Showing posts with label virtual tabletop. Show all posts
Showing posts with label virtual tabletop. Show all posts

Friday, 26 August 2016

The Trouble with Skype

I was reading an article by game writer +Grant Howitt about the joys of letting your group write your RPG character for you, and why it's awesome. It's a great article, and you should probably read it. In fact, if you've only got time to read that article or mine, I recommend his.

It also brought home to me something I've not really been able to put my finger on about the limitations of online roleplaying. Despite the title of this post, I've actually been using the built-in video/voice chat function of Roll20 for my most recent game, but the same things apply. It all comes up because my last few games have all run on some variation of Fate Core mechanics, and letting other people determine aspects of your background is a main part of Fate Core character creation, and one which has never gone really well, and I think for two reasons.

The first is simple and primal: We're not used to it. It's weird and scary. These are our characters, and I* don't want you** getting your fingermarks and your anime influences and your relentless 90s comedy referencing and your Ministry of Sound all over them. I can love the idea as much as anything and there's still a snarling, territorial beast at the core of my authorial soul that resents it. I suspect that this part has been strengthened by years of LARPing in an environment in which physical investment heightened that character possessiveness - and often a sort of narrative narcissism that insists that this is their story - to an almost insane degree.

Did I say narcissism? It's actually more like a form of partial solipsism, in which each player subconsciously assumes that the game is purely about their character, converting that to the conscious notion that each character has their own story, all of which link, rather than there being one story about everybody.

Give your 'princess' concept a bigger spin than 'plays the guitar'. Image from
Tale of Tales (2015, Archimede Pictures)
Now, having said all of that, the problem in Fate Core is almost the inverse - you are supposed to include another PC in your backstory, and people get just as twitchy about doing that as they do about letting other people include their character.

Either way around, what's the solution to that? Time, patience and the millions of years of evolution that allow us to confront our subconscious urges, basically. It's all fixable if we'e willing to go with it.

But the second problem... There's the rub. The second problem is the medium we're using. Any form of video conferencing is a poor substitute for personal interaction on a lot of levels, from sound and picture quality, to the exclusion of a whole lexicon of body language, to the fact that you don't get to share a meal and hug. Perhaps the most restrictive aspect, however, is that you can't crosstalk, and you can't have separate conversations; at least not organically. It inhibits the back and forth of conversation, and you can't make eye contact. There's no real way to signal your desire to speak other than shouting out, and if you can overcome your awkwardness enough to do that you can bet that the person you're interrupting will be pissed as hell, even if you are interrupting to make do something that will make them look cooler or prevent them from opening the door to certain death because they learned the two guard problem from Labyrinth. That sort of awkwardness is inimical to the sort of free exchange that makes such collaborative character creation both fun and involving.

There's probably a whole other article on video conferencing and player trust, but competition for the single communication channel has a deleterious effect on player and character interaction in the best of groups, and genuinely collaborative character generation needs a level of free and spontaneous interaction that let you feel comfortable shouting 'secretly a revolutionary socialist!' as the idea comes to you, instead of waiting for a free channel as the idea gradually becomes more and more awkward and eventually you decide it's a terrible idea and just sit by while someone suggests 'really into flower arranging' because it feels like a safe bet.

As a side problem, the limited time typically allotted to an online game - I'm lucky if we can get in three hours per session - tends to result in everyone coming to the 'table' with their ideas largely formed, simply because we lack the setting for people to talk, pass books back and forth, and write at the same time.

So, having named the problem, what's the solution?

Well, for starters, we need to be willing to try things. We need to be brave, and willing to give up our impulse to play the mechanically optimised character if that's not the point of the game***. On this subject, I refer you back to the original article.

On a more specific level, if we're going to be communicating largely online, then we need to work out better ways to do it; a new etiquette for social video conferencing. After all, it's not as if we don't have tools at our disposal. Explicitly use voice chat to encourage simultaneous responses. Employ a virtual ticket system. Avoid rigid turn taking, as that could be awkward if someone doesn't have an idea, or if someone else already said there. If two people present 'secretly a ninja' in simultaneous text chat, that's a vote of confidence in the concept. If one person suggests it and the other goes after them and didn't have any other ideas, then the second person feels uninspired, even though the first may also have nothing else in mind.

In conclusion, we're not as tech-savvy as we'd like to think we are. This is still terra incognita for us, and we're going to need to start blazing some serious trails if conference roleplaying is ever going to be the alternative that so many responsible, hard-working adults need.

* By which I could equally mean you.
** By which I could equally mean me.
*** I'm infamously bad at optimising, but I'm not saying that y'all need to get with my programme. It's not that I don't try to optimise, I'm just bad at it, and incompetence is no substitute for intent.

Monday, 17 August 2015

#RPGaDay 2015: Day 14 - Accessorise

Prompt: Favourite RPG accessory

As a primarily online GM, my favourite accessory is either something I have already written about, the roll20 virtual desktop, or wikis. Wikis are a superb place to keep game information, and Obsidian Portal even allows me as GM to record things that the players can't see, so I can - for example - record NPC stats and other notes right below the part which talks about what the PCs know. As a player, I also enjoy creating, editing and maintaining wikis as a current record of the world.

I'm playing catchup again, so nothing further on this one.

Thursday, 9 April 2015

Tools of the Trade - Roll20

Most of my current gaming is online, as a result of a scattered friend base, limited budget and the demands of childcare. I started out doing this sort of thing over Skype or Google Hangouts, using various online blackboards for illustrations until I stumbled onto Roll20 (which I have mentioned before in terms of seating plans.)

