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Untold Stories Project

A home for the Untold Stories Project streaming network. Show information, cast bios, and blogs!

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  • About USP
    • Welcome to USP
    • Current and Former Cast
  • Shows
    • Born of Rage
      • Characters
    • Carousel of Fear
      • Characters
    • City of Destiny: Emerald City Knights
    • Freedom League Dark
    • GemStars
      • Characters
    • Grave Circumstances
      • Characters
    • Heroes of Tomorrow
    • Guardians of Haven
      • Characters
    • Limited Series
    • The Order of the Penrose Triangle
    • Netherwar
      • Characters
    • Something… Something… Dragons
      • Characters
    • Something in the Dark
    • Story Forge
    • Tales of the Finest
      • Characters
    • Titan City Chronicles
      • The Lost and the Forgotten
        • Characters
      • Operation Torch
      • Bayside Murders
      • The Jordanow Mystery
    • Treasure of Vault 23
  • Blog
    • Game Theory
    • State of USP
    • Vignettes
    • NPC Spotlight
    • RPG Industry Updates
  • Merchandise
  • DriveThruRPG Affiliate Link
  • Patreon

Blog

Safe, Sane, and Consensual

May 20, 2021 //  by Aaron Einhorn

One of the things that most of us like about TTRPGs is our ability to leave the real world behind. We can examine strange worlds, imagine having incredible powers, fight off monsters that we would be powerless against, and otherwise do the impossible.

The other thing is that we can experience things that would be utterly terrifying and horrible in a safe environment. In that regard, a game session is not unlike riding a roller coaster. There is an illusion of danger, but it still has the safety valves on.

But sometimes the fears and dangers are close enough to the real world that they can hit the fears and anxieties not just of the player characters, but the players themselves. This is especially the case when the dangers they face aren’t just fantastical ones, but brush up against real-world horrors. After all, bad guys in games do some horrible things, and a Goblin threatening to eat a child can really hit the buttons of a player who has a history of child abuse.

Recently, in Episode 39 of Something… Something… Dragons, we ran into just such a case, where something happening in-game pushed the buttons of one of the players and they made use of the X-Card to say “No, stop, I can’t handle this.”

We’ll get to the specifics of the X-Card below, but what I really want to talk about is the fact that we had an X-Card, and why, and why it was set-up ahead of time.

As a GM (or Storyteller, or Referee, or whatever term your particular game uses), you have a phenomenal amount of power over your players’ imaginations. After all, you control not just the world that their characters are in, but also their perceptions of that world. You control the narrative and essentially everything that isn’t left up to the roll of the dice (and even that you have some say over). Your players willingly give up that control, based on trusting you. Because by default, the only control they have otherwise is to say “No,” and walk away from the game, which ends the fun for everyone.

But there should be a step before that where they can say not just “Yes, and…” or “No,” but have an ability to say “Yes, but….” And where they can tell you when you’re getting close to their limits without pushing past them.

The specific tool you use is going to be based on what is right for your table, but the important thing is getting these tools in place *ahead of time*. And the reason is that it both makes sure that you aren’t violating their boundaries and limits, and that it gives them the trust in you that you won’t. If they can trust that they’re safe at the table, they’re much more likely to give themselves over to the scene and the moment. And giving them the safety valve builds the trust that may well ensure that you never need to use it.

The important other half of that equation, of course, is to respect the tool. If you have discussed limits and boundaries and then violate them, or ignore the use of one of these tools, your players won’t trust you. And they shouldn’t.

Before looking at any of the specific tools, there are some practices that I think belong as a part of any game.

Pre-Game Talk / Session Zero

Before you start a campaign, a Session Zero is a good plan. This makes sure that everyone is on the same page and is trying to play the same game. It can include everything from what method of character creation, to which House Rules will be in place, to a shared background that the characters should have, but it can (and should) also discuss the tone of the game. If you’re playing a superhero game and one person expects Golden Age heroism, one player expect 60’s-style “Camp,” one-player is expecting 90’s-era angst, and one person expects a cosmic space adventure, someone is going to be unhappy.

