now (just a here-and-now with vampire, werewolves, mages, ghost, faeries, etc. existing barely hidden from the eyes of “normals”), it was the ideal game to play as an Avatar campaign. “Avatar” campaign was a term someone coined for a game where you play yourself as your character. Since Vampire was the first game out, many people started out playing as Vampires. As Werewolf: The Apocalypse game out, some folks played themselves as werewolves (which I still think of as Garou).

Avatar campaigns have a lot of danger. You want to play yourself truthfully but also balance it with having fun. Sometimes you have to stretch “truth” for the game. This isn't always possible. For example, my first character was “Christopher Scott, newly embraced Sabbat vampire. I believe I decide to be from the Malkavian clan as being a little insane was the only way I could conceive of my self as a vamp. Turned out I could only envision myself as totally bat-shit psychotic. I had fun exploring what I would be as literally blood thirsty killer... but I wouldn't be able to survive long... nor was I interested it playing him for long. Less than four hours after making my character, he/I was dead.

In addition you can be placing a lot of yourself in the hand of the gamemaster. The World of Darkness is just that – dark. It is one thing to have your friend (the GM ) put your computer hack elf from a 2050 cyberpunk Seattle through the ringer. Having your friend delve into your own deepest fears and flaws is a whole other kettle of fish. World of Darkness has very adult themes and I gamed with people with insight, subtly and a touch of evil in their souls.

But they were also sensitive and smart and caring. Avatar campaigns can be hugely rewarding. On the simplest level, it is pure fantasy fulfillment. Turn into a nine foot tall wolfman and fight evil. It also lets you explore aspects of yourself you rarely get to, both idealized and dark. In a safe environment with good people who know you extremely well, the stories can be incredibly rich. It can be emotionally rewarding on a level that is very hard to achieve in a game where you are playing someone else.

We all played many characters beyond ourselves. And many of us GMed, often at the same time (not on the same night of course). Most often there were two or three stories happening on different nights. We had characters scattered across the globe in stories of horror and adventure and romance and politics. Amazingly, with all of that going on, it was rare we totally screwed continuity. (I eventually had to fix the appearance of a Christopher Scott vampire in Minneapolis who only lived for one night. My fix was a mater piece of convolution involving an ancient vamp with a eleven year old body, prophecy, a massive macabre performance art piece... and “clone.” Yes, clones.)

I didn't play myself again until shortly before Mage: The Ascension came out. If I was anything supernatural, it was a mage. Crafting magic. Knowledge of things best left unknown. Tomes. Just the would “tomes” makes me all atwitter. We had no idea what the game was going to be like (I seem to remember White Wolf being particularly closed lipped before release), but we ended up going with the traditional medieval European magic. Seemed like a safe bet.

Matt was the GM with me as the only player. Since Matt's werewolf character (Matt) was in New York, we set it there. He started from just before my move to Minneapolis. Instead of driving from L.A. to the Twin Cities, I, in a haze, drove into NYC. I forget exactly what happened but within hours of entering the city, I pissed off a pack of vamps (realize hat my character had no idea they existed). Trying to escape they chased me in my Nissan Sentra, straight into Central Park. The residents of the park were none too pleased. That was the first of many incidents caused by the alternate world Christopher Scott.

Son I was found by the ancient mage that would be my mentor. Slowly, I began to learn to be a magic user. I remember the first time in the game I created fire. It was just a candle flicker and yet it was thrilling in a way that seems insane when it is just two men telling a story sitting across from each other at a dining room table. But it was. Because it was me. The first time I cast fire in anger, casting a small flame (all that I was able to at the time) into the gas tank of a car. And I felt guilt and fear (and excitement).

The first “story” involved an ex-girlfriend from college (who was living in Minneapolis at the time and playing herself). She'd been made into a vampire and I was trying to save her. I was out of my league and it went somewhat poorly. Although I got her out, she was the first of many people I felt I failed (“I” being the alternate world me... it all gets very confusing). That ended up being a theme. Make of that what you will.

When Mage finally came out, we realized that (1) we did pretty good setting it up and (2) White Wolf had created something larger and richer than we could have predicted. It is a game HEAVY on meta-physics. The fight for reality itself. Balancing ones ego when you know you can (or one day could at least) do anything. It was an incredible world with fascinating ideas,. And extremely hard to balance. The themes were huge. Mat and I dived in. And (together, I like to think) created something special.

