Thursday, 7 January 2010

Duncan Jones' MOON and why I love it so

Let me explain to you why I love the movie Moon so much, why it is such an important film for me and what I hope it means for the future of science fiction cinema.

I was born in May 1971 so as I grew up I was exposed to all these new movies full of imagination, creativity and beautiful futuristic designs. 2001: A Space Odyssey, Silent Running, Alien, Blade Runner, Outland. These and others embedded themselves in my mind, and as I grew older and revisited them year after year I was impressed on not only an entertainment level but an emotional one as well. A few years ago I began to miss these kinds of films – in fact, the only one I saw that even remotely reminded me of them was Soderbergh’s ‘Solaris’ from 2002, and even though I enjoyed it I found my appreciation of it slightly discoloured by Andrei Tarkovsky’s ‘Solyaris’ from 1972, a film I was never a huge fan of.

I blame Star Wars for the decline in thoughtful, story- and character-driven science fiction films. Don’t get me wrong, I was eight when I first saw it and I was fully wrapped up in the Star Wars love explosion – in fact, I still am. I still love it and still watch it. It’s just that Star Wars changed the nature of these kinds of films. It started the trend of summer blockbuster action-adventure laser explosion battle movies that we see now. Some of these were great movies but the decline, even the extinction, of deeper meaningful science fiction movies was to upset me for many years.

I think I realised this after Independence Day came out in 1996. It’s everything I hate about blockbuster science fiction – it had bland characters, an unoriginal storyline, overbearing special effects, awful dialogue and a badly realised conclusion. It was then I realised how much I missed science fiction with much more cerebral content. I wanted to think about what I had seen for days after, be amazed or terrified by the experience. Fireworks are over in a second, inspiration lasts a whole lot longer.

I was overjoyed when Soderbergh made Solaris, I’ll not deny that, because I saw it as a return to more thoughtful science fiction. It was excellently realised and shot (the fact that I wasn’t a big fan of the original was my own baggage and shouldn’t have reflected on the quality of the movie) and kept me thinking after the credits had rolled. There was just something missing, something I couldn’t put my finger on. Maybe, in some strange way, the movie had tried too hard to be deep and meaningful.

So now I come to 2009 and Duncan Jones’ movie Moon. Here we have a man who grew up with the same movies as me (in fact, he’s only six days younger than I am) and not only wanted to make his own film but also capture the feel and atmosphere of these older flicks. The set design, the story, the special effects were all of the age; models instead of CGI, on-set camera trickery, an involving emotional plot, great design and visuals... this was it. This was the film I’d been waiting for since the mid-1980s, when I’d already exhausted repeated viewings of the old movies and was beginning to become desperate for something less filled with popcorn. The great thing is that I consider Moon to be far better than any science fiction movie that has come out in the last twenty years, and it was done as an independent movie on an incredibly low budget. If these guys can produce this kind of quality film with the resources and talent that they had then this also means that others can do it. Low budgets and cheaper technology means accessibility to filmmakers other than the ones employed by the big studios. That can only be a good thing and promises a great future for science fiction cinema.

So thank you, Duncan Jones and all those who helped you make this fantastic, insightful and emotionally charged film. You managed to create something that the Great Movie Machine has failed to do for the last 30 years.

Tuesday, 5 January 2010

Moon

I'll keep this simple.

I don't care what you're dong tonight, you will find a way to see Duncan Jones' first movie 'Moon', starring Sam Rockwell. No excuses, just see it.

I love my late 70's - early 80's science fiction, when it was much more story and character driven and stuck in your head for days afterwards. This is the film I've been waiting for for 25 years.

I mean it. See it now.

Sunday, 3 January 2010

THE INVISIBLE MAN

‘What do you mean you can't come?!?’ This is a common expression of the GM when a player can't make it to the game. What, then, is a GM supposed to do?

A glass is tapped nervously. A small chewy sweet is rolled around the inside of a dry mouth. A pencil is strained to breaking point as the owner applies unconscious pressure. Fingers flex and fist as the time ticks by.
One of the players is late. The game should have started ten minutes ago.
With a shrill tone that cuts the tension, the telephone starts ringing.
Eyes flick tentatively to meet worried gazes and then all stare at the telephone.
`Oh, my God.' says the GM, `that had better not be Bill.'


