Getting In the Spotlight

One of the challenges for designing an adventure is to have it both appeal to the players and insure their characters have a chance for the spotlight. Even when one know how to provide a character with a spotlight, the chances for the spotlight can become an issue.

Most of my home games run three to four hours, and to be honest, only about 3/4 of that is actual play time – on a good night. I get through maybe four scenes, sometimes up to six if the players are focused. Depending on attendance, I have three to five players at the table. If it’s a good night with a couple of players missing, there’s the chance for each character to get the spotlight. When everyone’s attending – usually the nights when the lowest percentage of time is devoted to the game – it’s unlikely each character will get the spotlight in a session.

In home games, this isn’t too much of an issue as long as characters regularly get the spotlight. Anecdotal information makes me think that players really remember spotlight moments for their characters, and if their character gets to shine once every couple of games, that keeps most players happy.

To be honest, if it doesn’t, the solution isn’t at the table, it’s away from the table. The GM and the player need to have a discussion about sharing the spotlight. Sometimes, it’s simply a matter that the player doesn’t understand the logistics. If the player isn’t really keeping track, it might feel like everyone else’s characters are regularly getting the spotlight while the player’s character is overlooked every other game. It might simply be an explanation of numbers – X scenes vs Y players means 1 spotlight every other game.

If that’s not it, if the player just thinks they deserve the spotlight regularly even if other character don’t get their turn, then that player needs to understand that sharing at the table is a part of the game, as important as any rule in any rulebook. If the player cannot accept that, I don’t believe that’s a player you want at your table. Try to explain the importance of everyone having fun, of not allowing one player to dominate in anything. In the end you’ve got to be a Vulcan about this: the needs of the many outweigh the needs of the few, or the one.

But what about at conventions, where you are running a one-shot for players you don’t know? My convention games are generally designed to run for about 3 hours and 30 minutes of a four hour block. You have to expect about 15 minutes at the outset for introductions and a quick rundown of the system. I usually have a 10 minute bio-break half-way through the four hours, and then I plan to end about 10-15 minutes before the end of the block, so that we can clean up and be away from the table to allow the next GM at least 5 minutes to prep the table.

In that 3 1/2 hours, I generally get in about six to eight scenes. These include one or two short scenes – either because they are designed for that or because the players just bull through them. All good. I never run a con game with more than six players, and four is the sweet spot, so there is no problem allowing each character a scene in which to shine.

Because I use pre-gen characters when I run con games, it’s actually super easy to design the adventure with the characters in mind so that each character has a scene designed around them. It doesn’t always work out – the player doesn’t play the character as expected or simply misses the cues that this is their scene – but because there are extra scenes, one can always alter a later scene to provide that spotlight. Not as easy on the fly, but totally do-able.

It’s also much more difficult – but super important – to control players that want their characters to constantly be in the spotlight. This is when I get heavy-handed and start pointing out that this scene with the computer that needs to be hacked should probably be focused on the hacker, and the soldier should probably be guarding the door rather than working the keyboard. I don’t like to do this because I like the players to have the freedom to adapt the character to their play style, but the point is for everyone to have fun, and I will pull someone aside to remind them of that if necessary.

Spotlight, to me, is very important because it is one of the ways to create strong memories and provide positive feedback to players. Players generally love a spotlight moment for their character, and creating spotlights for characters – in my experience – gets the players to invest more in the game and have more fun.

And please don’t forget I’ve got a Patreon, and the first adventure – “Lawless Heaven” – has been released on it. I would appreciate your support.

Angling Away from Saxon Britain

So, D&D happened last night (as I write this). We took up a lot of time getting characters ready. D&D is at its most complex with character choices, especially if you come at the game as a complete novice. Without preconceptions and assumptions, nothing is apparent and everything is mysterious. Two of the players had no exposure to D&D5E and had not had played D&D for ages – for at least one of them it was pre-3E.

But in the end, the delay in getting the game going wasn’t the biggest problem for me. The biggest problem for me were the setting assumptions hardwired into the system. I should have known this – I did know this at one time, but distance had made me forget. I had not run D&D for a decade and had not run anything even d20 adjacent since 2010 (save for a con game using D&D Next).

I knew how magic heavy D&D was. That was really the issue. The demihumans all became versions of the Fey, matters of belief to those around them, but very few actually interacting in society so figures of prejudice and suspicion. That’s cool. We could work with that. It could fit into early 6th century CE Britain. It was the flashy magic fired like bullets from an AK that gave me pause.

My intent had always been to address the system-setting clashes in the narrative. Give a narrative explanation for the spells. Address the prejudice to the Aelfar through role-playing. The latter works. The former?

And let me say that I very much believe system matters. That is to say that one’s play experience will degrade if one uses the wrong system. I knew this going in, but accepted it because – honestly – I wanted to play D&D again.

All of my games have very specific design goals. Even Sword’s Edge, a generic/genre-free system was built to deliver a specific kind of game, one in which the mechanics serve the narrative. Once again, I knew in my head the mistake I was making, but in my nostalgic heart, I thought I could paper over the cracks.

It just ain’t so. The narrative stretch to cover a cantrip like Fire Bolt in Anglo-Saxon Britain is extreme. And I don’t just mean historical Britain at that time. That kind of magic is not terribly apparent in the worldview and folklore of the time. The Ango-Saxons believed in magic, sure, but not like that. It might fit into the folklore of many places in Asia, but not Europe.

