It started with a Star Wars game. I loved the old West End version of the RPG but had always run and never played. I was ecstatic when I found a handmade poster in my LGS requesting players for a local game. I was so elated a friend ordered me to “stop beaming.” The next week, I met up with this new group and that session changed the way I saw RPGs forever.
Before Star Wars, my modules worked much like a standard Knights of the Dinner Table session. The PCs would be a group of strangers who united under some nebulous pretext. We’d find a dungeon filled with traps and monsters. We’d avoid the traps, kill the monsters and take their stuff. Along the way the PCs would try to outdo each other in carnage. Crits were politely applauded, fumbles would be met with mocking scorn. I’ll admit it was fun and besides, I had no idea there was any other way to play.
The Star Wars game I walked into was a new kind of beast. The GM ran it like a movie. He had a soundtrack, celebrity portraits for NPCS and detailed maps that were drawn to look like something out of an official supplement. What truly stood out however, was his pacing. He kept the game moving. Our characters ran from one scene to the next at breakneck speed. He didn’t give us time to argue rules. We didn’t measure out 5 foot blocks on dungeon maps in order to calculate the volume of our grenade explosions – we threw and prayed. An action round involved more than move, hit and damage. We had to weave through traffic, leap across rooftops and dodge explosions in the thick of the fight. The GM seemed intent on using the universe to kill our characters. We loved it.
The players in this group were amazing. Something happened with them that I had never seen before. Near the start of the first session our characters had to chase down a rebel leader on a monorail. It was leaving the station when we arrived. Every character but mine succeeded on the roll to jump on the train. My ended up clinging to the side for dear life. In my old group she would have just died. Everyone would laugh and the game would continue while I found a new sheet. This time, without hesitation, a player informed the GM that his character was smashing through the window, grabbing my character, and pulling her in. I was floored by the idea of a party where PCs looked out for each other. Of course, the GM had given us a good in-character reason to work together form the start. We were an Imperial Special Ops team who had worked together for years.
Needless to say, it was one of the best gaming experiences of my life.
This has coloured how I run my games since and it’s also heavily influenced how I’ve written Knights of the Hidden Sun. I want my game to play like a movie. I want Knights to look out for each other, and I’ve designed tools to help other GMs do this:
- I’ve added a Hazard System to the Ready 2 Run core rules (used in Aeternal Legends) so that characters can jump through windows, pull innocent civilians from harm and run through an exploding dreadnought in the midst of combat.
- Characters start the game knowing each other; they’ve trained together for five years before starting their first mission.
- The reward system is designed to encourage teamwork, not showboating. Of one person does something cool, everyone wins.
If you can easily run this game like a high-octane action flick then I’ll consider this project a success.
I totally don’t want to detract form how awesome this sounds, because it sounds _really_ awesome, but man, this:
“In my old group she would have just died. Everyone would laugh and the game would continue while I found a new sheet.”
left my jaw on the floor. Excepting games like Paranoia (or very backstabby games of Amber) , I’ve never played a game where that kind of behavior would be ok. I don’t want ot speak ill of people I don’t know, but I admit I’m totally thinking it.
-Rob D.
Keep in mind that from what I know of Chris’ gaming background this was a looooong time ago. I think this was a powerful formative experience for him in, like the 80s/early 90s, but when I first met him maybe 15 years ago he was applying the style he enjoys now to In Nomine.
Okay. I’ve been curious about this game for a while. Now I want it. I wish you a speedy and fruitful development process (although I’ll take fruitful over speedy).
Rob
I’m glad you’re excited about Hidden Sun. I’ve had a lot of fun writing it.
As for my old group Malcolm’s right, that was a long time ago. I did have fun with them. We played a lot of interesting sessions. You didn’t get too attached to your characters and every adventure was a dungeon crawl. Some really like that style of game.
It’s not for me though. I like campaigns where the PCs are the main characters. I like seeing how said characters develop over the course of multiple sessions. I like party teamwork as opposed to competition. I like keeping things fast and loose. That’s the style I prefer.
Objectively I don’t think one’s better than the other. Subjectively I like the way I do things
. It sounds like we have similar tastes, it’d be cool to have you in a con game sometime.
Gapb
Thanks for the well wishes. I really want to see this book in print. At the same time I agree that it’s better to be late and good than quick and stupid.
So, any updates to this game?
Chapter Two is almost through developmental editing.
Yo!
I was wondering what the status on this bad ride is? Its been a while since an update has hit and there are folks interested. If someone could visit
http://forum.rpg.net/showthread.php?t=496972
and give us a heads up, we would all appreciate it! Thanks for reading. =D
Funny thing: I just finished Chapter Two dev this evening.
Awesome possum! As if bidden merely by my mighty query!!! hehe
Thank you, sir. =D