and by thinking about RPGs, I mean either as a player or a GM.
We all have things that inspire us and get the creative juices flowing, but what has changed the way you approach RPGs?
For me it was the 1958-1961 series Peter Gunn. It has two main aspects that got me thinking:
1) In 28 minutes you had a full plot resolved, no excess baggage needed, most one hour shows fail to do that anymore
2) The cast of characters, Pete has a arsenal of "stool pigeons" he leans on for information, but each one is unique and quirky.
Well, as research for my Wild West campaign I did a shitload of studying of actual history of the period. But then, I also watched every single damn episode of Gunsmoke. I hadn't necessarily planned to because I wasn't sure how useful it would ultimately be, but in fact I found that it was really damn full of excellent plots for single-session scenarios that would give some stuff to do besides actual historical events. It was a much more sophisticated show than I expected.
Quote from: RPGPundit;1058504Well, as research for my Wild West campaign I did a shitload of studying of actual history of the period. But then, I also watched every single damn episode of Gunsmoke. I hadn't necessarily planned to because I wasn't sure how useful it would ultimately be, but in fact I found that it was really damn full of excellent plots for single-session scenarios that would give some stuff to do besides actual historical events. It was a much more sophisticated show than I expected.
Having run many a wild west game, Gunsmoke is nearly gospel when it comes to the setting.
Quote from: RPGPundit;1058504Well, as research for my Wild West campaign I did a shitload of studying of actual history of the period. But then, I also watched every single damn episode of Gunsmoke. I hadn't necessarily planned to because I wasn't sure how useful it would ultimately be, but in fact I found that it was really damn full of excellent plots for single-session scenarios that would give some stuff to do besides actual historical events. It was a much more sophisticated show than I expected.
All 423? o.O
Damn. I'm having a hard time getting through all of Sons of Anarchy for my biker PC...
Quote from: Daztur;1058627All 423? o.O
Damn. I'm having a hard time getting through all of Sons of Anarchy for my biker PC...
Season 2 or 3 (don't remember which) drags a ton when they go to Ireland, but tge rest of it is really good.
Quote from: Daztur;1058627All 423? o.O
Damn. I'm having a hard time getting through all of Sons of Anarchy for my biker PC...
Thats because "Gunsmoke" is probably a better show...
- Ed C,
Quote from: Koltar;1058872Thats because "Gunsmoke" is probably a better show...
- Ed C,
And the Rifleman is better than that...
We talking about TV shows or any influence?
This video from Extra Credits (back when they were good) made a huge impact on how I think about choices in games, and it has influenced how I set up scenarios. (Does this encounter have any interesting choices? If not, how can I jigger it so it does?)
https://youtu.be/lg8fVtKyYxY
Quote from: Daztur;1058627All 423? o.O
Damn. I'm having a hard time getting through all of Sons of Anarchy for my biker PC...
Yup. All of them. Like I said, that wasn't the initial plan; I was just going to watch a couple, but having never watched Gunsmoke before I discovered that it was really very good.
Never watched Sons of Anarchy.
I like old episodes of Combat! for small unit military RPG stories.
And holy shit if the first season of Westworld isn't resonating deeply with me because of gaming!!!
I can't think of any particular influence that stands out. I'm sure the various ancient/medieval history I've read, and much of the fantasy literature, has had some influence, but no particular thing is strong. Probably the combination of Poul Anderson and Jack Vance have had the most effect on how I think about gaming, though those are already somewhat embedded into the games.
Adventure Time and Venture Brothers were both big influences on my Last Sun DCC campaign.
Outside influences...
Robert H. Howard - Conan. HUGE influence on me as a GM. I think the Sword and Sorcery genre which he helped define for me, keeps a certain tension on the character, not necessarily physical, but an emotional one. Conan spends a lot of time interacting with his environment actively and passively, which seeped into my bones as a GM. His style by modern standards is archaic and lyrical but still has power. While I don't do the lyrical stuff overtly, I definitely try to give enough description to make my players feel a place deeply. I want their senses to inform them - to evoke an emotion. I attribute this to Howard.
Michael Moocock - Moorcock's sheer scale of world... no, UNIVERSE-building set the bar for my gaming and really has never left it's lofty perch. This is not to say that all my fantasy campaigns aim for world-destroying cosmic wonder levels of god-slaying epicness. But it's to say that you *can* take a game to these kinds of heights if you're ambitious, your players have the will and desire to do so and you GM fearlessly beyond the scope of the assumptions of your system.
