NEW GAMING SYSTEMS (Posted 2007-09-13 15:28:47 by ArchPaladin) I really don't mean to make it 6 to 7 days between posts. Sometimes I don't post because I have nothing to say (because life has been boring that week), but sometimes I do have something to say and just don't post because things are busy. So today I'm going to do two - one right after the other. I have recently ordered and received a corebook for another gaming system outside of Vampire: Sorcerer [ http://www.sorcerer-rpg.com/ ] [sorcerer-rpg.com]. I've been rather excited about this system from reading about it, as it seems to fit my tastes in gaming perfectly: small ruleset (the corebook is small - only a couple hundred pages if that, and not standard gaming book size), widely configurable setting, has a strong grounding in theme, and can (but not necessarily has to) use a lot of many different sides of dice. On top of that, the game's theme is based around an exploration of morality, which I also enjoy. So yes, I have been rather excited about it. I have also recently found and purchased the corebook for the Amber Diceless RPG (I've been on a new gaming system binge, if you can't tell). The Amber system is based on the Amber book series by Roger Zelazny, which I thoroughly recommend to anyone who hasn't read it (ten books in all, very high fantasy, political intrigue and all that). I've been looking into purchasing the corebook for a while, but the entire system is out-of-print and the only way I could have gotten it was online as a PDF document, which is not very useful in a tabletop setting. However, by chance or fate I found it in book form in the comic store I occasionally visit and decided not to let the opportunity pass by. Our gaming group is looking into running two sessions a week instead of only one. If we do branch out, then one night we will probably reserve for Vampire and the other session will be for something else. We know that we want to try Amber first (as I've already started reading the book) and may take up Sorcerer after Amber is over, or in conjunction with it, or something like that. So anyway, I mention this all here partly because it's something that's been going on and partly because I've come across an interesting concept that didn't occur to me before as I was reading the Amber corebook. Part of the Amber system is that as a player creates a character, they have a chance to assign part of their pool of points used in the creation process to things called "Good Stuff" and "Bad Stuff". A character can only have one kind of stuff, and the kind (and amount) they take determines how much trouble they tend to get into on a regular basis. A character with a lot of Good Stuff would be well received at functions, have people willing to help him out, and carry a good demeanor, while a character with Bad Stuff would be the opposite. Here's where the revelation comes in. Part of the corebook's descriptions of these things included an example of a GM describing the same scene in the game to players with different amounts of this karmic stuff. In each description, the details changed to reflect the player's worldview and their individual types of stuff. Now, having been a GM a couple of times I know that the players are dependent on you to describe everything to them, but the way the descriptions were altered placed different emphasis on certain things to make the player form different impressions about a scene. For example, a character walks into a bar and sees a bunch of people around a table laughing. For a character with Good Stuff, the GM might indicate that the people are laughing over some menial joke, but if the character has Bad Stuff, the GM might indicate that the people are laughing at the character. Note that the GM doesn't have to indicate what the people are actually laughing over, more that they guide the player to form their own impressions which may or may not be accurate. Like I said, I am aware that the GM has to provide the details of the surroundings to the players, and that they are dependent on the descriptions given to form their perceptions of what's going on. However, I've always approached that with a "give them the facts and let them decide" sort of attitude, where I would only give strict factual details. It didn't occur to me that I might be able to shape the actions of the players by varying my descriptions in such a way that it colors their perceptions. Thinking about this a little bit, I can use this to draw the player into having their characters commit some inappropriate act out of a misunderstanding, or lead them better in certain directions to shape the plot of the story in one way or another. I may have done these things as a GM in the past, but if I have I don't think I've ever really done it consciously. I am rather looking forward to trying out this approach with Amber, but all the more so with Sorcerer. Since Sorcerer is a thematic, moral-exploratory game, I suspect this kind of description manipulation will come in very handy. -------- There are no comments on this post.