This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Kevin Siembieda plays RIFTS for the first time

Started by Spinachcat, September 23, 2016, 04:08:10 AM

Previous topic - Next topic

Spinachcat

Excerpt from the Palladium Weekly Newsletter

QuoteThe Rifts® for Savage Worlds® demo game was a night of fun gaming. Sean Patrick Fannon (G.M.) is an Erick Wujcik-style gaming maniac who games, games, and games till he drops. So Friday night, Sean invited Wayne, Chuck and me along with a couple other gents to play Rifts® for Savage Worlds. The game ran till 1:15 AM and was a lot of fun. Wayne played a rapidly burning out Juicer in Last Call, Chuck a Combat Cyborg with a dangerous past, Jake played a heroic Cyber-Knight, Joe a Glitter Boy (I believe this was his first time playing Rifts® or Savage Worlds®), and I played a cocky Mind Melter. Long story short, Jake and I came up with a plan that surprised our Game Master, Sean, and it worked out really well... until my character was about to die.

Since my Mind Melter character was supposed to be cocky, I pressed him to the max. I came up with an excellent scheme to quickly take down half the enemy forces. It was a great plan — if it had worked.

Instead, my target for mind control saved. Twice. The Mind Melter was down to 2 I.S.P. and was about to be killed by my intended victim, a big brute of a monster. I’m sure my Cyber-Knight companion would have tried to intervene to save me, but the odds of succeeding were slim and none. Then, suddenly, my opponent’s head exploded and he toppled to the ground! Wayne’s Juicer saved the Mind Melter with a long-range attack and rolled a critical hit to the head. I’m saved in the nick of time, and in dramatic fashion. Thanks again, Wayne! Joe’s Glitter Boy and Chuck’s Combat Cyborg kicked butt, big time, and we enjoyed victory and a raucous good time. Btw, this is the intro adventure that comes in the Rifts® Savage Worlds game, and it plays out very nicely.

As a game designer and dedicated Game Master, I seldom game as a player. I am always the guy running the games. Honestly, I prefer being the G.M. as I tend to get bored as a player. And when I get bored, I become the player who thinks of things for his character to do that can shake the game up or take it in directions the G.M. wasn’t expecting. Yeah, I’m that guy.

Anyway, Sean and I were heading up to our rooms in the elevator when it struck me that this was the first time I had ever been a player in a Rifts® game. Crazy, right? Sean freaked out and was thrilled to have had me as a player in the game and to be the first G.M. to run a Rifts® game for me. There had been other offers at conventions and the Palladium Open House over the years, but I was always too tired to accept those kind invitations. So after 25 years of writing and running Rifts® games, this was my first time playing in Rifts®. I guess that was a milestone of sorts.

Heck, in 30+ years, I think I have only been a player in Palladium Fantasy®, Heroes Unlimited and Robotech® RPG, maybe a half a dozen times each. (RRT is the exception, where I’ve mostly been a player.) I’m not complaining at all. I LOVE being the G.M. It is one of my passions. Of course, I was hardly a first time player, and knowing Rifts® (and my other RPGs) inside and out, it is always difficult for me to keep my mouth shut, play in character and let the other players (and sometimes the G.M.) do their thing without offering suggestions or taking the lead. Whenever I play, I always try to put my character in the background and let the other players take the lead. It is the only thing that seems fair.

I found this fascinating, because in all the playtesting I've done, I don't think I've seen the "Author as Player" - definitely lots and lots of Author as GM and Author as Watcher, but having the Author playing is a really interesting idea.  Its the standard with boardgames, but I've never seen it with RPGs, or even heard of it before.

For those of you who have authored RPGs, have you ever played in your own game?

What was that like?

RosenMcStern

I have both played in a playtest of my rules, and GMed the author in a playtest. It is an experience I can really recommend. When you have fun with your own ruleset, it is doubled: not only do you enjoy yourself, but then you get to think: "Hey, I managed to write rules that produce fun at the table!"

An experience which is hard to beat.
Paolo Guccione
Alephtar Games

Omega

Same here. I've played and GMed my own game way back. With RPGs though the creator tends to be the GM alot especially during playtesting since they are the one who knows the system and can settle into the role probably easiest. And its a good vantage point to see how the players handle and learn the game.