Frank Herbert - Dune. The sublime power of subtlety. Herbert made me love roleplaying. He matured my NPC's to not just being moustache-twirling XP-bonanzas, and Ming the Merciless knock-offs. I discovered Herbert ~1980... and my games took a distinct turn towards more RP than Murder-Hobos On Parade. I learned to slow-cook my campaigns so that the NPC's became as important as any Macguffin in the game.
Raymond Feist - Magician series (first four books). This is D&D fantasy paying deep homage to Tolkien, Leiber, Howard, colliding headlong into Tekumel - ON PURPOSE, done with pure love. It is an epic campaign that is floor-to-ceiling enjoyable, hitting every possible gaming stone and flipping them over gracefully. It is practically a manual on how to do it. I also hugely recommend the Empire Series which takes the story from the other (the Tekumel) side. While it does little for me now - in 1986 when it landed in my hands, it was like the perfect D&D game set to fiction for me. Character development pacing, scaling. Gaming elements that directly puts all the stuff I like into actual play. It's like reading a ridiculously good campaign in-play as an example.
Comics/Religion/Philosophy - Ultimately I guess at one point they're all the same to me. Thanks Jung. Thanks Gebser. Thanks Lee. Take a Michael Moorcock spoon and swirl it all around... and it put my cosmological compass into place where my campaigns generally orbit.
Music - Tons of stuff from tons of genres for tons of overt and subjective reasons. Metal, Prog, Hip-Hop, Alternative, Classical, Goth, Pop, Rock, blah blah blah.
I could go on, but it's already feeling pretentious.
Pretty much everything I have an interest in outside of gaming invariably finds its way *into* my gaming on some obscure level. These are all things that transcend gaming yet impact my gaming.
Working in management and in the mental health field have together made me more mindful when putting groups together. When I ignore sound reasoning re; troublesome players and "just give it a try," it inevitably bites me in the ass so I'm doing it far less than I used to.
Quote from: HappyDaze;1060909Working in management and in the mental health field have together made me more mindful when putting groups together. When I ignore sound reasoning re; troublesome players and "just give it a try," it inevitably bites me in the ass so I'm doing it far less than I used to.
Was this posted in the right thread?
Quote from: RPGPundit;1061488Was this posted in the right thread?
Yes. I may have read the thread differently than most, but for me the most influential thing that's changed the way I game has been my work experiences, particularly in team building and engagement. I'm better at it now than when I started running games in the late 80s. I can notice and correct player issues much more effectively, and I can also see when a player issue isn't likely to be correctable (and then I don't waste time on a misguided attempt to salvage). "Manage up or manage out" works on players as well as on employees.
If this isn't a relevant outside influence, I apologize.
My influences include:
- Stormbringer franchise
- Hellraiser franchise
- The extremely detailed monster mythology encyclopedias by authors like Theresa Bane and Carol Rose
- Medieval bestiaries, such as The Medieval Bestiary (http://bestiary.ca) and Dave's Mythical Creatures (https://web.archive.org/web/20081217053847/http://www.eaudrey.com:80/myth/)
- Fairy tales and fables, such as The Golden Maiden and other folk tales and fairy stories told in Armenia
- Legends & mythology, particularly Norse, Greek, and Arthurian
- D&D-inspired Japanese cartoons, which are over-saturated right now
- Various internet resources on cultural mythologies, such as the yokai project (http://yokai.com/)
- RPGs and supplements based on specific cultural mythologies, such as Mazes & Minotaurs, Trudvang, Relics & Rituals: Excalibur, and Green Ronin's Mythic Vistas series
- The "warriors of myth" wiki includes lists of lesser known mythical and folkloric monsters. Although there are rarely citations, the names are enough to do a more comprehensive search through google books
- Rich's pegopedia (http://archive.is/c4z7h) which was really helpful in ascertaining both ancient and modern mythology concerning mythical horses
- And so many more
These have caused me to grow dissatisfied with RPG cliches and stereotypes.
Many RPG campaign settings are extremely systematized when mythology and fairy tales were much more amorphous and mysterious and generally fantastical.
