GNS and Gamemastering
The concept of GNS (Gamist / Narrativist / Simulationist) as a tool for guiding game design is well-documented on the internet on such places like The Forge in discussions and articles. Gamist play normally involves a clearly defined set of "victory" conditions, and rewards and consequences for actions. Narrativist play normally focuses on the story above all else (as determined by all the players). Simulationist play deals with exploring the plausibility / realism of the world or setting of the game.
Just yesterday, I was struck by the fact that the initial GNS balance as set down by the rules set actually changes when in the hands of a Gamemaster (GM). A GM's natural biases will twist the game along the three axes of the GNS paradigm to fit his or her taste. GMs with a strong narrative bias will pull the game towards that axis... same with the other axes. The system and the setting will still define the initial starting point... and in some ways reinforce that style of play. But the GM (and the players) will eventually make the game their own.
Kult Musings
Elisabeth / Elizabeth Seymour. She wasn't bitten by the Sepiroth. She claims not to be reminded of her past, especially the deaths of her parents... and yet she still lives and works in the same building and in the same line of work as her parents. Her most recent play appears to have been strongly related to the tragedy that took place in her life.
An FBI Agent strongly suggests that she may have been responsible (at the tender age of 13) for killing her father... and that her father may have been the leader of Jackals (a term used to refer to serial killers) based in the NY and Manhattan area... and that during the time he ran Theater Mondo, the rise in serial killings increased... just as they have in recent years when Elizabeth took over the operation.
Her father, Richard Seymour... Her mother, Mary... they were the faces of the actors we saw in the play "Agamemnon" in that horribly realistic murder scene.
And now, the Danny Weston has been warned away from "Richard Seymour" by the ritual murder of a family of four (his neighbors)... after he'd been dating the lovely Ms. Seymour for a month.
My character's theory will be (once I get to "share info" with the other characters) that she is either channelling her father, or that his spirit is somehow tied to her and influencing both her and the Jackals. But if either's true... what the heck do we do now?
Elisabeth / Elizabeth Seymour. She wasn't bitten by the Sepiroth. She claims not to be reminded of her past, especially the deaths of her parents... and yet she still lives and works in the same building and in the same line of work as her parents. Her most recent play appears to have been strongly related to the tragedy that took place in her life.
An FBI Agent strongly suggests that she may have been responsible (at the tender age of 13) for killing her father... and that her father may have been the leader of Jackals (a term used to refer to serial killers) based in the NY and Manhattan area... and that during the time he ran Theater Mondo, the rise in serial killings increased... just as they have in recent years when Elizabeth took over the operation.
Her father, Richard Seymour... Her mother, Mary... they were the faces of the actors we saw in the play "Agamemnon" in that horribly realistic murder scene.
And now, the Danny Weston has been warned away from "Richard Seymour" by the ritual murder of a family of four (his neighbors)... after he'd been dating the lovely Ms. Seymour for a month.
My character's theory will be (once I get to "share info" with the other characters) that she is either channelling her father, or that his spirit is somehow tied to her and influencing both her and the Jackals. But if either's true... what the heck do we do now?
Writing as an art and a craft
It's often referred to as an art. I like to refer to it as both an art and a craft. While that art part may be drawn from pain or memories or some other well of artistic inspiration... another part is patience, a critical eye, a willingness to accept insights on how one might improve, and practice.
Now that demands on my time are starting to recede (may it stay that way for now), I can finally go back to developing habits to ensure that I continue to improve my writing as an art and a craft like:
1) Making time to write - short stories, scripts for 8-page comic books, and RPG material... passing them out for constructive criticism. Lots of drills and exercises too. Emphasis on completion here, rather than on "stuff that I'm working on".
2) Reading the good and the bad - gen-u-wyne good writing and the occasional shit-lit book. The former to illustrate the summit of achievement, the latter to suggest the pit of published mediocrity.
3) Talking the talk - finding friends and communities that approach writing in a similar manner.
While I've been told I'm a "good" writer by teachers and other folk, the fact is I've always being the talented individual whose works don't compare with those who've poured honest sweat and focused inspiration into their writings. The past work I've churned out are like uncut diamonds at best, lacking the skill to bring writings to full luster.
Criticizing RPGs
I've always looked at RPG rulebooks and sourcebooks and noted that they were "good" or "bad", but only recently began defining what made them good or bad. The aspects of an RPG book I look at are:
1) Basics: grammar and spelling, writing and editing
2) Rules: mechanics, explanation, and examples, tables and charts
3) Setting: imagination, usefulness in gaming sessions, potential for storylines and adventures
4) Flavor: stories that illustrate the setting and gameplay, art that fleshes out the imagery of the setting
5) Publishing: quality of printing and material, durability
Now that Hinirang the RPG has time again, I hope that my work on it will do well along these lines...
It's often referred to as an art. I like to refer to it as both an art and a craft. While that art part may be drawn from pain or memories or some other well of artistic inspiration... another part is patience, a critical eye, a willingness to accept insights on how one might improve, and practice.
