So, I've been having trouble getting any time for roleplay, what with taking 16 credits at Digipen and all, and slowly falling behind as I have been somewhat reticent to ask for help. No longer. Today, I had an hour chat with my math professor and switched GAME 100 sections to a section I knew I could form a team in. I am feeling much better about my homework and have gotten basic services such as Medicaid setup(mostly) here in Washington. I have also found new blood that's interested in my Battle for Los Angeles concept and am excited to run that! Further, I am running a single player in the Warcraft universe based on an alternate history. Huzzah! Will keep updating as things progress. Despite White Wolf completely dropping the ball on my V20 Companion, still may order a single copy of Werewolf Apocalypse 20th to replace wanting all the supplements if I decide I really like it. That is, I'm giving them one more shot to give half a shit about their paying customers on Kickstarter. Plus, I'm really hoping this'll contribute to them doing Mage the Ascension 20th and then Demon the Fallen 10th in the future. I also have a project idea I've been wanting to work on for some time that is pursuant to me both graduating Digipen and getting White Wolf's permission. For now, to be mysterious(since I don't know how much I should say), let's just say it's a "spiritual successor to Vampire the Masquerade Bloodlines."
Anyways, will post an update as soon as I make some headway on those two campaigns and also, will try very hard to write more stuff like my Mood Essay on other roleplay topics(since I'm very pleased how that turned out).
Friday, September 28, 2012
Monday, April 23, 2012
I've decided to publish my essay on mood, so here it be.
An
Essay on Mood
Foreword
What
is mood? That's actually a hard question to answer, and on discussing
it with a fellow gm, much of mood itself is actually hard to pin down
with words, even though it seems to be vital and conducive to a good
game session, even though it isn't in the recipe RPG books provide as
an ingredient like plot or theme are.
So
here we hope to explore what mood is, how it drives a campaign
forwards(or, by it's very absence undercuts the campaign), and
hopefully have some good, specific, in-game examples.
I
am shooting for, say, informative and punchy, to steal a line from
the World of Darkness Mirrors Q&A, not wordy and overblown. It is
designed to read as little as needed, not necessarily as much as is
crammable. So, without further ado....
What
is Mood, Exactly?
Mood
is the settings on the control panel of your campaign, essentially.
It lets you adjust the knobs, levers and dials that control different
aspects of RPG gaming there are to change, like genre, theme, and
even style of roleplay all according to your tastes. However, trying
to define mood in the same way you define, say, plot, seems sometimes
like trying to describe the moment in fishing when you catch a fish.
It's very ephemeral, seems very mysterious to some, and yet it can
potentially make or break your gaming experience.
How
is that possible? This is because, in essence, mood is the beating
heart of your campaign. You don't go into a horror game expecting
divine providence and unexpected good fortune, just as you don't go
into a comedy game expecting dark occurences and tragic developments.
The mood gives you a distinctive feel for your game, like a drummer
in a band setting the beat, or the inciting incident in a movie. It
really sets a precedent, almost subliminally so, for how things are
gonna go down in your campaign. Mood also has a lot of analogue
words, especially for new players, things like feel, as in “I
really liked the feel of X”, or “X felt more real to me than the
rest of the session”, and mood can have such an impact that
players will be talking about one scene you ran days, months or years
ago to this day. That's how deeply mood can affect a game. Mood hits
you in the gut and gets your intuition going at the same time, and
obviously it doesn't work alone.
What
is it Good For?
Mood
Reinforces Theme
Mood
and theme go hand in hand really, like yin and yang. Theme is the
kinds of actions or choices your character will be faced with in
this campaign, or this session, even this system.
It's
really important, and mood is what reinforces this choice all the
time, constantly keeping
your
story, the players choices and style of roleplay you are looking for
on track, as well as being able to guide unplanned scenes or even
sessions to work with your theme. Mood is like the aspects of film
students learn about in directing that aren't readily obvious to the
person who watches the movie. Things like how colors can convey
emotions, or how framing a shot from a perspective makes it a
different shot, and basically marks your campaign with your own,
personal, stamp of individuality.
Conveys
Style of Roleplaying(and reinforces it)
It
may sound lame, but mood basically tells your players what sort of
actions are appropriate to
your
game. It allows the players to riff off of your mood and either
emphasize with it, or contrast to it. They will immediately
know(and hopefully follow) the guidelines you set down with mood in
what actions are useful and what are pointless, and more often than
not, players will help build up your mood for you, allowing you to
keep the “feel” of your campaign without
having
to work to reinforce it all the time. Riffing off mood to contradict
that feel every so often is very, very good as it breaks tedium and
relieves tension. A deadly serious campaign might have one or two
howling in laughter moments each session to break tension, whereas
players in
a
laugh out loud comedy might take turns playing the “straight man”
for each gag or joke. This
of
course necessitates a good group dynamic, but that's another topic.
