The Art of the Double-Tap

I'm currently writing the American Auror campaign plots and I'm structuring it using a method I've used in the past to write long campaigns which I call The Double-Tap. I'm not going to take you through the plot build-up of American Auror, but I'll walk you through another campaign where I've used the double-tap to great affect so you can see how it works.

 

Let me start by saying that I don't plot my campaigns game-by-game. I write out the major events of the over-arching story, then write each week's game in the week leading up to game night, deciding then how much of the overall plot will be revealed. So this won't be another boring breakdown of pacing or combat vs. dialog or any of that overthinking nonsense. This is simply a method to flesh out the over-all storyline of the campaign around which you'll set your individual games.

 

What is the Double-Tap

Simply, the double-tap is hitting the players twice, in quick succession, with two huge reveals. Rarely are these reveals back-to-back in the same play session, but they do come back-to-back in terms of the overall story.

 

In the double-tap structure, the players are given a problem to solve, a singular goal around which the campaign hinges. As they near the end of that goal you hit them with the first shot - the problem is much worse, much bigger, and has a much larger lead on them than they actually thought. In traditional three act formula, this is known as the climax or second turning point, in Jo-ha-kyū it's the break, where things suddenly accelerate out of control; the heroes, who until now have trudged through ever complication thrown at them, suddenly find themselves against overwhelming odds against which they cannot prevail and the clock is ticking down even faster. This is standard stuff in adventure stories.

 

In the double-tap, the characters barely overcome their challenge, are victorious over the villain, and pick up their things to walk off into falling action and denouement - only to find that a bigger, meaner, more evil antagonist has been there the whole time and bam they're hit with another climax. This is terrible in a book, even worse in a movie, but played right in a gaming campaign and you can create a massive oh shit moment.

 

What follows are the five steps toward running a double-tap campaign.

(more…)

1 Comment

Uncle Dungeoning Ma’att – #3 The Wizard’s Sleeve

dungeoning_maatt

Success, nephew! I have my first proof that dungeons may not be spawned by the Dungeon Land itself for the sole amusement of adventurers!

 

Now, I know what you're thinking, one dungeon does not constitute proof of the whole, but nephew! What a dungeon!

 

(more…)

Leave a comment

American Auror

Recently, I watched the Gangster Squad trailer and thought, "that looks like a fun setting for an RPG campaign - but what it's really missing is magic."

 

It was a stupid idea, but exactly the kind of stupid idea that could eventually lead to something awesome. Somewhere in the back of my head, the part of my brain that stores silly ideas noticed that the plastic brick that contained my idea for a game based on Harry Potter snapped together with the plastic brick of the Gangster Squad idea and made an airplane. The kind of airplane made up of two bricks snapped together crosswise, sure, but with enough imagination it flies.

 

The spot at which the round bumps of one brick fit into the backside of the other brick was the idea of secret police. Gangster Squad reminded me of The Untouchables with its FBI agents, and Harry Potter has its aurors, a squad of wizard-busting badasses. It wasn't a great leap to having an American agency responsible for policing magical crimes in the US and bam, I had a synopsis for my next campaign -

 

American Auror - the PC's are aurors working for the magical equivalent of the FBI. They'll deal with magical organized crime, magical terrorism, and the occasional dark wizard. There will be lots of combat.

I've been mulling that over for the last few weeks since I came up with the idea. I floated the synopsis out to my regular group and everyone was pretty enthused about the idea. As we talked about it, I came up with a few ideas and worked up a document for the agency based on some stuff I'd found on the FBI's website. It gave the players some good ideas for their characters and they started rolling them up before I'd even written a word of plot.

 

So, since I've been asked, here's that original agency document I created, as well as the campaign template I plan on handing out for the next step of setting design.

 

mra_about_doccampaign_template
2 Comments

The Myth of the Fake Geek Girl

This is kind of ranty, so if that's not your bag you don't have to read on.

 

Last night, someone I follow on G+ made a flame bait post about fake geek girls. He prefaced with a girl in a snazzy costume and a snarky comment about how this fake geek girl, with her awesome cyberpunk cosplay, was taking away attention from real geeks who don't have professionally made costumes.

 

It was typical fake geek girl flamewar crap, except that girl wasn't cosplaying cyberpunk, she was wearing cybergoth dance gear. She was a graver.

 

I pointed this out and the poster got bitchy with me, challenging me on what makes me such an expert on geek culture. In short, he was mad about my derailing his beautiful hate thread, so he pulled out that "You're not qualified to define geek culture!" card that is so well worn by people with axes to grind, demanding to know what gives me the right to differentiate between cyberpunk and cybergoth. Unfortunately for him, I don't really give a shit about those kinds of arguments. A musical subculture doesn't become a geek subculture simply because a geek wants to be inclusive, but if he wants to argue that he'll have to do it with someone else. I'm not interested in letting him apply more meaning to my comment than was intended just so he could unload whatever moral point it was he was saving to be right about.

 

So he blocked me. For not arguing with him.

 

Later, I did realize I had gone into the thread with a chip on my shoulder - because I really do hate the fake geek girl argument. And I hate people who start arguments about fake geek girls. and I hate people who start faux-arguments just so that people who agree with them can jump in and post "Yeah! Me too!"