Screenshot from the virtual tabletop for Operatives of CROSSBOW (the rebooted series*.) Due to non-tech issues, games often start late or not at all, hence the link to a video about ROM: Space Knight in the chat window.
The map of the zoo is legitimately for the game.
Roll20 is a virtual tabletop, designed to provide a user-friendly interface for online gaming. The bulk of the screen is the map, with a sidebar which can be switched between chat window, asset library, journal, jukebox and decks and tables tabs. There is also a dropdown bar for switching between your map screens.

Features

The Map
The heart of the virtual desktop is the map. Key features for Roll20 include:

  • Layers - You can place any image or object in one of three layers. Anything in the map and background layer is locked in place by default, while tokens and objects can be moved freely as needed. There is also a GM overlay, allowing the GM to add notes that the players can not read. Objects can also be popped between layers if need be (say by keeping a tap icon in the GM overlay until it is set off or detected.)
  • Grid - The grid is highly customisable, allowing square and hex arrangements.
  • Fog of War - You can hide the map and then reveal rectangular or custom areas as the PCs explore. This is especially fun if you hide a monster in a space you are about to reveal.
  • Ping - Click and hold and you mark a ping for other players to see. I can not count the uses we've had from this as an alternative to 'over there. No, I mean there, by the thing.'
  • Draw and type - You can also use the space as a straightforward whiteboard.

Chat Window
A little extraneous when using voice chat, but this does provide a good place to share links, and also incorporates a dice roller (including Fate dice.) It also has a 'whisper' function for note passing.

Assets
The asset library contains an array of free-to-use images. There are also paid images, which tend to be higher quality, but you can live without them if you're on a budget. In fact, there are a fair few premium features which a less penurious GM might want to check out. I can not speak for the features, but I certainly don't begrudge the makers a paid option.)

Journal
Provides a place for handouts and character sheets, although I use a wiki for a lot of this.

Jukebox
Plays music from an eclectic selection to all players; pretty neat, and I really ought to get a credit sequence organised some day.

Decks and Tables
Highly customisable content for card decks and roll tables. Potentially a godsend for OSR-type games or systems making heavy use of cards.

Bugs

The Map

  • Snap-to-grid - I haven't found a way to turn this off, and it means that if you use a hex grid in particular there is a good chance of people jumping into walls when you move them. It can also play silly buggers with the scaling.

Voice and video chat
There is an inbuilt chat system, but we've not managed to get it to work yet. Instead we used the Hangouts integration, which is fine except that it limits the screen space available for the map.

Conclusion
I find that Roll20 has greatly enhanced my online gaming experience, not only by clarifying positioning, but by providing a central focus for the group on to of our various videopresences. It's not a perfect product, but it's pretty good for the no money I pay for it and I might consider checking out the premium features if I were wealthy enough to do so, but not wealthy enough to just travel more.

* Basically, Operatives of CROSSBOW got 'rebooted' once I'd got a bit more experience with Fate Core under my belt, less like Battlestar Galactica and more like Witchblade season 2 where they rewound time and did things differently.

Wednesday, 4 February 2015

Are you sitting comfortably?

Much thought has been given to the importance of correct seating while playing computer and console games, but my friend James's review of a DM's screen got me thinking about how we sit to play roleplaying games.

These days it's pretty pointless for me to use a DM's screen of any kind. I only ever GM games via Google Hangouts or similar, so no-one could see anything on my desk, even if most of my notes weren't actually typed into the GM overlay of the virtual tabletop or the GM-only section of the game wiki. These latter two may deserve more discussion at a later date, but for now I will simply note that the roll20 virtual desktop is a massive time saver simply by cutting out all the tedious 'the orcs are there?' 'Well I would have done X if I'd realised.' 'No, wait; I was over by the water tanks.' that otherwise bogs down combat, and that Obsidian Portal's player/GM info split is ideal for book keeping, even if the layout is a little bit 'strip of text down the middle of the screen' for my ideal.

What I actually want to consider is the seating positions we adopt for in-person tabletop roleplaying.

The classic is of course to sit around a large table, but this is an increasingly rare luxury as people are forced into smaller spaces and frankly hold fewer dinner parties. There are doubtless many essays on the shift of family focus from the dining table to the TV, but even though we have a table and eat our meals there as a family, I know that I only unfold both sides of the gateleg on very special occasions because it means moving the sofa; and I just don't have enough chairs.

And it's a shame, because let's look at the classic setup:

On a good size, to-scale table (not like this one) you have space for character sheets and notepads, snacks and drinks, reference rulebooks and a GM's private zone, with a shared rolling space in the centre. Everyone is together and thus everyone is engaged. It's easy to pass notes if you need to, and easy to spot when someone is disengaging. It's an ideal gaming set-up, which is probably why board games have evolved the way that they have.

Compare that to the alternative 'distributed' model, which I of necessity used for a while before going all digital. Players are not consistently in each other's eyeline, they are often at different levels and may be disengaged at various times without being immediately noticeable. Dice tend to be rolled awkwardly on books or the floor beside chairs. Anything being passed is immediately and painfully obvious. Although mostly happy with my most recent TT games, the absence of a properly set-up table was always an issue for me. I felt that I lost player involvement (as well as dice.)

I find that virtual gaming returns to many of the advantages of a proper table, especially coupled with a good VTT. Everyone is in front of their cameras, I can see them, they can see me; we're all there together. And I can pass notes!

In conclusion, if it can be said to be such a thing, if I ever run another one-location TT game, I'm moving the sofa and getting the chairs out.