Aug 272012
 

There are games out there that make playing a child a fundamental part of the game. Off the top of my head, I can think of Monsters and Other Childish Things as well as Little FearsGRIMM, and WoD: Innocents. There are two things all of these games have in common; Firstly, the PCs will be children, secondly, horror forms a major part of the role playing experience.

WoD: Innocents takes place in a game world that’s all about horror anyway. It can be dressed up as existential angst – or ultra-violence – depending on the group’s proclivities, but under it all, the games of WoD are horror games. The other three though are self contained, it’s only because of the desire of their creators that they’re scary games. From this, we seem to be able to draw one simple conclusion: it’s scary being a child.

I get that, I really do. I’m not saying that scary things don’t happen to us grown ups, just that we have better mental filters set in place so we can go about our day without screaming at the top of our lungs at regular intervals. We know that there’s nothing under the bed that’s going to drag us down should we need to use the bathroom in the middle of the night. There’s nothing in the wardrobe, and that thing that looks like a person, is just a dressing gown hung on the door, a trick of the light, or our own brain seeing human shapes everywhere. True, we occasionally allow ourselves to be scared by such things on sleepless nights when real world anxiety gets the better of us, but we quickly chide ourselves for acting like a child. As a child, you’re more open to the excitement and strangeness of the world; fairy stories could still be true, and they can also be down right terrifying.

Role playing a child then, gives us a great chance to rediscover the terror of the unknown, and all the possibilities that come with that. Don’t let that fear drag you down though. Yes, the world is a huge and unknown place, full of dark corners, haunted houses and that old lady next door who is totally a witch, but you’re a kid, and as such almost indestructible. In your hands, any stick you find on the ground is a mighty weapon indeed. Your friends are the most stalwart of companions, making sure that any old house, be it home to ghosts or giant spiders, will not get explored by one child alone. And should the worst happen, they can always run and get a grown up, the most surefire way to banish any number of things that go bump in the night.

I’ve spent the last couple of posts talking about horror themes on this blog, and I’d like this to be a slight shift away, because although games designed to have childhood PCs tend to be focused on horror, there are plenty of ways to add young characters to any game, and some good reasons to do so too. Some games give you this option in the edges/hindrances section of character creation. As an example, you have a lower maximum to your stats, but get more build points to buy cool edges and skills. This is all well and good, but can end up with the character being labelled as ‘that annoying kid‘ in a group made up mainly of adult PCs. Think back to the Temple of Doom if you want some confirmation on that one…

That same kid, you know the one, was in another film where he was a legend! If you haven’t seen The Goonies, go watch it now. Seriously, this blog will still be here in 90 minutes…

Now, how much cooler is he in a movie that’s all about a bunch of kids going off and doing rad things (yes, I used the word ‘rad’; when talking about an eighties movie, it’s practically encouraged)? All we need to do is apply this to a role playing game. Instead of going in with an idea already formed about how dangerous an adventure is going to be, and thinking about the best way to load an adventuring pack to keep encumbrance down yet carry as much potentially useful items as possible, just call your mates, grab your school bag, and pedal down to the creak on your one speed bike.

You don’t know what to expect, but it’s going to be exciting!

It even makes sense to play kids when looking at certain mechanics in games, namely the experience/advancement rules. Does it make much sense that a grown man suddenly knows about explosives, or how to fight with a greatsword? Not so much; kids tend to pick things up quickly though, and are more much more likely to give something a try and hope for the best. Their bodies are also still growing, so becoming noticeably bigger and stronger over a few months won’t seem as big a deal as it would for an adult.

On a final point, there is something to be said for allowing the child to grow up. Sure, set the game during your characters’ adolescence, but don’t keep them forever young. Think about how much time you might spend writing a background; how much more fun would it be to actually play it, to see how the choices you make affect the person the character will become. I’ve done this myself in a Cyberpunk 2020 game, and still look back on it as being some of the most enjoyable role playing I’ve done in almost twenty years.