You tell me, does that sound familiar? Don't you want to throw your rulebooks through the window when a player can't make it at the last minute?

It can't be helped. Last minute changes can interfere with a game. It can make matters worse when other players have to do a lot of travelling to attend a game, or the arranged games are few and far between, and they feel as though they have wasted their time. When that one player cannot make it, there is a hole left where he should be. If it is halfway through a campaign, the continuity is warped slightly.

So let's get to the point of all this. What is a GM to do when one of his players can't make it for the evening's play?

Well, she could try the NPC trick. That's when the absent player's character is run as an NPC, still interacting with the party and generally being played as true to the original character profile as possible. This may cause a bit of a heated discussion when the player comes back, arguing that some of the actions that the GM decided on were the opposite of what they would have done. As well as that, the character could get killed, which would really put a damper on things. The best way to run a PC as an NPC is to only have them pop up when their applicable skills are needed, or when they are required as an extra hand in a confrontational situation. That way, the character is not put at any great risk, and is also not run as a personality but as more of a tool that is used when required, therefore not greatly going against anything the player may have had in mind for it.

If the evening's play is not part of an ongoing campaign, and the game is just going to be a quick one-off, so much the better. The player's character can simply have gone off to do something else, such as having a haircut or trying to buy a new coat, leaving the rest of the party to have an adventure. Fair enough, the player may be a bit annoyed that the others have received rewards and he didn't get a look-in, but hey... too bad. The rest of the gamers shouldn't have to give up a night's session because one of the group couldn't make it, and should still be able to get the rewards they earn.

If you want to be drastic, you could try having the absent player's PC hurt badly or go down with some illness that knocks them out. That way they can be unconscious throughout the entire game and the GM doesn't have to worry about their actions or personality traits. It also makes for an interesting game, with the other players having to lug the PC around and looking after them, adding to their problems. It's either that or the character can spend a bit of gaming time in hospital, although it can sound a bit silly when in the next game the player says, ‘Oh, well, I know I took a blaster bolt in the lungs and coughed blood before I passed out last week, but I feel much better now,’ and then
carries on like nothing happened. Watch out when using this one.

Allowing one of the other players to control the absentee's PC can cause the same kind of problems as allowing the GM to run it. In cases like this, the players might be tempted into using the character to run the risks in the scenario. The chances are that it will be killed by the end of the game, going first into dangerous situations or generally being used as a dogsbody. The other players may get a bit cocky and decide to have a 'bit of a laugh' with the character, and have it do things that get it into trouble, and generally go against the design of the character profile. Allowing another player to control it takes a bit of the burden from the GM's shoulders. After all, it's one less NPC to worry about. It also runs the risk of unbalancing the game. It wholly depends on the attitudes of the players and their willingness to attempt the character correctly.

Players cannot always be relied upon to turn up for games, and it's for this reason that collectable card games are a pretty good idea. Although I have never played them myself, they appear to be quite handy to have floating about in case the game doesn't take off for one reason or the other. Having a back-up plan so that the evening won't be a complete loss is always a must, and having another game on hand, be it a trading card game, normal board game, computer game or whatever, is a good thing. This way, the roleplaying campaign won't be altered or held up by trying to fill in the place of the missing player.

Why don't you just carry on as if nothing has happened? This way, the game can continue unabated, and when the player returns for the next game she can be filled in with the details of what happened in the last game and then re-enter at a convenient moment. In fact, this is probably the easiest thing to do, and no doubt many groups already do this.
Hang on, have I been wasting my time here?

Saturday, 2 January 2010

Welcome to 2010

Apparently, this is the year we make contact.

I hope you all had a wonderful Christmas and a happy New Year. It's January, it's the beginning of a whole new year and that means fresh starts.

My New Year's Resolution is to post blogs longer than three paragraphs. I'll start tomorrow.

