Showing posts with label silent titans. Show all posts
Showing posts with label silent titans. Show all posts

Sunday, June 16, 2019

how my silent titans game crashed and burned

"I stopped paying attention because every time I looked up you were struggling with a series of adjectives"- my friend

The overland exploration part of the Silent Titan is pretty busted. You get to choose between two random paths; the paths themselves are described via complex pieces of prose:

Some examples.

Some of these are a little hard for me to visualize, let alone describe. "Escher-maze of cracked concrete steps."

And the courts kept showing up-- Court of Wapentake, Court of Wassail. 2 primary entries on the random encounter table. Good the first time but stopped being weird and started being repetitive. Not much was happening between iterations of mock trials, parades, and Ouzel visits.

It feels like a failure of with the system. Wir-Heal can be weird to navigate but it shouldn't be onerous and repetitive.

It would also be better if the paths you could take were more succinctly described as paths and not just landscapes. "Do you head over towards the gogmagogic buildings or the dense maquis?" Along with the vocabulary and diction it's a clear case of style over function.

The paths they took would often lead right back to where they started, which grew frustrating. It felt like a slot machine where most results were boring, creating boring gameplay.

Things I should have done to save the game:

  • Not just read the prose describing the paths, but rather use the prose to inspire some simpler options. (In retrospect, I did this: "Tarmac paths or concrete steps"- but it was too late?)
  • Fudge the results on the random encounter table to achieve more interesting results.
  • Completely substitute the navigation system as soon as it stopped working. 
  • The players were trying to ask locals for directions, which I resisted giving. 
 I also think the players could have been more inspired to find the titan's mouths. That might have ameliorated the aimless frustration. 


How it crashed and burned: the end of the 4th session I realized all the business with the tables and rolling options and being marble-mouthed at the prose wasn't working out, and we the gaming group decided to play something else... another Veins of the Earth campaign.

Ironically I'm having similar overworld journey struggles with the exploration rules in Veins, the setting thereof being a giant series of underground caverns.
My new overworld map for Veins.

Navigation in strange environments probably a continuing difficulty for roleplaying game's mechanics... blogosphere dead, unable to sort it out... Nonetheless I'm applying best principles and dropping a massive amount of preparation which has shown itself as unworkable.

I used to get heartbreak over this kind of thing, reading a big beautiful rpg book, preparing for weeks, and then not getting to use most of it... Difficulties in the rpgtext forbidding an ultimate experience. Well I've been through enough to not be too troubled. Maybe it will work out next time.

Friday, May 24, 2019

SILENT TITANS PRELIMINARY REVIEW

"Silent Titans" is kind of like if Joyce's "Ulyssess" was a rpg, same islander's speculative take, a lot of wandering through shitty beaches. Have not covered an actual Titan proper in my game, outside of the first one, Chronos, where the book has you start.

Properly speaking, it's worth your $50, because the book is a3, (a4?), and has good art in it, and has good writing. That's all it takes being worth as much.

The game itself: I haven't gotten to the dungeons/titans yet. I wrote Chris Kessler, the layout designer, a bunch of questions as I read it for the first time. The room labelled #1 is where the PC's start off in. The tubes in Hilb are hallways. Sometimes a bullet point is in the wrong place. I got all mad about the overmap but it's working great as a play-aid.

I printed out all the maps using my work printer, in color, the players loves them. Character creation is lovely. The gang is wandering around Wir-Heal and one got captured by the Court of Wapentake.

Big weird-o's are the combat, which is quick, area weapons are crazy good. Does the keyword "fast" mean they get to act twice? What about "slow"? This is not a book which, as a design choice, makes sure to define every little thing. The navigation system inside Wir-Heal is quite strange and provokes some dictionary lookups.

The navigation system essentially has you experience what I imagine, quaintly enough, Patrick experiences wandering around the post-industrial landscape of his homeworld, kicking trash and occasionally encountering bombastic threats. A lot of loneliness, and then you stumble into another animal-man village, while you're slowly turning into a Woodwose. It's surprisingly somber experience...

...As the rest of the book is, when you get into it, it tells a story which is quite fatalistic, the implicit tale of the Knight of the Pentangle. I originally wrote Dirk Detweiler Leichty that I hoped the game would be kinda board-game-like, considering his art looking like Jumanji/Chutes and Ladders. I definitely do have a board game experience when I print out the maps and slide around my friend's 3d-printed miniatures on them.

There is the added benefit that Dirk's escherian/arcane linework can be displayed to the players without giving away too much; and once explained it becomes clear.

AN EXAMPLE:
Guess what the below map-segment illustrates...

.... it's a library filling up up water... "Ink-black water sheets down the shelves and falls from the sky in an eternal pounding rain." Obviously the verbal description is needed to make this clear, but once done so the image becomes a shorthand. No visual spoilers by displaying the whole map.

The above is hypothetical as I haven't run most of the game yet, although a few illustrations like:
have already served me at the table basically as I've described.

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I am worried, or rather, more aware that within my group there will be a lot of character-chucking into the abyss, horribly random occurrences may prevent any dungeons from being explored, or maybe they'll visit just one. What is the larger narrative to be had here; PIGPIP, the players will fall and be consumed by the raging time-lords.