It's been a year already? |
What do you have to look forward to in year 2 of the Warden?
Well, I plan on doing more interviews, more game reviews, more thoughts on
professionalism in gaming, more discussion of gaming tropes, more how-tos, and
more of my thoughts on gaming in general.
Enough about the past and the future, let’s stick to the
present – today’s blog post revolves around a concept I like to call “Embrace
the Crazy.”
Back in my discussion of Mohawks vs. Mirrorshades I touched
briefly on the style of game that exemplifies “crazy awesome;” that is to say,
over-the-top, unrealistic, action-packed stories where the rule of cool is
paramount.
Jut to be clear, there is a paramount difference between
something that is plan crazy – i.e., silly, nonsensical, and unengaging – and something
that is crazy /awesome/ -- i.e., exciting, action-packed, and memorable.
And just recently, I watched a film that really made me
think about the idea of crazy awesome and the rule of cool, and how embracing
those concepts can lead to a certain wild entertainment.
Spoilers Ahead
Just in case you haven’t watched the movie yet, this blog has some spoilers – and basically, a small review – for GI JOE Retaliation.
This is my childhood... |
After about fifteen minutes, I was actually laughing with
delight rather than derision, because the film knew it was nuts and was
actually embracing that. In turn, I began to embrace the ridiculous use of
exposition, the unashamedly over-the-top action, the crazy vehicles that came
right out of the cartoon – this movie actually grabbed me by the lapels and made me like it. There are RPGs out that that do the same thing.
How to Embrace the Crazy in an RPG
I’d like to say a few words here about how to bring the rule
of cool and crazy-go-nuts into your RPGs. As always, these bits of advice are
from my own personal experience, and all groups are different… so remember,
YMMV.
Get the Players on Board
Yeah. It's kind of like that. |
Set The Tone
Tone is super-important when you’re running or participating
in an embrace-the-crazy RPG. While cutting loose can be great fun, taking
things too far or in the wrong direction can be a mood-killer. So my advice is
to take a strong stand at the beginning and set the tone of your game – get everyone
on board with the feel you’re trying to evoke and the style you want to
showcase, and the game will run much smoother.
Go for the Gold
Don’t hold back! Losing restraint is a process that takes a
while, so let it be organic – I would even recommend starting out with something
normal and then letting the crazy ramp up over time. This is not to say that
starting the game out totally batshit insane can’t work – it can – but that’s
not my personal style.
Nothing is Sacred
Aside from the “setting the tone” advice above, a big part
of embrace-the-crazy roleplay is to just let go of the part of your brain that
demands things make sense. My own brain was shouted down during the
ninjas-on-the-mountain scene in GI JOE: Retaliation, and that’s the feeling
this style of play needs to recapture; it’s okay for things to not make sense,
it’s okay to celebrate style over substance, it’s totally okay to try and
pull of stunts that would never, ever work in any other style of gaming.
RPGs that Embrace the Crazy
Let’s be clear; all RPGs have the capacity (in the right
hands) for crazy awesome things to happen. However, some are more suited to an
embrace-the-crazy style than others!
Feng Shui
A representation of Hong Kong action cinema in RPG form,
Feng Shui lends itself very well to crazy awesome games. Rule of cool is
practically a religion for Feng Shui, and if you’re not trying to make
everything as awesome as possible, you’re not doing it right.
Exalted
You totally CAN. |
Star Wars
I had a great GM back in my Army days who ran an extremely
unusual Star Wars (West End D6) game – it was highly adversarial, but also highly
entertaining. This was the game where I first began embracing the crazy and
learning to love when a game gets a little out of control in a good way.
Rifts
The gonzo setting of Rifts is another RPG that nearly
demands fun, over-the-top action. Now, Rifts is such a wide and varied setting
that it can support multiple styles of play—but when I think of Rifts, the most
appealing part to me is trying to play it in an embrace-the-crazy style (for
more on this approach, see the Rifts sourcebook Juicer Uprising).
Paranoia
Happiness is mandatory, and some craziness nearly always
ensues. Paranoia is an RPG that many folks prefer to play in a gonzo,
lets-all-be-crazy style, and the game’s artwork and text tend to support that
approach.
TORG
Much like Rifts, the kitchen-sink approach of TORG has some
applications to crazy awesome games, particularly in the Nile Empire. See my
review of TORG for more details.
Shadowrun
For more information on this, see my previous discussion on
Mohawks vs. Mirrorshades.
Sidenote: Mohawks adventures
Back in September, I pitched Catalyst Game Labs a series of
adventures in the over-the-top, embrace the crazy style. In fact, I wanted to
call this line of adventures “Mohawks,” as they would embrace telling stories
that you don’t often see in many more mainstream- or mirrorshades-oriented
Shadowrun games. My ideas were threefold:
Mohawk 1: All Elves Go to Heaven
In this adventure, the Shadowrunners are hired by a Mafioso
to escort his daughter on her metaplanar quest to become an initiate mage.
Journeying to the metaplanes has been done in Shadowrun adventures before, but
only when there are huge stakes (Harlequin and Harlequin’s Back being examples).
So metaplanar quests are fairly uncommon in Shadowrun but a really cool thing
to do, because it allows you to bring in distinctly non-shadowrun themes and
events to see how your Shadowrunners react. I actually wrote this adventure and
used it as a 4-hour convention game at Genghis Con 2013, and it went over
really well.
Mohawk 2: Send in the Trolls
Is this ever bad advice? |
Mohawk 3: Only a Ninja Can Kill a Ninja
See above for my enjoyment of the ninja scenes from GI JOE –
there’s a lot of coolness still present for the concept of
supernaturally-skilled shadow warriors from the far East. This adventure would,
of course, revolve around a ninja clan seeking revenge against another, and the
runners get caught in the middle. I would probably try and fit in as many crazy
and ridiculously cool locations for swordfights into this adventure – an
under-construction skyscraper, a gondola over a canyon, a planetarium, that
kind of thing.
Hmm. Obviously, next week I need to take a look at toning things down a notch, maybe focus on grittier, lower-level campaigns. Sounds like a good idea to me; see you then!
Hmm. Obviously, next week I need to take a look at toning things down a notch, maybe focus on grittier, lower-level campaigns. Sounds like a good idea to me; see you then!
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