Showing posts with label convention. Show all posts
Showing posts with label convention. Show all posts

Wednesday, May 7, 2014

Vas Quas porta i miei giochi a Teramo Comix

Ricevo da Giovanni Micolucci:

Questo Sabato la Vas Quas Editrice sarà a Teramo Comix (ringrazio Antonio Micolucci per averci invitato).

Faremo demo principalmente di quattro giochi: Il Mio Fantasy, Holy Truth "Special Edition", Cartooner e il Triello. Fisicamente però troverete tutti i manuali della nostra collezione! Ma non finisce qui porteremo con noi anche i giochi di Alberto Tronchi come Ars Gladatoria, AEGIS e The Last One, i giochi di Raffaele Manzo Entra il Vendicatore e La casetta di marzapane e ovviamente anche i giochi della Coyote Press Steam & Fog, Ravendeath e 3:16 di +Iacopo Frigerio e Puppet Heresy di +Claudio Casini (per chiunque voglia toccarli con mano).

Non saremo in fiera per vendere, è un'occasione per conoscerci di persona, giocare con noi e poi entrare nel nostro gruppo!

Vi chiedo di darci una mano a condividere questo post! Perché sarebbe bello nascesse a Teramo una fiera importante e quest'anno ha tutte le carte in regola per iniziare quel cammino!

Tuesday, March 18, 2014

Comunicazione di disservizio ai miei mecenati Etrusconiani

A Etruscon, lo scorso weekend, ho portato copie stampate di Entra il Vendicatore e La casetta di marzapane e accettato offerte libere. Sono molto grato a tutti voi per la vostra generosità!
Avevo intenzione di elencare tutti i nomi nella barra laterale di Parti di Testa, alla voce "One-time patrons" (a meno che non fossero già elencati sotto "Continued support")… Purtroppo, nella concitazione dell'evento (specie la domenica pomeriggio, fra i saluti a chi andava e il tentativo di playtestare/playstormare un nuovo gioco) mi sono spesso dimenticato di prendere tempestivamente appunti. Fra persone che incontravo per la prima (o magari seconda volta), di cui non ricordavo il nome o di cui confondevo i volti, persone con cui ho parlato dei miei giochi ma di cui non ricordo se alla fine li hanno voluti o no, probabilmente perché tentavo di sostenere contemporaneamente anche un'altra conversazione, e complice l'immancabile privazione di sonno, il risultato è che sono certo solo di quella decina di nomi che ho avuto la saggezza di appuntarmi sull'agendina.
Per favore, se avete preso una copia dei miei giochi a Etruscon ma il vostro nome non compare ancora su Parti di Testa, contattatemi! Ci terrei molto ad aggiungerlo.

Monday, October 28, 2013

Rafu/Platonic Duck Kitchen @ Lucca Comics & Games

[ITA]
Grazie ai miei amici di Coyote Press, sarò presente a Lucca Comics & Games con un piccolo spazio dedicato. Mi trovate nell'area chiamata "Indie GdR Palace" (presso l'hotel San Luca Palace in via San Paolino, 103, Lucca) dalle 14:30 alle 17:00 di sabato 2 novembre: raggiungetemi se vi interessa provare Enter the Avenger (con anticipazioni della traduzione italiana non ancora pubblicata) o la versione al momento più aggiornata (non ancora reperibile online) de La casetta di marzapane, o per soddisfare la vostra curiosità sui miei molti altri progetti in corso.

[ENG]
Thanks to my friends at Coyote Press, you'll be able to find me at Lucca Comics & Games, should you go there. Meet me on Saturday, Nov 2nd, 2:30-5:00pm at the so-called "Indie GdR [RPG] Palace" in San Luca Palace hotel, via San Paolino, 103, Lucca, to play Enter the Avenger or the most current, yet unreleased draft of La casetta di marzapane and learn about my many projects.

Wednesday, October 2, 2013

Pictures from the Larp Symposium 2013

I was there too. / C'ero anch'io laggiù.

Wednesday, August 28, 2013

Enter the Avenger is coming

Hey, people! Enter the Avenger, a new game by yours truly, is going to be included in the first issue of Words Without Master. Here's the official announcement from Epidiah Ravachol.
It feels really good to be in such an august company!

The game premiered at last Etruscon with an open playtest. If you're in Italy or close, you can try it at GnoccoCon in a few days and decide whether it's worth your money ($2.99, also including stories by Vincent Baker and Epidiah Ravachol and a comic).

Thursday, May 16, 2013

Un breve bilancio del Florence Fantastic Festival

[In riferimento a questo]

Affluenza minore di quanto sperassi, il che ha significato per me lunghi tempi d'attesa e un'elevata competizione per l'attenzione dei (relativamente pochi) visitatori… Sintomatico di una prima edizione, chiaramente. A parziale compensazione, il ridotto carico di lavoro ha lasciato diversi espositori liberi di improvvisarsi visitatori e mettere il naso negli stand, o eventi, altrui — di giocare con me, per esempio.
Il programma come l'avevo impostato non ha assolutamente funzionato e, di conseguenza, non è stato attuato… Con la notevole eccezione di Camelot (prevedibilmente: promettere partite da 30 minuti è chiaramente vincente in una fiera), per il quale sono piuttosto soddisfatto: è vero che ho giocato molte meno sessioni di quanto sperassi, ma i gruppi di persone che hanno partecipato erano meravigliosamente diversificati per background, esperienza ed età; i "veterani" si sono divertiti e hanno espresso buoni apprezzamenti per lo specifico gioco, mentre per gli altri è stata un'esperienza molto nuova e chiaramente positiva. Non avrei potuto chiedere molto di più.
Un po' inaspettatamente, sono riuscito anche a realizzare due sessioni di playtest de La casetta di marzapane, per cui ringrazio tantissimo gli amici vecchi e nuovi che vi si sono prestati. ♥
Poi, domenica pomeriggio dopo le quattro, quando mi stavo un po' perdendo d'animo per non essere riuscito a organizzare i giochi che speravo, ho avuto una gran bella sorpresa: un gruppo di giovani cosplayer, zero esperienza di giochi di ruolo, ha invaso il mio tavolo (su cui al momento campeggiava la componentistica di Montsegur) esigendo a gran voce di giocare. Sentiti i loro limiti di tempo, ho sfoderato un po' di giochi "di riserva" che avevo con me, e all'unanimità si è deciso per GxB (che, incidentalmente, io non avevo ancora mai provato): ne è risultata un'ora, o forse più, trascorsa in modo assolutamente ilare, e molti complimenti, entusiasmo e curiosità per un mondo di giochi di cui queste ragazze e ragazzi ignoravano l'esistenza. In fondo è proprio per questo che ero alla fiera, no?
Ho anche avuto il piacere di fare parecchie nuove conoscenze nel "giro" di chi gioca e fa giocare a Firenze e dintorni; da alcuni di questi incontri spero proprio che seguirà qualcosa d'interessante. Diciamo insomma che i primi passi di questo mio tentativo di "insediarmi nel territorio" sono positivi, anche se quel che conta di più, va da sé, è la continuità. Perciò, potete star certi che mi si vedrà al Firenze Gioca di settembre, con una versione riveduta e migliorata del mio allestimento di stavolta.

Wednesday, May 8, 2013

Giochi di ruolo al tavolo @ Firenze Gioca @ Florence Fantastic Festival

Da venerdì a domenica sarò presente a Firenze Gioca fantastic edition, all'interno della manifestazione Florence Fantastic Festival, con un tavolo nello spazio ludoteca. Questo è il mio programma provvisorio di giochi di ruolo, anche se immagino potrà essere soggetto a variazioni se le circostanze lo imporranno (è una manifestazione nuova e nessuno sa che cosa aspettarsi):

Venerdì 15:00-19:00 * gioco per adulti

Psi*Run

(Meguey Baker, USA, 2011)
  • Adrenalina, inseguimenti, misteri! Poteri ESP!
  • Tutto comincia con uno schianto… In questo gioco, da 3 a 5 individui dotati di superpoteri riescono fortunosamente a liberarsi dall’organizzazione misteriosa che li teneva prigionieri e si lanciano in una fuga mozzafiato.
  • Affetti da amnesia, i protagonisti non ricordano il proprio passato: la fine della storia giunge quando i giocatori riescono a dare una risposta alle loro domande.

