Sep 202010
 

TIE Fighter case artIf that post title got you excited, I apologize.

For a while now, I’ve toyed with the idea of doing some kind of Star Wars fan film, being both a Star Wars nerd and an amateur filmmaker. One idea that popped into my head recently, while recollecting fond and cherished memories of playing the TIE Fighter computer game, was to adapt the game’s story into a TV (well, web) series. The game was story-driven enough that I think it could work, and had enough characters that it could be interesting. I’m not suggesting I’m going to do this. I barely have the time and energy to do all of the current projects I’ve saddled onto myself, let alone adding something as megalithic as this. But it’s still fun to think about.

According to lore, the TIE Fighter player assumes the mantle of Maarek Steele. Seems like a good choice for the series’ protagonist. As the game progresses, a number of major secondary characters and antagonists are introduced. Among them are then-Vice Admiral Thrawn, the rogue admirals Harkov and Zaarin, and Darth Vader puts in a cameo, too. Including the Imperial officer that briefs Steele before each mission, as well as the member of the Emperor’s Secret Order that provides secondary objectives, might work as well.

In terms of adapting the game, I think I’d first just go through the game mission-by-mission and isolate the major story components from each. These would get woven into the major arc of the series, which itself might even be split into seasons to mirror the distinct campaigns in the game. Once that had been done, the next step would be to pick out key bits of dialog from the game and weave those into the episode script. Nostalgia, man! It wouldn’t have to be line-for-line, but it’d be a fun callback to hit some of the key lines.

I might visit the idea some time in the distance future. TIE Fighter stands as my favorite game of all time (yes, even over WoW), and it nicely dovetails with the desire to do a Star Wars fanfilm. Of course, I’m not sure if I will ever be able to commit the amount of time doing an entire series would require. But hey, it’s fun to dream.

Virtuosity and RPGs

 Posted by at 15:20  No Responses »
Dec 022009
 

Wait, what?

A friend of mine is restructuring the 3.5 edition Dungeons and Dragons rules to be more to his liking. He’s calling it D&D 3.75. Though he and I disagree on some fundamental RPG theory stuff, I wish him the best in doing so and look forward to seeing what he comes up with.

On Facebook, he mentioned having recently finished setting up the requisite mechanics for the first level. This reminded me of an issue I have, in general, with the concept of level. I sent him the following bit, mostly as fodder for him to pick through as he desired. However, it also prompted me to think about the issue a bit more, too.

Continue reading »

Sep 042009
 

The problem with my writing the previous night had nothing to do with the material. Though the setting has been percolating for a long time, the story itself has never been there. Like Tolkien’s Middle Earth, if I may be so bold as to draw that comparison, I’ve got a world and some events rather than a story. A few events do not a story make. This has ever been a problem for me, as those familiar with my vast graveyard of stillborn RPG concepts can affirm.

Fortunately, I did have a character. Continue reading »

Favorite Characters

 Posted by at 14:42  No Responses »
Apr 302008
 

In the previous post, I discussed the origin of Nigel, a character I play in a space cowboy-themed game. I adore Nigel and playing him is a joy. There have been just a handful of such characters, and only Nigel panned out as such a character during the course of play. Instead, these others grew into interesting characters after I had stopped playing them. Rather than disappearing from thought, they lived on and developed on their own.


The first character that became more than my own in-game avatar was Fornan Dejat, a Cardassian character in a free-form Star Trek IRC game. Dejat’s personality was based on (one might even say copied from) the character of Elim Garak from Star Trek: Deep Space Nine. Dejat was a defector to the Federation from the Cardassian Union and a former member of the secretive Obsidian Order. This made him a priceless asset to Starfleet Intelligence. He would go on to be the helmsman for the titular ship of the game.

Sadly, little of what made Dejat a great character came out in-game. My greatest joys with Dejat came through writing out-of-game “logs” (akin to play-by-e-mail posts, though concerning a single character and further fleshing him out). I had the notion of anti-Cardassian sentiment among the ship’s enlisted element, which might have gone on to become its own subplot had I not abandoned the game due to waning interest. Dejat, despite my frustrations in both my own inability to execute the character as I imagined him and the lack of opportunity afforded him for expression, nevertheless lives on as one of my favorite characters.


The second character that made a lasting impression is an even more bizarre case than Dejat: I’ve never played her as I imagined her. Instead, I created a variant version of her from the seed idea and played that version. Despite that, Belle Lamairian lives on. I hope to find the opportunity to play the real version in the future.

