Wonder Wednesday

How could this not be an Everything, Everywhere, All at Once appreciation post?   Whatever meaning the Oscars may or may not have, it won big, and deservedly so.  It is an astounding, excellent, inventive, powerful, heartfelt, inspiring, insightful, transformational, and a storytelling tour de force.  A real display of passion by all those involved, that, with what might be considered modest means in today’s movie-making complex, shows what’s possible when authenticity is unleashed and aligned.  10000% fabulous.

And while it’s only gotten one philosophy highlight here so far, there will be more to come once I can put it into words…

Until then, if you haven’t seen it, I highly, highly, recommend it, and then watching it again, and again, and again. I certainly have.

— fanart poster by Daria Kalashnikova

The Aurora RPG – Example A

It’s been about three years since I released the Aurora RPG Engine to the world.  And I’m still excited to have done so!  But the core engine itself always had a bit of a problem which was… well, it’s just an engine with a bunch of designer notes.  Not only do you need more design around the engine to create a complete and playable game, as the experience with Cortex Prime shows, even a toolbox can be opaque without a focused implementation.

So, in remedy of that… here’s an Example RPG!

There is one quick caveat: this example isn’t a full and complete example set of rules, not yet.  It is the core of it, with character creation, how to run skill tests, and just a smidge of conflict rules to illustrate how the Margin of Success system interfaces feeds into it.  But character growth, advanced resolution systems, and the complete conflict module including initiative, action handling, modifiers, recovery, etc are still absent.  Plus, as an example, it isn’t written with all the expansiveness, detail, and polish (especially polish!) that a published RPG would have.

But it is a start, and I will update and add to it over time.  And these rules have been playtested through the Star Wars campaign I have been running over the course of these same three years, where it has been working very well.  I’m still tweaking the conflict portions to get it just right, which is why their release is being postponed for a little while longer.

Despite this incompleteness, I hope this example still gives a good sense of how to use the Aurora RPG Engine and shows off some of its advantages and gaming oomph!  And please feel free to send back any feedback you might have.

Grab the Aurora RPG – Example A here (or click the image above), and happy gaming!

Philosophy Tuesday

This weekend I heard a story on This American Life that reminded me of another story I’d also heard on TAL (and also wrote about it here).  The story from this weekend was about a version of the game of telephone (if you’re not familiar with the game, an explanation is below*), except that this was a more full-blown storytelling version of the game, run as a loosening exercise for people about to appear on a podcast.  The first person told this short, concise, real-life story about a romantic relationship of someone in their friend group, it’s unexpected ending, an even more unexpected twist, ending with a quandary for the friend group.  The next week’s guest listened to the story, then told it in turn for the next week’s guest, and so on.

Not unexpectedly, the story changed.  And boy did it change.  But while that it changed was not a surprise, what was most interesting about it is how the story changed.  It got more dichotomous.  It injected villainy and malice.  It amped up the stakes.  On the whole, it became more dramatic, with both a good guy and with a bad guy acting with definite intent.  It became a plot (in both the nefarious plan kind of way and also in the narrative plot of a novel/etc sense of the word).

All of which all but obliterated the complexity, messiness, and humanity (including sadness, misfortune, and chances for empathy) of the story.

Which brought to mind that previous show on TAL where Ira had made the very astute observation, “And I think what that’s about is, I think, when we encounter something inexplicable or mysterious, our imaginations, we are such hacks. You know? We go to the most standard, stock, seen it in 100 TV shows version of what something probably is.”

Yep, it’s our storytelling minds being such hacks, taking something nebulous and turning it concrete, and often in a most nefarious direction.

And it’s important to remember that none of the participants in this game realized they were doing it, nor did they intend to do so!  They had the same sense we all have:  we hear it like it is, we understand it fully, and we disseminate it accurately, and while others may have problems sorting things out and keeping things straight and seeing things properly, or to keep their bias out of it, no, no not me, no, I tell it right.  That might be the sense and experience we share, but it’s one that’s unfortunately caca.  And the more we believe it, the more susceptible to our hack selves we become.

We’re not bad for this, of course.  Storytelling is one of the greatest gifts we have as humans, and is perhaps the thing that makes us human.  The idea is not to stop being storytellers or to become Vulcans.  It’s just a great reminder to us to practice mindfulness and work to expand our awareness of ourselves, and a reminder to practice being present to and with what’s so.  To develop our deep listening skills.  And to pay attention to the story and not just the plot, representing the depths of the situation and of all those within it, including generosity and empathy, embracing complexity, and to be fascinated with the way life sometimes goes.

 

* In case you are not familiar with the game, the simple rules are that you get a group of people, and one person whispers a phrase of some kind to another player.  That player then whispers it to the next player, who does the same to the next player in turn, and so on, until the last player receives the phrase and states it aloud.  Note that no one can ask for the person to repeat it; they must pass it on as best they understood it.  The surprising thing about the game is always just how different the last phrase often is… it can be downright astounding.

Wonder Wednesday

There is this amazing scene at the end of Drive My car.  It won’t necessarily spoil anything to watch it now, so even if you haven’t seen it go for it (and then I totally recommend watching the whole thing!).  The setup here that of a “play within a movie” and within the plot it’s got this interesting conceit, that of that each (in-film) actor speaks their native language for their lines.  This scene is the final one of Uncle Vanya, and the (in-film) actress here does her bit in Korean sign language:

Just so deliciously powerful.  The (actual) actor and her acting is amazing, but her performance in how she harnesses the sign language to deliver it, signing both personally but also involving the other actor is brilliant.  All heightened by the expressive and nuanced sign language itself.  Absolutely wonderful.  (As is the rest, see the film!)