Sabato non-stop * dai 10 anni in su

Favole da Camelot: i cavalieri della Tavola Rotonda

(Sami Koponen & Eero Tuovinen, Finlandia, 2010)
  • Avventura, azione, magia. Diplomazia, decisioni importanti, differenze culturali.
  • Gioco di ruolo per tutti: ragazze e ragazzi, adulti, genitori e figli.
  • Durata minima sessione di gioco: 30 minuti. Attesa massima per iniziare: 30 minuti.
  • Tutti i giocatori che parteciperanno durante la giornata contribuiranno a determinare il futuro di Camelot!


Domenica 11:00-14:00 * gioco per adulti

Fiasco

(Jason Morningstar, USA, 2009)
  • Un gioco ispirato allo humor nero del cinema dei fratelli Coen (Fargo, Ladykillers, ecc.)
  • Da 3 a 5 giocatori collaborano per raccontare in maniera estemporanea un ipotetico “film”, prendendo le mosse da alcuni spunti estratti casualmente.
  • Si può scegliere da una vasta gamma di libretti degli spunti (playset) l’ambientazione e il tono del proprio “film” immaginario.

Domenica 15:00-19:00 * gioco per adulti

Montsegur 1244

(Frederik J. Jensen, Danimarca, 2009)
  • Dramma storico ambientato durante la Crociata contro gli Albigesi. Non sono richieste particolari conoscenze storiche per partecipare.
  • Da 3 a 6 giocatori interpretano gli abitanti di una fortezza assediata. Al termine del gioco, sconfitti, saranno chiamati a prendere una decisione terribile: abiurare la propria fede o morire sul rogo?
  • Il gioco è tutto incentrato sui sentimenti, le relazioni interpersonali e la riflessione su temi filosofici. I giocatori rivivono insieme la vita quotidiana dei Catari durante l’assedio, fino a capire che decisione ciascuno dei personaggi prenderebbe alla fine.
Inoltre ho realizzato questo volantino, che ho intenzione di stampare con il programma dei giochi sul retro e distribuire (o almeno affiggere), per spiegare ai passanti casuali che cos'è che faccio:

Giochi di ruolo al tavolo

L’espressione “gioco di ruolo” viene usata per più cose anche molto diverse fra loro. Citiamo, per esempio, i “giochi di ruolo dal vivo”, che spesso impiegano costumi e anche scenografia. Non si contano poi i modi in cui l’espressione “gioco di ruolo” viene impiegata nella pubblicità di videogiochi. Qui, invece, vogliamo occuparci di giochi di ruolo che si fanno in gruppo attorno a un tavolo.
Questi giochi di ruolo al tavolo sono giochi di immaginazione e di conversazione: l’azione principale che ciascun giocatore compie è quella di visualizzare nella propria mente un mondo immaginario e di condividerlo a parole con gli altri partecipanti. Hanno solo una lontana parentela con i giochi da tavolo, da cui però prendono spesso in prestito meccanismi di dadi, carte o segnalini che influenzano la conversazione. Un’importante differenza è che molti giochi di ruolo non sono competitivi: alla fine della “partita” non si stabilisce un vincitore; piuttosto, tutti i giocatori collaborano per costruire insieme una storia.
I giochi di ruolo al tavolo esistono come prodotti commerciali dal 1974 (prima edizione di Dungeons & Dragons negli USA). Si presentano di solito in forma di libri: testi di regole, manuali di istruzioni per giocare o raccolte di spunti da impiegare nel gioco, spesso illustrati. La maggior parte di tali prodotti si rivolge a un pubblico di adolescenti maschi e continua (purtroppo) a riproporre sempre le stesse tematiche: avventura, conflitto violento, armi, potere. Ma le potenzialità del mezzo sono molto più ampie…
Negli ultimi 15 anni sono apparsi sempre più giochi di ruolo “di nicchia” che si rivolgono anche agli adulti e presentano ogni immaginabile soggetto o tematica… Dal comico al tragico, dai sentimenti più intimi alla politica, dai “generi” letterari riconosciuti (come giallo, spionaggio, fantascienza sociale, dramma storico) all’indefinibile e sorprendente. Nel frattempo, stanno facendo la loro comparsa anche giochi di ruolo rivolti all’infanzia, compresi titoli educativi e didattici.
In Italia esistono per il momento solo pochi, piccolissimi editori di giochi di ruolo per adulti (perlopiù tradotti dall’inglese) e alcuni intraprendenti autori. Come mio contributo del tutto personale a far conoscere meglio questa forma, quindi, propongo al pubblico del Florence Fantastic Festival una piccola rassegna (assolutamente non esaustiva): una porta su questo mondo accattivante per adulti e per famiglie, “giocatori” e non.
Rafu

Nessuna esperienza richiesta!

[Edit: qui un bilancio sintetico delle tre giornate.]

Monday, April 29, 2013

Monday, December 17, 2012

Recensione del Larp Symposium 2012

Un mio articolo ospite della rubrica "Mondo Larp" di Andrea Castellani:
Il Larp Symposium aggiusta la rotta (non è mia la scelta del titolo).

New this month...

I didn't mean to employ the "monthly digest/play journal" format for this blog anymore, but sometimes I'm bound to fall back to it when life-shit kicks in, apparently. Since last post I was pretty busy dealing with a metric ton of non-game-related things, but now that's hopefully over.
11/30~12/2 I attended both the Larp Symposium and arCONate — half of each, actually, since these were two unrelated events happening over the same weekend within a short distance from each other. The former was quite an awesome convention, in the non-gamer sense of the word: people with experience and interest in the field gathering at some place to talk about it! "The field" being larp and all of its cousins, with quite an awesome detour about "urban games" this year, which I used to know very little about. This being its third year, the Larp Symposium is finally beginning to come into its own, maybe deviating from its starting concept a little but with really exciting outcomes as the payback.
ArCONate is instead the now-classic format for a friendly and relaxed tabletop role-playing convention as increasingly seen in Northern Italy of late: the organizing staff is practically the same as Coyote Press, a majority of the attendees is from the GenteCheGioca forum, and the beer is great. There I experienced a new and very interesting chamber larp by Susi Ansaloni and Oscar Biffi — whose poetics of late is mostly to employ rarefied Tolkien-esque fantasy atmospheres as the backdrop for pretty intimate, personal explorations, while mixing in a number of Jeepform-like techniques with a traditional British-freeform like, "here's your character background" basic structure. I also played a very drunk session of The Questing Beast, and I feel a bit sorry for the one player I met there for the first time (I hope you were able to have fun despite me, Michela!). But… did I mention that Doktor Rafu's Achievement Unlocked Party is ongoing? And it won't stop!
Also, yesterday I was finally able to run a playtest of Ben Robbins's Kingdom with the current draft of the rules, even if it was cut pretty short by time constraints — a blight which sadly insists on plaguing my home games of late. Now I've gotta write a report, which is due by 12/20.

Wednesday, September 26, 2012

A telegraphic wrap-up for August and, well, most of Semptember


I’m experiencing one of those too-busy-to-even-update-my-blog phases – so much for the regular monthly wrap-up posts! I’m still having a gaming life, though. Thus I’m going to concisely, telegraphically go through the last games I played, as a place-holder and summary, while fully intentioned to write in-depth reports of the most interesting ones sometime in the near future. In case you’re interested in hearing about something in particular, ask: I’ll try to oblige requests as soon as possible before writing about any other games.

— § —

As I mentioned already, early in August I was able to play a full game of Swords Without Masters – City of Fire and Coin. It was a three-players game (as opposed to the recommended four) played over two sessions in a private house, and I’m much obliged to Epidiah “Eppy” Ravachol for providing me with the necessary rule variants in the first place. In fact, I should probably be writing an AP report for Eppy’s benefit right now, as long as I can remember a thing, rather than be blogging like this. Let’s just say that I’m going to grab the finished book as fast as I can as soon as it’s out, but also that one of the reasons I want the book so badly is that I’m looking for those game-teaching methods other than City of Fire and Coin it’s supposed to include.

— § —

Other August games included a single playtesting/playstorming session for I reietti di Eden (which confirmed it can’t currently be played as a single-session game), a short but juicy game of Ben Lehman’s The Drifter’s Escape (boasting an unusual combination of features: it was both a demonstration of a sort, to a new player with very little previous role-playing experience, and a sequel from an old game with a much-beloved main character), and, unusually, just a few scenes of two-players Remember Tomorrow (to finish off an episode).