Thursday, 31 December 2009

[RANT!] Superb game-hater messages from the BBC

It always amazes me that when a hobby genre is featured on a national website it drags certain individuals out of their slumber to post rude and uninformed opinions on message boards.

Take, for example, these messages left by people on a BBC 'Have Your Say' board about this years Golden Joystick awards and people's favourite computer games in general.

Who cares, save your money, put it to better uses.
[braveraddish], Gr Manchester, United Kingdom

I vote for whichever is the favourite of the nerd who believed this would be a suitable topic to be aired on HYS.
[Hiwilawonga], Bury, United Kingdom

So now the bbc has nothing to report about than video game of the year???
Well, London

What a sad bunch. Get off your backsides and get a life,
Steve Hadenough, South Shields, United Kingdom

I would say to all video game addicts - "get a life."
[friendlynorthernlad], Hull, United Kingdom

I took up hiking this year and I'm loving it!!It has a really cool 3D visual format that presents all of the beauty of southern California, actually gets your heart racing, fills your lungs with fresh air and gives you a tremendous sense of accomplishment.So far, I've lost 50 lbs and feel great! While I've not gained any extra lives yet, it has remarkably improved the one I've got.... you should get one too!
Walter Wilson, Los Angeles, United States


Then there was this from an article called 'What Happened To Dungeons and Dragons?'

It is sad to see people waste their lives in fake adventures when there are so many real ones out there. If anyone wants to know what it is like living in mediaeval times, I can point them in the direction of parts of the world where serfdom etc still exists. They will soon find the horrible truths behind their 'imagined' worlds of heroes and villains.
Karl Dunkerley, UK

Oh please - it's for kids, but it's worse than adults reading Harry Potter.
Sven, UK

D&D? Reminds me of unusual spotty students drinking cider and eating wheat crunchies - obsessively playing Hotel California on the juke box whilst pretending to wizards and serfs. Why bother? The real world is more fun.
Daren, Scotland, UK


This all reminds me of a letter I once read back in 1996 in one of the first issues of 'Arcane' magazine - it was before the days of easy posts on internet message boards. A person calling themselves 'The Real World' wrote a letter to the magazine and explained to us roleplayers that we were all sad, that he had watched his little brother playing the game and thought the whole thing preposterous. I remember thinking the same thing that I do now when I read posts like the ones above - this person went out of their way to read an article that they obviously have no interest in, and not only that they leave condescending and rude messages for fans of the genre to read. In the case of the author who penned the letter to Arcane magazine, he went out of his way to write a letter and post it.

Some might say that this smacks of elitism or ignorance but I don't think that's the case. If they were elitists they would be looking down their nose at people who are interested in the same things they are, and if they were ignorant they wouldn't have read the articles in the first place. No, I think they're just cruel. Cruel, rude and selfish people who obviously have a chip on their shoulder about something else and have decided to take out their frustrations on people they consider lower than themselves on the social scale.

It's the only conclusion I can come to. Why bother to go out of your way to offend someone in a hobby you do not participate in? You may as well just walk up to a stranger in the street, ask them what they like on their pizza and then punch them in the face if they don't mention certain toppings that you like. It's that level of nastiness.

Yeah, maybe I'm generalising the people who leave such messages. Well, at least that puts us on a level playing field, eh?

Wednesday, 30 December 2009

Fallout 3 - and beyond!!!

Well, yesterday I went on about how great Killzone 2 was and that Fallout 3 was also great yadda yadda blah blah... sometimes I bore myself. Anyway, to cut a long story short - the end.

Sorry that's a bit too short. Story a bit longer, I went out and purchased a new copy of Fallout 3. But not just any copy. Oh, no. This is the super-duper razzle-dazzle oompah-loompa 'Game of the Year' edition. You get the original game and all the downloadable content, too - Operation: Anchorage, The Pitt, Broken Steel, Point Lookout and Mothership Zeta.

I kicked off a short session last night, just to get back into the feel of the game. I started out with honest intentions - just create a character, get out of Vault 101 and then explore the Capital Wasteland another day. That's about an hour's gameplay right there. So, anyway, three and a half hours later I've gotten out of the vault, explored much of the south of the wasteland and done a few missions. Honestly, where does the time go?