Christopher Scott, Order of Hermes mage went on to do many things over the years, most of which pissed someone off. Helping the Garou. Often Matt and I would, in our character, have lengthy metaphysical discussions. Trying to redeem a Nephandus. Being the reluctant leader of a house of teenager mages. The tragic and poetic death of Shane MacGowan. Saving the start of BH90210 by pretending to be David Austin Green. I married a Verbena and had a child. I remember the emotional impact when my mentor died. Friendships formed and friendships fell apart. I traveled to realms unimaginable. I found my self struggling against the stubbornness of the Council, trying to change millennium of thought.

I GMed a few games. The story of The Many, a old demon once given purview over shapeshifters (who was somehow connect to the Philadelphia Experiment), who eventually end up trapped in the body of a girl in the deep Umbra, only to be “rescued” by a vampire and a spaceship. (Man, that was a weird tale.) I ran Matt in his quest to cleanse his Black Spiral heritage (a very dark and personal idea) by re-raising the White Howler tribe. The last time I really gamed Christopher Scott in NYC was Gming Jake's vampire in a madhouse story involving the Technocracy, the first Artificers, a woman who was a key, faeries, complicated mechanical traps, terrorism and a nuclear bomb.

The stories went of for years. But life, real life happens. It became harder to find time to game, other interests intruded. Eventually, I moved to the real New York. I have no regrets about stopping gaming those characters. They were too powerful and too influential to play anymore. But their stories weren't done.

Ten years later, I have started to GM that NYC again. I fell into it a bit backyard and I hope I am crafting it in such away that will (1) not become a burden and (2) have some legs. New mages are Awaking in the streets of New York. Part of what intrigues me is that I get to see how I impact this made-up world. Coming back after all this time, the world has changed (both the real world and the alternate one). I am returning to the themes of the student and the mentor.

Ten years ago we spent a long time on this world. It is extremely deep and rich. Coming back and seeing others in it is fun. But last night was a bit special. Just an Order of Hermes mage explaining to an Awakening mage how reality works. And I was returned to the magic of those old game. Especially near the end of the night, when the player, excited and clearly involved in the world, let one world slip. That one word enabled me (in the character of the older mage) to react in a way that reflected some much of what I am trying to do. And seeing the player's response to that is what can make roleplaying so special.

I hope I can layer the emotions of all the players so that when I get them together their internal rich lives will come close to what I used to experience. I hope when they thing back on this game in ten years, they see the world in their memories, and not just us sitting in an apartment with pencils and dice.

Failing that, I'll settle for having them be entertained.

Tuesday, September 23

Mach Dice

One more reason I want an iPhone.

And I'm not even gaming right now. I wish I was. It's just so darn hard to keep a game going. I should do one offs or short games. But I like epics.

(via Eliza)

Monday, July 21

People I've Been

My RPG post a few days back got me thinking about the characters I've played (grouped by game).

