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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: HinterWelt on August 04, 2007, 06:20:06 PM

Title: Q&A: Clash
Post by: HinterWelt on August 04, 2007, 06:20:06 PM
Taking the lead from Alnaq and starting up a thread for questions to Clash Bowley from Flying Mice.

Please respect the nature of the thread and try not to derail it from its Questions & Answers nature. If you want to comment, do it elsewhere.
Title: Q&A: Clash
Post by: HinterWelt on August 04, 2007, 06:23:10 PM
1. What sort of design process do you use for your published games?

2. When did Flying Mice start and what was the reason to start it?

3. You have a penchent for Sci-Fi and Historical games, do you find this sometimes at odds?

4. Do you subscribe to any design theories? If so, what? If not, why?

5. What has been your experience working with Pundit been like?

Thanks,
Bill
Title: Q&A: Clash
Post by: James J Skach on August 04, 2007, 06:44:19 PM
Do you have any links to In Harms Way AP information?

I've a bit of a preconception of In Harms Way, how does it differ from a traditional D&D adventure game?

I know the last one is difficult - I'm having trouble phrasing it; but I've heard you describe it in ways that seem unfamiliar to a old man like me...

Thanks!
Jim
Title: Q&A: Clash
Post by: flyingmice on August 05, 2007, 12:43:26 AM
Quote from: HinterWelt1. What sort of design process do you use for your published games?

I have evolved from my first games - like StarCluster and Book of Jalan - to now. Initially I worked on things as I was interested in them, then tried to haul the whole mess together, clubbing down anything that didn't fit. Since Cold Space, I start with the illos, to nail down the feel I want, then write from a game structure outline, working on several aspects of the outline at the same time. As I fill the structure out, I start alpha playtesting internally with my group as I'm writing it. When I feel like I'm done, and the playtest is running smoothly, I Begin gathering beta playtesters for outside playtesting. I incorporate suggestions made by the beta groups into my final document, reread everything from the beginning, smooth out any rough edges, submit it for proofing, and finally make an indes and put it on sale.

Quote2. When did Flying Mice start and what was the reason to start it?

It started in 1997, and was originally set up to design six degree of freedom computer controllers - like the wii controllers. It was drastically underfunded, and when prototypes began having production problems the company started running out of money. I put StarCluster out there to earn enough to keep the company alive as I searched for more funding, but StarCluster did well and I eventually began concentrating on the publishing.

Quote3. You have a penchent for Sci-Fi and Historical games, do you find this sometimes at odds?

No, not really. History and SF have been passions of mine since I was a child. Sometimes they blend very well, as in Cold Space and FTL Now, and they never seem  to conflict for me. Both historical and SF have in common a human scale which fantasy doesn't have. I have much more trouble with fantasy than with SF or historical.

Quote4. Do you subscribe to any design theories? If so, what? If not, why?

None. In my view, when theory meets player, theory breaks. Anyway, I'd rather design games than think about designing games.

Quote5. What has been your experience working with Pundit been like?

He's a joy. No problems, no unreasonable demands, no bitching. Just a willingness to get the best game possible out there.

QuoteThanks,
Bill

No Problem! :D

-clash
Title: Q&A: Clash
Post by: flyingmice on August 05, 2007, 01:02:39 AM
Quote from: James J SkachDo you have any links to In Harms Way AP information?

Sure - 1795 (http://forum.rpg.net/showthread.php?t=281242) is a game I'm playing currently over IRC. It's a bit of a read. It's also not quite up to date. :D

QuoteI've a bit of a preconception of In Harms Way, how does it differ from a traditional D&D adventure game?

Well, there's no isolation. Everything is done within the social matrix of the ship. There are maybe a couple hundred men you, all depending on you to some extent. You always have to work with people. A leadership skill level is far more important than a level in blade or firearms.

Most combat in IHW is mass combat rather than small groups. You have a bunch of men behind you depending on your leadership or discipline to smash the enemy until they lose the will to continue and surrender.

Troupe play requires shifting viewpoints between several characters, in a mix and match fashion. Sometimes you are the third lieutenant, sometimes you are the ship's surgeon, and sometimes you are a marine. Each one has realationships - up to superiors, down to subordinates, and to each side to peers. You have to work within these relationships, and they change with time.

Ship to ship combat requires outhinking the enemy to get him at a disadvantage. It requires competence at shiphandling so you know what you can do, and it requires trust in the competence of others - you can't fire every gun, and you can't handle all the sails. At some point you have to trust those that follow you to be able to do what they are told, and to be willing to do what they are told.

QuoteI know the last one is difficult - I'm having trouble phrasing it; but I've heard you describe it in ways that seem unfamiliar to a old man like me...

I hope I've given you a decent idea. :

QuoteThanks!
Jim

Happy to! :D

-clash
Title: Q&A: Clash
Post by: HinterWelt on August 05, 2007, 10:48:23 AM
6. IHW is a very different concept to me. Do most game scenarios take place on the ship? at port? in landing parties?