This game would be wonderfully complemented by a tabletop RPG, much like what they're doing with Dragon Age. You might even be able to use the actual in-game system, much like this guy did here. I think there'd be plenty of roleplaying opportunities.

ADDITIONAL: I've been reading up on Fallout 3 a lot on the internet today - oh, I'm not cheating or anything as I owned the game before and completed it twice. What I'm hearing is everyone - and I mean everyone - bitching about the fact that it's buggy, that it freezes, that it doesn't load etc etc. Sorry, am I the only one who has never had a problem with it? In both the copies I bought? Touch wood it doesn't happen to me, but surely this isn't as widespread as some people are making it out to be. If that was the case it wouldn't be on the shelves, surely.
Maybe it's not the game. Maybe it's you. Yeah, you.

Tuesday, 29 December 2009

KILLZONE 2

Well, last night I completed Killzone 2, the rather excellent first person shooter from the guys at Guerilla. And when I say excellent, what I actually mean is fricking incredible.

I like my FPS and I always thought that the original Killzone was under appreciated. This game takes all the fast action and movie-like story of the original and ups the ante. It's great to look at, plays wonderfully and certainly gets your heart pumping.

If you haven't go this then get it. If you haven't got a PS3... well, buy one.

Another game I love and really regret trading in is Fallout 3, the post apocalyptic game from Bethesda Game Studios. Now that I've finished Killzone 2 I think I'll trade that in for it. I know there's lots of amazing multiplayer action on Killzone 2 but I'm not a big multiplayer shooting fan (except for GTA IV, because there's the free roam option which is always fun when you team up with other players) and now that I've finished the main single player game there's no more surprises for me. I never truly completed all the missions in Fallout 3 and would really love to revisit it, and now that the Game Of The Year Edition has been released I can enjoy all the extra content, too.

Thursday, 24 December 2009

Merry Christmas

I'd like to wish all my readers, fellow gamers, friends and enemies a wonderful Christmas and a Happy New Year.

However you spend it, spend it wisely!
MERRY CHRISTMAS
and
HAPPY NEW YEAR
From
FARSIGHT GAMES!
See you in 2010!

Tuesday, 22 December 2009

PING! WHAT A GREAT IDEA!

If you're a veteran roleplayer, then you probably know the problem of coming up with new and interesting ideas. If you're new to gaming, then you'll need inspiration. Here I’ll look at ways to get those creative juices flowing.

It's Sunday evening. There are five people sitting around a table. Four players Bill, Bob, Brenda and Belinda and a Gamesmaster. The atmosphere is quiet and expectant. All eyes are on the GM, waiting for those few words to start the evening's session.

GM: Right. It's evening, and you're speeding towards the town of Boord-um...
BILL: Is this the town from the other week where we killed those bounty hunters?
GM: (Suddenly remembering the PC's had been here before) Yeah... yeah, that's right. The whole place seems to be deserted...
BOB: Like that place we visited where pirates had kidnapped all the people?
GM: (Scrapping the notes he'd made about the evil pirates) Yeah, something like that. There are signs of savage fighting, but no bodies are to be seen...
BRENDA: Servitors.
GM: What?
BRENDA: I bet Servitors killed them all. We visited that space station last month and they'd been attacked, remember? The place looked like this.
GM: (Forgetting his idea about the Servitors) Well... it doesn't look exactly like this, there's more blood. (Starts making notes about giant worms)
BELINDA: Like when those giant worms killed all those colonists on Tedee-um and ate their bodies?
GM: Sort of... but... Oh, I give up.

Well, it happens to us all. We dry up. Sometimes the GM may just need a bit of a break from running games to recharge and re-evaluate their campaign. Sometimes it's because of lack of ideas. Scenarios and whole campaigns are up to the GM to supply. They must create and breathe life into their NPC's, locations and gaming worlds. Each different character and location must have some form of originality to keep the player's interested. After all, you can only defeat a particular type of arch-villain only so many times. Even pulling the planet back from the brink of destruction can be boring if the players do it every other week.

