[Lacuna] Getting a handle on the pace of the game

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Christoph Boeckle:
Hi reader

This is my first time masterizing (btw, is that the verb for "being GM" in English too?) Lacuna.
I've just moved (geographically) closer to some friends who I've found to be very intrigued by RPGs. We played Zombie Cinema a few weeks back with some others, and tonight I called the two I felt where most eager to play more. We also meet up for drinking beer on the riverside every week or so, so we've got a rather good relationship I'd say.

The plan was: meal & wine & RPG.

We chose Lacuna, which I presented very succinctly as a mix between the Matrix and Cold War fiction. I had read the book a few times but not recently, and played once at a con myself, and I just threw up a a quick mission while giving out some information a bit confusedly (which really is rather convenient for this game full of contradictions).

I messed up the resolution rules a bit, but it should be okay next time: an action successful on the first try just added 11 points to the heartbeat'o'matic. I couldn't grasp why a player should be "penalized" for using 4 dice (it's usually overkill!): I had forgotten about the Commendation points... (when I realized this at the end of the game, I gave three points each).

I threw the mission together during character creation. I wrote up a quick and dirty Static-chart, and described a target to be eliminated (a paedophile) and off we went.


A quick overview of play

Both characters had scores of Force 3 - Instinct 4 - Access 2, so the start was quite messy. They had a bit of trouble getting the equipment and complementary information they needed so Static went up quite a bit in the beginning, causing Control to mess up protocol and stuff like that. After that, they car-jacked a man and went off to the industrial quarter of Blue City.
From then on, they quickly honed in on the target (I didn't make it too difficult, because we had some time constraints, about three hours to play). One player would often describe what he saw himself, and most of the time I rolled with it or made minor corrections. Very interesting, most experienced roleplayers would never allow themselves to "take the GM's job"!

I was regularly checking their heartbeats and as they entered the iron foundry of which their target was the boss (although the real-world person was just a photographer), they were already getting out of their ideal heartbeat range. A lot of Access and Instinct rolls quickly got them where they wanted by bluffing and manipulating various staff (little Static was gained then, so I could just drop in some minor weird stuff).
They needed to overpower some vigils and administrative personnel, which they quite easily managed with their violin-case and the "instrument" it contained.
At the target's office, they let off a hail of fire, then shot the boss in the knee (ignoring his offers for money to be spared) and then just zapped him with the Lacuna Device as he was transforming into some giant beetle.
At this point they were just out of their maximal heartbeat range and only 7 Static was garnered which allowed me to show some weird topological effect on the their target's office just as some other vigils came in guns blazing and our Mystery Agents ejected quite safely from the mission.

The criminal on the slab waked up just after the agents, and talked a bit, as if he were a child.

The agents' mentor came in, scolded them for their brutal manners, and we closed the session on the target asking one of the Company's medical staff if he could have an ice-cream.


Thoughts about pacing

So, I was slightly frustrated that Static didn't reach 10+, where I had planned some encounters with interesting people of the City. However, going so far would have meant forced ejection for the Mystery Agents because of their heartbeats.
All in all, this was a pretty straightforward "seek and destroy" mission. The players appreciated the interesting Colour of the game and nicely added to it, but hardly expressed any doubts at the legitimacy of their acts. They did point out Control for it's lack of professionalism in front of their mentor (Agent Duke for both), for which I was glad since it was an important point I wanted to get across.
Alas, with only 7 Static, I didn't feel like I could reveal too much funky stuff which could have hinted to some of the other obscure aspects of the Company (other Agents, Spider-Men, enemies that know more than they should, etc.)

All in all, I felt it was a good introductory mission, laying an important context for subsequent missions, but... I'd liked to have more "in-your-face" situations like one can have in Dust Devils or Zombie Cinema, where characters have lots of stuff at stake. Is there a tool I missed or is this normal for this game, which will probably run over another 4-5 sessions? Has the low number of players anything to do with it? They were rolling dice all the time, racking up on the heartbeat way faster than if the same actions had been split up amongst 3-4 agents, yet the Static was low.

My two friends said they enjoyed themselves, but would like some more unexpected changes in events. Am I missing something if I essentially rely on Static for guiding me in that? Would it be okay to completely scratch some details about the target just as they're going in for the kill, having them need to reconsider everything or would this be cheap manipulation?

Perhaps this was a good first session because it will give context to the next ones that will probably be much more nuanced and strange.

All in all, I enjoyed masterizing the game. With just a few notes (which proved to be superfluous in the end since the SIS was dense enough to guide me all the way through) inspired by the book's content, using the players' numerous suggestions and following Static and Heartbeat I managed to play my role in a rather interesting fashion nonetheless.

agony:
Did you devise your own chart for what actions cause static to increase? 