Mood
sets Atmosphere/Immersion/Pacing
Mood
sets atmosphere(and pacing) however you want it by describing
something so as to lead to a certain conclusion based on feelings
rather than purely statistical facts in the description.
Mood
done effectively also leads naturally to immersion by conveying the
meanings behind the actions or encounters in the rpg, leading the
characters to the right conclusion as though they were following a
trail of breadcrumbs. Atmosphere in RPGs are the things you don't
directly experience, but have to imagine in your head. You don't
really even “see” or “touch” or “taste” anything, it's
all an exercise in imagination. Atmosphere is the RPG analogue to the
missing senses.
For
example: The gm says, “you see an old oak tree, the bark is full
of mossy lichen and sap,
and
it's limbs seem to waver without wind in time to a pulsating chime
of sound, 'help me', faintly but over and over, as though someone is
trapped inside the trunk.” You don't get to see
the
oak tree or any of that(obviously), but atmosphere fires the
imagination because it involves
analogues
of the five senses, allowing you to imagine what would normally be
absent, and therefore uninvolved in the mental exercise of
imagination and immersion roleplay produces.
Mood
Conveys Genre
Genre,
as we all know, is the type of story you'd like to tell. Show, don't
tell(atmosphere helps) and use mood to set your story firmly in the
right genre. Maybe you'd like to tell a noteworthy
love
story this time, or an action heroes game, or something as mixed and
specific as Cthulhu in Space. It doesn't matter, it's all up to you
anyway, what does matter is that mood tells that story.
Sure,
without plot there is no story, but mood is how you convey that plot.
Maybe
you have a horror detective game, and you have to tell the players
somehow that the
murderer
is hiding in the upstairs of the local curio shop.
Scene:
gm says “You have all tracked the murderer to a back alley, but
there the footprints
disappear
without a trace. The alley is filled with trash, debris, and the
homeless, as well as a
business
card laying face down on the pavement.”
(Players)
'We pick up the business card and examine it after questioning the
homeless man and scanning all exits for footprints.'
Well,
now they've gone and jumped the gun, so use mood again and
reestablish the scene.
“Ok,
one thing at a time, you ask the homeless man about the footprints?”
“He seems really
depressed
as he shakes his head and coughs into his hand, waving you away”
'Ok,
we check for more footprints.'
“After
scanning the area, you find no traces of other footprints anywhere
around here.”
'Is
there anyone else in the area?'
“NO,
the only person here is the homeless man, and he has passed out now.”
'What
does the business card advertise?'
“Rare
Books and Collectibles, a shop on 8th
Ave.”
'We
travel there to investigate it.'
Now,
in this example, you've just used mood to convey a theme of bleakness
and isolation in the
middle
of a bustling city(which you probably used mood to convey as busy all
the time before),
and
the players may not realize it yet, but they've just stepped into a
little piece of the killer's
world,
the deserted parts of the city with no patrol cars around and where
noone leaves anything
of
value unguarded. But, and it's a big but, you also left them a
direction, as mood should always include direction.
Unifying
other Storytelling Elements through Mood
Mood
interconnects all these elements to create a unified whole, in a
sense uniting your setting and plot with your players and npcs with
your theme and atmosphere elements, and adds a host of derived value
to them such as meaning, flavour, and subtexts. This is because you
can also change up your own mood recipe to throw in, say, a red
herring to an investigation game, or
a
lucid nightmare to your horror game, and make it stick as something
more than a random
encounter
generated by dice. (I hate those)
How
to Establish Mood
Mood
and Theme
Mood
and theme should reinforce each other constantly, that is work hand
in hand, like a tag team. An action in a thematic scene should play
in the mood that works for it, and vice versa.
Obviously,
every action isn't thematic, but most of the campaign defining ones
are. So think of a
dynamic
duo of mood and theme to give your campaign life before you start.
Mood and theme can require a deft touch though, more than most parts
of a campaign, especially for new gms it
can
be difficult to get a “flow” going with mood and theme. If you
hamhand or ignore mood or theme too much, it can really fuck up your
campaign. You can't have every love interest die tragically to
reinforce the theme “tragically unloved”, just like you can't
make every moment of
a
supernatural horror game supernatural and horrific. Conversely,
ignoring either one is going to make the campaign seem incomplete
and deficient. Theme is theme, and mood is mood, and that's fine,
but they should play off of each other all the time.