— § —

On September 1st and 2nd I attended GnoccoCon in Reggio Emilia. It was as good a convention as always, a few minor quibbles with food logistics nonwithstanding: the record attendance this installment achieved (75 people or more!) obviously taxed the existing structures and routines past their limit, but hopefully the organizers are going to pay this a thought and bring a measure of change to next year’s edition (which I’m anticipating already).
I ran a game of Meguey Baker’s Psi*Run (which proved very convention-friendly, as expected), a round of Ben Lehman’s Clover (as cute as expected, more bittersweet than expected) and the one-full-length-timeslot Fables of Camelot mini-campaign I was hoping for (though we didn’t actually make it to endgame in time), plus I was finally able to try out Daniel Solis’s Dō: Pilgrims of the Flying Temple (lots of potential). It was a good two days indeed.

— § —

There was, then, a bit of a role-playing hiatus. But last weekend me and Barbara got back to Remember Tomorrow again to start a new episode, which already expanded our fictional world with some totally unexpected content while reincorporating favorite characters of old.

Tuesday, August 14, 2012

Monthly Wrap-up: a report of July 2012 EtrusCon

-->
Last month, as my gaming staple most of the time, I kept playing two-players, long-form Remember Tomorrow in weird places, outdoors and while traveling. Then, on the last weekend of July, I went to EtrusCon. Sooner or later I’m going to write in detail about Remember Tomorrow and the pros and cons of playing it the way we’re playing it – this time, however, I’m going to concern myself with writing a convention report instead.

§

I held very high expectations for this summer-edition EtrusCon, both because last year’s summer edition had been capital-A-awesome and because the winter edition was instead considerably underwhelming. What I got was in fact a mixed bag, partly because of a decline in attendance (compared to last summer).
Since EtrusCon is a classic hotel-convention with a very hands-off organization paradigm (what the one organizer, Simone, actually does is just to negotiate a discount hotel rate and reserve rooms for attendees, and that’s it), the obvious upside to it is a no-time-wasted, play-all-the-time attitude, the implied downside being that you need to set yourself up for it beforehand, though, because there is little support provided for organizing tables on the fly (no “front desk”, no call-to-arms, not even a local, off-line master copy of the schedule). I was only half-successful with organizing myself in advance, though, part because of untimeliness and/or risk-taking on my part (reserving a less-than-ideal timeslot for a given game in order to be able to play with a given person, say, plus experimenting with multiple shorter games per time-slot, being late in the morning as is usual for me, etc.) and part because of some players being delayed by traffic, or tired early in the evening, etc. – this resulting in some waste of time re-organizing tables and, ultimately, a high percentage of aborted games. It’s good to hear that this was just my own subjective blight, though (contrary to the last winter edition, when exceedingly low attendance made this the general norm), while the general ratio of finished games people had at the convention was high.
An additional drawback of a hotel-convention is, in the event of lower-than-ideal attendance (i.e. the hotel being not sold-out), having to share spaces with other random people. And, well, the EtrusCon hotel, as it happens, is large enough that it would take 100+ stay-in attendees to sell it out, making this a near-impossible proposition for the time being: AFAIK, the largest attendancies to hotel-based role-playing conventions in Italy were recorded by last year’s summer EtrusCon and some editions of InterNosCon, and barely exceeded 50 people.
But enough with the organizer-oriented gibberish! Let’s talk about the games I played, instead. Asterisks mark games I scheduled and ran/facilitated myself. I was also supposed to run a game of MegueyBaker’s Psi*Run, but we had to cancel it because of half the interested players not making it to the hotel in time.

Fables of Camelot* — this is a little, surprisingly well-crafted game by Sami Koponen with Eero Tuovinen, whose existence I discovered by sheer happenstance as Eero ran it for me and a random bunch of Solmukohta-goers in Helsinki, a few months ago. It’s touted as an introductory role-playing game, good for a convention environment and also suitable for children – and it’s exactly because I plan on using it with children that I decided to train myself in running it. Thus I took it to EtrusCon as a perennial, persistent and weekend-spanning, multi-installment off-slot filler game that multiple groups of players could dip into for a round or more.
While I didn’t get to play all the way to the fall of Camelot (the system-mandated ending), it was good enough to play three full quests, with parties ranging in size from six down to three knights. I think I learned a lot about Fables of Camelot in the process. Fully confirmed were all of its immediately apparent pros: explaining the rules is indeed effortless and takes very little time, heraldic animals are a greatly effective characterization device, drawing one’s own coat of arms is great fun, consequential decisions with no predetermined good or bad choice (think Dogs in the Vineyard) are both an absolute focus of the game and a transparent process (in that you don’t usually have to point them out, out-of-character), dice-rolls are both infrequent and tense (and they take very little time to execute, while channeling a great deal of attention). I think I learned how to plan “adventures” and frame scenes appropriately, and I’m pretty sure by now that should one have access to the full text, with its long lists of example quests and travel-scenes to pick from, then running the game would be truly effortless – unfortunately, the book’s only available in Finnish.
What I didn’t expect, though, was that the game could grow to such a quiet solemnity as we experienced in the Grail quest: I’m deeply impressed. Sure, should I look for a shortcoming to point out, this is not a game of very nuanced and complex characters – but is its reference literature? It’s all about broad strokes and large-picture plots, and emerging commentary which satisfies from a metaplay vantage point, not about the psychological finesse of fictional characters in the resulting fiction. Now I’m thinking I’ll reserve a full time-slot for Fables of Camelot at some upcoming convention, possibly GnoccoCon, to play all the way to the endgame: it should be feasible enough a feat.

SeaDracula — it’s really odd how I’ve been having the handbook for this game in my possession since it still sported a (1$) price-tag, but had never tried it out before! I remember thinking, at the time, that something about the text didn’t “click” for me and I’d rather look up somebody who could teach me how to play by example. Well, how changed I am since then, for now the text speaks so clearly to me! Know that the game was great fun, ran shorter than I expected it to (which is a plus!) and is totally appropriate for parties – almost a party-game, yeah, though maybe a tad too complex in the setup for a “casual gamer” audience. I’m gonna play this again, soon and often. ♥

Tactical Ops (playtest) — having left one time-slot open in my schedule, I found myself with a random party of six people (my old friend Alfredo being in the mix), among them my friend Patrick who rather enthusiastically pitched a playtest session of Tactical Ops, a design-in-progress by Alessandro “Hasimir” Piroddi (who wasn’t there). While I wasn’t particularly grabbed by the premise of the game, some were, and being a curious fellow I tagged along. Small-squad tactics for dangerous missions is, if we read it to mean military/commando operations, the single most overdone thing in the history of role-playing games (I’m of course conflating most flavors of D&D into this) – but, on the other hand, I thought the description could also apply to caper/heist movies (a vague itch I still have to scratch). In fact, the playtest document Patrick had with him came (as far and I can tell) with absolutely no example situation, mission or backdrop included besides the core premise. We soon enough agreed on a twenty-minutes-into-the-future prison break scenario, then proceeded to create our characters: a much lengthier process than was immediately apparent by glancing at the character sheets. I didn’t keep track of the time, really, but I figure we spent a minimum of two hours doing pre-play setup.
So, here’s my shout out to Alessandro, the designer: while not a faulty design choice per se (one can sure invest a much longer time preparing for a multi-session campaign), such a long setup process is unacceptable in a convention environment! If you want to have your game playtested at public events (or, well, out-of-house playtested at all, I might add), may I suggest you release a fast-play package, consisting of one or more example missions with pre-made characters? If I were you, I’d make it my first priority at the moment.
During the prep phase, our motley group seemed to easily agree on things – everybody generally cheered at ideas being thrown around, making the brainstorming/pitch a breeze. But! I think the character creation process – with its attributes and skill groups and skills and specialties to rate, plus advantages and motivational links to “buy” – looked deceptively familiar to all of us, which either got us to pay attention to the wrong things or to not pay attention at all. We should have been paying attention to what each other player was picking out of the available choices! In hindsight, that’s pretty obvious, but in the heat of the moment we just self-tagged with role-definitions (“hacker”, “doctor”, “gearhead”, “muscles”, “face”, “infiltrator”) and hurried up to each fill up one’s own character sheet, in isolation. Had I payed attention, I would have noticed that the “infiltrator” was duplicating part of the “face”-guy’s and (IIRC) “muscles”-guy’s skillsets, not maxing up the athletics/movement skills I incorrectly assumed he were (a skillset nobody focused on at all); that while I was hyper-specializing my hacker guy to be exactly that, some others were spreading their skillpoints wider, for example to be ready for violence in case of a major shit-up; that the “gearhead” was a specialist in jury-rigging veichles which no character was good at operating anyway, and so on. It is thus my humble opinion that as a “team” we were already fucked, whatever the mission. Not that we were going to find out, anyway…
Having gone through all of the preparations, and of course some more necessary rules-briefing as well, we went then into the first actual scene of the game knowing we weren’t going to play the mission to its end anyway, because of our real-life time constraints. This being not what we had been assuming initially (before prep) I daresay we were now in maybe the worst possible collective mood for role-playing: the noncommittal, half-assed one. And that’s when our group’s collective ability to agree on things – this basic foundation of role-playing – began to falter. Having framed a first scene, we started dabbling in the game’s central authority/credibility system of stating “facts”, but I don’t believe we had fully understood it, let alone grasped its subtleties, as we launched into a conflict. Of the conflict, we played a single round at most, struggling with the fact that – in our lack of experience with the system – we had not properly set the parameters of it to match the developing fiction, nor had we picked mechanical categories for our actions that significantly reflected our combinations of fictional intents while giving us a chance to hit the difficulty treshold, no. Very quickly, our game devolved into a debriefing session of the sort which consists in micro-analyzing small bits of the game without having seen the full picture – which was absolutely pointless, the designer not being there and nobody being apparently committed to write a playtest report.
To those who asked my opinion on Tactical Ops as a design, the only honest anwer I could give was: I’ve seen too little of it to form any opinion whatsoever, sorry.