Now that demands on my time are starting to recede (may it stay that way for now), I can finally go back to developing habits to ensure that I continue to improve my writing as an art and a craft like:
1) Making time to write - short stories, scripts for 8-page comic books, and RPG material... passing them out for constructive criticism. Lots of drills and exercises too. Emphasis on completion here, rather than on "stuff that I'm working on".
2) Reading the good and the bad - gen-u-wyne good writing and the occasional shit-lit book. The former to illustrate the summit of achievement, the latter to suggest the pit of published mediocrity.
3) Talking the talk - finding friends and communities that approach writing in a similar manner.
While I've been told I'm a "good" writer by teachers and other folk, the fact is I've always being the talented individual whose works don't compare with those who've poured honest sweat and focused inspiration into their writings. The past work I've churned out are like uncut diamonds at best, lacking the skill to bring writings to full luster.
Criticizing RPGs
I've always looked at RPG rulebooks and sourcebooks and noted that they were "good" or "bad", but only recently began defining what made them good or bad. The aspects of an RPG book I look at are:
1) Basics: grammar and spelling, writing and editing
2) Rules: mechanics, explanation, and examples, tables and charts
3) Setting: imagination, usefulness in gaming sessions, potential for storylines and adventures
4) Flavor: stories that illustrate the setting and gameplay, art that fleshes out the imagery of the setting
5) Publishing: quality of printing and material, durability
Now that Hinirang the RPG has time again, I hope that my work on it will do well along these lines...
Davao Musings
Just the other day I was in Davao. In fact, I waited for the van that was to drive me to the hotel I was going present at in the place that the shed used to be.
What shed? The shed that was blown up in a terrorist attack on Davao airport. It happened a few days after I was in Davao last. Standing there was like tempting fate... if it weren't for the fact that I didn't know that's where the shed used to be.
And I was told about the victims... many of them the children who approached you, offering to shine your shoes.
Distrubingly enough, when I left that same day, I was approached by a young boy.
"Sir, shoeshine?"
I apologized and left hastily.
Just the other day I was in Davao. In fact, I waited for the van that was to drive me to the hotel I was going present at in the place that the shed used to be.
What shed? The shed that was blown up in a terrorist attack on Davao airport. It happened a few days after I was in Davao last. Standing there was like tempting fate... if it weren't for the fact that I didn't know that's where the shed used to be.
And I was told about the victims... many of them the children who approached you, offering to shine your shoes.
Distrubingly enough, when I left that same day, I was approached by a young boy.
"Sir, shoeshine?"
I apologized and left hastily.
Being Right or Wrong
Time to wax philosophical.
I've been accused of always wanting to be right. I've been accused of trying not taking sides and always wanting to do what's right. Neither is entirely true.
For the former - I do want to be right most of the time. The exceptions are when I begin to believe bad things about people or situations. The statement has deeper connotations beyond my pilosopo analysis, however. It suggests that I exude a smug confidence about my opinions or statements, that I couldn't possibly be wrong.
Well, heck. What can I say? I do seem to carry an arrogant / confident streak. It may be due to being born a Leo, or the Ateneo influence ("it's not boasting if you're really that good"), or any number of other things all put together. Let me just say that these days it's not as bad as it used to be. I welcome people pointing out my faults (politely and intelligently) cause I'd rather find out sooner than later. Painful experience has taught me to listen when criticized. There's usually a grain of truth that may not have taken root yet. (ooh! metaphor!)
For the latter - a Vorlon once said: Understanding is a three-edged sword... one side's opinion, another side's opinion... and the truth. Most of the time, I put in the time to find out the truth just because I don't really like seeing good people at each other's throats due misunderstandings. Still... sometimes people are unwilling to listen because they hate being wrong (I empathize...), or because accepting the truth may demand painful changes on their part.
Being an active listener is a good habit, though. I'm guilty of not listening enough myself, but I do admit that it's a good habit.
Getting back to the point - what's wrong with wanting to do what's right? I don't have any claims to sainthood, and readily admit to some of my own failings... but I see nothing wrong with swallowing your pride and admitting you were wrong... if you really were in the first place.
And there lies the problem. Sometimes we can be so lost in our own convoluted thoughts that we can't tell if we really were wrong.
Time to wax philosophical.
I've been accused of always wanting to be right. I've been accused of trying not taking sides and always wanting to do what's right. Neither is entirely true.
For the former - I do want to be right most of the time. The exceptions are when I begin to believe bad things about people or situations. The statement has deeper connotations beyond my pilosopo analysis, however. It suggests that I exude a smug confidence about my opinions or statements, that I couldn't possibly be wrong.
Well, heck. What can I say? I do seem to carry an arrogant / confident streak. It may be due to being born a Leo, or the Ateneo influence ("it's not boasting if you're really that good"), or any number of other things all put together. Let me just say that these days it's not as bad as it used to be. I welcome people pointing out my faults (politely and intelligently) cause I'd rather find out sooner than later. Painful experience has taught me to listen when criticized. There's usually a grain of truth that may not have taken root yet. (ooh! metaphor!)
