19 #RPGaDay2020 Tower

Before I get to my Twin Peaks meets Game of Death Tulpa character for SFRPG, let us consider how time towers above us all, everything dies; eek, that is a bit abstract and dark. Well I live in Blackpool, we have our own tower. 😉 I wonder what the future of clock towers will be? Something that was once a prominent feature, sort of a magical tower of bygone years.

Like many people, I associate towers with power but also crucially with hubris, linking the idea back to the Tower of Babel tale; likely why the Tarot uses this symbol to mean impending disaster/change. Although the Tower symbol can also represent higher learning, but there is the inbuilt reminder to not build too high, to have good foundations or else. Appreciating the importance of the belief of the stars upon peoples’ lives is key to understanding why the symbol is important to many cultures, and why the Wizard Tower became a trope. With most fantasies having magic, along with the power of the heavens (culturally or literally), it goes a long-way to justifying how and why these anomalies are built. Both positive and negative meanings fit wonderfully with either Mage: the Ascension or Mage: the Awakening; particularly Awakening with the importance of the Watchtowers. The Flight of Dragons film had the Mage Tower linked to the individual Mage’s personality and magic style.

If we step away from magic, Towers are still important. Years before Mage I played many games of Cyberpunk. After the iconic adventure Never Fade Away, visiting the Corporate Plaza in Night City was generally avoided. 😉

I started a megadungeon in 2017 that was effectively a Haemonculi Tower, hidden in ancient Warp Tunnels. The Warhammer 40,000 universe has many towers, especially if we view the Spire Hive Cities like Necromunda. Games Workshops long running relationship with Judge Dread and Mega-City One is likely a source for why the 40K Hive Spires are so ridiculous. 😉

Street Fighter RPG

With martial arts, towers are not a majorly important concept, but there are a few standouts like the legendary Bruce Lee in his yellow jumpsuit in the Game of Death. Then there is the epic and intense film The Raid, which in addition to being a solid movie with incredible action sequences, it feels like a step away from being Judge Dredd.

The game Kung Fu Master was based upon Game of Death, plus also supposedly the first beat’em up. Oddly, apparently the game had a film tie-in with the incredible Wheels on Meals, even though there is 0% plot relationship?! Anyway, I have briefly mentioned Kung Fu Master before in regards to my RPG roots, Fist 2 and adventure martial arts, so it is funny that decades after playing it, I am working on adventure inspired by it.

As a quick explanation this adventure can be considered to be a fusion of Twin Peaks and Game of Death. Thus I have made a strange character, which is inspired by Hakim from Game of Death, played by amazing Kareem Abdul-Jabbar, but is neither of them, the version is the one in Kabuki Town, not the version inside The Pagoda. Bruce Lee and Chuck Norris stats were in Punho do Guerreiro 17(Brazilian), the English version for Warrior’s Fist has been translated, but it needs the cover and formatting finalising, I’ll add a link when that is completed. 🙂

Hakim (Tulpa in KT)

I couldn’t find an image that is not copyrighted, but there are some great pieces of art out there, like:

Other Peoples’ Answers

Anthony Boyd @Runeslinger

https://castingshadowsblog.com/2020/08/19/rpgaday2020-day-19-meet/

Inspired by Chicago By Night, a SFRPG / Final Fight cover for Metro City by Night

Sue Savage @SavageSpiel

https://savagespiel.blogspot.com/2020/08/rpgaday-tower.html

Paul Baldowski @deesanction

http://thedeesanction.com/tower-rpgaday-19/

Kehaar @DissectingWrlds

https://clarkythecruel.wordpress.com/2020/07/19/rpgaday-tower/

John M. Kahane @jkahane1

https://jkahane.livejournal.com/2171859.html

Heather Fey @slapjellyfish

https://ko-fi.com/post/Tower–RPGaDay2020-B0B022Q0W

@PPMGamer

https://www.ppmgames.co.uk/2020/08/19/rpgaday2020-day-19-tower/

Melestrua @Melestrua

https://melestrua.net/2020/08/19/rpgaday2020-day-19-tower/

Geek-Life Balance @cybogoblin

https://geeklifebalance.wordpress.com/2020/08/19/rpgaday-2020-tower/

Charles Etheridge-Nunn @charlie_en

https://fakedtales.com/2020/08/19/rpg-a-day-2020-part-nineteen-my-custom-dread-tower/

This is a non-exhaustive list; I still have many posts to read today, so I might be adding more links. I’d recommend searching the hashtag and judge those great answers for yourself: #RPGaDay2020, some people use #RPGaDay.