Similarly, if you plan to explore mental illness or domestic violence through the campaign, this should be talked about ahead of time. So, figure out what everyone at the table wants and is looking for ahead of time, and you can make sure that you’re all on-board. For instance, I knew in Something… Something… Dragons that it was going to be horror-focused, so I made sure that the players were going to be ok with a certain degree of suspense and psychological horror. We had requests to avoid excessive gore, so we’ve done that. And we’ve had players express varying interest in romance and physical displays of affection.

Post-Game Debriefs

Now, I don’t think these *have* to happen every session – or at least they don’t have to be more than just saying “Everyone having a good time still?” But there should always be the ability to have them. And the debriefs can involve the whole table, or be one-on-one between player and GM. But it’s definitely worth suggesting them after an intense session (like we had at the end of Season One and the death of Thalia.)

So, with that in mind, here are a few of our favorite tools.

X-Card

The X-Card is one of the simplest tools, and one that can be easily implemented. It’s nothing more than a card with a large “X” on it placed where everyone can reach it. If anyone (including the GM) is uncomfortable with how a scene is going? They can just touch it, and the other people at the table are expected to change the scene (either fade-to-dark and skip the scene, or change what is happening). The person who activates the card is not expected to explain their reasons, but they may explain what exactly is being “X-ed” out. Maybe they don’t need the scene to stop, maybe they just need a particular description to be skipped over.

It also doesn’t have to be about something that they find disturbing. If most of the people are engaged in a serious role-playing scene, and one person is cracking wise about an episode of TV, someone might want to X out the silliness at the table.

The X-Card was developed by John Stavropoulos.

Lines and Veils

Lines and Veils is more of a “Session Zero/Debrief” tool than one that will come up in game. Instead, it’s a system of establishing boundaries for the story, and are usually defined by each player individually and then shared with the GM before the start of the game (or revised between sessions).

The distinction between Lines and Veils is that lines are a hard border for things that will be excluded from the game with no questions asked. This could include any specific topic and taboo, but common lines are child murder, rape or sexual violence, racial discrimination, but depending on your group, could even include more neutral topics like in-character romances. Veils are more “soft borders” where it’s not that the person objects to the content existing in the game, they just don’t want it to be explicit. If a player has – for instance – drug use as a veil, it’s totally fine to establish that the crime boss deals drugs, but you wouldn’t show an addict strung out waiting for their next hit. A very common veil would come to physical intimacy, where you would fade to black after an initial kiss and then pick up with the characters the next morning.

The Consent Flower

The Consent or Support Flower is designed around letting players communicate their current emotional barometer about a scene in a subtle, non-verbal way. On the table, there are three cards – one green, one yellow, and one red. As conceptualized, these were created with flowers on them, or the cards were designed to look like petals, but the colors are the important part.

The person activating the card will make eye contact with the person they are communicating with and tap one of the three cards.

  • Green: This card means “go ahead,” and possibly even “go further.” It’s a way of explicitly giving consent without verbally doing so.
  • Yellow: This card means “caution, but proceed.” It indicates that the scene as it is currently going is acceptable, and can continue at its current intensity, but should not be intensified. A good example of this might be when a player with arachnophobia is dealing with the party investigating the lair of a giant spider, as their way of saying “Your current descriptions are a little creepy, but they’re still in my comfort level. Don’t go any further.”
  • Red: Red means “stop.” The current scene is outside of their comfort level and should be pulled back immediately, and the intensity lowered or the scene ended.

In all cases, of course, no explanation is owed beyond that which the person activating the card feels the need to provide.

Tayler Stokes created the Consent Flower.

These are only a few of the options available, and we’re not here to say which ones you should or shouldn’t use. That’s going to be something for each table to decide for themselves, and you may decide you don’t need any of them aside from a good Session Zero. You may decide you need to use several of the different tools. And that’s fine.