So where do all these ideas come from? Lets say the average GM runs one game a week, fifty weeks of the year. If that GM has been gaming for five years, that means they would have overseen at least two hundred and fifty games. That's two hundred and fifty original story lines and scenario ideas. Phew! That's some creative genius! Surely the ideas department would have run dry even after the first fifty!

Not at all. A lot of games are very similar in overall plot, but are very different in execution. Fair enough, the game this week may be about investigating another murder, but it's how the murder took place - and for whatever reasons it took place - that make the game original. A number of games can revolve around the same plot device but the events in that game can run in a very different order to resolve a very different situation. This is what keeps the players interested.

But what happens when the plots get thin, the action becomes repetitive and the NPC's sound all the same?

GIVE IT A REST

Sit back. Relax. Leave it. Stop designing and running games for a couple of weeks. The reason your drying up may be due to the fact that your just working too hard at it, especially if your GM'ing more than one game a week. That little break may be all you need to get your brain back into gear. You'll be surprised how many ideas just pop into your head when you're thinking about something other than roleplaying. If you need space, then run a couple of published adventures, that's what they are there for. Those scenarios you bought may give you ideas for a sequel in future games. Also, try playing for a while instead of GM'ing. It can be quite refreshing to sit on the other side of the GM's screen for a change and actually participate in a game. You can watch the other GM run the scenario and think 'if I was running this game I would do this instead of that', and come up with your own ideas. Of course, it's not a good idea to do blatant re-hashes of someone else's scenario.

SQUARE ONE

If the PC's have become quite powerful or they have explored pretty much every inch of the location they are gaming in then it may be time to start a fresh campaign. It can be difficult to come up with new challenges in an already well-used location for high-level characters, and so a change of place and PC's would be a good thing. If the genre you are using is restricted to one planet then go to another area of that planet, say the tropics or the desert. If you can, change the planet.
If your players are regularly planet hopping then take them to another sector of the galaxy. It is quite easy to change the gaming area, and a change of surroundings means a fresh new location for fresh new ideas.
If the players are a bit unsure whether they want to retire their favourite PC then just change the style of the game you are running. If your players are diverting world shattering events then bring them down to earth a touch by making their encounters more personal. It pays to read whatever background the players have written for their characters. Those little notes about PC childhood's and adolescence can spray forth ideas on how to get PC's more involved with the game instead of spending every waking moment battling the forces of Evil. Vice versa, if the players are doing a lot of adventures that don't mean much in the overall scheme of things then run a huge groundbreaking adventure. Ending a campaign on a high note may make the players more comfortable about retiring their powerful characters.

ALL CHANGE!

If you have really bled the game dry then it may be time to change the gaming style. Go from soldiers to smugglers or from smugglers to bounty hunters. Of course, players may be loath to do this. After all, it is them you are entertaining and if one player is unhappy with the setting the game is in then the sessions will suffer. The gaming group will have to come to an absolute decision on how the game is to be played. It may take a little while for the players to get used to a new setting, but a new game may generate new story ideas. If the group is really serious about gaming then a change will not be a problem, but make sure that everyone is comfortable with it.

REPEAT YOURSELF

If your running games for two different groups, then it's not impossible to run the same story for each one, even if they are gaming in two different genres. Designing a setting that virtually any game can use is possible. With a little work you can quite easily adapt the game you designed for your smugglers to be used for your group who want to defeat the alien scourge. It's easier, of course, to run the same game for the two groups, but this may not always be the case. If you design your adventure without restricting it to a particular style, you can quite easily use it for two different sessions, and even save it for future use.

STOP! THIEF!