7. So, no design theory, but could you summarize your approach to building a game? Yes, we have the process, but something more high level like "I view mechanics as disposable" or "Mechanics should enable the GM not the player". I hesitate to call it a design "philosophy" but that is really what I am asking.

8. What games were the main influence for your design?

9. Do you have any view on the role of game master? As in, do you believe he is a referee, story guide or just a general tool that players use to have fun.

10. What are your views on player empowerment?

Thanks,
Bill
Title: Q&A: Clash
Post by: TonyLB on August 05, 2007, 11:10:04 AM
11.  What games are you playing or running these days?
Title: Q&A: Clash
Post by: JohnnyWannabe on August 05, 2007, 03:09:06 PM
Quote from: HinterWelt9. Do you have any view on the role of game master? As in, do you believe he is a referee, story guide or just a general tool that players use to have fun.

Judging from Clash's game that I've participated in, he just let's the players dig their own holes.;)
Title: Q&A: Clash
Post by: flyingmice on August 05, 2007, 04:56:01 PM
Quote from: HinterWelt6. IHW is a very different concept to me. Do most game scenarios take place on the ship? at port? in landing parties?

That entirely depends on the particular game. All of those and more may take place, and are covered in the rules. I've run entire sessions where the PCs are in the middle of the desert, for example, but they are there with some people from the ship, and for the ship.

Quote7. So, no design theory, but could you summarize your approach to building a game? Yes, we have the process, but something more high level like "I view mechanics as disposable" or "Mechanics should enable the GM not the player". I hesitate to call it a design "philosophy" but that is really what I am asking.

Design philosphy? Keep decisions to the group level whenever possible. The center of play is the Player Character. The GM's role is to ensure the group has fun.  

Quote8. What games were the main influence for your design?

Umm... I cribbed troupe play from Ars Magica, though I've never read it. The main system is taken from StarCluster, which is modded from BRP. The Lifepath chargen was inspired by Traveller, and the honor/practicality mechanic was inspired by Pendragon's traits.

Quote9. Do you have any view on the role of game master? As in, do you believe he is a referee, story guide or just a general tool that players use to have fun.

That depends on the group. Different groups have different ideas. I like a strong, flexible GM who deals straight with the players.

Quote10. What are your views on player empowerment?

I believe in player character empowerment. :D

QuoteThanks,
Bill

No problemo, Bill! :D

-clash
Title: Q&A: Clash
Post by: flyingmice on August 05, 2007, 04:58:19 PM
Quote from: TonyLB11.  What games are you playing or running these days?

Hi Tony:

Right now, I'm running my own games in three different groups. That's not always the case, but is so at the moment. I very seldom am a player.

-clash
Title: Q&A: Clash
Post by: flyingmice on August 05, 2007, 04:58:54 PM
Quote from: JohnnyWannabeJudging from Clash's game that I've participated in, he just let's the players dig their own holes.;)

Bang on, Rich! :D

I think that about wraps it up! It's not like I do anything interesting with game design, OK?

-clash
Title: Q&A: Clash
Post by: TonyLB on August 06, 2007, 03:51:22 PM
12)  How much of a priority, for you, is feeling something of what your character would (hypothetically) feel?  "Immersion" is a huge bug-a-boo, so I don't want to attach anything to that, but I'd love it if you could describe, in your own words, what kind of relationship you as a player have with the emotions that you imagine for your character.
Title: Q&A: Clash
Post by: Settembrini on August 06, 2007, 03:54:09 PM
What´s the problem with immersion?
It´s one of the main fun-sources of RPGs.
Sure different folks need different stuff for immersion.
But immersion itself is awesome, no?
Title: Q&A: Clash
Post by: TonyLB on August 06, 2007, 03:59:03 PM
Quote from: SettembriniWhat´s the problem with immersion?
It´s one of the main fun-sources of RPGs.
Sure different folks need different stuff for immersion.
But immersion itself is awesome, no?
Sorry, sorry ... as a term, I consider it a bug-a-boo, because I've seen it defined so many ways.  I've seen the term foul communication.  I've got no problem with pretty much any of the ways I've seen it defined.

That was very poor wording on my part, for which I apologize.
Title: Q&A: Clash
Post by: joewolz on August 06, 2007, 04:00:57 PM
Quote from: SettembriniWhat´s the problem with immersion?
It´s one of the main fun-sources of RPGs.
Sure different folks need different stuff for immersion.
But immersion itself is awesome, no?

I agree, and I hate the debate surrounding it.  Just because it doesn't fit with current theory does NOT imply that there's something wrong with it.  It's existence not fitting into the greater theory should, in a normal theory, imply the theory is missing something.
Title: Q&A: Clash
Post by: flyingmice on August 06, 2007, 04:03:01 PM
Quote from: TonyLB12)  How much of a priority, for you, is feeling something of what your character would (hypothetically) feel?  "Immersion" is a huge bug-a-boo, so I don't want to attach anything to that, but I'd love it if you could describe, in your own words, what kind of relationship you as a player have with the emotions that you imagine for your character.