You’ll probably realize that a lot of the concepts from these different tools aren’t that unique or original in and of themselves. You will no doubt recognize these concepts from other places in your life. But hey, we’re gamers. We tend to like having rules and guidelines, even if we do end up wanting to break them. Also, to be frank, a lot of gamers have some social awkwardness, so having a system in place to communicate comfort can be a big boost above and beyond just expecting everyone to be able to read each other.

What is important is that everyone at the table be comfortable and feel safe and supported. That environment will allow everyone to enjoy the game more, and can even make it easier to push into difficult topics and themes having established where everyone’s boundaries are and knowing what is and isn’t off the table instead of blindly guessing.

It’s about communication and conversation. Which, after all, is the basis for good storytelling. Good gaming, everyone!

Category: Game Theory

New RPG Announcement: Necrobiotic!

May 18, 2021 //  by USPadmin

Part of the driving idea behind the Untold Stories Project was to showcase new and underplayed RPG systems. So, when we saw the Kickstarter for Necrobiotic, we were intrigued. Then we saw that one of our guest GMs (the amazing Bridgett Jeffries) will be writing an adventure for the setting as one of their stretch goals. Well, with that in mind, we felt like we had to spread the word of the game and its Kickstarter launch. Bridgett reached out to Mitchell Wallace,  Co-Founder and CCO of Penny for a Tale LLC, to give us a quick description of the game.

So, without further ado….

Necrobiotic – A Dystopian TTRPG

In a broken world where the dead are machines that do the heavy lifting for us, we are just a cog in the social engine, alive at first and forever once dead. The greatest good is to protect human life, at any cost. Nothing is worth more: not the body’s sanctity, nor mental sanity.

In Necrobiotic, you can taste the whole spectrum of emotions, from the deepest horror and the bitterest melancholy to the most moving compassion and the lightest laughter, in a continuous celebration of life and a rediscovery of its fragile uniqueness. The original illustrations will drag you into the alleys of a wounded Florence, among human corpses with tanned leather hides, eternal monuments, and coarse foggy streets.

The original game system is based on deck-building mechanics with a standard deck of playing cards, though Tarot cards can also be used. Players will always know what they can do alone or together, and the game’s mechanics will easily push the player’s roleplay toward the character’s features, highlighting everyone’s specialties.

Necrobiotic is a dark celebration of life where survival is paramount. It features unique and emotional art along with a new card system that will draw your players into our grim future.

To back the Kickstarter for Necrobiotic, click here!

Category: RPG Industry Updates

Roleplaying Realities: Showing Off Your Backstory Through Action

May 13, 2021 //  by William Macke

Alright, so you’ve made a character. They’re shiny. They’re new. They’re full of possibility.

If you’re anything like me, you have at least five pages of backstory. You poured over their family, the way they grew up. Hopes. Dreams. Fears. Every detail that made them the way they were up to the minute your campaign begins. You could tell me their favorite color, what they ate on Tuesday, or what recreational sport they may play on the weekends.

Here’s the secret though: it doesn’t matter if you don’t do something with it. Those pages you wrote? The other players don’t have them. Your GM may not have read even read them all. Unless your character has their life story tattooed to their body, backstory doesn’t enter the world you’re playing in- until you introduce it.

Now I’m not saying that backstory isn’t important: quite the contrary. Backstory is pivotal in how you play your beloved character. It’s incredibly valuable reference material, and sometimes makes for the best role-playing moments in a campaign. What’s important to realize, though, is that in a campaign your character doesn’t exist outside the things they say or do in your sessions.

Is your character’s favorite food lime Jello? Have them order it in copious amounts at a tavern (only to be disgusted when the only flavor available is cherry). Have they always wanted a pet? Have them constantly talking to and try befriending creatures they come across- regardless of how hostile the animal may seem. Little nuggets like that take small amounts of time in a session and help flush out the personality of your character, without you having to deliver a report on who you’re playing. Trust me, your fellow players will find this approach more engaging, and the overall story you’re telling will be that much more fun.