The City of Fire and Coin (Swords Without Master)* — here’s another game which went quite poorly, but not for any defect of design. I had assembled a team of people I love and I know are in love with the (pulp/fantasy) genre – Ariele, Lapo & Tazio – and they took to the game with all of the glee I expected; still, everybody was apparently exhausted by the too much play they’d already had (or maybe with too much food and drink?) and soon my friends’ focus waned. Thus to my great displeasure we had to call it quits, having only played out the first Perilous Phase.
This was to be considered a playtest, not of the game-design, but of the technique of exposition (the way of “teaching” the game) embodied in The City of Fire and Coin, a learn-while-you-play tutorial written in a hybrid rulebook/gamebook style somewhat comparable to the “red box” Basic D&D set of the Eighties. While appearing well-devised on first sight, such tutorial proved way too verbose to read – and translate to Italian on the fly – while playing: sitting through the long passages of read-aloud instructions encouraged Rogue players, as a reaction, to hog the spotlight longer and go for longer talking times in the first Perilous Phase, which proved to be an interest-killer in the end, as the scene (as framed by a read-aloud box in the text itself) consisted of a street brawl with little context or emotional attachment to it. I suspect, despite an apparent interest the players showed in depicting action stunts, that had they made short work of that first Storm instead we would therefore have retained interest in the game well into the following phases.
All things considered, I walked away with a strong commitment to try again as soon as possible – which in fact happened already as of the time I’m writing this report! I won’t discuss my second game here, though, as it will become material for a follow-up post.

Ganakagok* — I’ve been in love with Ganakagok at least since the one full game of it I had a couple years ago. I’m well aware of the polemics surrounding the game’s subject-matter (Bill White was exeedingly naïve in his exotical treatment of elements from living cultures, and consequent blatant misuse of the word “Inuit”, which is something he himself later acknowledged) and my own ambivalence about the affair means I’ve had to develop my own language for explaining the game’s world as fantasy and only referencing real-world cultures in what I’m convinced (as a culture historian) to be a completely respectful way – but that’s part and parcel of dealing with fantasy fiction as a genre, anyway, and come on: instances of fantasy fiction which break out of too oft-repeated, paradigmatic, stupid molds are as needed and welcome as they can be (in gaming especially)! My love of Ganakagok, anyway, is first and foremost a love of its mechanics: suggestive card-reading coupled with some moderately complex resource management (and resource-tracking, which makes actions full of consequences, some of them unintended): it is by far the one title which had greater influence on my own design-in-progress, I reietti di Eden.
The game I ran at EtrusCon wasn’t stellar, maybe, but I felt it was good enough. We couldn’t play it to a proper ending, sadly, but we were so close. I was, in fact, disappointed to learn that what had been a half-full glass to me was instead a half-empty one to my fellow players (my dear Barbara and Daniele Lostia of Piombo fame). I’m not sure, of course, whether it is at all possible, or recommended, to play a game of Ganakagok with only two non-GM players present: maybe we had set ourselves up for a failure since the very onset?
One critique from Daniele which I think is especially poignant is that we had prepped so many elements in the immediate pre-game setup (world/village creation) which didn’t actually get reincorporated. In the moment I couldn’t but agree, but now, with a clearer head, I see the glass as half-full again: sure, we had more prepped elements available than we actually needed to use, as a side-effect of prep being a very organic process, but we did use some of those elements, and built and expanded on the ones we picked (also an organic process, as we focused on the ones we most needed in the moment), which obviously constrained and strongly directed our play – while on the other hand all those unused elements, while never incorporated in the actual scenes, still existed as a backdrop which informed play, and we never forgot nor invalidated them. Prep, in other words, always informs play, even when pieces of prepped content don’t actively come out during it.
On an unrelated note: next time I play Ganakagok, I’m considering dropping the Body/Face/Mind/Soul section of the character sheets entirely, using instead a fixed value of “3” in lieu of those scores for all purposes. Besides scores of “2” being a bit too punishing to be fun, my point is that your average player-character is only expected to be in the spotlight once or twice. Having four different “arenas of conflict” with different (and hugely important) ratings attached, then, needlessly punishes a player for open-mindedness, as the obvious optimal strategy would be to set one of your arenas at “4” and maneveur so that your own spotlight scene(s) focus on that: a boring exercise in predictability, rather than in storytelling. Gifts and Burdens should fully suffice to make characters distinct in competence, instead, especially as character Identity is also a trait with mechanical usefulness attached.

Overall, EtrusCon was an extremely diversity-rich environment, with happy and satisfied people enthusiastically playing things as diverse as OD&D/Lamentations of the Flame Princess and abstract board-games, Joe Mcdaldno’s Monsterhearts (which is an Apocalypse World-based rpg about the coming of age of metaphorically-monstrous teenagers) and Paolo Guccione’s homebrew game of tabletop battles between Go Nagai’s giant robots which is an adaptation of old Chaosium Basic Role-Playing (!). Tazio Bettin, Iacopo Frigerio, Davide Losito, Matteo Turini, Marco Valtriani all ran playtest sessions of their own designs besides the numerous foreign games played.
Some games, of course, struck me as more interesting than others; some I heartfeltly avoided, and when invited to play I declined. In the light of which, I can’t help but turn and look back over my own shoulder, realizing that an 18-years-old me – for example – would have merrily sat down at the BRP Mecha table (calling dibs on Getter Robot, probably) while not even paying a thought to the Lamentations table which these days, instead, I was very much tempted to join. And the reasons I didn’t choose to play LotFP in the end, those are the complete opposite of why I wouldn’t have joined an OD&D table if you asked me when I was, say, 25. All of the above is part due to how changed the landscape of role-playing is since previous times, sure, and part because of how changed I am myself.
Thus, the single most important thing I got from EtrusCon is not merely an appreciation of diversity within a small but fluid scene: it’s an enhanced understanding of my own tastes concerning role-playing games – of what I like and dislike and what I really look for and what I’m actually in it for – and of how mutable those preferences are.

Monday, June 11, 2012

Monthly wrap-up for May

I’m being sort-of-busy, but I want to keep posting monthly updates about my role-playing experiences. Here you are, then: May 2012.