So, in the end, the setting will bend to the system. I am recompiling the setting as a second-world, a place inspired by early Anglo-Saxon Britain, but not tied to it. There will be names and places, cultures and events that are all based on early 6th century Britain, but it will not be that locale, because Fire Bolts and Flaming Strikes have no place there.

Thankfully, the other D&D game that I will be running is built specifically on the setting assumptions of the system. Let’s hope the narrative is strong.

The Sword at the Edge of Wuxia

A good friend of mine (hey JJ!) asked about creating characters from a genre like wuxia using Sword’s Edge. Would one do it mechanically or narratively? Would one use SFX? I didn’t really give an answer, but I’d like to now.

For this example, I’m going to use the character of Li Mu Bai from Crouching Tiger, Hidden Dragon. This should provide a kind of objective target from which to draw Qualities.

Okay, so we have our character, but before I can create Li Mu Bai mechanically, I need to know the setting in which he exists, and this is why I would say the kind of qi powers seen in wire-fu and wuxia stories can be replicated both narratively and mechanically.

If we are playing in a setting similar to Crouching Tiger, Hidden Dragon, there is no need to mechanically represent Li Mu Bai’s more fantastical abilities, like walking along the top of a bamboo forest, flying, or bouncing off of water. These are all accepted parts of the genre, and so I would expect that I could relate how Li Mu Bai acts using those factors narratively rather than mechanically. If Li Mu Bai were instead to be part of a story in which such powers are not common, then I would need to create a Quality that could explain them.

In creating Li My Bai in a fantastic, wire-fu setting, I’d be looking more to his character than to his powers. To me, the key part of the character is his fight against injustice. He arrives, seeks out the wrong, and attempts to right it. So I would make his Concept “Knight Errant.” That touches on both his martial skills but also his questing nature. I think his training would be his Background, and so I would make that “Warrior Monk.” I’m tempted to make his Faculty “Martial Arts,” but in this setting, most characters would be martial artists, so I’m going to call his Faculty “Sword Mastery” – this reflects the style that we see him use through the movie.

Here’s where I would deviate from the expected. To me, it is neither Li Mu Bai’s physical power nor his intelligence that drives his martial arts, but his force of will and sense of justice. I’m linking his “Sword Mastery” to Charisma. I’m also going to throw in an Element there, which is probably sub-optimal, but I think his “Arcane Medicine” is important, but that needs to be linked to his Cunning – I have a really hard time justifying it as a Charisma Quality, even though mechanically that would make sense.

As for Pivots, I believe his Goal would be “Justice for All,” his Quirk would be “Doomed Romantic,” and his Style would be “Contemplative Tornado of Violence.”

So Li Mu Bai in a fantastical, kung fu setting would be:
Concept: Knight Errant +4
Background: Warrior Monk +2
Faculty: Sword Mastery +4 (Charisma)
Phy +0; Cha +6; Cun +0
Arcane Medicine (Cun) +2
Pivots
Justice for All; Doomed Romantic; Contemplative Tornado of Violence.

Were Li Mu Bai in a more common setting, like a straight-up fantasy, or semi-historical adventure, I might need to add more mechanics to justify his more “magical” abilities. I think in such a case, his Qualities would be about his abilities while his core character is expressed in his Pivots. I would change his Concept to “Mystical Sword Master,” and his Background to “Warrior Monk.” To really hit this on the nose, I might go with “Supernatural Sword Master” for Concept and “Mystical Martial Arts Monk” for Background. For Faculty, I think I would use “Perfect Balance,” but would still link it to his Charisma for the same reason. I could mark this as an SFX Quality, as something that allows him to do actions outside of the laws of physics. I would also have the Element “Leap of Faith,” as he doesn’t really fly, more jumps really well. This time, I can link it to his Charisma since it is powered by his qi energy.

I think his Pivots all still work really well, but I would replace “Doomed Romantic,” with “Knight Errant.” I think it’s important that the GM understand that this is important to the character – and that’s the role of the Pivot. I would love to work the doomed romance in there, but I think that could be done through the level of narrative control a player has. I could insert it into the story and link it back to his Knight Errant, many of whom – in European lore – were part of tragic love affairs.

So to insert Li Mu Bai into a more conventional fantasy, the character would look like:
Concept: Mystical Sword Master +4
Background: Warrior Monk +4
Faculty: Perfect Balance, SFX +2 (Charisma)
Phy +0; Cha +6; Cun +0
Leap of Faith, SFX (Cha) +2
Pivots
Justice for All; Knight Errant; Contemplative Tornado of Violence.

So that’s how one could create a wire-fu, qi-powered warrior like Li Mu Bai both for a game that is specifically set in a wuxia environment or in a game that is in a Western-style fantasy. In the end, I prefer the former version, because it is much more about the character than his abilities. I think characters are more evocative when players can reveal their cores through their Qualities, but everyone enjoys something different. The beauty of light systems is they tend to be able to be flexible and hit a variety of targets.

At least, that was the plan with Sword’s Edge.

If this sounds cool, please check out my Patreon, for more adventures and games.

The Patreon Is Live

The Patreon is now live. You can find it here. The first three releases are complete and ready to go. First, later this month, I’ll release “Lawless Heaven,” an adventure for Sword’s Edge based on Korean action cinema. In October, it’ll be “Face ‘Splosion,” a Sword’s Edge adventure sci-fi actioner that’s an homage to the Borderlands video games. November’s release will be “Judged,” an adventure for Nefertiti Overdrive that bridges the adventure in the Quickstart Rules and in the main book.

I hope this is something you can support. Have a look and decide.