This applies to the bigger parts of your backstory as well. For example, say your character was a shut-in with no access to the outside world until just before the start of your campaign. Wow- there’s so much to play with there! How do you interact with your party members (or other NPCs)? Perhaps you’re guarded and find trust in short supply. On the flip side, maybe you’re overly-faithful to the rest of your party who helped you escape. Do you know what money is and how to interact with merchants? Maybe you’re always stealing things, not because of malice but because you don’t understand how a sales transaction works. With no formal education, can you read? Do you purposely ignore signs out of pride? Constantly need people to read things for you, or do you take the time and frustration required to learn the skill as a now-adult? These are all ways to play aspects of that backstory, instead of just blurting it out as a footnote in your character description.

I know the urge to overshare at the top of a campaign. After all, we’ve spent all this energy crafting the perfect character, and we want everyone to see the work we’ve done. In my experience, this doesn’t yield the same impact as a slow release throughout the story. Having things come up organically is better for story-telling: it’s more meaningful and more engaging. Keep those secrets as long as you can- it’s fun to surprise your fellow players part way through.

Happy trails, adventurers!

Category: Game Theory

Stepping outside your normal RPG, or How I embraced the games not titled D&D

May 6, 2021 //  by Andy

I’ll admit it; the TTRPG that got me into this whole mess was D&D. 3rd edition, right as it was transitioning to 3.5, or thereabouts. And for the longest time, that was the only game I knew. It was what my high school friends were playing, and what we would do when we got together after school or on weekends to play. But one day, after we’d added some more people to the group, we tried a new game, Legend of the Five Rings. I remember the run didn’t last really long; we had trouble meeting up with the whole group, personal issues cropped up, usual teenage stuff. But I remember being really glad we’d tried something different, even if, for the next eleven years or so, it was pretty much only D&D as my main game.

This isn’t our collection, but it could be.

Past those college years and into young adulthood, I learned about the Origins Game Fair. Kind of late to the party, as it had been in my home state for ages at this point, and even then my first time going was spent in the board game room. I did however get an event book that detailed all the different games that were being run at the convention, and I saw a lot more TTRPG systems on there than I knew existed. At that moment, I resolved that, the next Origins, I was going to come for more of the convention and experience more of those games.

So, a year later, and with a lot more knowledge about what the convention was and how to sign up for it, I spent HOURS sorting and resorting the excel spreadsheet listing out all the events that were being offered. I knew I wanted to make this trip one of new experiences, so the first thing I did was filter out all the D&D games. Even though the GMs and scenarios would be new to me, I knew the rules, and I wanted something more than that. So, locking those games out, I started my search. I settled on just a few RPGs for the days I was going to be there, sparsed in with some board games for good measure. Savage Worlds, Star Wars Saga Edition, Scion, Mutants & Masterminds and Champions all made the cut that year (why yes, I do have a spreadsheet with events I picked out for every year, thank you very much). The scenario descriptions drew me in; I was excited, if not a bit nervous, to be going to play with people I didn’t know game systems that I didn’t know. I was worried that not knowing the system could make me feel left out at the table, unsure of what I could actually do or how best to work my character within the rules. Those fears were unfounded, I am very happy to say. I sat at some wonderful tables where the players and the GMs were welcoming of people that didn’t know the game, and were willing to teach enough of it to get through a four hour session with just a bit of work spent up front to get me up to speed. Here was the other thing too; it wasn’t just me sitting at these tables not knowing the systems. It was true for some of the other players as well. And we all had a great time learning the game with each other.

And thus my Origins habit began; I’ve been to each convention since 2009 (except 2020, stupid pandemic). And each year, I have gone with the intent and purpose to try out one or more new RPG each year. That was relatively easy, at first, because I hadn’t experienced too many, but as time went on the offerings of systems I hadn’t tried started to dwindle. I still persist though, every year, to find that new system, that scenario that sounds really fun, and try it out. I’ve learned a lot of new systems because of this, if only at a functional, play a game for 4 hours level. New mechanics, new ways of looking at scenarios rounded me out as a role player, gave me the creative spark to put my hand back in the GM ring, not just for home games but for the convention as well. It was as if I’d unlocked a new level of myself as a TTRPGer that I didn’t know existed.

