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  1.  # 1
    Please help me evaluate these Kickers for awesomeness. I used TonyLB's experimental Kicker format. I've never used Kickers before, please tell me if these are good, bad, need help, whatever. If I need to provide more information about the campaign, just say so (I'm not sure what is needed and I don't want to inflate this post more than necessary.

    TonyLB said:

    So the new (and experimental!) technique that I'm going to be trying is a variant on Kickers. The questions I ask my players:
    <ul>
    <li>What was your character trying to achieve before the story started?
    <li>Why do they, as a person, uniquely need to achieve this?
    <li>How did it go wrong?
    </ul>


    Player 1 (Tim):
    I've rethought my character a little. Instead of being a
    heart-of-gold bandit (Zorro-style) I'm thinking he's much darker.

    Answers to questions:
    1. Kill all the commanding officers in the Gaul army that abandoned
    his family's estates.
    2. Personal Revenge.
    3. The *killing* went well. In fact he probably killed most (if not
    all) of the people he planned on killing...but it didn't make him feel
    better. He's now a hunted man, and while it is unlikely anyone would
    know that *he* is the Iberian bandit, he doesn't sleep well.

    Player 2 (Will):

    1. What was your character trying to achieve before the story started?
    Listen to the world, learn its lessons.
    2. Why do they, as a person, uniquely need to achieve this?
    He seeks to find the imbalence in the Tao of the world that causes the
    strife he had always heard about and now seen.
    3. How did it go wrong?
    In leaving the temple, he disobeyed the masters, and can never return.
    •  
      CommentAuthorVaxalon
    • CommentTimeMar 22nd 2006 edited
     # 2
    I have to say that they seem weak.

    Tim's character is hunted, but by who? Noone recognizes him. Oh, and he doesn't sleep well, boo hoo.

    Will's character is drawn to find the imbalance, but that's terribly, terribly inspecific. Oh, and he can't go home again, boo hoo.

    These kickers need a serious infusion of pressurized oxygen, followed by a lit match.

    Edit: I think I was channelling Tony there.
  2.  # 3
    Any suggestions on how to coax that out of them?

    Or should I just alter them in an email, and see if they accept them?
    • CommentAuthorTonyLB
    • CommentTimeMar 22nd 2006 edited
     # 4

    Okay, these people are straight up cheating.

    Both of them skipped the third step. "Well, it went pretty well, but then there were consequences, so now I want to play someone who has no particular drive to do anything except avoid those consequences. And they're pretty easy to avoid, because I wouldn't want it to be, y'know, hard."

    Feh. Tell them to start right the hell over, and this time to listen to the instructions. The vengeful character is unable to kill his targets. Why? The priest is unable to leave the service of the temple and while in that service he cannot hear the Tao. Why can't he leave (or, alternately, why can't he listen if he stays)?

    EDIT: Oh, and Will even cheated on step #2. He wants to solve the strife of the world? Take a freakin' number. Why does he, uniquely need to do this? Why will he stick with it even when he's thwarted, rather than leave the job to someone else?

    • CommentAuthorTonyLB
    • CommentTimeMar 22nd 2006
     # 5

    Oh, and I'm totally psyched that you're using this! Thanks!

    •  
      CommentAuthorVaxalon
    • CommentTimeMar 22nd 2006
     # 6
    Yeah, ask them to make the kickers personal and immediate.

    Give examples but don't impose.

    An example for Tim:

    Everyone that the character wanted to kill is dead. There were witnesses, however, and now he is a hunted man. One of those hunting him is an ex-lover whose brother was among the murdered. She now uses every resource at her disposal, including her intimate knowledge of how his mind works, to get revenge for the betrayal.

    An example for Will:

    The character will be killed if he returns to the temple, but he MUST return. The ghost of a long-dead ancestor has begun haunting him, causing illness and misfortune wherever he goes, because of violating a taboo that he didn't even know existed. He must return to the temple to be purified, exorcised, and to learn the taboos so that he does not break them again.
  3.  # 7
    Here's the email I sent them:

    Either start over or redefine the answers to your questions. If you stick with your situations, here is what I want:

    Tim: You were unable to kill the commanding officers. How were you unable to do so?