Long live the Kingdom

My biggest thing last month, in terms of effort and learning, was playtesting Kingdom, an interesting game in development by Ben Robbins (of Microscope fame). I played two one-shot, three-people sessions, one with Barbara and Alessio and the other with Barbara and Simone. I don’t really feel like describing the game at length, in the current stage, but I do recommend you join in for the next round of playtesting – whenever it might be – if you’re even remotely interested in politics as a topic for role-playing games. It’s a clever, novel design, using only the most basic of tried-and-tested building blocks, never trying to fit its in little-explored subject-matter through ill-fitting holes shaped like familiar techniques but rather carefully thinking its approach from the ground up. Reading the text got me pretty excited. In pratice, it didn’t play as smooth as I hoped it would: some subsystems are prone to cause stumbling or player fatigue, but those have been clearly identified are being redesigned – thus, my expectations for this game are very high.
As for the fictional milieu of our playtest sessions, for some reason we went twice for XIX Century settings: Carbonari in the 1820s and then railroad construction in the Wild West. While the Italian setting was the most intriguing one at first, I noticed that the western one made for more successful play, probably because we were significantly less concerned with historical accuracy, while having a huge background of previous fiction to work from (vis-a-vis a seriously underrepresented subject). I don’t think the issue is related to any particular feature of Kingdom, in other words: it would have been the same with almost any role-playing game.
A personal-level consequence of playtesting Kingdom, and then discussing aspects of it with Barbara, were some important realizations about the rules and practices of scene-framing, its toll on players and its relationship with protagonism and antagonism: I feel like I’m now getting to properly articulate some very fundamental issues I’ve been struggling with in play and tackling, somewhat unconsciously, with design (the newest and yet unreleased draft of Eden especially).

Big in the Alps

Last month as well wasn’t without a gaming convention. I was at GiocaTrento (in Trento, duh!) where – with Patrick, Erik and Jessica – I was basically in charge of the “indie RPGs” corner. I got there with a huge bag full of rpg books, which I pooled with the ones my local friends brought so that we were able to set up a table covered in indie-game-stuff: alluring covers, rough and curiosity- arousing home-bound booklets, assorted items (including a sheathed dagger for playing Mist-Robed Gate). The purpose being, of course, to make our games visible (despite the games themselves being actually intangible) and to have people ask us about them. Turns out we had it easy…
On Saturday afternoon, a chap named Alan, with whom I’d played a game of Fiasco at another meet-up months ago, voiced such an enthusiastic excitement about that game that in a second he gathered three more friends and we played 5-players Fiasco. It was a good Fiasco session, to boot! Somehow we ended up playing the wedding playset from the The Fiasco Companion using the standard Tilt and Aftermath tables (as opposed to the “soft” tables from that same book) and we got some pretty good, if crazily over-the-top, dark comedy out of it – with a healthy amount of sexy to boot. Good thing we were playing outdoors, or we’d have laughed the convention hall down! Thanks Arte, Riccardo, Vincenzo and of course Alan – I hope I got all of your names right.
On Sunday afternoon, Gaia, a girl from the convention crew, came to me holding my own It’s Complicated booklet and demanded we play that game – on the reception desk with another crew-member friend of hers, since they were both on duty. She wouldn’t take no for an answer. By pitching it to some more friends old and new, we assembled a huge seven people party to play the game. Thanks Gaia, Francesca, Gabriele the Incompetent Diplomat, Jackvice & his lovely lady and – what was your name, cute Polish girl? Seven-players It’s Complicated, yes. It would have worked, even, if not for the large number of interruptions due to, you know, playing this game at the reception table (in the end, we had to give up and cut the game short, sadly). We aimed for surreal situation-comedy, got some really crazy, cheesy over-the-top surreal comedy, and it wasn’t half bad. The bottom line, though, is that It’s Complicated really is a difficult game, in terms of – as my friend Carlo Rebagliati would probably say it – “keeping the fiction together” (la tenuta della storia, is something he’s always talking about), and that I’m now aching for a chance to play a really low-key game of it at last, with everybody really focused on exploring plausible human relationships and avoiding blatant absurdities. It will probably have to be a 3 or 4-players game (like my most successful ones to date actually have been).
In the mornings and the evenings (thanks to Patrick & Jessica, who hosted the night games at their place) I had the chance to try out a few new games myself. Boardgames aside (not usually my thing, but the ones we picked were “light” enough for me to enjoy and I had a good time), I played Vincent Baker’s Murderous Ghosts (in both roles) and Ben Robbins’s Microscope – two rpgs I had only heard about, and are now on my “must buy the books ASAP” list. I especially liked the potential for quick and fast play (though Microscope could also go on indefinitely if desired, of course).
Big heartfelt thanks go to Erik and his family, who hosted me.

A desert death-god was slain on the road to the City of Salt

This should be filed under June, actually, but what the fuck. I kicked off the month by playing Simon Carryer’s On Mighty Thews. My friend Tazio having had a sudden resurgence of excitation about that game, I offered to host a session, and was elected “GM” as a default; our friend Mario joined us in the game (and Paolo aka “Serenello” wished he could, but larger and meaner happenstances held him back).
Now, I’ve been playtesting – or, rather, successfully playing – On Mighty Thews since its first public alpha draft years ago, trying all iterations of it since then (I am, in other words, an OMT grognard who frequently confuses current rules with the ones from previous editions), and I still learn fine lessons from it. Or at least about it. I had, for example, the confirmation that three (GM +2 PCs) is the best number of players for this game – I’m now wary to ever do a foursome again, and curious to try a 1-vs-1 for a change.
The newest addition, I believe, to OMT are the Lore Roll rules. Man! In this run (the best one I’ve had using the “final” OMT rules) we really played the hell out of those, and did they pay off! By this, I don’t mean we overused them, either: au contraire, we learned that it’s moderation which brings the highest payouts – picking your Lore Roll targets carefully and sparingly, focusing on those things which really captivate you, maybe 1-2 per scene. Kudos to Mario for, basically, pacing Lore Rolls, and also for volunteering to take notes: he really showed me how Lore is OMT’s killer app! Tazio, otoh, very effectively used one such roll to make the adventure relevant to his own character, and not in the most obvious way. Good stuff.
Another relatively new addition (dating back, I think, to the last pre-final draft maybe?) is the use of a collectively drawn map. I love it because it’s fun on its own merit and it also ties in nicely with the Lore, providing a backdrop against which to hang those tidbits of information, acting as a springboard for ideas or, in retrospect, foreshadowing elements which may be (re-)incorporated. The downside is that since there are maps my OMT sessions have been lasting much longer, on average! While one could, theoretically, still do very short and to-the-point games confined in a single location, having a map on the table (no matter that how small an area it portrays) is a disincentive to that, and an incentive instead to go see some more views. Unfortunately, it’s not a good thing for an OMT game to drag out for too long: the rules are not designed for slow buildup towards a climax, but rather for abrupt, unconventional cuts, af befits their primary source materials. Draw as intricate a map as you wish, thus, but then exercise some restraint and try to keep your game confined to a couple locations, using the other ones as Lore backdrop only.
I also have a feeling that Lore and maps conspire to make long-term play an interesting possibility! To do so, I propose, one would aim for the episodic, for loosely connected short-stories woven against the common ground of an ever expanding, but never complete, tapestry – a method reminiscent of In a Wicked Age and Remember Tomorrow. I propose that to achieve this one could:
  • keep notes aplenty, especially all of the Lore items;
  • have everybody take turns at being the GM for a session;
  • vary the cast of PCs and, ideally, the number of players from session to session;
  • sometimes re-use a character exactly as s/he was, sometimes rewrite an existing character sheet from scratch;
  • explore unused locations from old maps or make new maps at whim;
  • assume anything could happen during “downtime”; do not assume chapters happen in chronological order.
Finally, I was reminded of why being the GM in OMT is both hard and weird: you can’t plan. And I don’t mean, like, plan one scene ahead. You can’t fucking plan anything. You know how little an Apocalypse World MC has to plan ahead? Well, that’d be way, way too much.

The Ivory Lioness, god-slayer.
Character and art by Tazio Bettin.

Tuesday, May 8, 2012

Monthly wrap-up: April snow & playstorming

Phew, last month’s been a hectic one! I went to Helsinki for Solmukohta (plus some sightseeing), then to Este-in-Gioco, I role-played even while traveling, made big promises I failed to keep, and run a 2-days-long playtesting of my major work-in-progress.