But great if you can rope someone into GMing your own game.

DavetheLost

I have found playing them myself to be essential for writing good solitaire adventures, and making sure that they actually work the way I intended. I have caught a lot of errors by actually playing, not just reading or relying on knowing what is in there because I wrote it.

Spinachcat

For those of you who played in your own game, how was the experience at the table? Especially for the GM? Did the GM get any of the rules wrong and need you to clarify? Did you just let a misunderstanding or confusion work out on its own?

Onix

I've mostly GMed my games but at times my players have taken over the reigns and run the games for me. It's usually in these occasions where I pull out all the little system doodads and tricks and spring them on the GM. I do wait until they've settled in and are not struggling anymore. I'm not just being a jerk, this is my way of giving the players the knowhow to play the game with all the special tricks that I build into the system but don't have the space to explain (without being boring). Anything I do, the other players should also be able to do.

As far as the GM's experience, it really depends on the GM. I've had quite a few people run my games so I can only talk it broad categories unless I wanted to write for an hour. I've had GMs that are very nervous about getting things right and some that are already very familiar with the system from years of playing. I usually start by telling them that they have the reigns and I'll submit to any rulings they make, even if it's not that way in the book. In a lot of cases they'll ask me if they're reading a rule correctly. In some cases they've opened up how we play a rule by looking at it a different way than I did writing it.

That said, I've been told that I think differently than most people (I am autistic which could explain a lot). My one friend says that I approach things sideways. This also applies to my being a player. What seems logical to me has really thrown some GMs for loops. I don't think that's outside of a player's list of responsibilities though. Players are going to throw monkey wrenches, I just throw them sideways apparently.

Kyle Aaron

Quote from: Spinachcat;921174For those of you who have authored RPGs, have you ever played in your own game?
Whatever game we're talking about, it's always hard for me to be a player. It's just that not many people are willing and able to organise a game group. So I step on up and make it happen, and voila I'm the GM. Much more often than not, if I don't GM, no game.

That said, I did play one time with my friend Aron running the game. We were our modern selves transported to France about 790 as the Arabs were invading. It was good fun, and I feel those were the best and most realistic rules I've written, but they were quite qualitative rather than quantitative so they required a lot of GM judgment and wouldn't be popular.
The Viking Hat GM
Conflict, the adventure game of modern warfare
Wastrel Wednesdays, livestream with Dungeondelver

Certified

Great read. Thanks for posting the article. I'm glad someone had to save him in the game also.

Quote from: Spinachcat;921174For those of you who have authored RPGs, have you ever played in your own game?

What was that like?

Recently I was able to play in a game of Metahumans Rising. We did 7 episodes for the podcast (http://housedok.com/category/actual-plays/out-of-time/). It was a nice break from running games. It was also fun to make the GM suffer through what may have been an unruly character concept, being everywhere and nowhere.
The Three Rivers Academy, a Metahumans Rising Actual Play  

House Dok Productions

Download Fractured Kingdom, a game of mysticism and conspiracy at DriveThruRPG

Metahumans Rising Kickstarter

The Butcher

My reactions:

1. It must be really cool to run a game for its creator, especially when the game is Rifts and the author is Kevin Siembieda.

2. HOLY SHITSNACKS KEV HOW CAN NEVER HAVE PLAYED YOUR COMPANY'S 25-YEAR-OLD FLAGSHIP FUCKING PROPERTY

3. It should be part of the playtest process, really, the designer playing his own game.

AsenRG

Quote from: Spinachcat;921174Excerpt from the Palladium Weekly Newsletter



I found this fascinating, because in all the playtesting I've done, I don't think I've seen the "Author as Player" - definitely lots and lots of Author as GM and Author as Watcher, but having the Author playing is a really interesting idea.  Its the standard with boardgames, but I've never seen it with RPGs, or even heard of it before.

For those of you who have authored RPGs, have you ever played in your own game?

What was that like?

I have run games for the authors of two different RPG systems, one of them as part of playtesting. It seems to be something people have been doing since the 70ies, but I wasn't born back then.
To me, it has an added cool factor, but the essential thing is to threat the author as any other player. He might or might not be the one who knows the rules best, but the rule on my table is always to defer to whoever knows the rules best.
Usually, however, that was the author anyway, so there have been zero rules conflicts.