    Will: If you stayed at the temple, you'd be unable to hear the Tao. That is why you left. Why were you unable to hear it at the temple?

    I'll post a response if and when I get one.
  4.  # 8
    Fred: I'll send your suggestions to them, and see what they say. Thanks!
    •  
      CommentAuthorMark Causey
    • CommentTimeMar 22nd 2006 edited
     # 9
    Will responded to:

    If you stayed at the temple, you'd be unable to hear the Tao. That is why you left. Why were you unable to hear it at the temple?

    with: One must have ones feet against the earth to hear the voice.

    I don't think they're getting the point.

    I should have included the "personal and immediate" in my request.
    •  
      CommentAuthorJosh Roby
    • CommentTimeMar 22nd 2006
     # 10
    Will seems to be stuck in "GM will provide the answer"-think. He seems fine with posing a problem to be solved, but wants the GM to figure out what the answer is so he can figure it out in play.

    Mark, try asking him to force his character into a situation where he must make a choice where his options are clear and he doesn't like any of them.
  5.  # 11
    Or, where he likes all of them but knows there is only one that he can get, and in getting it will DESTROY everything else he has ever wanted.
    • CommentAuthorTonyLB
    • CommentTimeMar 22nd 2006
     # 12

    Will is softballing you because you gave him the easy out (and also, perhaps, because he's used to winning his points by being passive aggressive). "You had to leave the Temple" is his character succeeding. You've given him the inch, now he's asking for the mile.

    Say "Your character cannot hear the Tao. This thing he wants? He can't have it. Why is that, do you think?"

  6.  # 13
    I wonder if it'll be this hard once we get into play, forcing every scene out of them like a near empty tube of toothpaste.

    I'll try again with this email:

    Gentlemen,

    What I mean is this: I don't just want to do what we've done in the past. I'm trying something different. We won't just be playing "How do you respond to this ongoing narrative?" We're gonna ramp it up. You're going to be the fugitive doctor bringing his sister aboard in a suitcase, the post-war captain that has to save his good-for-nothing war buddy even though he'll take the ship down in flames, or the young jedi-to-be returning to discover his aunt and uncle obliterated by the Empire. We need something hard-core, personal, immediate, demanding response right the heck now. We'll be doing this every so often, and let the narrative wrap around dealing with the consequences.

    Before I send it, any critiques? I appreciate your help, everyone, this is my first attempt at running a game with my idea of good techniques that I've acquired from Indie-gaming and this forum.
    •  
      CommentAuthorVaxalon
    • CommentTimeMar 22nd 2006
     # 14
    Sounds like you have a solid idea of what a kicker is.

    The thing is, many traditional gamers have trained themselves to never, ever give them away. Their characters are orphans who care for noone and nothing, who have no friends, no home, no religion, and no values.

    In other words, no kickers.
  7.  # 15
    So that it can't be bent against them by cruel or vindictive GMs, right?
    •  
      CommentAuthorVaxalon
    • CommentTimeMar 22nd 2006 edited
     # 16
    So that it can't be used against them by the GM, whether he's cruel or not.

    (edited for grammar)
  8.  # 17
    And/or because they know that the GM won't use it because the game isn't about their character, nor (really) about them.
  9.  # 18
    Gotcha. I'll send the email tomorrow morning, in case anyone else wants to comment.

    Finally, years after (mistakenly) joining the Forge looking for this kind of help , I do end up getting it.
    • CommentAuthorTonyLB
    • CommentTimeMar 22nd 2006 edited
     # 19

    People believe that such character tension will only be used to reduce their agency as a player.

    Player: I leap up! "How dare you accost this young woman!" I draw steel, prepared to run the varlet through.

    GM: Just then he sweeps back his hood. It is Count Blackinsop, the only man who knows the secret of where your sister has disappeared to. "I'll be only too pleased to meet you in battle!" So now you have to back away from your own challenge. Unless, of course, you want to discard that entire story-line?