- § -
So, Finland… Over the ten days I spent away, I managed (in no particular order) to have a culture shock from sky-high food-and-beer prices and another from the easy availability of vegetarian alternatives everywhere, to contemplate the glum shores of the Baltic Sea with no little sense of beauty and awe, to improve my sauna-fu from kiddie-level to beginner-level and maybe learn where the green branches come from, to quickly grow relatively bored of the plainness of Helsinki as a urban landscape and cross the sea to visit Tallinn (which was a very pleasant surprise), to meet Eero Tuovinen in person (at last! and he doesn't even look more bear than man) and play Fables of Camelot with him (quite interesting and fun), to see for myself that heavy-metal is inexplicably tolerated as not-necessarily-the-antithesis-of-cool in Finnish culture, to try some delicious blueberry and lingonberry ciders, to grow more and more used to social nudity (and I’m finding it very liberating), to come out as weird to random passersby and girls in bars, to eat mammi (not bad at all, but I much prefer it with no milk/cream) and get tipsy on minttu and salmiakki, to crash into the most surreal and inanely drunken after-party ever (featuring a wedding between Claus and a teddy bear), to show off how I’m always my own fashion designer, exploit some German rules, fail at getting into a mask-induced trance, to make some lovely new friends and to meet some much-missed old ones again. But first and last thing, I had to wonder at the majestic, unforgiving craziness of a land where it snows in April (It! Fucking! Snows! In! April!) adding to the already half-meter-deep cover of unmelted winter snow which still chokes the ground (and ice-covered lakes!).
As for the Solmukohta/Knutepunkt proper, it’s always refreshing – rejuvenating even – to step for a few days into this alternate-reality world where role-playing is cool. Yes, that sums it. Nordic role-playing apparently succeeded in allying itself with its more mainstream cousins – arts and education – rather than quietly accept being marginalized as niche entertainment for geeky and socially inept people. And it succeeded at doing this while strengthened, rather than neutered, in its cultural relevance and political aggressiveness. The KP-going crowd mirrors those developments, consisting in a dazzling array of beautiful and enjoyable people who either experienced a personal growth thanks to role-playing or were attracted to the form while coming from a different (usually artistic) background and chose to stay: these people role-play, talk smart, are possessed of powerful political views, have a sense of dress and love to dance at parties (thus showing your average foreign attendee that the above aren’t inherently irreconcilable things). The level of the conversations one can enjoy, thus, is stunningly high.
The hottest topics this year, as represented in the convention program: use of larping/role-playing in education, and the feasibility of organizing larps as a day-job – both very concrete issues, spearheaded by successful early adopters. After two years of hogging the spotlight, by the way, jeepform appears to be forgotten, or rather digested, and nobody mentions it anymore. My personal highlight, program-item-wise: attending the method demonstration of Østerskov Efterskole, the Danish special school where they teach all subjects through games, preferably larps. I already knew about them from an article in LarpZeit, international issue #1, but now I feel like I know them, and it was a great, eye-opening experience. I was recruited to help out Emily Care Boss & co. with their demonstration of GM-less tabletop rpgs: I promptly accepted, not realizing the event was scheduled for 10:00 am on a Saturday morning [if that sounds harmless enough to you, then you have no idea of the kind of parties they throw at night during Solmukohta!], and then chose to demo Polaris, not realizing I was only to be allotted half an hour for that. To my surprise, I think the event – or my Polaris demo at least – was actually a success! Too bad that, afterwards, sleep deprivation exacted its toll from me, so that I failed to achieve much at all during Alex Fradera’s lovely mask-trance technique improvisation seminar (after a while I stepped back and just watched).
Naturally, more than a handful Solmukohta-goers disseminated the Internet with their own tales or even detailed diaries of the trip: there’s Thomas (who spends honeyed words about me and even notices my early morning samue), Lizzie, Lizzie again, you can’t have enough, Evan, John, Rafael, not to forget the Mike Pohjola… It’s actually a lot of fun to read them all, the same way it’s intriguing to hear different players’ stories after a larp: you get a feeling for a vast multitude of individual narratives that sometimes, just sometimes touch. Oh, and I haven’t been able to dig into the Solmukohta book, yet, but I will, word by word – also ’cause I want to have a hand in disproving Andrea Castellani’s malignant theory that nobody ever reads the book (and be sure I read the many books from last two years pretty thoroughly!).

- § -
As soon as I was back to Italy, I embarked in the pretty short trip to Este in Gioco, a gaming convention in the Padua area (in case you’re wondering how I manage to move around so much while being unemployed/broke: this time I was fully reliant on friends for driving me there, hosting me for the night, etc., so it cost me very little money to go). I’ve been attending Este in Gioco almost every year since a good while, and I was thrilled when I heard that the convention had finally moved into the very scenic town center of Este proper, in the park enclosed by the castle walls. It was then a bit of a disappointment, upon arrival, to realize that the whole convention was confined within a single pavilion and enjoyed very little visibility from the outside – even the posters advertising it were few, far between and small-sized. With the town being very lively on a sunny Saturday afternoon, I had hoped we were going to visibly invade public spaces and hook in random passersby to try out games! Nothing like that happened but, on the other hand, I wasn’t really prepared for that either – no easy, “introductory” games in my bag, nor colorful devices to show people I’m there. Board-games and the like have it easy: visible game components act as their own advertisement or, at least, as a token of existence; role-playing games, on the other hand, tend to be mostly immaterial, which also means they’re nigh-invisible. It’s telling that, as I and friends were attempting to gather players for an excellent mini-larp by Oscar Biffi, our attempts only turned successful after Oscar produced a bunch of wooden swords (which are, mind you, only employed as a costume prop in the larp, not actually used for fighting): now we had a visible, obvious cue that something was happening, and that we could leverage to break into people’s mind-space and ask them into the game. Anyway, a bunch of the usual suspects were there and I had a good time with them. There was a pretty sweet game of Mist-Robed Gate (how’s that for something visible which could be played in a public space to get some attention, by the way?) and much playtesting of friends’ work-in-progress designs: Dawn of a New Tomorrow by Davide Losito is turning out a very solid game, in fact, and I feel like through my vampire character I only played for a couple hour I was able to channel so much more angst and negative energy than I ever could express as a teenager – well done! And, you know, maybe next year we’ll be able to make the most from the convention’s new location and make role-playing games visible to the general populace (probably through specially designed events, or at least strong visual cues).
Also this last month, I’ve been playing lots of Remember Tomorrow – as a two-players game. It is indeed true that it works this way, almost as well as with three or more players, as its only feature which is directly hampered by the two-players setup is the (in my experience) very uncommon 3-way conflict; the game mostly plays as a string of 1-vs-1 face-offs (interspersed with monologues) anyway, even in a larger group. Since I and my sweetheart share a fondness for the subject-matter, Remember Tomorrow has become our default go-to pastime whenever we’ve got some time to kill: we played it in German international airports, onboard Baltic ferry-boats and while sunbathing on Italian beaches* (one just has to remember to pack the little bundle of playsheets and 8d10; small-change coins work well enough for Edge tokens). I feel like I’m now experienced enough with the game that I begin to notice its probable limits, but still I think it’s extremely good for a regular, you’re-not-sure-how-long-it’s-going-to-last game, and completing an “episode” (it took longer than we expected) left us hungry to start another one almost immediately (which we did).
* On the topic of sunbathing: yes, this is Italy, and in April we go to the beach. Sorry, Finland!
Finally, speaking of actual play in April, we summoned a bunch of friends to the usual place for what we call “a home convention” on 30th and May 1st. The original plan was to playtest Ben Robbin’s Kingdom, but as one of the players wasn’t jazzed with my synopsis of the game (too bad, since I’m extremely excited about it!) we went for Plan B: we set down to playtest my own I reietti di Eden — the first ever playtest for the severe rule changes I’ve been cooking up since version 0.2 crashed like a train-wreck. What actually happened over two pretty intense afternoons could better be termed a “playstorming”: new rules were made up on the fly to patch holes, and the whole thing barely held together, though the players unanimously reported having had fun. It’s crystal clear that some balancing still needs to be done before a playtest draft can be let out in the wild, but that’s the least of the discoveries made, and was almost expected. More critically, I have to give up on the idea that this can be a quick, convention-friendly one-shot game: it took us some 10 hours of play before we triggered the endgame, and most startling is that I liked it that way, since the rhythm of play was feeling perfectly right or at times even too fast; while I could theoretically re-design everything from the ground up, that would necessarily involve cutting away large chunks of play I actually have fun with. Better to quit my insistence on a one-shot game, then, and focus on the emergent strengths of the design, even if doing so will mean far less opportunities for playtests and, consequently, a slower development. Also, game setup methods (or lack thereof) came under some heavy fire, with “blank page syndrome” denounced as a universal issue: this proved fortunate, as it immediately generated ideas for a more structured setup phase, which I’m going to test out as soon as possible.
Besides, do you remember how I was supposed to translate the Italian finalists of the Game Chef? Well, while the feeling of being a “staff member” to the contest was great for me (and helped me cope with the disappointment for not being able to participate, the actual contest period overlapping almost exactly with my journey to Helsinki), I had no idea about the deadlines. Deadlines which actually came up when I was either off-line or presumed to be off-line (whether rightfully or not) by Giulia and Mario — the result being that it was Giulia, and not me, who did the job. To be fair, I suspect her to-English translations are vastly better than I could hope to achieve (I know she’s way more experienced than me there).