A great source of information and inspiration comes from one huge source that is easily accessible- entertainment. Television, radio, newspapers, the movies, novels... all these mediums can inject ideas. It can be very easy to take a movie plot and 'adapt' it to suit your game, although be careful... it can be quite annoying when one of the players has seen the movie or read the book and second-guesses you. The original movie or book plot can be 'tweaked' sufficiently to keep the players on their toes. It's also fun to take a few ideas and mesh them together. Wouldn't it be fun to run around a Blade Runner type city being hunted by Terminator type robots and avoiding Geiger's Aliens? I bet that's given you a few ideas already, hasn't it?
Even taking dull ideas from dodgy television shows and spicing them up can give you all you need for an evening's play. An edition of the news, giving you current affairs and important information, can inspire scenarios. That Middle-Eastern conflict or this political scandal can be easily adapted. The stories are there if you look hard enough.

SWAPMEET

Communication is a great forte of roleplayers, and so swapping ideas and stories with other GM's is an excellent way of keeping the fires of creativity burning. If you know of a local club then it may be worth going along and talking to other gamers about their experiences and favourite settings, and sharing in their character's exploits may give you the spark you need to start writing a new scenario. Talking to your own players and ascertaining what kind of adventures they enjoy and figuring out their passions... all these factors can contribute to original scenarios. In a lot of cases, as long as the game is done in a particular vein the players will appreciate, it doesn't matter how unoriginal a scenario is. If the players enjoy running around space stations, blowing up the bad guys and escaping in a battered old freighter, fine. As long as they have a goal to aim for they can pretty much do what they want. So, as you can see, there are quite a few sources and methods to choose from. Even events in everyday life can inspire the GM.

A good point to remember... if you communicate your ideas with the players and get their feedback, then you can all settle into a game that everyone will enjoy. The aim of the game, after all, is for everyone in the group to be social and enjoy the evening. At the end of the day it is the sole purpose of roleplaying, and continuous fresh scenarios is a major contributor.

Sunday, 20 December 2009

GAMERS IN THE WILD Part 4 – Actual bad gaming footage!

Simple things to remember so that your games run smoother.

Everyone relies on the GM to provide a solid, enjoyable adventure with memorable NPCs and fantastic settings. What can players and GMs do to make the game better? What responsibilities can a GM and player have other than simply sitting at the table and playing that game?

The tips below are for GMs and players to identify potential problems and nip them in the bud. With all the new-fangled technology, silicon chips, and such, a roleplayer's problems can only get bigger. Of course, not all these tips apply to every group, but there are always exceptions and if you game with a lot of people in a lot of groups then the chances of coming across these incidents are higher.

(All the tips are references to personal incidents that were probably some of the worst times I ever had as a GM or player during my long tenure as a roleplayer. I've included some of the worst ones I remember in italics. Names have been omitted to protect the innocent. Just call me Jonathan "axe to grind" Hicks).

1. Punctuality Is Politeness And Consideration In One

The GM may have a limited amount of time to play the game or have a set sequence of events he/she wants to play out before the night is over. To aid this, be punctual. If the GM says 7:00, then try your best to get there for 7:00. Arriving an hour late can be awkward for the GM and the other players, as time will be wasted with greetings and filling in the latecomer with game details and plot events. It's understandable that certain occurrences may cause you to be late, and these incidents are well out of your control, but if there is no other reason to be late then try your best. There's more than one person at that gaming table to keep happy.

(Case: I once ran a game in which the night's scenario was going to be the finale of the Warhammer campaign before friends returned to university. Only one player had the knowledge of how to progress and he was an hour and a half late getting there for no other reason than he was watching a film he had bought that day, which left me only an hour and a half to finish a Summer campaign. Hmmm...)

2. Turn Off Phones And Pagers

I don't know how many games I've run where I got to the plot-bursting, emotionally dazzling finale and then someone's mobile phone or pager went off. Precious moments, even minutes, are wasted when a player is distracted by a call, and then the atmosphere is lost and cannot be reclaimed. Switch off those mobiles unless there's a good reason why they should be on!

(Case: Halfway through an intense MechWarrior game, just at the point when the bullets were flying and enemy 'Mechs were advancing on our position, the GM's mobile went off. He was gone for nearly half an hour. Frustrating or what? To compound the problem, when the GM came back and the game resumed, a player's mobile went off. It wouldn't have been so bad if it had been anything other than a social call.)