At this point you might be asking what the point of this all is? I promise you I’m not just reminiscing of games past. I’m illustrating a case in which I was only aware of, or at least had spent the majority of my roleplaying time, in one specific system. And that by branching out, I was able to broaden my views, spread my proverbial wings and take to the skies. And while this might not be the path for everyone, it was the path for me.

I’ll leave you with this, dear reader. If D&D has been your main RPG, even through it’s many iterations, take a chance the next time you get to go to a convention, or the next time your campaign ends, to try out a new system. If you like superheroes, several systems like Mutants & Masterminds or Champions can make you feel like an Avenger or a member of the Justice League. If you want to try your hand at an Indiana Jones or Lara Croft type of game, look for systems like Hollow Earth Expedition or Savage Worlds. Want to head into space and all its perils? The Expanse or Traveler systems might work for you there. The options are out there, if you want them.

If not, I think there’s likely to be a 5E version of any of the above options as well.

Category: Game Theory

Wait… They’re Dead?!?!?

April 29, 2021 //  by Aaron Einhorn

It finally happened. The Big Bad got a critical hit near the end of a climactic encounter. You rolled a Natural “1” on your Death Save. There was no last minute reprieve for your heroic last stand. And now? Now your character is dead.

For many of us, the character isn’t just a bunch of numbers on a sheet of paper (or electrons in a virtual tabletop). This was a character we had become invested in. We had hopes for their future. We had plans for what they would do next. We knew their backstory, from their childhood friends to their first fumbling steps into becoming a hero. And now, this story is over – in all likelihood, not in a way that we intended.

There are certainly people who will scoff at the deep feelings that many of us (or the players at our tables) might be feeling at this moment. Certainly those who are newer to gaming may think “Well, just write ‘Jr.’ at the end of the character’s name and bring in their kid,” or compare it to a video game. After all, when Link dies, you can just go back to the last time you saved, right? And certainly in many game settings, death can almost be a revolving door, with methods of bringing a character back from the dead.

But it’s not always possible. And feelings can be hurt. There’s going to be shock and denial, pain and guilt, anger and bargaining, depression… in other words, all of the same stages of grief we feel in the real world when someone we love is lost.

This. Is. Ok.

When you’re emotionally invested in a character, it’s normal to grieve the end of their story. It is a loss, and it can be a painful one. Even if the character had a “good death,” that doesn’t change that we can be sad about never getting to play them again.

So, what should you do in these moments? My suggestion is to treat the same way (although to a lesser extent) as you would for any other grief. Allow yourself to have these feelings. Seek out other people who have a connection to this character that you can share stories and anecdotes with. And if you need to cry a little? Go ahead and do that.

Role-playing games are a social activity, and are about forging the connections and relationships around the table through the medium of shared storytelling and gameplay. If you’re doing it right, you should feel something when a major character dies.

I also advocate after-care. As a GM, I think it is important to check in with your players regularly. In general, this can just be about checking how people feel about the tone of the story, or any house rules that are happening, or events that are regularly happening (or regularly not happening). But after a major event in the future of the campaign – and a player character death certainly qualifies – it’s perfectly acceptable to just bring the table together and ask “How is everyone doing?”

In Something… Something… Dragons, we did just that at the end of The Haunting of Harrowstone. I would have wanted to do that anyway, just because it was a turning point in the campaign, but it became doubly important because of events that transpired during the final session. Now, we were doing it for an audience, but even if we hadn’t, it would have been worth doing just for the check-in with my players.

But my biggest advice after a player character death is the same advice I give to people who are mourning the loss of a real person. Grieve, and allow yourself to grieve. But afterwards, continue to live. The old character is gone, and that is sad. But there are more stories to be told, and the friendships that were created around the table can continue. Pull out that backup character and start building your excitement for the next set of stories that can be created. As the Vision put it “A thing isn’t beautiful because it lasts.” Every character’s story will eventually end, so enjoy the stories while they’re available to you – around the gaming table and away from it.