Gaming Thursday – Cortex of FATE

As mentioned last week, I’ve been digging through the Cortex Prime ruleset.  We’ve been using it in a narrative-forward campaign that was originally conceived and played in the FATE ruleset.  So far it’s been going well, and I’ve discovered a few things that I prefer within Cortex.  For starters, nearly every test in Cortex involves/includes one of the character’s Distinction in the pool, whereas in FATE a character’s Aspects (essentially the same as a Distinction) only come into play if you spend a Fate Point.  While the latter might be more dramatically highlighting, outside of those Point spends there’s less to distinguish one character’s skill or approach or flavour from another.  By including a Distinction with every test, however, a character’s flair and flavour is likewise included and reinforced.  Another neat bit is how, by leveraging Cortex’s unusual die mechanics, there are several slick ways that can be used to resolve different kinds challenges or encounters or situations.  There’s a streamlined way to run obstacles or swarms or large-scale events, a way to craft interesting one-on-one contests, and another that allows for tracked action/reaction encounters.  Each unique yet still tied to the same mechanics, and each of them are evocative and allow for plenty of player creativity that highlights a character’s schtick and personality.  Lastly (for this post), there are slightly more reminders and perhaps incentive to invoke against yourself and therefore keep the meta currency economy flowing.*

Even with all the neat stuff in Cortex, however, there are some features of FATE that I do find missing within the base Cortex Prime ruleset, especially around the larger and more impactful narrative-altering use of Aspects and Fate Point spends.  Hmmm… why not take those ideas/concepts and incorporate them into the Cortex experience?

And lo, the Cortex of FATE mod was born!

To be clear, this is not an attempt to model or reproduce FATE within Cortex Prime – even using this mod the game still plays and feels like Cortex.  Instead, the additions are intended to enhance the narrative oomph of a campaign, primarily by adding additional uses for Distinctions and Plot Points and by porting over Approaches as a new Prime Set.  All in all, the goal is to entice greater storytelling opportunities.

We’ve been playtesting these mods in our Broken Lands campaign and thus far they’ve been working great.  If this piques your interest check it out, and I hope they help fuel wondrous and engaging stories for all those around your table.

* To be complete here, let me mention that I find there are also some downsides with the interesting dice mechanics.  Beyond the one I already spoke of last week, the principal issue is that in building a pool mechanic that both a) uses so many different die types as well as b) adding only two of them together to determine the result, it becomes quite difficult to get a grasp of the probabilities and outcomes.  This can be especially acute for the GM to set difficulties; if the base is 2d8 difficulty, how much harder does it make it if you add a d6 to the mix?  Or for players, is it better to go with a pool of 1d6|2d8|1d10, or a pool of 1d6|4d8?  With the d10, the former certainly allows for potentially greater success, both in a higher total as well as in choice of effect die, but will the latter, with its higher number of dice, equate to a higher average roll and thus higher chance of at least marginal success?  It gets worse when you realize that both the GM and the Player is rolling each time, with no static target numbers, and each with pools of dice that might be different each time… it will take a while to get a feel for “power levels”.

Storytelling Sunday – The Spidy Meta

I want to talk about the recent Spider Man Film, No Way Home, because there’s an aspect of it that’s super interesting to me.  I thoroughly enjoyed it, and there are plenty of cool moments within – but the why of that is what I find so intriguing.

Before I get any further, as I always say, “Spoilers Ahead.”  But unlike the usual warning, in this case I really mean no, really, pause for a second here and if you if you have some interest in this film and haven’t seen it yet then, for some of the very things I’ll talk about below, it is really best to watch the film before reading further.

If you have seen it, well, let’s swing in!   Continue reading

Gaming Thursday: The Troubleshooters Aurora Casefiles

The Troubleshooters RPG is a game based on the action, adventure, and mystery genre of Franco-Belgian graphic novels (aka bandes dessinées), especially those of Tintin and Spirou & Fantasio.  Now, if you’re like me, just that tagline is enough to excite you!  And if it does, you’ll be equally excited to know that the game is now out for all.  It’s a definite beaut, well put together with art and layout that do a great job to evoke the genre.  Even better, so do its rules, with the core system being solid enough and with some nice mechanical nods that provide support towards playing and creating those types of stories we love.

Having backed the Kickstarter, I received the PDF a few months ago and have greatly enjoyed diving into it.  And while I have no major issues with the base system, I immediately began wondering how it might play using the Aurora RPG Engine.

I think you can see where this is going…

Enter: The Aurora Casefiles!  A conversion that aims to bring the advantages of both Aurora’s dice mechanics as well as its narrative tools to the world of the Troubleshooters.   This is not attempting to design the game from the ground up; rather it strictly keeps as much of the core Troubleshooters rules and all its nifty subsystems (such as dice flipping, karma, dice challenges, duels, story points, and more) intact.  It’s the best of both worlds!

Snag your copy here (and the Aurora Engine document if you haven’t already), pack your camera, bring along your favourite white dog, a few companions, and let the adventure begin…

(Note that this conversion document only contains the bits that are necessary to modify the base Troubleshooters core rules to use the resolution mechanics of the Aurora Engine.  As such, you will need a copy of the core Troubleshooters RPG, which you can get direct from Helmgast here or also from modiphius.net)