SHADOWRUN - Cyberpunk/magic and elves and such.
The Woz: This was my first ever character - She was 19 years old. And elf, with all of the elf snobbery. A "decker" which was Shadowrun's term for hacker. Fascinated with 1980's culture except she never quite got it right. Named herself after Steve Wozniak. Dressed punk/new wave. Once got into a fight with a boy in some bar, stormed outside and was assassinated by some corporation she'd ripped off.
PC: Ah, good ol' PC. Eco-terrorist dwarf. He wore tie-dyed shirts and bandannas. Preferred weapon: a gyro-stabilized chaingun. Had a schizophrenic best friend (whose name escapes me). Never died, just got sick of the death and destruction of Seattle.
Suicide Jack: Totally psychotic assassin. Used a mono-filament whip mounter in her finger (but wasn't all that good with it). Killed half her team once because it would make the money split easier.
WORLD OF DARKNESS - Our current world but with vampires, werewolves, mages, fairies, all that jazz... but in secret.
C.A.Scott: Myself as a Sabbat vampire. Sabbat vamps were the really cruel/messed up ones. During their "birth" they are buried in graves and have to dig themselves out. Apparently that screwed with me because I was kind of crazy and died in one session. Later, to fix the plot whole (see below), this turned out to not be me but some sort of weird clone experiment/art piece/joke made by another vamp.
Chris Scott: Hermetic mage. Me playing myself again. This version of me never moved to Minneapolis in 1992. Instead he just drove across country, has some weird vision of the world ending in the desert of New Mexico, and ended up in New York City. Within 24 hours he ended up trying to escape Sabbat vampires and drove his car straight into Central Park. Really pissed off the werewolves that lived there. Soon after he was taken on by a mage as an apprentice. I played this character for over six years. I managed to piss off a lot of people (in the game world). Became the reluctant leader of a bunch of teen aged mages of all types. Was accused of help a Nephandi (a type of demon... sort of)... well, actually I did. Got married. Had a kid. Spent an eternity in a Time Paradox realm after freezing a tac-nuke explosion in Times Square in front of hundreds of witness. Worked through the pain of Shane MacGowin's life after he died. (In our world, Shane died. This happened because we thought he had died. Remember, this was really pre-web.) Got married, had a kid, watched his wife die. Good times. Epic story. Started like Books of Magic (pre-Books of Magic) and turned into the last season of Buffy (pre-last season of Buffy).
Anruth a Awen aka Moss: Wolf-born werewolf (as opposed to a werewolf who was born a human). Oh, I loved playing Moss. He was generally just nice. A bit touchy-feely mystical. Very devoted to his friend Silvertongue/Matt (the character my friend Matt played). A storyteller. Had one of my favorite deaths. Made me cry but was right.
Elf Character: Man, I can't remember his name. All I can really remember is that he ended up directing a production of the King and I.

There were others. A Xena-type in Rune Quest. Myself in a great fantasy during college (ah, the days when you could play for 10 hours straight). A really dump orc. A thief character in one game that lasted only one night for me because my character decided everyone else was crazy so he just took the Book they had all been fight over and ran. (Back story is that the GM and the two players had partaken in a three-some (the actual people, not the characters) and it they weren't all cool with it. I had no idea what was going on until later.

And then there are all the characters I've played as GM. So so many.

Wednesday, July 16

Is that a d20 in your pocket?

It’s hard for me to believe that I haven’t blogged about this yet. Oh, I’ve mentioned it in passing. Heck, my screen name is a reference. (“Six sider” is a term for a six-sided die. A “twenty sider” would be a 20-sided die. Not hard to figure out. If I were being a big big nerd, I would have called myself 4d6 or some such. That means a four six-side dice. But I digress. I imagine there will be a lot of that in this post.) But I’ve never actually written about it. Perhaps because I haven’t done it since I moved to New York in 2001, at least until recently.

I am a gamer. I roleplay. Paper and pencils, sitting around a table, drinking soda or beer, pizza, dice of many shapes, character sheets, assorted overpriced books of rules and systems, hit points, attribute stats, leveling up roleplaying. I do it, I love it and I’m not ashamed.

As much as I enjoy it, it is something that is hard to bring up in conversation. My friend Allan once equated it to masturbation: it is something you do in the privacy of your home, enjoy and have not quilt over, but you don’t talk about. That’s not quite right. Everyone masturbates (give or take) but you do it alone (give or take) and no one really feels the need to talk about (give or take). Roleplaying is something that very few people do, you need to do with others, and, once you do it, you want to talk about it.

In some ways telling people you roleplay is similar to telling people you do improv. If they know improv, they get it right away. Otherwise you find yourself trying to explain what it is and, inevitably, they just stare at you with glassy eyes. Sometimes they have a bit of reference (most likely the show Who’s Line Is It Anyway?) and you have to explain the difference of what you do. Often when you say “I roleplay,” their first response is “Oh, Dungeons & Dragons? Like wearing capes and stuff?” You sigh and try to change the subject but they insist that they’re interested it, they just don’t understand it. Nine times out of ten they are interested in the way people are interested in someone who was born with lobster claws for hands.