So, yes, the world can be scary for children, but it can also be thrilling and full of wonder. And with your best friends there, it probably won’t be that scary after all…

 

Jul 022012
 

Before I start, I have to give massive thanks to the other half of the co-op GMing experience I’m going to be talking about here. That thanks goes out to Hoppy! The man was an absolute pleasure to work with for the three years we ran a game together. Whenever I think about doing something like that again, a big concern is whether or not I would find someone who I could work with as well as I did with Hoppy. I salute you sir!

So, that out of the way, why am I writing this? Turns out a couple of friends are planning on something similar to what we did, and running a game together as co-GMs. I say similar because they’re going to be running a pure table top game (using the Savage Worlds system, set in the Mass Effect universe) whilst Hoppy and I ran a live action game (rubber fangs, not rubber swords). Although that will present different challenges for the two friends – one of whom can be found here - there are a few things that were essential in making our game the success it was. These were general concepts of game play and style and Hoppy and I both thought were important. Luckily we happened to agree on all the points, making for a unified play session no matter which of the two GMs a player had running their scenes at the time.

To be fair, there was never a time when we sat down and discussed these ideas, and for the first couple of games, we may not have been as consistent. We were still finding our feet, and our voices. Looking back though, I don’t think we would have lasted three months if we didn’t have these things going for us.

  1. Feel and atmosphere. We were running a horror game, but sometimes, just that isn’t enough. For any movie fan, horror has many sub-genres. We wanted a dark feel certainly, but also one that wasn’t too overbearing. Think splatter-punk and you’re getting pretty close, but throw a bucket of dark humour over it to make sure. This does apply to other genres too; fantasy is more than just elves and dwarves. Do you want political intrigue or high fantasy questing? Magic coming out of every crack in the landscape, or mystical artifacts so rare and powerful they become world changing quest items? What about tone? In a sci-fi game, you could be all about the laughs, or gung-ho glory chasing. Both of these could be possible in the same game of any sub-genre, but it’s nice for players to know roughly what to expect. Get this right between the two GMs and there won’t be any awkward moments when the mood is completely broken when a player who expects a certain type of response gets another.
  2. What will the players get out of your game? A slightly trickier question, but well worth spending some time on. Will your players rock up to the table just wanting an evening of fun that they can walk away from afterwards? Do they want the political grandstanding that you as a GM you live for, or do they just want riddles to solve? I know this seems like a re-hash of the above the point, but it’s something the GMs have less control over. For us, we wanted the players to feel like they had made a real impact on the game world they played in, and they totally went for the idea, rewarding every hour of work we put into the game with some wonderful role-playing. . This meant a lot of work behind the scenes keeping track of what everyone was up to, spreading their influence and cash around, trying to get their characters ahead. If this isn’t as important to your players, that gives you the time to concentrate on what they want. You will need to work together on this to get the best results, and sometimes it might mean just deciding that one of you is better suited than the other in certain areas, and using that knowledge to spread the work load. A point carried on to the next item on the list…
  3. Combat. I know that this isn’t always the first thing in people’s minds when planning a game, but unless you’re specifically avoiding it, it’s going to come up. Spend some time contemplating the frequency of  the fights, and how best to handle them. Make sure both GMs know the rules inside and out; there is a never a good time for inconsistent rules calls, but in the heat of a combat is going to be the worst. This is doubly true if you make any changes to the combat system from the way it’s presented in the rule book. Take the time to talk about it, and run a few practices with each other. This is something that you can’t really do too much of. If it’s still a problem, split the work; have one of you in charge of rules calls and the other playing the NPCs in the combat, getting rules calls from the other GM just like a player. It might seem a  bit awkward, but it makes the NPCs look just like any other character, and helps pull the players into it more than if they were fighting a dice roll and an armour class.

I hope that some of the above is useful to other people thinking about joining Gming forces, but if there’s anyone out there with any other tips, or even other questions, feel free to comment below.