Great Moments in Player Logic: The Sawyer Effect

Just what Vampires needed: access to spy satellites and drone strikes

Just what Vampires needed: access to spy satellites and drone strikes

A couple of weeks ago we were playing a game of Night’s Black Agents (which you simply MUST try if you haven’t already (imagine “must” said in foppish Hedonism-bot-esque drawl, for it is indeed that much fun)), and our characters’ actions gave me yet another insight into the fathomless depths of Player Logic.

One of our party members had his mother kidnapped by vampires, as vampires with a background in espionage are wont to do.They demanded an exchange where we gave up our employer in order to secure the mother’s safety. The meeting would take place in a massive, isolated underground sewer complex in the dead of night. We were to come alone and unarmed. Oh, and they were friggen vampires.

So, it’s obviously a trap. They have no intention of letting us go alive and the mother is already dead or, at the very least, nowhere near the actual meeting spot. We spend the next 12 hours tooling up for war. We buy explosives, grenades, and automatic weapons from shady Network contacts. We get night vision goggles and prepare enough napalm to set the very water of the sewer on fire.We get a boat and equip it with a whaling harpoon cannon, then hook that cannon up to a palette of car batteries, creating a giant Tas-poon to cover our escape in hopes that vampires do not like excessive volts of electricity and massive trauma.

Then, of course, we walk into the sewer, find the mother nowhere in sight, and are ambushed by crazed vampires with sniper rifles. A few rounds of combat later, we’ve managed to kill a grand total of one of them (Tas-poon FTW) and are burned, shot, bitten, cut, traumatized, and barely alive. We wrap the session up, for some reason happy with that result, and return to our regular lives.

Pictured: Ancestors to Player Characters

Pictured: Ancestors to Player Characters

Flash forward a few days and I find myself re-reading The Adventures of Huckleberry Finn for the umpteenth time. I’m at the section near the end of the book when Huck enlists Tom Sawyer’s help in releasing Jim from captivity at the Phelps farm. The boys have a solid cover identity, Tom knows that Jim has been legally free for months, and Jim is imprisoned in no more than a locked toolshed to which the boys have the key. But rather than just unlock the door or say, “Hey, that guy isn’t a a slave,” Sawyer insists on concocting a convoluted plan reminiscent of The Count of Monte Cristo. Thus, Jim is freed multiple times to help with his own escape, shanghaied into assisting crazy white kids that bake rasps into pies and tame spiders as pets and force him to write  letters to his wife in his own blood despite the fact that he is illiterate. The whole thing ends when the boys flee with Jim from the armed militia that they brought to the farm intentionally. Tom Sawyer gets shot and is thrilled with it, despite the fact that Jim has to, as far as he knows, give up his freedom and the chance of ever seeing his family again to tend for this idiot child with a bullet in his leg.

So there I am, finding myself hating Tom’s character and criticizing Twain for putting such ridiculous padding in an otherwise concise and thoughtful novel. I feel the same way every time I read the book. But this time, I realize I did the same thing a few nights ago.

We knew the mother wasn’t there. We knew it was a trap. We knew there was nothing to be gained and only death to be risked. We knew these things both in-character and out. But, instead of just not going–instead of just unlocking the damn toolshed–we concocted a needlessly elaborate plan, nearly got killed, and were generally thrilled for the opportunity.

I’m Tom Sawyer. We are all Tom Sawyer.

Lesson Learned: When I write games, I find myself spending a lot of time trying to give players opportunities to explain their characters’ motivations. Why are we throwing ourselves into danger here? Why are we escalating the conflict and not just leaving? The narrative leaps I concoct to justify these actions strain my creativity more than any monster or NPC I’ve ever designed. Yet I’ve recently realized that all that work is completely pointless. I’m still going to do it–it’s now a comfortable part of my process and I wouldn’t be comfortable with a game until I’d thought through those issues–but I might as well be bedazzling my drafts for all the effect such writing has on actual gameplay. The Sawyer Effect will carry them through, even in instances where protagonist behavior is tantamount to suicide. Nay…especially in those instances.

I hereby propose the Sawyer Effect (the inevitability of a more complex, dangerous non-solution being preferred over the quick, efficient option) as a universal law of gaming. It’s our Occum’s Razor, albeit in total reverse.

Thoughts?

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On Delays and a New Artist in the Family

The jobbies are blighted by a job drought, apparently.

The jobbies are blighted by a job drought, apparently.

Caleb here. Bear with me on this one.

No Security is laughably, absurdly late at this point. I’m here to apologize for that and provide some kind of explanation.

Without going too much into my personal life, one of the major reasons that completion of the No Security Kickstarter has been pushed back to April and beyond (beside Stretch Goals, you beautiful bastards) is that I’ve been having employment problems of late. I work as an educator on a year-long contract, and in that peculiar field one can be stuck without a contract for the next year while still being obligated to finish out the contract for the current year. I’ve taken to calling it “full-time unemployment,” and I’ve been suffering from it since about October.

So, in addition to working more than 40 hours a week, I’ve been spending my every other waking moment feverishly filling out applications and knocking on office doors so that I’m not completely broke once my current contract ends. On the rare occasion I have any time and energy left over, I work on the RPG material. But even then I have to wrestle with the insane guilt and apprehension that working on anything I enjoy newly conjures within me. “I have loved ones that rely on me,” screams my inner neurotic, “and this nerdy RPG crap isn’t going to provide health coverage!”