3. The Items In The Room Are Not Always Part Of The Game

So, we got to a turning point in the game. Do the players turn north to the Eaglenest Range or do they head east to the Skaven Breeding Halls. What do they care? There's a PlayStation/Gameboy/PC in the room and they're having an ace time! It may be up to the GM to remove or make unavailable anything in the room that may provide a distraction, but this is not always the case. A little selfcontrol would be handy.

(Case: Whilst running an enjoyable game set in the world of Buffy the Vampire Slayer, we realised that two of the players, who had left the room for a secret discussion, had been gone for quite a while. Upon investigation, we found said players in the other room playing Metal Gear Solid on the Playstation which, whilst an enjoyable game, had absolutely nothing to do with the scenario.)

4. Paying Attention Is The Core Of A Game

Well it is isn't it? How can you expect to progress if you've hardly listened to anything the players or the GM has said? Let's say the last five minutes has seen the PCs decide on their tactics and strategy and declare their intentions, then they go flying into the demon's cave with swords high and plan ready. You're not going to be much use if you spent those five important minutes with your nose in a magazine, are you? What if the GM has explained a vital clue or piece of information? What use is that to you or the group if you didn't give due attention? Prick up your ears when the GM is speaking to you and/or the group.

(Case: Whilst running a Twilight 2000 game I spent a good while explaining in-character the PCs' covert requirements. Their mission was to meet the corrupt President of Sunken
Madagascar, find out why he has increased his military output, and try to support a coup that had been growing. Upon arrival at the President's, two of the four players asked, "So, what are we doing here?" Much shaking of heads ensued.)

5. Being Funny Is One Thing, Being Annoying Is Quite Another

We've all had those moments in games where something has happened that just had us rolling on the floor. There's always comments and events which elicit a laugh or a chuckle from the players and GM alike. These are good moments, especially during a non-serious game, and can be great fun. But let's not overdo it, eh? Continuous jokes and remarks, especially during a serious game, can be a little annoying. Repeating the same joke over and over again to get the same laugh...can you imagine such a thing? Jokes and having fun are part of the game, but there is a time and a place for such things and, depending on what the game is being played for, players and GMs alike should realise their limits.

(Case: A long time ago, in a Star Wars game far, far away, there were five players and a GM. One of the players would wait until a critical part of the game, pretend to drop his pencil, and then re-emerge from under the table with the wraparound sticker off a large Coca-Cola bottle over his face and declare "Coca-Cola Man has come to save the day". Every week, on cue. No, really, I’m not making this shit up.)

6. Being Loud Does Not Mean You're Right

We've all got something to add to a game such as ideas, tactics, revelations, and character stuff. It's a sign of a good roleplayer when they can put forward their own opinions and thoughts, and deal with any arguments "in character", PC-to-PC instead of player-to-player. Some gamers find it necessary to raise their voices however, talking over the other people at the table so that their opinions are heard and acted upon. With players it's annoying because it's as if the one viewpoint is the be-all and end-all of group decisions. With GMs it's annoying because constant interruptions and opinions can disrupt good roleplaying and make the game feel linear. The answer is simple: don't do it! Have a little patience. The players haven't gathered about the table just for your benefit.

(Case: During a game of Rolemaster, an excitable GM decided that the players were not going in the direction he wanted them to go, so he decided to usher them onto the right path. He'd talk over every decision made, raising his voice if the players decided on a certain course of action with phrases such as "Why do you want to do that?" and "Oh, that's a stupid idea". When asked to allow a little latitude he would simply talk over the players until they followed his pointers. Strangely, nobody turned up for his next game. I won’t even tell you about the time we tried to kill an evil wizard by setting fire to his doorless tower, only to find we’d failed because he was ‘out shopping’.)

7. The Rules May Be Guidelines, But They're Still Rules

Roleplaying games have a set of rules to adjudicate actions and abilities and these are reflected, in most cases, in the use of dice. So why do some roleplayers feel it necessary to cheat? The idea of a high adventure game is to inject a little of the chance and danger inherent in such things. If a bad roll is made, it does not reflect badly on the player, it's just the way things turned out and it's a sign of good roleplaying to take the rough with the smooth.