I find this to be extremely important as you should list actions that you find to be interesting and then guide play towards this.  Also, weird stuff may certainly pop up regardles of the Static score.  Think of Static as a tool, not as an inflexible pacing mechanism which must be inherently applied.

Danny_K:
It sounds like a good first outing to me, if you have the time to run more sessions I think it's great for the weird stuff to come boiling up more and more as the game progresses, demonstrating that a) the Blue City is weirder than it seems at first, and b) the Company is not telling you everything. 

Making your own Static chart is a great idea.  Also giving the players more complex missions or missions that are intrinsically flawed will help keep them going longer and racking up Static.  At some point they may very well want to take a detour and try to figure things out for themselves without single-mindedly following the mission objective, and that's golden.

Christoph Boeckle:
Hi guys, thanks for passing by!

I did have a Static chart, with some things I thought would be interesting. I listed 7 events, up to Static 18, with quite a few ideas on how I could pad in the remaining Static increases. I was also confident that I'd find plenty of colourful stuff to add in function of the game event. So a good outline and good idea of how to flesh it out. Alas, we only reached Static 7.
However, I'm not too fan of placing weirder events than those that would be okay according to the indications on p.30. While the game has quite a number of loose points about how the rules work (for example, it doesn't say who does the narrating after a resolution roll) and is intentionally vague about the setting, I have a feeling that if there's one thing that should not be taken lightly, it's the pacing mechanism, which, as I see it, is essentially about Heartbeat and Static. Ok, I'm also a living incarnation of sloth and dislike preparing more than a general thematic outline for the session, preferring to use the game's tools to play the adversity, just as the players play their characters. I find it much more fulfilling as an experience, rather than arbitrarily dish out the weirdness as I would deem fit according to a global plan, because if I'd do that, then Static would loose its relevance, as would the characters' actions that bring about the increase in Static. That's the horse I put my money on, encouraged by what I've read about the game.
And what I'm seeing is that the Heartbeat is going up too fast (even with the nicer rules I had applied), or the Static too slowly, given that we've just two players doing all of the rolling. Actually, as Danny suggests, this is probably a good thing for a first mission if others are to follow up (which is very probable).

Now, I do plan to go into more ambiguous territory for the next sessions, as Danny suggests (but still developing only the strictest minimum necessary), since this will help bring up situations where the Mystery Agents have more disagreements amongst themselves and will be more reluctant to carry out orders: that is to say, Static increase without Heartbeat Increase. I should start to think about a way to use the other Company members (for the while being, I've only specifically used Agent Duke and quickly alluded to Snyder) between dives into Blue City. There's some unclear information I could use to make missions more ambiguous, and have the Agents doubt more.
Also, I could add mission-specific sources of Static increase (which might be where I recover the practical effects of your conception of Static, Charles), as suggested by the example chart on p.31. Have you guys done that, and if yes, how did it work out for you?
The Mystery Agents have also gained a new Technique each, which could easily add another 2 or 3 points of Static to the mix "for free" over the course of a mission.

Anyway, as usual, this AP report and its discussion has helped me make sense of the mechanics of the game and shown me some directions to develop, thanks!

Ron Edwards:
Bearing in mind that I've only played the first version of Lacuna, which does not use Static, the following points may still be useful.

In our game, getting ejected from Blue City to waking reality due to heart rate increase happened fairly frequently. I felt no need as GM to play differently if it looked likely. At one point, one agent even attacked two others in order to force them "out" so he could act independently.

Based partly on Jared's instructions, including an actual phone call during play itself (meaning he played Control for a bit), I played the agency as incredibly dysfunctional. The control communications during the mission were conducted by martinets or slackers, both incompetent; the mission resulted in the capture of a person who did not resemble the photograph in the characters' instruction file; and more.

I agree with you very strongly concerning:

Quote

preferring to use the game's tools to play the adversity, just as the players play their characters

... but I don't see how that leads to not hitting the characters with weirdness. Looking at your post carefully, I see that you don't want to do so based on a pre-play global plan, and that makes sense to me. So how can we resolve this strange difference in our rules use?

I think it lies with the NPCs. I knew what every single agency officer (the ones in the book) were up to, and I often had their machinations and maneuvers create adversity - even chaos - for the agents in the field. The players had no idea why such terrible things were happening on their mission, but it was indeed the result of me playing out how some NPC was interfering with it.

So maybe that can be a solution to your dilemma.

Best, Ron

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