Monday, April 2, 2012

My last month in role-playing


In January and February I had way too little time for games, between traveling to Istanbul and the carnevale in Viareggio: my only opportunity to play was at EtrusCon (where I got my first taste of Mist-Robed Gate, besides playing Durance and The Dreaming Crucible all games I heartily recommend). To even things out, March had to be an all-out role-playing month, and all of my spare time was duly given to games. My current strategy for handling logistics is both simple and convenient, and it’s working like a charm: the “group” has me and Barbara as the only fixed members, and we play at Barbara’s during the weekends together with any number of “guest” players drawn from those friends of ours who just happen to be available on short notice. Thanks to this arrangement, in one month we were able to play:
  • Kagematsu (with Alessio): not our first game of it; probably the best so far. We were able to took our time, but didn’t waste any (I think I finally got the hang of how, as a village woman player, I can pace the game through my choice of whether to let a scene end or ask for more). We also hit, I think, the right balance between just enough historical accuracy to appease me and enough fantastic elements as needed to satisfy Barbara. We encountered a problem, though – possibly a “bug” in the rules: as we, the women, finally went after the Promise, Barbara as Kagematsu started rolling an endless string of triple-sixes (which is not at all unlikely, come think of it, when you’re rolling 9d6), producing a long sequence of inconclusive scenes (maybe six or eight of those in a row?) and the menace escalating to all-out war, as after a while we were exhausted of ideas for making it even more ominous. Those six-or-eight scenes added very little to the game – a couple could have been fine, but as inconclusive attempts accumulated they distracted us from the real point or even detracted from our enjoyment. Therefore, I’m considering house-ruling such a possibility away through some minor ad-hoc patch next time I play.
  • Psi*Run (with Alessio and Matteo): our first attempt with this game, and we loved it. Scheduling it as a two-days marathon afforded us all of the time we could wish for – a welcome change from the usually very constrained timeframe of one-shots. Having that extra bit of comfort, we felt enabled to really make the game sing for us on the emotional level. After an explosive beginning, we acted out many low-key scenes, with sparse, drawn out conversations between the runners, reminiscent of Ribbon Drive. More the European arthouse film than the Hollywood action movie, could we say. This, coupled with the use of familiar locations in the first half of the game, vastly increased our involvement. By the second half of it, then, play had gotten so emotionally charged that every single step the runners took felt deeply moving. It was great.
  • Play with Intent (with Alberto and Matthijs): not really part of the logistical arrangement I described, as we played this at a games tradeshow (“Play”, in Modena), but to be fair Alberto is one of the friends who live nearby and are always welcome at Barbara’s – well, Matthijs Holter would be welcome as well, but let’s be realistic. Anyway, since Matthijs (whom I had last met in Oslo last summer) was visiting Italy, how could I not show up and try his (and Emily Care Boss’s) “new thing”? This run of Play with Intent reminded me of jeepform, except it only had the good parts of jeepform IMO (i.e. no deliberate abuse of the players); but I get that individual runs can be very different from each other. What else to say? As a concept, it sure bears some thinking about the “identity of a game” besides the singular instance (top question: does such a thing even exist?), as well as pushing our current notion of what can be “packaged” as a “game” to its furthest limit. As an experience, it highlights once more how the core activity of game-design lies with providing built-in restrictions: as we were provided next to no restrictions at all, first thing we had to do was to add some – that is, to my understanding, we had to co-design our game on the spot.
  • Remember Tomorrow (with Monica and Lorenzo): for a while, I had been unfairly dismissive of this game. That's because the first time I gave it a try, in a demo run by a friend, having no previous knowledge of it… it fell flat. I think none of us players really “got” it at the time, that we all brought mistaken expectations to the table maybe, but still we decided to blame the design for blandness. I was lucky, one year later, to be given another demo – no matter how short – by Gregor Hutton himself: and it was wholly another game to me. Later still I read the book, finding out Greg’s vision for the game was well implied within the text and his style of play extensively explained. Remember Tomorrow is all about the “punk” in “cyberpunk”, with the “cyber” just painting it in shiny colors. And it’s an agile, fast moving game with room in it for some richness of detail, for the luxury of some speculation, but never taxing or exhausting. Thus I got to facilitate it myself, at last, and – apart from a few minor issues – it was a success. Truly my first impression had been wrong. I'm going to play this again.
So, what now? First there’s a sweet, sweet game of Bliss Stage, begun last December, which we need to bring to a closure – and, with both pilots as close as they are to blissing out, one more session will be enough. Then I absolutely want to playtest Ben Robbins’s Kingdom, the rules of which had me at first read: it looks delicious. Then what? Matteo asked me whether I’d run (as the GM) a game of Sorcerer, which sounds intriguing enough a perspective… Also, the new and revamped I reietti di Eden (tentative English title: Cast Down from Eden) is almost ripe for some serious playtest.

Monday, March 22, 2010

Ultimi acquisti

La settimana scorsa ho trascorso il mio weekend in fiera a dare una mano agli amici di Janus come dimostratore di Polaris, e già che c'ero ne ho approfittato per fare acquisti... In particolare, alcuni titoli del catalogo Narrattiva che desideravo e che mi mancavano. Ecco che cos'ho comprato:
  • Sporchi Segreti (Dirty Secrets di Seth Ben-Ezra). Penso che questo gioco sia un capolavoro. Mi aveva molto favorevolmente colpito già in una breve dimostrazione fattami da Michele Gelli durante Utopia Rouge, e per fortuna poco dopo l'acquisto ho quasi subito avuto l'occasione per una partita completa con un gruppo di amici molto affiatati. Risultato: anche meglio delle mie aspettative. Un capolavoro! Massimo coinvolgimento, emozioni forti, e un insieme di meccaniche che continuano a scagliare sui giocatori, a moltissimi livelli, continui colpi di scena e sorprese (e sempre significativi). È un design che mostra a che cosa può servire davvero l'inserire meccaniche per "la risoluzione dei conflitti". Particolarmente degna di lode anche la scelta di localizzazione "forte", che adatta il gioco a un'ambientazione italiana per mantenerlo vicino al vissuto dei giocatori... cioè per fornire una vera "traduzione" dell'esperienza di gioco voluta dall'autore.
  • Mille e Una Notte (1001 Nights di Meg Baker). L'unico dei miei acquisti a essere fra le "nuovissime uscite", è un libriccino agile, piacevolmente "fresco" alla lettura oltre che piuttosto bello a vedersi. Quei miei amici che l'hanno già provato mi assicurano che il gioco si porta agevolmente a compimento in un paio d'ore e che riesce benissimo con soli tre giocatori: tutte grandi qualità, grazie alle quali - non ne ho dubbi - potrò molto presto mettere alla prova questo gdr e, salvo delusioni che sinceramente non mi aspetto affatto, ripetere l'esperienza più e più volte. Rispetto alla media dei prodotti librari di Narrattiva è anche costato poco, ohibò!
  • The Upgrade (di Olle Jonsson, Thorbiörn Fritzon e Tobias Wrigstad). Un classico del jeepform, precedente a Dubbio. Non sono del tutto convinto, lo ammetto, da quest'operazione che si sta facendo di commercializzazione delle traduzioni italiane di scenari che invece, nella loro versione in lingua inglese, sono liberamente disponibili per il download; ma d'altra parte riconosco che avere a disposizione in lingua italiana i vari componenti del gioco mi sarà estremamente utile, e tale comodità è un bene legittimamente commerciabile. Di certo il gioco non ha più scuse per non essere, prestissimo, inserito nel cartellone dei Ciuchi nella Nebbia, che stanno giusto ora riprendendo le loro attività (non più presso il Club Treemme bensì negli spazi de Lo Sguardo dell'Altro).
  • Annalise (di Nathan Paoletta). L'ho comprato un po' per desiderio di completezza, e un po' perché me ne avevano parlato molto bene. Per il momento, tuttavia, mi desta qualche perplessità. Ammetto di non aver ancora terminato la lettura del manuale, ma... è proprio questa la cosa strana! Di norma, io i manuali di gioco di ruolo li divoro con una rapidità quasi ingorda, giacché sono una lettura che mi appassiona enormemente. Questo di Annalise, invece, caso più unico che raro, è un testo che mi respinge - la cui lettura mi affatica oppure mi annoia, costringendomi a una pausa ogni poche pagine. È per me una situazione insolita, forse senza precedenti. D'altro canto, devo dire che proprio questa singolarità mi rende abbastanza curioso di provare il gioco, visto che alla sola lettura non riesco minimamente a raffigurarmelo in azione. Vedo che utilizza una meccanica di risoluzione basata sugli Otherkind Dice, il che è di norma un grosso punto a favore, e che i "Claim" sono qualcosa di abbastanza simile alle "Minutiae" di Shock:, certamente uno dei miei giochi preferiti, perciò avrei pur ragione di nutrire buone aspettative. Vedremo...
Sia inoltre messo agli atti che:
  • Per questa volta, non ho comprato la nuova e fiammante edizione italiana di Montsegur 1244 (sempre da Narrattiva) semplicemente perché ne posseggo già l'edizione in inglese. Prima o poi, però, è probabile che farò l'acquisto, sia per il buon livello della componentistica, sia per l'interessante capitolo di approfondimenti che il mio buon amico Ezio ha aggiunto al manuale. Montsegur è un gioco eccelso che sono fermamente intenzionato a ri-giocare molte altre volte, e data la sua grandezza potrebbe ben meritare un "doppio acquisto".
  • Per questa volta, non ho acquistato Lo Spirito del Secolo (ultima novità da Janus Design) per la ragionevole certezza, su basi logistiche e per così dire "sociali", che nell'immediato futuro non ci giocherò. Consiglio però spassionatamente questo gioco (che ho provato con grande divertimento) a tutti coloro i quali abbiano "un buon gruppo di gdr tradizionale" che si riunisca con un minimo di regolarità e che contenga persone creative e fantasiose, ma pur sempre desiderose di giocare "leggero".
Picture is unrelated.