Health Before Word Count

Recently I’ve managed to make a blog post weekly, but this week I’m a few days behind. I have done some RPG design work, but as I wrote about an idea I realised I needed to be explain something else first. The next part of my series Role-Playing Game Types is a summary of things that I wrote years ago for my role-playing guide, but those ideas were about 200 pages in, which is why writing a synopsis has proven so time consuming for me.

On Monday I had the urge to rush something out; the thought kept stressing me out. Even though I had written things, I wasn’t going to complete anything in time, and I was trying to stick to a deadline about posting at least once a week. Sadly the stress caused a severe pain spike to my normal pain levels, meaning more breaks were needed. As I mentioned in Healthy Pacing for Deadlines, personal goal setting can only work if the person is realistic about the pace they can set for their work, which also has to take into account health considerations. Estimating how much that is, is a daily struggle, as my health can still fluctuate a lot each day.

Whilst my improved workload is not a return to the vast amount of work I used to do, like a lot of 80 to 90 hour weeks I did whilst at KJC Games, at least things are a bit better than they were a few months ago. I think I am getting better at the daily appraisal in regards to determining how much work I can do before further aggravating my body. The Spoon Theory is a good way of explaining energy management, it mostly applies to my situation, but explaining what my thoughts on this is a blog post all to itself; yep another one for my TODO list.

BatIdeaLoop
A dangerous loop to avoid, finish things, iterate, iterate, iterate.

Thankfully one strategy that improves my odds of reducing problems is to lie down whilst dictating. Sadly this method only really works for my fiction writing, or when discussing a design idea out loud with myself, since I don’t need to keep looking at a screen. If I had the money, maybe I could setup a screen on a very adjustable stand, or go an outrageously expensive adjustable setup.

I am also doing a lot more around the home, as well as looking after my dad whose health recently has rapidly declined, all of which takes time and energy. Each activity is a chance for me to do a bit too much, and as per The Spoon Theory to run out of energy (spoons). I believe the fact I am doing what I’d previously consider to be pathetic levels of physical activity is the area that I have been badly estimating, but I am thankful that I am doing more in general.

I have blogged about The Bestseller Experiment before Writing Curious/Crazy Experiment; I am still thoroughly enjoying the show and will blog more about it soon. Word count is a subject that has been discussed a lot, and the many outstanding authors being interviewed have given great advice about this subject, which so many writers obsess over. So, even though I know about the arbitrary nature of tracking my word count, I still fall victim to it. I really appreciate Ben Aaronovitch’s advice, which is roughly that quality words are what matter.

Although it’s been a year since I wrote my mission statement for the blog, I haven’t changed my opinions for blogging, and what I am slowly building towards. Life still comes down to carefully allocating priorities. Although I’m not in a position to return to professional game design and writing yet, I am striving towards that goal even if my work rate is currently terrible.

RPG Power of PBM: Social

This post about RPG and Play by Mail Games (PBM) continues on from the previous article RPG Power of PBM: Time.

When discussing PBM RPG, occasionally someone will be concerned that there is a lack of social interaction in such a game type. They envision a lone player reading something like a Choose Your Own Adventure or Fighting Fantasy book. Even before the explosion in email access or the World Wide Web took off, PBM games were very social. Granted some players were playing smaller games with none of their local friends involved, so they had to wait for a letter to arrive by post from other players. Whilst phoning someone was possible, back then the cost was off putting, particularly an issue for younger players; the further back in time we go the more likely players did not have easy telephone access. For the vast majority of people these days, these are no longer concerns, if you have access to email or the web you are able to be involved in any number of games.

