Session 16
Date: Unknown
Time: Unknown
Place: Outdoors - Camping



Pack Alpha
Elodoth Iron Master
Voice of the Pack
Played by Adam Betts
Read Marcus's Blog




Ithaeur Bone Shadow
Mind of the Pack
Played by Ben Harris
Read Eric's Blog




Irraka Iron Master
Wits of the Pack
Played by Chris Boyer
Read Deacons's Blog



Sacrificed his life to destroy Simmons
Died During Session 13
Former Pack Alpha
Rahu Blood Talon
Played by Alex Eichen
Read Nails's Blog




Healing Scar's GM
White & Nerdy
Eithan's MySpace


Moon Phase Info

Full Moon - Rahu
Gibbous Moon - Cahalith
Half Moon - Elodoth
Crescent Moon - Ithaeur
New Moon - Irraka

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Monday, December 12, 2005

Understanding our Game, Part One

The session summaries are the “meat and potatoes” of this blog. While it may not be very entertaining for outside visitors, the players and I benefit from having our stories etched in digital stone. As our game grows into multiple story arcs and countless meta-plots a sense of direction is greatly needed. The sessions summaries are summations; they do not record every single event in a session. They do manage to capture the core elements of the story at hand.

Let me say that it is very exciting to receive positive feedback from several White Wolf gamers about the presentation of our game. I have posted answers to a few questions here in the blog. Gamers feel free to keep emailing me (eithansmith@gmail.com) with new questions. I had an enjoyable time answering this set.

1. Your stories are very indepth but I was wondering why are specific rolls for actions not recorded in your session summaries? Just wondering.

While the White Wolf’s system plays an important part to our Healing Scars campaign, I don’t feel that it is necessary to record individual rolls in the summaries. Doing so might cheapen the value of these tales, by pulling them out of the narrative fantasy into a mix of techno jargon and complicated rules. As a storyteller I constantly challenge my players through simple, extended, and contested rolls, but I do not feel that the specifics of these dice challenges require exact documentation inside of our story. If anyone wants to know the specifics of a certain roll in our game, I would be more than happy to keep a separate log of these numbers. Until the desire for such a thing emulates, expect to see more of the same from these writings.

2. I'm nitpicking here but you have individual sessions listed in the summaries, but nowhere does it list chronicles. Are these sessions all part of the same chronicle or do you even use chronicles or stories to segregate your sessions?

To answer both questions: no. I detest White Wolf’s style of grouping gaming sessions together. I have always tried to compare our session format to that of individual episode of a TV show. Each session I write about is very close to that standard in length of time, character development, etc. So, one could assume that about 15-20 sessions equal an entire season. And you could take this a step further and state that each season could be a “chronicle.” Of course that requires a lot of “assuming” and “standards,” two things that I never really cared for. They are many reasons that I like the episodic formula. It is very easy to write stories in this format; I have countless examples of plot development at work to pull from on the television. Considering how popular television shows are, I take the good out of this format and apply it to roleplaying. There is no perfect way to group the sessions of the Healing Scars group. I enjoy this complexity because I think it parallels real life; such events in your world cannot be easily split into categories and often change depending on one’s point-of-view.

3. I am a GM for white wolf and have been for a while and I have this problem. How concrete are your stories in writing? Basically what I mean is do you allow your characters to deviate away much from what you are writing?

It really depends on the story I’m writing. For the most part, I write my stories in a loose outline format. One trick I use is that I write down a few themes I want the story to hold to before I start writing. So while I’m crafting my story, the themes are always there and can easily fit into my writings, thus adding more complexity and realism to the game. Characters can, and often do, deviate completely from my proposed storyline. But, unlike most storytellers, I enjoy this when it happens. Ninety-nine percent of the time, the reason someone moves away from the story is due to a major flaw in the logic of where I initially wanted the story to go. That doesn’t mean that I don’t like to TRY to control the outcome of certain events. The difference is that I never force such a thing; I merely test the group with certain challenges and hope for the best. If it doesn’t work out to my design, then it is my fault entirely and I work twice as hard to recorrect my mistakes.