Wednesday, February 3, 2010

Basta con la TVAmerica!

Due settimane or sono, nell'ambito della manifestazione CON-VIViO organizzata a Monza da La Chiave di Giano, nell'arco di due giorni partecipo:
  • al live Anger Control di Stefano Padovan (A.L.T.), che come situazione iniziale ha una seduta di terapia di gruppo. A Los Angeles.
  • a una "demo" della campagna live Lucciole e Lanterne del gruppo Bergamo di Mezzo, unico evento che non rientra nel discorso che sto facendo - anche perché era essenzialmente uno scenario fantasy.
  • all'ottimo Love is Blue di Fabrizio Bonifacio (che già conoscevo e di cui sono un sostenitore), piccolo capolavoro di suspense che utilizza (molto bene) i classici temi cinematografici del serial killer folle e del "gioco mortale", ma ponendo i giocatori in maniera molto convincente nel punto di vista delle vittime - persone normali la cui vita viene improvvisamente stravolta. Ambientazione? Da qualche parte in America.
  • al magnifico Dubbio (Doubt), di cui anzi mi sono ritrovato in maniera imprevista a essere il "regista" (per la seconda volta nella mia vita, e sempre con grande piacere). Si tratta dell'edizione italiana di un gioco i cui autori sono svedesi. I personaggi principali si chiamano Tom, Julia, Peter e Nicole. (*)
Aggiungo che avevo in programma (ma la cosa è poi saltata per il - prevedibile - dilungarsi di Dubbio) di partecipare al live Sturm und Drang, creato internamente a La Chiave di Giano: un live tutto incentrato sui profondi drammi interiori dei molti personaggi e ambientato, come ho poi scoperto, nei non-luoghi della estrema provincia statunitense come visti in film quali Clerks.

Are you sensing a pattern here? Well, I am.

Non vedo perché "l'ambientazione di default" per i giochi di produzione italiana, giocati in Italia, quando non è fantasy debba essere "l'America". In particolare perché "l'America" rischia di risultare essa stessa un mondo di fantasia: per la maggior parte di noi è l'ambientazione dei film di Hollywood, qualcosa di visto in TV, un mondo conosciuto solo attraverso opere di fiction... non la vita vera.
E questo è un difetto di design.
Se abbiamo la volontà di "mettere in gioco" problemi reali, di far provare ai giocatori esperienze anche estreme, ma di persone vere... Oppure, se vogliamo partire da questo senso di realtà anche solo per poi appositamente stravolgerlo, come accade spesso nei giochi horror o nei thriller... allora, l'utilizzo della pseudo-America come "setting" è un errore di design. Significa introdurre un ulteriore filtro tra giocatori e gioco (come se ce ne fosse in qualche modo bisogno!): il filtro di un mondo praticamente fantasy, appunto, perché esperito solo mediante fiction. Un appiglio in più per giocare "safe", se si vuole, ma non certo una spinta in più a mettersi intimamente in gioco.

* Dubbio, se si vuole, ha anche una giustificazione, nel fatto di essere "l'edizione internazionale" di un gioco svedese. Va riconosciuto che proprio l'editore NarratTiva, là dove era veramente indispensabile al funzionamento del gioco -- e cioè con Sporchi Segreti/Dirty Secrets -- ha osato un adattamento che non fosse semplice traduzione linguistica, "italianizzando" il gioco come infatti si doveva. Ma la prossima volta che giocherò a Dubbio voglio provare, sinceramente, a cambiare i nomi dei personaggi con versioni italiane. Basterà questo a togliere i giocatori-attori dall'imbarazzo (sempre palpabile) di non poter dichiarare alcunché di geograficamente connotato poiché non sono in alcun luogo, come in certi vecchi adattamenti televisivi Mediaset di serie animate giapponesi?

Tuesday, October 20, 2009

Polaris: finalmente le stelle

Finalmente ne è stato dato l'annuncio ufficiale: l'edizione italiana di Polaris di Ben Lehman uscirà in occasione dell'ormai imminente fiera Lucca Comics/Lucca Games 2009. Io quest'anno eviterò accuratamente di andare a Lucca (anche se il lodevole tentativo di certi miei amici di ritagliarsi uno spazio vivibile all'interno della manifestazione potrebbe, in caso abbia riscontro positivo, convincermi a rivedere la mia posizione il prossimo anno... in bocca al lupo, ragazzi!); a tutti coloro che ci andranno consiglio però di acquistare questo libro. Sul serio: a tutti. Compratelo. È bellissimo.
"Full disclosure": non guadagno nulla dalle vendite, ma ho collaborato a questa edizione - sono citato nei credits, insomma, come traduttore. Ho partecipato perché credo nel libro, però, non è che ci credo perché ho partecipato. ^^

Per me questo Polaris significa molto. La traduzione è naturalmente uno sforzo corale, come ogni parte di un progetto simile... sono al 99% "farina del mio sacco" i primi capitoli, quelli che presentano l'ambientazione, ma anche in quelli ovviamente ci sono scelte fatte dal coordinatore delle traduzioni (il caro Renato Ramonda) dai revisori e correttori (fra i quali quella sagoma dell'amico "Rino" Rossi), et cetera... ma non per questo ho fatto la mia parte con meno passione.
Per me, dicevo, significa molto: è la prima volta che contribuisco all'edizione commerciale cartacea di un gioco di ruolo (è il mio debutto quindi nell'editoria del gdr intesa nella sua accezione più tradizionale ^^) ed è la mia prima traduzione dall'inglese pubblicata, per di più una vera e propria "traduzione letteraria" nella quale ho potuto mettere molto del mio. Ho ragione di sentirmi quasi come se venisse dato alle stampe un mio racconto o romanzo. Sono, insomma, molto orgoglioso di questo figlioccio. Fine della spudorata auto-promozione.