There are five general types of cheaters:

1) The "Pooper Scooper" who will roll their dice and pick them up straight away before anyone else has a chance to see the result and claim they succeeded.

2) The "Ready-To-Rumble Roller" who will claim they succeeded with the dice that are already lying on decent numbers on the table, which were not actually rolled.

3) The "Bombardier" who will roll their dice one at a time, and every time a low dice comes up they will slam their next roll into the previous dice in the hope of knocking it onto a better number.

4) The "Houdini Skills" players who suddenly acquire a skill or increased ability to help them out of a situation, usually added to the character sheet secretly during play.

5) The "Phantom Equipment" player who will suddenly have an item or tool appear on their character sheet, again added during play.

There is no sure way to guard against these cheaters, especially in large group games where there is a lot to be aware of. There are some precautions you can take, however. Make sure that, before play starts, the group is aware that all rolls are to made in the open and watched by others. (The GM may be exempt from this, depending on their use of GM screens and wanting to have the chance to have more control over the game). Then the player/GM has no choice but to make the roll. Also, rolls must be made with all the required dice thrown at the same time. This way, the group is aware that rolls are being monitored and prewarning them means that players don't feel picked on. Don't worry too much about weighted dice. These little monsters are easy to spot as they don't roll naturally and have a tendency to spin when landing on their set number. You can check most of the dice before play, anyway. Have photocopies of the PC character sheets to hand to the GM, and make sure as a player that you've had a good look over other player's sheets (group style/policy permitting). This way you'll have an idea what each player is capable of and what they own, and have an insight into the possibility of cheating.

Case: During a strange game of Call of Cthulhu, the group was skulking about a sunken church in the Black Forest of the Rhine when they were suddenly attacked by ghouls. Single handed, one of the weakest characters in the group managed to hold off the ghouls with a machete and pistol while the others grabbed artefacts and made a run for it. He was hailed the hero of the encounter...until it was realised that no-one had actually seen any of the rolls made, and that the items "pistol" and "machete" were not actually on the player's character sheet equipment list.

8. Arguments May Be Healthy, But Stress Is A Killer

There can be many discussions during a game regarding the interpretation or application of rules, and this is a good thing in many respects. It clearly defines capabilities and limitations of PC and NPC alike, and it can result in well-conceived House Rules. Unfortunately, there are situations that arise when disagreements on rules and capabilities grow from discussion to heated debate to full-blown shouting matches. Both players and GMs alike have their own idea how certain things should be utilised from the rulebook and how things should be played out. The answer is simple: chill out! When playing a game remember two things:

1) It's a game.

2) The idea of the game is to socialise and have fun.

If you can't agree on an aspect then defer to the GM after making your point. After all, the GM's word should be final. If an honest mistake has been made, then make a note of the problem and carry on, backtrack if necessary then continue. Always be ready to have an opinion, but don't think that arguing the point will make it any better. Discuss the problem, come to a compromise, then make a note on the problem and how it can be solved. Failing that, the GM's word is final, if that's the only way to stop it. And don't take the disagreement out of the confines of the game. Getting cranky afterwards or during other activities because of the argument is pointless because, as in the concept of the game, it has nothing to do with real life at all. Ask yourself the question is it really worth it? Raised voices make for raised blood pressure - not good.

(Case: A player in a game of Cyberpunk decided to steal a car after a firefight at the local casino, but his hotwiring skill wasn't good enough. There was a long drawn out argument about the technicalities of stealing a car, but the GM basically said that regardless of what the player knew, the PC couldn't do it. After the argument (which got a little out of hand) the player sulked, made stupid comments, and generally disrupted the game. Towards the end of the night, the GM took the player's character sheet, crumpled it up and popped it in the garbage. "What was that?" asked the player. "Random psycho sniper in a church tower just took you out", said the GM. "Don't I get to roll?" asked the player. The GM just smiled. "He's a really good shot." The player got the point.)

I hope these tips have given you some ideas and a few things to think about. Most of these are intended to help you deal with those incidents that crop up during the actual act of gaming and will hopefully help you to have a smoother, happier experience.