November 9th, 2009
|02:35 am - Why I game|
If anyone is interested in what I think a truly excellent RPG session looks like, here's a well-written RPG.net post about a wonderful gaming session someone just posted. I very much recommend it. The first comment to this post is my response, which includes a brief recounting of two incidents in my own gaming that struck me as similarly wonderful. That's was good gaming is to me. I've had many similar incidents and hope to have many more.
Current Mood: pleased
|Date:||November 9th, 2009 07:43 pm (UTC)|| |
I just saw that, *ugh*.
I've had experiences where things just Click. As a GM, I just know that things are going right, that my players are into it, and I know exactly what to do next to strum that tension. And you're right, they're wonderful.
I've only ever had a few as a player. One of the earliest and most memorable was with my wife when we were friends, before we even thought about getting together. My Evil Ex was running a vampire game, and the group was caught in a pocket dimension created by a mage. It required a willpower roll or some such to get out, and one after another, everyone succeeded. My vamp blew her roll, botching, I think. The others turned back to encourage her to emerge, but after the next roll failed and my vamp told them to leave, they all ran off, except for the vamp Akycha was playing. We then spent the next 10 minutes in the most intensely emotional roleplay I'd had up till that point, where her character was trying to talk my character out of her nigh-suicidal depression to make one more try. I think I was in tears, and everyone else was completely rapt. Finally, I was allowed to make one more roll, with the difficulty lowered, and succeeded. Our characters leapt out of the prison hand in hand.
A most fascinating parallel to what happened with our RL relationship, actually, now that I think of it. :}
One of the most intense RPG moments I've ever had was in a LARP - a NERO LARP down in Mass about 15 years ago. The group I was playing with at that time were defending one of the in-character cabins. We didn't get into any combat as I recall, but we were on pins and needles the whole time and ended up suffering what appeared to be a time dilation of sorts, where we thought several more hours had passed than had actually been the case.
I had something similar happen with a White Wolf LARP a few years ago. We were playing Werewolf, and going into the past to rescue a claive from being destroyed on one of the two ships that ended up destroying Halifax in the resulting explosion when the two ships collided (look up the Halifax Explosion for more details). When we first attempted this we ended up just a wee bit too far in the past... I think it was the Cretaceous, actually, and I'm playing a tech dependant, deep woods phobic garou... The entire story arc was intense, especially the descriptions of what Halifax endured during the explosion, which was at that time, Dec 6th, 1917, the largest man-made explosion ever. http://museum.gov.ns.ca/mma/AtoZ/HalExpl.html
One of the things I like about that last one is the sense of history.
|Date:||November 10th, 2009 06:10 pm (UTC)|| |
Beautiful. In a way, the words don't even capture what they are describing, but you can sense it. I think that is why I still roleplay after all of these years, immersive experiences are just different than vicarious ones.