Friday, August 27, 2021

Skinned Knees and Faeries: Session 0

As I approach session zero for my newest game, Skinned Knees and Faeries, I find myself feeling a familiar nervousness. And with this return of my old friend, GM prep anxiety, also comes a reshuffling of my task priorities in ways that make no sense. Last week I put in three hours of work on a table of names, carefully catering to its diversity, but the week before I spent only two hours designing a neighborhood dungeon. How much work should be put where? Am I setting myself up for GM burnout

Fortunately for me, there's not much to do for my coming session other than ready my game pitch. That's what this post is going to be.

Goals for session zero:

  •  Test functionality of videochat software
    • headphones + mics?
    • muting!
    • how to pass the baton to a player
      • hand raise?
      • politeness?
  •  Get myself and all players on the same page
    • What is Skinned Knees & Faeries?
      • Genre conventions in Kids Save the Suburbs
    • Gameplay expectations
      • The story is not pre-planned at all. PCs write the story through action.
      • Heavily inspired by OSR play style, so expect challenges with no clear answer, widely varied levels of danger, and infinite possibility for cool player ideas. 
      • Expected Gameplay loop:
        1. Generate any new characters
        2. School year focus? Chores, school, art, exploration, friendship etc...? 
        3.  Roll for the school year and interpret the results! GM shares list of rumors, foreshadowing, etc...
        4.  Summer Break starts! Open on the Kids hanging out, plan for the summer.
        5.  Adventures! Each will end at the end of the session unless there's wild circumstances. (Between games, assumed a week has passed)
        6.  Return to school and roll for Aging Out.
      • Please tell the GM if you have a good idea! It'll wind up in the game.
      • Open table! 
        • Bring friends if you think they'd like it. 
        • No obligation to play every session
        • You will be responsible for keeping track of your own adventures, and planning new outings! The GM tracks the people and the town.
      • Lines and Veils (Shared google doc anonymous)
        • New players must review and add their own!
  • Mine the Players' childhoods for monsters, magic, adventures, enemies etc... (Homework! Warn them ahead of time so they have time to ruminate)
    • Game pitches to be sent out before next session!
    • Collaborate on setting in bold strokes
  • Schedule session 1! 
I’ve been waiting for this game for years now, so I need to be careful not to poison my own well with expectations. Dear reader, please share your ideas and thoughts if you have them!

-Hat

Tuesday, January 5, 2021

Learning from Professional Writers--The slow drip plot

Lessons from Charmed

I'd been watching the Netflix remake of Charmed with my partner for a week when I initially wrote down these thoughts; we were almost done with the first season. Going into the show, we were looking for a modern take on the well-beloved (if terribly realized) 90s show, and the remake provided exactly that. Woke drivel--it was monster of the week nonsense with pretty cool CGI, marginally better acting, and an honest, wholehearted love of the original. As someone who watched the original Charmed in the 2000s as a preteen, between episodes of Angel and Buffy, I appreciate how much respect the creators have for the original show, despite its flaws. Surprisingly, however, coming out at the end of season one, I was rapt. 

I found myself pressing play to watch the next episode when my partner stood for a stretch, so she had no chance to back out of another. At work, I was theorizing plot twists, character arcs, and predicting which tropes from the original they'd respect, and which they'd throw out. Shocking myself greatly, I was also engrossed in the setting--emotionally strung out over the characters, and excited to watch them learn about their powers and face their enemies! But wait, how did this even happen?

Well, for one, the writers actually know what they're doing; they target those of us with fond memories of Charmed as their audience. But more generally, the show is paced perfectly. It begins without any expectation that its viewers care about the characters or plot, and ropes us in with expertise. In perfect mimicry of the genre that spawned it, the show presents character drama and world details in plain, bite sized chunks, directly, and steadily.

Like many other viewers, at first, I groaned every time Harry, the magical guardian of the main sisters, presented some trivia about a demon or a spell. It seemed so trite. I laughed knowingly whenever a sisterly conflict played out and resolved in lock step to the pace of the episode. Feeling above the banality of the writing, I watched the episodes because of how little attention they required, and I enjoyed my own smugness. Yet, with each conflict resolved, I learned a bit about the characters involved, because the writing told me clearly: "Now Maggie has learned to be wary of accepting help," or "In this episode, Macy learns to embrace her origins." And with each demon or witch encountered, I learned setting details in the form of direct telling, not showing, despite my lack of interest. Every episode deliberately dripped information in such clear droplets, that I could not help but retain them. Meanwhile, the rinse-and-repeat pattern of writing of the original show was about to change in the modern version.

After more than a dozen episodes which followed the predictable pattern of character drama intertwined with adversity, the writers presented us with an Ember Island Players episode. (spoilers ahead!)

(For any reader who has not watched Avatar: the Last Airbender, I will explain. Near the finale of the entire show, the writers inserted an episode which mocked itself so thoroughly, and humorously, that their own knowledge of their creation's strengths and weaknesses becomes clear. Truly fabulous. Also, dear reader, do yourself a favor and watch the show. There's 61 episodes--short by modern standards--and it is the closest a TV series has ever come to flawless.)
Following the episode, the show kicked into gear and took off, yet, my partner and I weren't left in the dust. Rather, we were so engaged, that we were trying to clamber into the Writer's Seat.

At this point, the show structure changed from fully episodic stories, to immensely dramatic serial storytelling, like something out of an anime, or HBO. If the show had started this way, my partner and I could have easily been scared off, yet we were now invested. Apparently telling, not showing, can work in regular micro-doses!

The lesson for Tabletop Adventure Gaming is clear to me. At their best, the games we play are storytelling games. Yet, when a table meets for the first time, with new characters, in a new setting, nobody at the table knows or cares about the story yet. Game Masters that really love good storytelling can get incredibly antsy after the first few sessions. We think "why aren't any of the characters invested in their surroundings?", or "why are my Players just fooling around?" Left unchecked, this can lead to railroading, painful exposition dumps, or most commonly for me, a feeling of inadequacy. But there's no need to take a writing course, or beat ourselves up for being unable to hook your Players!

We should take a lesson from the Book of Shadows: keep the game light and fun as everyone learns their characters, relationships, and the setting. A GM should feel free to indulge the table with the most fun aspects of the game first! There's no need to worry about a greater plot until they learn the characters--all we should focus on at first is slipping setting information in clear, bite sized pieces in between the parts of the game. As the Charmed reboot proves, telling, not showing, can work, if done judiciously! Moreover, the Players should not worry about trying to invest in the setting or story. They should focus on the characters around them, and try to enjoy themselves. After enough happy, eventful sessions, Player investment will bring the plot in with it.