    Player: (gritting teeth) No. My sister is more important ... you asshole.

    The idea that character weaknesses could lead to more agency for the player is pretty darn foreign to a lot of gamers. They've never seen it done, but they've seen plenty of the opposite.

  10.  # 20
    Maybe I should gauge that they want this kind of game, first?

    I should really say that this is a diplomatic mission on my part. My steady group of gaming friends hasn't given a care in the past for anything non-mainstream or out of their comfort zone.

    However, Will took a liking to FATE after he read it over. He and the other guys calls these games I want to play, Story Telling Games (to distinguish them from RPGs).
    •  
      CommentAuthorJosh Roby
    • CommentTimeMar 22nd 2006 edited
     # 21
    So that it can't be bent against them by cruel or vindictive GMs, right?

    So it (a) cannot be used against them by the GM who (b) has his own story that they'll be playing, which (c) is what reward system is keyed into.

    Having an individual personality is a bad thing; it means that you're not keyed into the GM's story, and thus will not be rewarded.

    What you need to explain to these guys is that the game that they're about to play will reward them for having individual personalities, and will in fact penalize them for subsuming their individuality in favor of somebody else's story.
    •  
      CommentAuthorVaxalon
    • CommentTimeMar 22nd 2006
     # 22
    Maybe the thing to do here is to let them play WITHOUT kickers.

    "I'm giving YOU the right," you say, "To introduce complications into your character's life. I won't do it without your permission, but by the same token, you have to suggest which complications are ones you want to introduce. The first one is yours, and yours alone. Until then... your character is stagnating."
  11.  # 23
    Joshua: Yeah, that's pretty much what I think that you've summed up their thinking. They've told me in the past that they're there for my story, whatever it'll be.

    Fred: Hopefully, the system I've chosen (FATE) will also help them come to this conclusion. I won't be giving out any FATE points if their lives aren't complicated by their Attributes.
    • CommentAuthorOutOfMind
    • CommentTimeMar 22nd 2006
     # 24
    Just wanted to say that I am totally stealing that set of three questions and sticking them into my revised draft of Mythos. They fit excellently with the tone of the game, and explain the idea probably better than I could alone.

    Like a thief in the night,
    Eric Bennett
  12.  # 25
    Tim's response (Immersionism?):

    Er, I was all but assuming there would be people trying to get revenge
    for me...getting his revenge. He did kill nearly a hundred men, after
    all.
    Now, if there is some crazy-sadistic-gaul-bitch (who happens to be the
    third cousin of Le'Emperor, no less) that is out for Javier Aldana's
    blood - he wouldn't be aware of it yet.
    And I don't want to know about it until she shows up.


    Details:
    **Javier Aldana was the son of a minor Don in the plains of Iberia.
    His family was famous for their horses.

    **The war began in Iberia when Javier was just old enough to join the
    army.

    **After years of slowing losing ground to the Church's forces, the
    Gaul reinforcements abandon the Aldana estates completely, abandoning
    the natives and leaving them to die. Javier believes the Gaul
    commander in charge killed the Iberian commander, looted the estates,
    and left the evidence of his betrayal to be destroyed when the town
    was razed by the Church forces.

    **Destitute, he turns to a life of crime. He robs Gaul nobles on the
    highway, eventually even gathering a small bandit gang as his
    reputation grows.

    **One day he recognizes one of the nobles he robs as one of the
    soldiers that abandoned his family estates…he gets revenge. And
    decides that is what his life should be.

    **Over the course of four years he tracks down and kills every single
    soldier he remembered serving at his family estates.

    **The last kill is the old commander of the Gaul forces at his family
    estates, now risen as a noble-of-some-import. Javier barely escapes
    after he's done.

    **He fled Gaul/Iberia and reverted to a bandit until he got to the
    chaotic city-states of the Thousand Princes (where he was able to make
    a better living as a sell-sword protecting those he once robbed).