4. Nice site and thanks for the comment on my page. I have a question for you. I was just wondering about what you use (GM stuff) to make the Werewolf:the Forsaken game more fun?

There are way too many to name. In fact, expect me to devote a few posts here in the future talking about just that. One excellent technique (a personal favorite of my old GM, Jarrett H.) is to insert various meta-plots that run outside of the session’s plotline. Character meta-plots are priceless ways to really make players feel at home in your world. One example of this, from my game, would be Nail’s confrontations with David Simmons and the Destroyer Wolf. While this is an important part of the story it runs completely separate of the central plot of the sessions. Without good meta-plots characters loose individuality and often get lost in the tasks assigned to the entire pack/group.



More questions to come! The dark spiral is a great community and it's given many opportunities to meet great people. Gamers, players, whomever: post your questions here or shoot me email. I will answer new questions in Understanding our Game, Part Two.

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Comments on "Understanding our Game, Part One"

 

Anonymous Anonymous said ... (12/12/2005 1:32 PM) : 

thanks for anwsering my question so fast. i saw you guys on the dark spiral and this is one of the bast ww fansites. u rock!!


 

Anonymous Anonymous said ... (12/12/2005 1:57 PM) : 

Your welcome. As I just finished writing this post I noticed that my link to the Dark Spiral, with the rest of the portal site, is down AGAIN. I wish WW would get off their butts and upgrade their servers.

Until then, patience.


 

Anonymous Anonymous said ... (12/12/2005 8:44 PM) : 

Question #3 -- like when Nails decides he'll use the group going back in time to kill Junior? That was what I consider to be a deviation extremely well-handled. Good job Eithan!


 

Anonymous Anonymous said ... (12/12/2005 9:59 PM) : 

Things are always fun when outside sources compliment your work. Good show.

#4-The four of us have all GM'd at one point, and I have to say one of the biggest key elements in keeping player interest is indeed meta-plotting. Players love beating ass and completing missions and such; but the real fruit for any one player is character development. Eithan's really nailing this right now. Players love attention, and having a sub-section for each individual adds a lot more depth- making it a more genuine experience. Nails and Simmons, Marcus and his alter-ego, Eric with Tonya and Sam; all of these add to the intensity of the character.

#3-By taking a simple story and adding these elements, players priorities and attitudes may change greatly, creating some killer intuition and story. I'm a player-oriented GM. I like to see my players having fun, so this is one thing I fully support. It's always a good idea to keep your stories open-ended; with what I've come to call a "skeleton". You create a story, give them a beginning and end, and nudge them along the way with combat, puzzles, and character- but ultimately give them the power to choose. If it gets out of hand, just remember that you are the GM- you gots tha power.

I'd also love to hear your comments as well; I love viewer feedback. If you have any questions and comments, hit me up at Prestopow@gmail.com. I'll be glad to get back to you.

Ben (Eric, the one with the hoodie)


 

Anonymous Anonymous said ... (12/12/2005 10:08 PM) : 

This comment has been removed by a blog administrator.


 

Anonymous Anonymous said ... (12/12/2005 10:09 PM) : 

Eithan, if you could delete the second post, that'd be stellar. I thought that f'n blogger wouldn't let me post it, so I had to rewrite it, and well, here we are.

F YOU BLOGGER.

-Ben


 

Anonymous Anonymous said ... (12/13/2005 9:03 AM) : 

No problem. It is done.


 

Anonymous Anonymous said ... (12/22/2005 5:46 PM) : 

hey there all, once again i am catching up a little too late but i think it is awesome that we are getting responses from people who dont even know us. also, i am likewise interested in anything that anyone has to say/ask about anything so please feel free to email me as well and i will get back to you. kalin126@hotmail.com and just make the subject read response to roleplaying. thanks all.


 

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