What I found fascinating about the post the OP quoted, however, was the following paragraph:).
"Honestly, I prefer being the G.M. as I tend to get bored as a player. And when I get bored, I become the player who thinks of things for his character to do that can shake the game up or take it in directions the G.M. wasn’t expecting. Yeah, I’m that guy."
So, "shaking the game up or taking it in directions the GM wasn't expecting" makes you "That Guy" in Kevin's games? He definitely has some different priorities;)!
What Do You Do In Tekumel? See examples!
"Life is not fair. If the campaign setting is somewhat like life then the setting also is sometimes not fair." - Bren

Omega

Quote from: Spinachcat;921243For those of you who played in your own game, how was the experience at the table?

Especially for the GM?

Did the GM get any of the rules wrong and need you to clarify? Did you just let a misunderstanding or confusion work out on its own?

1: Fun. Both to just get to play and not GM, and to see how others ran the game. I've mentioned before that one GM stripped off all the parody elements to run a straight up Hyborian Age campaign.

2: GMs seemed to enjoy it. Oft for wildly different reasons.

3: Thats the whole point during playtesting. To see what mistakes or odd interpretations happen and how they effect play. Outside playtest it depends on the situation. Sometimes what looks like a rules mistake is just a houserule. I treat it like any other player would and point out goofs if noticed or ask for clarification if unsure.

Onix

Quote from: Omega;9214703: Thats the whole point during playtesting. To see what mistakes or odd interpretations happen and how they effect play. Outside playtest it depends on the situation. Sometimes what looks like a rules mistake is just a houserule. I treat it like any other player would and point out goofs if noticed or ask for clarification if unsure.
Absolutely this. If a GM doesn't know about a rule, it's either not prominent enough or not important enough. This is a great way of knowing if your rules are superfluous.

If the GM misuses, misunderstands or just doesn't get how a rule works, it's time for a rewrite.

My favorite tactic in playtesting is to set up a voice recorder in the room get a fresh GM that's never played the system (with to chance to prep before hand of course) and leave. That way I don't influence the experience at all, except for what I've recorded in the book, the way it should be.

Omega

Quote from: Onix;921475If the GM misuses, misunderstands or just doesn't get how a rule works, it's time for a rewrite.

Unfortunately this doesnt work as well as weld like. I've run into way too many players and DMs who no matter how well you word something will willfully misinterpret and twist rules. Sometimes it seems soley for the excuse to bitch about how broken the game in question is.

Instead I ask why they did this, or why they read the rule that way first and then look at wether or not the rule needs more clarification or tighter wording. Its impossible to idiot proof against a determined idiot so dont wast too much effort. That can lead to rules bloat as you try to hammer down wording.

Onix

Quote from: Omega;921549Unfortunately this doesnt work as well as weld like. I've run into way too many players and DMs who no matter how well you word something will willfully misinterpret and twist rules. Sometimes it seems soley for the excuse to bitch about how broken the game in question is.

Instead I ask why they did this, or why they read the rule that way first and then look at wether or not the rule needs more clarification or tighter wording. Its impossible to idiot proof against a determined idiot so dont wast too much effort. That can lead to rules bloat as you try to hammer down wording.
Fortunately I trust my playtesters. I have had players like that in the past, but I don't have them come around again. I've always been well acquainted with my playtesters before handing them something new to run. One of these players might run a character in a playtest, but the GM can usually sniff out the bad attitude and ignore their rules interpretations.

Omega

Quote from: Onix;921621Fortunately I trust my playtesters. I have had players like that in the past, but I don't have them come around again. I've always been well acquainted with my playtesters before handing them something new to run. One of these players might run a character in a playtest, but the GM can usually sniff out the bad attitude and ignore their rules interpretations.

If you trust and know your playtesters... Then you have the wrong playtesters.

The only way to see how the game really plays is to drop it into the hands of total strangers and see what they do with it. One of the first rules of playtesting is "Do not use friends or family." aside from the basics of rooting some problems. Its not untill the game is in the hands of people you dont know that the real "fun" starts. (fun meaning nightmare in this case.)