Make
sure before you play that your theme plays well with the mood that
you like.
Some
aren't so mixable, at least not without the proper skills, and so you
should be careful making them polar opposites at least. They don't
have to be the same either, and it's a careful
balance
every time. I play World of Darkness, but I play a subset of the core
genre of Gothic Horror called Mystery Occult Horror, with themes
like Enigmatic Horror, or say Revealing the Dark Occult World Below
the Veneer of Civilization. It's not too far off to be a disconnect
from
the
themes in the books based on Gothic Horror, but it's not an exact
analogue either, just as Cthulhu or Survival Horror might not be. I
substitute, in this case, scenes of pure monstrousness
and
political jockeying for enigmatic and chilling scenes that convey
frightening conundrums.
It
works well for me, and mood comes more naturally to me than some I've
gamed with, so I
keep
it that way, as a subgenre. The point is however much it seems like
work, you should get
your
moods and themes to cooperate and have a good time.
Mood
and Genre
Mood
should be able to play into genre, but genre is not a piece of how
you storytell like theme, and so shouldn't have to play back into
mood. Genre is a flavour of story, and mood gives you
tastes
of that flavour. Your taste in stories of other mediums like books or
movies may differ, but we're talking about your tastes in what
stories you gm for. Within a genre if you study it long enough,
you'll notice how it works, what tricks it uses, etc, but that's not
always apparent, especially to new gms.
As
an example, if you want an action game with lots of car chase scenes,
you
should have mood paired with setpieces of the subgenre of Action Car
Chases, like say restored muscle cars with extra options, like
nitrous oxide, and then use the mood to encourage the players to
play in that genres' forte, which is high speed car chases with
possibly other exciting actions like shooting at each other or
racing.
Mood
and Atmosphere
Mood
works well with atmosphere to provide meaning and intuition to your
atmospheric scenes, often resulting in intuitive leaps as players
digest and analyze your atmosphere. Mood
and
atmosphere together often give the most extraordinary player
responses across the board, as well as getting the whole group
involved. Even a well placed “you see” or “you hear” can get
a
good response if described well, but when you hit them with three to
five senses at once and
a
meaning(more specifically an implicit meaning), you can expect to
arouse all of the group's
curiousity
at once. It's a good way to get people involved.
As
an Example:
I
ran a one-shot campaign based off of the short story, “The Mist”
by Stephen King, way before
it
was a movie, and I had a deadly simple scene that caused my players
to remember the campaign to this day. First I described the overall
location, the fact that there were shapes in the mist, and then I
waited. Sure enough, a player decided to wave their hand through the
mist.
I
responded with something pretty eloquently worded, but it summed up
like “a chilly film clings to your hand and the mist resettles
into it's former shape.” That description, combined with the
previous location description with the shapes, set them off for the
rest of the one-shot as to how the mist was “strange” and had
“weird things” therefore in it, and could be “dangerous” or
at least “unsafe”, far before I revealed any of the monsters or
had any action scenes take place. This also illustrates how
atmosphere with mood creates great foreshadowing,
and
of course how it dunks the players into being fully immersed.
Mood
and Pacing
Mood
can easily quicken or draw out a storyline or “side quest” as
long or short as you want it,
as
long as you know how to do it.
The
main trick to quicken it is time and other factors based on time,
such as a murder being pinned on you(with a moody scene establishing
this) and you have so long to prove your innocence or you're jailed.
Another trick is how near or far away limiting factors to your being
such as danger are. You're not gonna pick up the pocketwatch in the
jungle until later if a T-Rex is chasing you.
Drawing
it out is a little trickier, as it depends on the players more. The
gm can easily force the
the
players into a fight or flight mode and quicken the game, but slowing
it down is harder, much like snowboarding. You have to essentially
brake these factors and again use tricks, but
it
can be done. Maybe that T-Rex leaves after other prey, and you're
free to examine the pocketwatch again(receding danger). Or something
is so changed in an established part of the
setting
that it demands investigation, at least cursory investigation. The
old woman on welfare you visited for information? Her house is now
deserted, with all different furniture and even appliances.
Thursday, March 1, 2012
Yet Another Update
Despite my audience being limited to crickets, I'm determined to post!! (somehow) Anyways, no bites on the wraith idea and in the end, I got ripped and had to replace the books Austin stole. But, contacted a fellow WoD gamer, who is interested in running a Vampire the Masquerade Larp here, as well as being amenable to cogming my Battle for LA tabletop!!! Also, been thinking and kicking around the idea of writing up a Nephilim fan supplement for Demon!! Talk to ya soon!!
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