(At this point, I feel like I should make some disclaimers… which shows I’m not as unashamed of my hobby as I claim.
  1. I am very choosey whom I game with. Many gamers are socially maladjusted. They take the game too seriously or are into just the stats and numbers. I’m into story and characters.
  2. I think I have played actual Dungeons & Dragons once. It is the game very one thinks of and I imagine it can be quite fun. But I find the rules convoluted and the “world” cliché. So I always feel I have to qualify my “I roleplay” statements with “but not D&D.”
  3. I have never LARPed. LARP stands for “Live Action Role Playing.” This is where the capes come in. People dress up as their characters, move around physically embodying the part. Like a How To Host A Murder party deal, but weirder. The most common type of LARPing is probably Vampire, because being goth is fun. I have nothing particularly against it. I like live theater. It’s just that a lot of LARPers I’ve met have a harder time distinguishing game from reality. And there often seems to be a weird sexual undercurrent to those things. Just not my cup of tea and/or blood.)
There is an interesting moment when the subject does come up between two secret gamers. Usually an over heard comment will start it off.

“I overheard you back there. You mentioned the game Shadowrun.”
“Um… yeah. I… um… well, back in high school you know.”
“No no. Me too. Not for years though. No time, you know.”
“Yeah, yeah. Not that I don’t sometimes wish…”
“Wish you could play now?”
“Um… yeah…”
“Me too! Yes!”
“Oh god! I want to play again!”

A question that is usually lurking behind those classy eyes of the people who don’t understand it, is “Why would you do that?” or “How is that fun?” The answer isn’t simple.
• It is actually social. Roleplaying has been tied to the term “anti-social” forever, but that’s only because the people who tend to do it in junior high and high school are the types that get slapped with the label “anti-social.” The misfits, the ones dressed in black, the ones that enjoy science fiction and comic books, the ones that enjoy math class a bit too much, the theater geeks. But roleplaying is actually a social thing that draws those you have a hard time fitting in elsewhere. My friend Kirk explained roleplaying's draw as being an after school spots activity for people who aren’t good at sports or just don’t like them. It has aspects of teamwork, bonding, competition, etc..

But all of that isn’t why I did it. I actually came to roleplaying late, my first semester of college. It wasn’t about finding some place to fit in at that point. But it was a way to hangout with friends for hours that didn’t involve getting wasted or whatever else. It’s like playing bridge. It’s an activity that you can share with others that doesn’t involve paying money or actually going anywhere. Certainly it is more social than watching a movie or going to a club.

• It is both a “game” and “not a game.” The “game” part of “roleplaying game” often confuses people. “How do you decide who wins?” The thing is, you don’t. You aren’t competing against each other (normally). It is not about “winning” or “getting points.” The “players” are characters in a story. The “game” is the story. But there are game aspects to it. There are rules to help decide what and how well your character does things. You want you character to pick a lock? Roll dice, compare it to some number, see what happens. It makes things unpredictable. If you are writing a story, you just decide. “The main character needs to search the office so I, as the author, decides he can pick the lock.” In a roleplaying game you can fail at an activity and then have to come up with a new plan. My favorite action movies are not where the hero is good at everything and succeeds at everything she does but the hero has set backs and must overcome them. Die Hard is a great movie in part because John McClane gets beaten around so much and yet manages to pull some insane, balls out plan. In roleplaying, it can be very exciting to have you character do something incredibly daring and difficult (say jump from the wings of one biplane to another while shooting your trust revolver at the attacking demonic bat creatures) and succeeding against all odds. It can also be great fun when you fail (say missing the jump, grapping at the planes wheel but dropping your gun, and suddenly being swarmed by the DBCs).

• It’s playing pretend. I have a very active fantasy life. I want to be a badass adventure at the turn of the century. I want to be the hotshot starship pilot. I want to be able to shoot fire from my fingertips and fly. I want to save the princess. I don’t get much opportunity to in my day-to-day life. So, yes, I like to pretend. But it isn’t just about imagining that you can do those things. It’s about putting it into the context of a character and a story. Han Solo was not cool because he was a great pilot. His personality was cool and flawed. His progression from only acting in his self-interest scoundrel to hero for the rebellion was what made it cool.

• It’s all about story. Related to the above, it is about telling a story with other people. You have a group of characters that might not all get a long, moving through a story, creating a story. Characters change, they learn, they fail, they succeed. People they care about my die. People might fall in love. They might betray each other. There is humor and thrills and horror and moments of quite. It is problem solving and problem causing. In the end, it is weaving a tale that can be as exciting and moving and rewarding as any book. Often more so because you helped create it.


So, yes. I roleplay.

Saturday, July 5