Saturday, April 12, 2008

Huffy: Testing notes

Huffy is a hiking version of Fluff(y), and served about as well. We only had a couple rolls for the combat scene.

The supplies needed include: a pen and scrap of paper (which got a little damp in a light shower), 3dF (small) in a transparent (medicine) bottle, 5 blue chips (plot points), 2 white chips (to mark light injury), and 3 red chips (for heavy injury). All this fits in a few pockets without much trouble.

Our hiking path didn't include too many road crossings, which is good. Your Huffy player party should include someone who can walk and chew gum at the same time to keep an eye on everyone, especially at intersections. S. does this well.

I found that combining hiking and gaming means the gaming goes a little slow as there are pauses to enjoy the scenery, and some of scenery is a bit of a blur because I was deep in thought on gaming. But I tend to think of gaming whenever I hike, so it wasn't that much different! By combining the two activities, you can focus more on one whenever the other hits a bit of a boring lull.


I felt that the biggest problem we encountered--which is larger than just some broken Huffy mechanic--is how to steer the story when we're making it up as we go. I'm still used to D&D, where time seems to divide roughly into 50% combat/strategy, 30% adventuring/dungeon crawling/narration, and 20% town/roleplay/interaction. (Well, that's recently in my Omri campaign. In Dragon Wars, it's probably closer to 65/20/15. In another campaign I play in, it's closer to 80/15/5.) In this context, the main challenge is to come up with dramatic battles and tricky dungeons puzzles (though, yes, it should all still be in the pursuit of some interesting goal).

But lately I'm trying to shift this time division to about 10% combat, 50% narration, and 40% interaction. But this means there needs to be a lot more story ready to go! Yet at the same time, I'm trying to play short, lite-weight campaigns that don't require more than 20 minutes advanced planning.

So what are some possible mechanisms to use here? I still think Instant Game does a great job of quickly giving you a campaign setting--the world and the basic conflict of the story. What I was missing yesterday was more of the story details that then flesh out that conflict.

I did include S. in more explicit story planning at the outset. This means we spent as much time planning as actually playing though. But S. seemed to enjoy being able to shape the world and the story as well as just her character. But once we were into the playing, I felt that the pressure is really on the GM to come up with the next encounter.

Another idea I had was to make a list of story elements before we started that we could then try to work in. Again, S. contributed to the list, which included things such as: feral hordes, a high speed chase, a fight on a narrow archway, a knife fight, spitting in someone's face in defiance, slippin' someone a micky, a foretelling. This did help a bit. I'm already foreshadowing the feral hordes. The knife fight didn't quite come through, but it did suggest the fight between the 3 men. We did a bit of foretelling too (though it's hard to prophesy when you have no clear plan beyond the next encounter!)

All of three of these--Instant Game's setting and opposition, player contribution to the world, and a list of potential story elements--helped. But all three of them require pre-game prep. Is there any generative thing we could do to foster play-time plot generation? And I'm not talking just rolling up another combat encounter here--though the idea of a random table could be used (which the story element list already hints at). In the spirit of Zludge, it'd be nice to stay away from reference tables during play-time.

Hmm... something to ponder more. It's also nice to see my RPG interests coming back around to my IN work!

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