Category: Game Theory

The Letter

April 26, 2021 //  by Andy

The din of Club Tartarus could barely be heard behind the heavy oak door that led to Minerva Vantner’s office; a heavy drumbeat accompanied by the amplified sounds of guitar strings being strummed, the vocalist almost screaming the song’s lyrics. Tonight’s lead singer was female, she could tell, though what future she came from that made her so angry, Minerva didn’t know. To tell the truth, she could feel some of herself, her old self at least, in the angry harmonics, yearning for something more than what she was given.

She sat behind her desk, her outbox full of papers and manila folders, the inbox much the same. Pictures of monsters living in Titan City poked out of some of them, offering a brief look at the work she had taken on. For now though, her eyes slipped back to the blank slip of paper in front of her, the ink pen set next to it. Through force of will, she huffed out a sigh, not actually needing the breath of air she’d taken to make it. Picking up the pen again, she began to write, fervently at first, almost in time with the drum beat coming from the club proper, the page filling up with ink made of emotions and memories. Suddenly she paused, the pen quivering in her fingers as though continuing would condemn her very soul to some horrific fate based on the words she had written if she finished her thoughts. In frustration she threw the pen across the room, the point sticking into the wooden door frame like a dart, and crumpled the paper into a ball inside her hands. Hands that were suddenly much larger and less human looking than before, the clay of her golem skin becoming more pronounced as she lost her temper. She tossed the wad over to her waste bin, and it bounced out as it landed on a mountain of other similar ink stained lumps of paper, her arms now trembling as she fought to regain control of her form.

A deft knock at the door and the slight rustling of the blinds on it were all the notice she got before Sarina stood in front of her desk, two drinks held in her right hand. She stared down at Minerva, her indigo eyes highlighted by the fierce makeup she wore this evening, a slight smirk on her ruby lips, hinting at the fangs concealed within. Her outfit accentuated her pale skin; an emerald green silk blouse with the top few buttons undone, a loose skinny black tie draped around the collar, the knot sitting just below her clavicle, and a pair of dark work slacks that clung tightly to her hips. “Eric thought you might need one of these,” she said, placing the drink on the desk in front of her, her hand brushing the envelope as she pulled it back, lifting her own drink to her lips with the other.

“I thought you were still working your shift,” Minerva said, eyeing the drink as she tried to will her arms and hands back into her preferred form.

“I am,” Sarina answered, her eyes never leaving Minerva’s. “Eric told me to take my break, then handed these to me and gestured up here. We haven’t seen you out among the patrons for days; I think he misses seeing you out there. I know I do.”

Again Minerva forced the air through non-existent lungs in a sigh. “I’m sorry, it’s just, we’ve had a lot of new people wanting to get registered within the city, monsters willing to live among the humans, or at least, to try to. I’m trying to do my best to help all of them get the best start. There’s enough fear and hatred out there that any help they get could be crucial to their well being.”

Sarina shook her head, her black curls gleaming purple in the office lights. “Dear heart, that’s not the only reason you’ve locked yourself up in here. You haven’t finished the letter to your family yet, have you?”

Her shoulders slumped reflexively, and Minerva reached for the drink, arms still shaking just a bit. “No, it’s been more… challenging than I thought.” She gestured at the waste bin with the hand holding her drink, then pulled it back and took a sip, wincing at the bite of it.

Making her way around the mahogany desk, Sarina put her hand over Minerva’s as she sat on the desktop. “I can see that. Anything I can help with?”

Minerva flipped her covered hand so she could hold hers, then gave it a squeeze. “I don’t know. I’m torn; how do I tell them I’m not really dead, that I’ve been alive, in a sense, since that night, just different from before? And is it right for me to do so now, after all this time has passed and they’ve moved on? They’ve dealt with their grief and feelings of loss, and been able to move forward with their lives. Would it be better to just let them believe what has been their reality, rather than selfishly pierce that veil?”