I think I’ve been fooling myself for a long time into thinking that the work wasn’t suffering for it. I’m finally over that and here to apologize. The outpouring of support provided by fans in the form of donations and comments was one of the most life-affirming moments of my writing career, and all of you fine people deserve better. I’m sorry, and I’m going to do more to be worthy of your support starting now.

Alright, enough with all the confessional crap. What does this mean for Hebanon Games?

1. I’ve yet to find gainful employment, but I’m at a point where I’ve done all I can. I’m done putting all my extra energy into things that stress me out, and I’m going to start spending that time working on the scenarios, this blog, and Hebanon Games in general.

2. There are only three tasks left to make good on the promise of No Security: Revelations, The Wives of March, and the $50 short story podcast reward. These are now my top priority. Screw applications (seriously…screw ‘em. Do they really need to know my GPA in elementary school? I mean–okay, anyway).

3. With summer coming soon, I’m about to find myself with A LOT of time on my hands and a powerful need to keep from going insane. That means that the next big thing for Hebanon Games could be happening sooner rather than later. I’ll likely be using this blog and forums over at RPPR to gauge interest in various ideas I have about what shape that next big thing should take.

4. I’m eternally grateful that my first foray into Kickstarter was a ransom. Not only do I feel like it is a great business model for generating goodwill amongst all involved, it allows me a learning curve that I wouldn’t feel comfortable with if people were waiting on a definitive, physical product in the mail. I’ve learned a lot about the delays inherent in shipping physical goods (thanks again, Superstorm Sandy), production, commission of artwork, and copy/layout. Most importantly, I’ve realized I’m going to have to make some big changes to my own workflow if I expect to get things out at anything faster than a glacier’s pace. That means that whatever the next project is, I will have to have nearly every word written and commission arranged before the Kickstarter even goes up.

So that’s where things are headed in the next few months. Any suggestions y’all have about where we should steer this little game line in the future would be appreciated in the comments.

Regarding nuts and bolts stuff: I’m about half way done writing Revelations. Ean is hard at work on a very creepy and original cover for it. We’ve brought on Steff Worthington, a brilliant artist from the UK, to help us with creating a map for the town the game takes place in. He’s already finished a fantastic piece, and we both hope he can be a part many future publications. Take a look at his stellar work below.

Your PC's are gonna burn this place to the ground!

Your PC’s are gonna burn this place to the ground!

 

 

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Short Story Reward: To Bright Boy

The first of the short fiction rewards is available for free in all formats on Smashwords. The story takes place years after the events of Bryson Springs. I focused specifically on the RPPR Actual Play for inspiration, but familiarization of that play-through isn’t necessary to enjoy the story.

I hope you enjoy the story. Expect more from Hebanon Games soon and thank you for the support!

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Painted Figurine

Painted GhoulRoss from over at RPPR got his reward mini professionally painted at MetaGames Unlimited. It looks pretty sweet to me (and by that I mean appropriately disgusting). What do you think?

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No Security: The Fall Without End PDF

Bear Grylls never had to deal with this...

Bear Grylls never had to deal with this…

The Fall Without End, the third scenario in the No Security ransom, is ready for release. Click the link below to download your free copy. Special thanks to all those that helped make this possible; your thanks on the contributors page is coming soon.

How to Use the PDF: an actual play of the scenario is already available to backers of the No Security ransom.  The first section is for the GM’s use only and includes the monster dossier for easy transplant into other games. “Locations and NPC’s” describes information as it can be revealed in play. The GM should read the descriptions, and it should be apparent what dice checks players should make. There are two version of the main map: one for the players, and a more detailed version for GM reference.

A Note from the Author: While there are a few specialized character creation rules, this is meant to be a fast paced, brutal adventure perfect for pick-up play. The focus of the narrative is less investigative than the previously published scenarios and more focused on survival horror. Character are as likely to be killed by the environment as they are to be eaten by nightmare creatures. You have been warned.

I hope everyone enjoys the game. Let us hear how your playthroughs went in the comments!

Download The Fall Without End

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Physical Rewards Ready

Hey everybody! I know it has been forever since our last update, but this is a big one. All the figurines and postcards for the backer rewards have arrived, and we will be shipping them out by the end of the week. Considering the struggles we had with the postal office in getting the Cham-Vi Juntan prototype finished, I can’t promise as to when things will arrive. But wait! I’ve got pictures to confirm my story!

 

Chorus Line

Chorus Line

 

"S'up"

“S’up”

 

Three Postal Offices worth of envelopes

Three Postal Offices worth of envelopes

In other news, the last of the originally offered scenarios, The Fall Without End, is just waiting for a few more art pieces before it is finished. Then we’ll hit the stretch goal scenario Revelations and the Wives of March. Both of the those should get released sooner than the others as both are shorter games and will have less art by Ean.

I’m also working on fiction pieces, which will be the last of the rewards from the Kickstarter. The first peice will involve everyone’s favorite: the Marionette from Bryson Springs. The second will be a bit of spoof piece involving the new creature I’m designing for the Wives of March.

Lastly, we’re already tossing around ideas for the next Hebanon Games project. Expect to hear about some smaller projects starting around Spring and, hopefully, a bigger publication come summer time.

Thank you again for all the support. Keep playing!

 

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