 

I started to realize that this was my whole complaint about the fake geek girl thing - it's a quantum strawman only raised by people using it as a basis to debate other issues.

 

I started out putting down my thoughts on people who assume all cultures are geek cultures, but I ended up writing more about why I hate the geek girl phenomenon. So here it is.

 

(more…)

Leave a comment

Uncle Dungeoning Ma’att – #2 The Green Ravine

dungeoning_maatt

"Until now, you have seen standard dungeons," Ferguson said over breakfast. I had to admit it was true, but couldn't see how it could be otherwise. "Today, I will show you a dungeon that could only have been made by the natural evolution of Dungeon Land, made by the movements of a mountain."

"A cave?" I asked, not sure what he was driving at.

"Better. A dungeon of such beautiful green that you will need another word to describe the color."

"Well," I replied, "let's be on our way then! I'm always up for a color-based puzzle."

(more…)

Leave a comment

Uncle Dungeoning Ma’att – #1 The Temple of Shadow

dungeoning_maatt

Nephew, I have done it! I have explored my first dungeon! And, although I found it exhilarating, I was left with more questions than when I went in.

(more…)

2 Comments

Uncle Dungeoning Ma’att – #0 Intro

I love dungeon crawls, always have. Used to be, a dungeon could pop up anywhere - under an old ruin, randomly stuck a sewer under the city, underneath a wizard's tower. A few boxy rooms, rectangular hallways and some squiggly cavern portions were all you needed to map. Throw in a few orcs and a couple of other random monsters, a couple deadly traps, and a few bales of treasure, and you've got an adventure.

 

Even in my early days of gaming in the 80's, I was never satisfied with that. I always wanted dungeons to have a purpose and a design.

 

This is a new personal project I've started, more for my benefit than anything. Each week, I'm going to design a new dungeon and write up a bit of flavor text to go along with it. I'm not going to flesh out every corner of the dungeons, and I won't be putting any monsters or treasures (and probably few traps) into them, but I will be explaining what the dungeons actually are and why they're there.

 

Each episode will feature a different type of structure that could be used as a dungeon. My purpose is to explore the history and purpose of each dungeon. Why was it made? What kind of design choices have been influenced by its construction? How did it become a "dungeon"?

 

The flavor text will answer some of those questions but more importantly, if I'm doing it right, will inspire ways to use this kind of structure in future dungeon crawls.

 

Maybe you folks will find them useful, maybe not. But if you do enjoy them, be sure to leave a comment.

 

Click through for the intro flavor text

Leave a comment

Galilee, wild west town

A couple years ago, a game developer I'd been chatting with occasionally on Twitter put out a call for a map maker to build some maps for a con game for him. After a bit of him not getting any takers, I decided to volunteer. I'd been playing with different map techniques in my own games, I thought I could whip up something halfway decent - maybe not professional quality, but certainly usable for a con.

 

Well, turns out I was a bit off the mark in my expectations. He wasn't wanting large-scale, continent-wide maps, which were what I'd been doing up to that point, he needed a town. And he didn't need just any town, he needed a believable wild west town with surrounding territory that included places for shootouts and bandits and - well, you can probably see where it was heading.

 

But I wasn't going to back down, I accepted the challenge. I took a few days to research wild west towns because, while I've seen lots of Terrence Hill / Bud Spencer movies, I have no real concept of what a wild west town was actually like. But, after reading up on the subject, I was fairly confidence I could produce if not a realistic town then at least a believable one.

 

He was pretty happy with the maps when I finished them, so I guess I succeeded.

 

I never heard how his con run went, and I have no idea if he tried to sell the game as a module after the con, so I hope I'm not stepping on toes here, but I really like these maps and want to share them. So here they are. Hopefully someone can use them.

 

(warning, these are print quality resolution)

 

Countryside Map countryside_thumb GM's version of the surrounding territory Handout version of the surrounding territory

Spanish Mission Map mission_thumb Spanish mission GM's map Spanish mission legend (sorry, I have Adobe pro on my laptop but not my desktop. I'll merge these tomorrow)

Spanish mission handout

Countryside Map town_thumb Town of Galilee, GM's map Town of Galilee legend Town of Galilee sketched handout

Leave a comment

Cannon Fodder Fighters

Here's a handful of fighters I used in my fantasy campaign. I originally created them when the players visited a militarized area of Amity and I needed a couple dozen uniformed, armed guards.

I've since used them in other settings, just color shifting them and messing with the logos on their chest. The players always know they're in for a fighty good time when I place a handful of these guys on the table.

 

fighters

If you haven't done so yet, please check out Paper Monsters, the G+ paper minis community I opened a week or so ago.

https://plus.google.com/u/0/communities/104510321164262152497
Leave a comment

Paper Minis

I like paper minis. I like being able to whip up a few beasties the week of a game and not have to worry about painting or sanding or getting out the green stuff and working over flashing. My group has gotten used to me pulling out my little photo box that I keep my paper minis in, and they've come to appreciate the notion that anything could be in there.

 

I've created a Google community that so far hasn't drawn much attention, but I'm still posting my stuff there.

 

https://plus.google.com/communities/104510321164262152497

 

Here are some figures I've already posted there -

 

minis

Bugbears Bonebeaks Zombies
Leave a comment