For example, many monsters in game bestiaries are taken from mythological and medieval bestiaries but almost inevitably the gaming books strip away everything that made them interesting. The mandrake root was harvested as an aphrodisiac and many other remedies, but in gaming books it is just a generic plant monster to kill and you cannot use its body parts as remedies. The lamia was a Greek bogeyman born from the souls of spurned lovers that try to recapture the feeling of love they lost, but in gaming books they are a generic race of man-eating lion-centaurs. The peryton was originally the cursed soul of a long dead traveler from Atlantis who could only rest after killing a human being, but gaming books write them as generic monsters and try fruitlessly to make their comical appearance look threatening. (I wrote articles about these on my blog, basically arguing that you should ignore the monster manuals and just take their attributes from the original myths and then add whatever twists you like. For example, I posited that when lamiae are not eating people in vengeance they are trying to play house and this can lead to more interesting adventures such as and this is just off the top of my head the PCs rescuing a lamio's human bride when he tries to convince her to become a lamia by hunting and eating raw fish with him and the end is a tragedy because her two sons have already become lamioi and now she has no choice but to join a convent to save face because her village thinks she is crazy and her hubby is an adulterer who ran off despite the PCs vouching for her. When the PCs later visit the convent to pay their respects, they learn she claimed to be hearing her husband's and sons' voices calling her for weeks and ran off into the woods never to be seen again. The PCs still get the XP for the encounters despite not killing anything, but the whole adventure is meant to be unsettling and to show that this isn't your conventional D&D setting where everything is systematized.)
One of the many interesting (and surreal) concepts I found while researching was the
Selenetida (pl.
Selenetidae or
Selenetidæ) aka "moon woman", who supposedly laid eggs that hatched into giants.
I am particularly interested by the fearsome critters of lumberjack folklore (http://www.lumberwoods.com/fearsome_critters.htm) and the yokai of Japanese folklore (http://yokai.com/), mostly because their appearances are often quite surreal and even comical. They might seem silly to include in a D&D setting, but D&D is no stranger to silly monsters as headinjurytheater attested in a two (https://web.archive.org/web/20171224115633/http://www.headinjurytheater.com/article73.htm) part series of articles (https://web.archive.org/web/20171210221952/http://www.headinjurytheater.com/article95.htm).
The writings of John Mandeville are an endless source of entertainment. He actually thought cotton was a plant which grew sheep, which is an awesome idea to include in a fantasy setting. The writings also detail loads of weird peoples that he thought actually lived in Africa and Asia, like the "Panotti" and "Pandi" who had elephantine ears that hung to their knees. Which is also an awesome idea to include in a campaign setting and I don't care if anybody thinks it is funny, the loads and loads of furbaiting beastmen that already exist are a funny idea too. (A number of his descriptions refer to creatures mentioned in other bestiaries of the time.)
Seriously, why is there no bestiary about all the weird medieval bestiary creatures like the Panotti and Vegetable Lamb, or the fearsome critters of American folklore, or the Japanese yokai? Why are bestiaries only including creatures that meet an arbitrary standard of cool factor and, worse, mutilating their folkloric descriptions in the process?
I got so fed up with D&D that I started a blog which originally started out as some ideas for making planar adventures more interesting a la
Planescape, but expanded to include all sorts of peeves with D&D world building especially the boring over-saturated bestiaries. Like, my ideal concept for a D&D adventure path is playing a group of genies on the elemental plane from level one and exploring all the amazing cultures, geography, wildlife, etc that has to offer.
One of my earliest series of articles, which I am still working on over two years after the first entry because I am super lazy and easily distracted, is a series on how to make minotaurs more interesting by taking inspiration from mythology and other sources I liked (e.g. introducing the "plane of maze" as the home plane of all minotaurs, introducing the minotaur curses which randomly turns humans and beastfolk into minotaurs, a Ravenloft-inspired idea that minotaurs eventually become unable leave their personal mazes, a minotaur pantheon consisting of baphomet, taurus, asterion and lovecraftian star-angels who love mazes, tying directly into the original Greek myth, introducing a bazillion minotaur variants to keep them from getting stale such as pyrotaurs and minotrices and gorgotaurs, etc).
I haven't even gotten started on my problems with the giant monster taxonomy. Norse and Greek giants are super weird, yo!
Quote from: HappyDaze;1061649Yes. I may have read the thread differently than most, but for me the most influential thing that's changed the way I game has been my work experiences, particularly in team building and engagement. I'm better at it now than when I started running games in the late 80s. I can notice and correct player issues much more effectively, and I can also see when a player issue isn't likely to be correctable (and then I don't waste time on a misguided attempt to salvage). "Manage up or manage out" works on players as well as on employees.
If this isn't a relevant outside influence, I apologize.
Oh, no, OK, now I understand, and that's actually an interesting perspective.