It’s understandable that some players of tabletop games, and in particular LARP, would assume that socialising is an issue in a PBM game. Consider how many people refer to the online world as not being real, there is just something disconnecting about a lack of physical presence. This lack of face-to-face interaction, however, does not prevent a PBM player from developing strong social ties. Besides curiosity, many games promote alliances, and given the strategising power of PBM, contacting other players is normal in all the various games I’ve played. Obviously other players are going to form alliances, and information gathering is vital.

Like with Massively Multiplayer Online (MMO) RPGs, meeting somebody in game randomly could lead to long-time close friendships. Many people will be familiar with online players deciding to meet up, going to large group events, and some players forming close relationships or marriage. This level of friendship has been happening with some PBM players for decades.

Direct social interacting, face-to-face, whether physically or virtually, is not something everyone wants to do. There could be any one of a number of reasons, such as: chronic illness/injury (whether minor or full bedbound), social anxiety, autism, and returning to the previous article’s point: a lack of time. Please don’t think of PBM games as being only suited for people with health issues, non-neurotypicals, or any type of disability, this list just highlights another benefit of this game type.

communication-1297544_640
Virtual Socialising, Diversity and Identity

Another interesting aspect of PBM is that of identity, how we present ourselves and how others perceive us; of course sadly some people find any discussion of identity as an excuse to attack others, particularly minorities. For many of the diverse PBM games a player might choose to hide their identity, present themselves how they want, which some people feel is their best course of action even nowadays. This is another advantage that PBM games can offer.

During a tabletop game, and even more so with LARP, the emotional intensity and sense of connection can be quite intense. It may seem that PBM will lack this level, but just like with any other role-playing games, whether playing with others, or reading a turn result by themselves, players can still achieve emotional highs from succeeding or failing. Given the strategy aspect I previously emphasised, having a long-time ambitious plan succeed certainly provides an emotional high. Other players also tend to be interested in what is going on in the game, so for those that want to there are still plenty of chances to socialise with others, as well telling friends and family about your latest game exploits.

The raise of the modern Massively multiplayer online (MMO) owes it roots to tabletop RPG, Multi-User Dungeon (MUD), and PBM. Within these games large number of players come together to form alliances, either to compete with other players, or the game world. Organising things with other players is a big part of the MMO genre: fleet co-ordination in EVE Online, dungeon raids in World of Warcraft, etc. The same applies to other competitive games: FPS, RTS MOBA, etc., it is normal for players to organise themselves into teams/clans.

Coalition

As mentioned above, players were forming alliances in PBM games decades ago, and some professional games were quite popular leading to massive groups. Playing a bigger PBM means more players to interact with, and this scaling of game size translates to more people to keep up to date with, as well as game positions to track. The end result being a player could choose to spend a lot of time communicating with other players, and this certainly addresses the query of socialising with a PBM. For some players they can be communicating with many players a day, all year, a level of socialising tabletop or LARP rarely achieve.

My first PBM game was Quest by KJC Games, which I eventually ended up running and redesigning as a moderated RPG. As a kid I had seen PBM adverts in the old White Dwarf magazine (Games Workshop), but the money I earned from my paper round went on RPG books and wargame models. Whilst at college I met some other gamers, and via these people I eventually gave Quest a go, which also led to me trying other games like the massively success game It’s A Crime. Their Quest alliance consisted of only people they were close friends, but also to keep in game information secure.

Information security and trading is a major part of socialising and fun with most PBMs.

Before a tabletop gaming session they often discussed their PBM plans and this co-ordination eventually resulted in devastating attacks on their enemies. When Magic the Gathering came along, the group would often bounce PBM ideas around whilst playing cards; fun times. I appreciate I was lucky with regards to joining such an organised group of players. Out of the many groups that I played with, this PBM & TTRPG social group (plus a bit of wargaming) was a big help in regards to developing ideas and eventually getting a job at KJC Games. Working at my local games shop Tower Models also helped.

In a future article I’ll tackle a question I have been asked many times: “But how do you actually role-play during a PBM?” Due to the sheer diverse types of PBM games I view this as a complex question, although the easy answer is: make a character, play it 😉

RPG Power of PBM: Time

This post follows on from my overview of Role-Playing Game Types (RPG), and is another step towards finally publishing my role-playing guide. I think play-by-mail (PBM) is awesome, and despite what some claim it has not died out. To help justify my opinions on why PBM can be such a powerful way of role-playing (RP), I’ll explain some core aspects that form the essence of this type of gaming.