Belle is a young woman intended for a fantasy setting. The version of her that saw play, Belle Hammason, was the orphaned, adoptive daughter of a great swordsman. While tasked with much of the housework in her youth, he would grant her wish to learn swordmanship. When he was murdered, she vowed to avenge his death and set out to do just that. After enlisting to guard a caravan and becoming mired in a web of suspicions, the caravan master ejected Belle and two companions from the guard. The three were later set upon by some of the caravan’s less savory guard elements and two of them — Belle included — died.

The GM gave me the option to let Belle live, but at the point I knew I had taken the character in the wrong direction from the beginning. I moved on to a different character. In retrospect, I wish I had kept her and tried to develop her into my vision for what she was meant to be. In some strange way, I think doing so might have resulted in a very different social path for that particular gaming group.

This meager description doesn’t do justice to the person living in my imagination, but I offer it all the same. Belle Lamairian (the proper Belle) is based in broad strokes around the appearance of the character Sorsha, from Willow, though without the whole “daughter of an evil queen” aspect. She’s also similar in many ways to Lord of the Rings’ Eowyn, though again from a more common background than Eowyn’s. She’s young, spunky, and a hot-headed (to match with the redhead stereotype). She fancies herself much better with a sword than she is — she’s a teenager, after all — but as she adventures, she grows into its use and becomes one of the greatest swordsmen alive (another concept inspired by Willow, though this one from Madmartigan).


My final mention for this entry is someone to whom you’ve already been introduced: Nigel. I detailed Nigel’s origin and unlike the other two, he’s an active character. The first great moment I had playing Nigel came early in our first session. The group had made its way into a seedy establishment to meet with an even seedier information broker, who tried to poison the biologicals (Nigel’s word for non-robots) with an offering of hors d’oeuvres. Nigel’s sensors picked up on this. As they began negotiating the price of the location of a particular bounty, the broker demanded 70% of the bounty’s payout. Naturally, we found this unpalatable.

Before much could be made of the situation, a loud alien bashed his way into the cantina and started yelling at our informant. The captain hid behind Nigel during this, but Nigel was content to watch it play out.
Once the alien had finished his rant, and seemed prepared to act against our informant, Nigel calmly tapped him on the shoulder and, with no ceremony at all, punched him out cold. Nigel then turned to the informant and said, “Thirty percent.” The informant replied, all to happy, “Thirty percent!”

Apr 292008
 

I found this What RPG Player Type Are You? quiz at RPG Blog II while browsing Google for other RPG blogs. Thought it was relevant in light of yesterday’s post and the earlier Flawed Origin post. My results:

What RPG Player (Not Character) Type Are You?
You scored as Character Player. The Character Player enjoys creating in-depth characters with distinct and rich personalities. He identifies closely with his characters, feeling detached from the game if he doesn’t. He takes creative pride in exploring different characters, often making each new one radically different than others he’s played. The Character Player bases his decisions on his character’s psychology first and foremost. He may view rules as a necessary evil at best, preferring sessions in which the dice never come out of their bags. For the Character Player, the greatest reward comes from experiencing the game from the emotional perspective of an interesting character.

Character Player
 
90%
Storyteller
 
90%
Tactician
 
60%
Casual Gamer
 
45%
Weekend Warrior
 
40%
Specialist
 
15%
Power Gamer
 
15%

The results seem accurate to me. The quiz doesn’t appear to have a “See All Results” option, but since my “Storyteller” rating tied with my “Character Player” rating, I could go back and get the description for that one.

The Storyteller is in it for the plot: the sense of mystery and the fun of participating in a narrative that has the satisfying arc of a good book or movie. He enjoys interacting with well-defined NPCs, even preferring antagonists who have genuine motivations and personality to mere monsters. To the Storyteller, the greatest reward of the game is participating in a compelling story with interesting and unpredictable plot threads, in which his actions and those of his fellow characters determine the resolution. With apologies to Robin Laws.

Again, pretty close. I sense a post on GNS Theory is imminent.

Creating Characters

 Posted by at 19:25  No Responses »
Apr 282008
 

Enough with the negative articles. Let’s talk about something more fun. At the heart of every role-playing game is a character, usually several. These characters run the gamut, ranging from simple stereotypes (“Rar, orcish barbarian!”) to deep, complex individuals whose players portray them with such conviction that it rivals some of the best screen or stage performances. On the assumption that such characters are the goal of every role-player, how does one go about creating them?

As with many aspects of role-playing, we can turn to the writer’s craft for advice. Almost any exercise to concoct memorable characters in fiction in which one engages applies to the creation of characters for an RPG. Most of this advice is easy to locate on-line, so I’m not going to go through most of it here (sorry!). What I will do is outline how I came up with one of my own “most memorable” characters. It all starts with thievery.

Continue reading »