Hmmm - I very, very seldom play as opposed to GM. When I do, though, I try to live vicariously through my character - experiencing the game directly in my imagination as if I were there. Bumps up the old intensity level. How much of a priority is it? Well, it's important, a strong preference, but I can have fun without it. The fun just gets muted is all.

-clash
Title: Q&A: Clash
Post by: flyingmice on August 06, 2007, 04:04:43 PM
Quote from: TonyLBSorry, sorry ... as a term, I consider it a bug-a-boo, because I've seen it defined so many ways.  I've seen the term foul communication.  I've got no problem with pretty much any of the ways I've seen it defined.

That was very poor wording on my part, for which I apologize.

Yeah - I wondered about that for a second, then figured out what you meant. 5 roleplayers, seven definitions of immersion. :D

-clash
Title: Q&A: Clash
Post by: TonyLB on August 06, 2007, 05:23:45 PM
Quote from: flyingmiceHmmm - I very, very seldom play as opposed to GM.
Cool ... I sometimes think there's even more variation in how different people GM than in how different people play, so ....

13) When you are GMing, what do you try to do?  I get that you'll have some goal ("Make sure everyone has fun" is always popular), and that reacting to the game in progress in order to seek that goal will always inform your GMing, but what, if any, are your opening moves and favorite techniques?
Title: Q&A: Clash
Post by: flyingmice on August 06, 2007, 06:23:37 PM
Quote from: TonyLBCool ... I sometimes think there's even more variation in how different people GM than in how different people play, so ....

13) When you are GMing, what do you try to do?  I get that you'll have some goal ("Make sure everyone has fun" is always popular), and that reacting to the game in progress in order to seek that goal will always inform your GMing, but what, if any, are your opening moves and favorite techniques?

"Make sure everyone has fun" is, of course, the goal, though very bland and uninformative, but how to achieve that goal is perhaps more interesting. I'm a situational GM, having no set plot in mind beyond the initial situation - called I think the "kicker" though I've been using the technique since Mr. Edwards was in diapers, it's a good term - to propel the player characters into reacting to the situation and getting active. When things flag, I toss in another situation. I have no idea what the PCs will do with the situation, I just know what the NPCs are attempting to do.

My "goal" if you like is to involve the PCs and keep the interest racheted up, allowing them the most freedom possible to do and be whatever they want and to go anyplace they desire within the setting. I get my kicks vicariously from their enjoyment, from interacting with them as NPCs, and from seeing how they deal with the situations I throw at them. I have no particular attachment to my NPCs, they're just tools to increase the the PCs' enjoyment, and I prefer to roll in the open.

Two of my favorite techniques are the "monkey trap" and "misdirection." The monkey trap is based on the real monkey traps where something shiny is put in a hollowed out gourd or coconut, with an opening just big enough for the monkey to slip his hand in, but too small for him to pull his fist back through, and anchored to a tree or the ground. The monkey reaches in to get the bait, but can't pull it out in his fist. The monkey can leave at any time by letting go of the bait, but they seldom do that. In play, that means the players can leave any time they want, so long as they give up on the bait. Following the bait just leads them into more monkey traps, dialing up the bat and the consequences.

Misdirection involves giving information that is true, but can be interpreted in at least two different ways. When it's done properly, the player characters should have a "D'OH!" moment where they realise they have been looking at the situation in the totally wrong way, and they have to scramble like mad.

-clash
Title: Q&A: Clash
Post by: JohnnyWannabe on August 06, 2007, 09:12:44 PM
Quote from: flyingmiceI think that about wraps it up! It's not like I do anything interesting with game design, OK?

C'mon, man! The Cold War in spaaaaaaaace! How cool is that?:D
Title: Q&A: Clash
Post by: flyingmice on August 06, 2007, 10:29:10 PM
Quote from: JohnnyWannabeC'mon, man! The Cold War in spaaaaaaaace! How cool is that?:D
Pfft! That's like:

1: Get cool idea
2: Do Hard Work
3: Publish

Accurate, but not exactly illuminating! :D

-clash
Title: Q&A: Clash
Post by: JohnnyWannabe on August 06, 2007, 11:09:45 PM
Quote from: flyingmicePfft! That's like:

1: Get cool idea
2: Do Hard Work
3: Publish

Accurate, but not exactly illuminating! :D

-clash

Hee hee! Spoken like a true Clash.;)
Title: Q&A: Clash
Post by: flyingmice on August 07, 2007, 10:28:41 AM
Quote from: JohnnyWannabeHee hee! Spoken like a true Clash.;)

Now, if you're all done interrupting me, I can get back to work! :P

-clash