Over the decades PBM became an umbrella term covering more than just games played via a postal service. The term PBM has variations like: play-by-post (PBP), play-by-email (PBEM), play-by-Internet (PBI) or play-by-web (PBW). PBEM has probably been the most common playing method since the 90s. I prefer to use the PBM abbreviation as an umbrella term for all the types. Whilst PBM can be a way of running downtime for a tabletop group (TTRPG) or Live-Action (LARP), I am focusing on dedicated PBM RPGs.

I’ve found that trying to explain what PBM is, by giving diverse game examples just complicates matters. Many PBM games have nothing to do with role-playing, such as chess or Diplomacy. Chess and similar turn based board games are easy to envision being played by post. Introducing a PBM RPG to a few role-players is met with confusion, their initial thought is that someone writes they rolled a 6, and then imagine a really slow postal conversation filled with tedious haggling about results, rules, and a line of character dialog. PBM games are generally a lot more sophisticated than this, and from a certain point-of-view RP is carried out in a similar fashion to a tabletop game; more on PBM and RP in a future post.

I’ll quickly clarify that PBM can run any style of role-playing. Whilst it may be obvious that the medium excels at strategy, I have in-depth court dramas, romance and exploration games as well. Whilst PBM is brilliant at games set over vast time periods, little moments of RP brilliance are still possible.

Well designed and run PBM games excel at Time Management, Depth & Convenience.

Batjutsu PBM Dice
PBM is not about sending dice by post, or writing “I rolled a 6!”

For many role-players, organising a gaming session is usually the biggest problem. This can be a major problem for LARP due to the number of players involved, the issue of booking a location, and the travel it entails. This is still a common issue for a tabletop game, even if the players are playing online. As gamers get older this problem tends to increase, a player’s busy adult life makes it harder to allocate time to a gaming session; there is also the additional issue of an increased likelihood of having to miss sessions. Timeslot issues are rarely a problem when playing a PBM. A player can ponder game information and orders during quiet moments, such as when travelling, waiting in a queue, preparing food, et cetera. Players then just need a bit of time, usually a few minutes, to finalise their orders and send them off.

Players do not need to allocate a block of time for a PBM game, like an evening for TTRPG or LARP, or even longer.

With experience a player can read game information and work out their next plans quickly, even for complicated games. Time also relates to health and/or social commitments, which I cover in the next post. The time saved can be allocated to discuss the game with others, including co-ordinating complex plans.

Just like with TTRPG or LARP a PBM game can vary in duration. How long a PBM is played generally comes down:

  • Until a particular win condition is reached, like Civilization.
  • Until a set number of game turns are reached, for example a turn a week for a year.
  • A game could be open ended; some professional PBM games have been running for decades, and there are possibly amateur games with similar timeframes.

A game turn could represent a character’s day, a scene, an overview of a week, or a more abstract number of time units. The general idea is that only events of note are described. This applies whether a player is running a single character or vast empire, like Civilization.

A PBM game tends to work by providing a player an initial starting turn, the player then works out their plans and issue orders that they submit in time for the turn deadline, and then wait for the turn result. A turn deadline could have any timeframe; many of the games I played/ran had a weekly turn deadline, some allowed a smaller daily turn whilst others one big turn a month.

Anticipation for the results of my next PBM turn was something I always appreciated.

I think the key advantage of any PBM game is that they give you time to think about different strategies. This is why PBM Chess works so well, and has been played for centuries. As one of the best-known strategy games, and a tool commonly used in movies to highlight a character’s intelligence, I think chess wonderfully highlights the power of PBM with regards to thinking time and strategy. Of course every type of role-playing game allows for some strategising, but with the vast majority of PBM games a player has the luxury of time to explore different ideas. Even for very knowledgeable and quick thinking players, having more time to think is beneficial, and most of us aren’t that reliably brilliant.

Whilst not every professional PBM game involves software making running and playing the game easier, many benefited from doing so. I found that the games that used software generally allowed for better focus on strategy, role-play and storytelling.

Next time, the power of PBM with regards to physical and social considerations, RPG Power of PBM: Social.

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