    **He gets hired by an Airship captain…
    •  
      CommentAuthorVaxalon
    • CommentTimeMar 23rd 2006
     # 26
    If that's going to be his kicker, then FIRST SCENE you need to introduce at least one character who's hunting him and who can't be easily defeated in a stand-up fight.
  13.  # 27
    How about placing him at a diplomatic banquet, where violence is forbidden and the guards are too numerous to count, and his bounty hunter comes to speak to him?
    •  
      CommentAuthorVaxalon
    • CommentTimeMar 23rd 2006
     # 28
    I wouldn't make it a bounty hunter.

    I would make it someone who is coming for PERSONAL revenge, not a hired assassin.
  14.  # 29
    You killed his father, prepare to die.
    •  
      CommentAuthorJosh Roby
    • CommentTimeMar 23rd 2006
     # 30
    Mark, if you write this avenging character for him, you're very much not playing with kickers. If he "only assumed" that there would be somebody after him, he needs to write that up himself -- that's the only way that you're going to get the automatic investment and personal tie-in that a kicker provides. Otherwise the game will be putting him in a situation where he is called on to invest in your creation, rather than automatically being invested in his creation.
  15.  # 31
    What Joshua "fuck a sheep, fuck a sheep, fuck a sheep, little boy" says is true.

    Although at this point I think you need to talk to the players again and really see if they're buying into this whole thing at all. The issue of "he wouldn't be aware of it yet. And I don't want to know about it until she shows up." could well just be a "this is the way I've always gamed" thing that you have to help the players overcome. But, it also could be their honest preference. IF it is, if they really want to be surprised by you and not jump into their own thing, then you've got to fix up your communications on that point or the rest of this is going to be all pulling teeth.
    •  
      CommentAuthorJosh Roby
    • CommentTimeMar 23rd 2006
     # 32
    Mark, can you do this in a group face-to-face session and not over email?
  16.  # 33
    Joshua: I agree with you. My first attempt at investing the group was by taking a map I'd gotten from Risk: Godstorm and gave them the premise: Enlightenment era Catholic Church abandons Europe and attempts to rule from Atlantis, an island continent raised in the Atlantic by the Church's magic. I threw in airships and told them I wanted a European war to take place during the last 30 years. They made every other thing happen (I went phase by phase and had them help develop the world's history at that point) and were supposed to use that to make their characters. A player that hasn't responded to emails made his intimately involved in the world's hisotry, much more so than Tim, and Will not at all.

    In terms of investing them in it now, I don't see much more investment happening. I don't know what I'm going to do if they continue to balk at player created game elements.
  17.  # 34
    Brand: I agree. I must have miscommunicated at the beginning.

    Joshua: We're meeting at intervals at about once a month at this point. I'll try again on our next meeting this Sunday.
  18.  # 35
    Mark,

    I don't know that you miscommunicated. I think they just didn't hear you.

    My first several times of trying to get groups into nar style play and player-driven plots went much worse than this. It isn't something easy to do, what with the brain damage and all.
  19.  # 36
    I'm trying to come up with a reason to stick with the group. We've played for 4.5 years now. I realize that I may be fighting a losing battle. I already have a good group of friends that play the way I want and the games I want.
    •  
      CommentAuthorJosh Roby
    • CommentTimeMar 23rd 2006
     # 37
    Mark, dude -- play something else. Play board games, play card games. Play head-to-head video games. It don't have to always be RPGs, especially if you've got another group doing what you like.
  20.  # 38
    True dat. I just got Bang, and we love board games. I just can't justify the time away from my wife. I'll have to insist that if we get together that my wife come along and we play board/card games.
  21.  # 39
    I can 100% identify with that last comment of yours, Mark. I'm about to take that very same step, to get out of the group that just doesn't give me what I need (and takes time away from me being with my wife and kids).

    It's not easy, because sometimes people take their group commitments very seriously, but once you realize how much better you could use that time, it's inevitable.
  22.  # 40
    I think the worst part of it is that I was the one that took the initiative to form the group those years ago. It's only been in the last year and a half or so that we've even stopped playing at my apartment/house. It's going to be a tough decision.