For the latter - a Vorlon once said: Understanding is a three-edged sword... one side's opinion, another side's opinion... and the truth. Most of the time, I put in the time to find out the truth just because I don't really like seeing good people at each other's throats due misunderstandings. Still... sometimes people are unwilling to listen because they hate being wrong (I empathize...), or because accepting the truth may demand painful changes on their part.
Being an active listener is a good habit, though. I'm guilty of not listening enough myself, but I do admit that it's a good habit.
Getting back to the point - what's wrong with wanting to do what's right? I don't have any claims to sainthood, and readily admit to some of my own failings... but I see nothing wrong with swallowing your pride and admitting you were wrong... if you really were in the first place.
And there lies the problem. Sometimes we can be so lost in our own convoluted thoughts that we can't tell if we really were wrong.
Uh-oh

Fight Club!
What movie Do you Belong in?(many different outcomes!)
brought to you by Quizilla
Gosh darn it.
Fight Club!
What movie Do you Belong in?(many different outcomes!)
brought to you by Quizilla
Gosh darn it.
Dean? Dean ALFAR?
Those were the lines uttered by the The Incredible Bedman when I mentioned that Dean had been first in line to borrow my Babylon 5 Season 1 & 2 DVD sets.
Well, why not? Dean, despite his legendary dislike for Science Fiction, is curious about the writing of the series... prompted in no small part by my annoying tirades about it surely. *Laugh* And also possibly due to his encounters with Straczynski's writing in other media.
Then the Bedman DARED me to put it in my blog, feeling perhaps that this was some ploy on my part to delay lending the DVD set to him. The Kawanga Kid couldn't let the challenge go unmet!
So, here's the blog.
And yes, Bedman... I am laboring on the RPG scenarios...
Those were the lines uttered by the The Incredible Bedman when I mentioned that Dean had been first in line to borrow my Babylon 5 Season 1 & 2 DVD sets.
Well, why not? Dean, despite his legendary dislike for Science Fiction, is curious about the writing of the series... prompted in no small part by my annoying tirades about it surely. *Laugh* And also possibly due to his encounters with Straczynski's writing in other media.
Then the Bedman DARED me to put it in my blog, feeling perhaps that this was some ploy on my part to delay lending the DVD set to him. The Kawanga Kid couldn't let the challenge go unmet!
So, here's the blog.
And yes, Bedman... I am laboring on the RPG scenarios...
Lenny for the Defense!
My buddy Lenard is playing a lawyer in our Kult RPG, and as someone who may benefit from this knowledge... here's an outline from an rpg.net article that may help with faking being a lawyer.
I'm Not a Lawyer, but I Play One in a Game
Number One: The Admissibility of Evidence
Evidence is not admissible if it's more prejudicial than relevant.
Number Two: Rights of the Defendant
A prosecutor or plaintiff who breaks the law can't convict a defendant of doing so.
Number Three: In my Chambers, Gentlemen
Sidebars and chambers meetings are intended to keep jurors from hearing what they shouldn't.
Number Four: Take Turns
Once the prosecution starts, each side gets to answer the other until both are done.
Number Five: Know the Elements
The prosecution or plaintiff must prove each part of the case, or they lose.
Number Six: How Much Proof Do You Want?
Tie goes to the defender, and in criminal cases only a shut-out beats him.
Number Seven: Exhibiting the Evidence
Testimony is what matters; physical evidence is for show.
Number Eight: Instructing the Jury
Eventually you have to explain what the law actually is.
Number Nine: Cite Authority
For game play, everyone should make up cases and say why they matter.
Number Ten: Law is More than Trials
Know something about the legal system outside the courtroom, too.
My buddy Lenard is playing a lawyer in our Kult RPG, and as someone who may benefit from this knowledge... here's an outline from an rpg.net article that may help with faking being a lawyer.
I'm Not a Lawyer, but I Play One in a Game
Number One: The Admissibility of Evidence
Evidence is not admissible if it's more prejudicial than relevant.
Number Two: Rights of the Defendant
A prosecutor or plaintiff who breaks the law can't convict a defendant of doing so.
Number Three: In my Chambers, Gentlemen
Sidebars and chambers meetings are intended to keep jurors from hearing what they shouldn't.
Number Four: Take Turns
Once the prosecution starts, each side gets to answer the other until both are done.
Number Five: Know the Elements
The prosecution or plaintiff must prove each part of the case, or they lose.
Number Six: How Much Proof Do You Want?
Tie goes to the defender, and in criminal cases only a shut-out beats him.
Number Seven: Exhibiting the Evidence
Testimony is what matters; physical evidence is for show.
Number Eight: Instructing the Jury
Eventually you have to explain what the law actually is.
Number Nine: Cite Authority
For game play, everyone should make up cases and say why they matter.
Number Ten: Law is More than Trials
Know something about the legal system outside the courtroom, too.
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