A loving smile graced Sarina’s lips as she squeezed Minerva’s hand back. “Dear heart, I think you’re allowed selfish desires from time to time. It’s what makes us human. Well, not human, but human? You know what I mean.” She glanced at the mountain of wadded up paper in the waste bin, and grabbed a fresh sheet from her desk before producing the ink pen Minerva had darted into the doorframe with a flourish. “I think what you need is to get your feelings out, to write down all the words you want to say to them, all the things you love and miss about them. Once you do, you’ll know whether or not it’s best to send this or just frame it to remind you of them. But not now. Now, you are accompanying me down to the floor before my break is over. It’s my turn to be selfish, and I would like a dance with you this evening. And I’m not taking no for an answer.” she said as she slid off the desk and onto Minerva’s lap, causing her to blush.

“I think that’s fair,” Minerva answered back, leaning in for a kiss before helping Sarina off her lap. “A little change of scenery might help me figure out just what it is I’m trying to say.”

Sarina led the way, opening the door and letting the sounds of Club Tartarus be heard a bit more clearly. The band had shifted away from their heavier tone of earlier, opting to instead play something a little more relaxed, a song not so much about loss but about love. And as the two women made their way down to the dance floor, the wad of paper last flung towards the waste bin was enveloped in a purple glow, and moved back down onto the desk, no wrinkles or creases to be found on it. In a dark corner booth, a man surrounded by historical figures touched the bridge of his sunglasses. “I believe you were very close with this, Minerva. Let’s give you a second look at it,” Mr. Powers thought to himself, before turning to answer a question of one of his guests.

Category: Blog, Vignettes

How to Overcome the “My Character Wouldn’t Do That” Excuse

April 26, 2021 //  by William Macke

It’s happened to all of us. We’re sitting at the table. Our fearless leader is explaining the world: a beautiful chapel sits upon a hill in a quaint little town, and we have to break into the church and save the minister before a doppelgänger takes over his congregation. The paladin to your left has his great axe sharp and ready to go. Your barbarian on your right is already enraged and ready to go. You’re all one foot out the door, until you realize the rouge in the corner hasn’t budged. When you ask him to tag along, he says the five most dreaded words you can say at a gaming table: “My character wouldn’t do that.”

This is what your character looks like in the eyes of the other players.

It’s the bane of the DM/Storyteller, and in many ways it’s torment to the other players at your table: this little sentence stops all the action of the game. Our friend the rouge has now hijacked the story, and is making the DM scramble to come up with something to either get their difficult character on board or rewrite the story they’re telling on the fly. Imagine if you were the DM: all that time and energy wasted! Muy frustrante

We all come up to moments in a campaign where we don’t think our character would intentionally interact in a scene. It’s challenging: we’re trying to improvise in a character and a world that isn’t our own. We have math and magic to manage. We have ideas about who we’re playing. But here’s the catch: we’re also players in a larger story. It’s our responsibility to collaborate with the other people at the table- even if our initial instinct is to recoil.

Sometimes we’ve got to find a way to justify going into the haunted house, creepy carnival, quaint church. It’s good for the story- and a good exercise for you to get your character out of its shell.

Think about it: have you never done something out of character? Been spontaneous? We do things all the time that don’t necessarily fall into our natural alignments. It gives us a chance to change, a chance to grow. Who knows – you may discover something new about your character – a new avenue that could take your player on a whole new path. We’re always learning new things about ourselves in real life: the challenge is being vulnerable enough to do that with your characters at the table in front of everyone else.

Let the DM take you on the journey. Trust that they’re there to make the overall story work for everyone at the table (including you). Justifying it in the moment may take some getting used to. Take our rouge mentioned above: if they’re an atheist who doesn’t care about the people in the town, it may not be an easy intuitive leap to get them involved. If they aren’t motivated simply by “doing the right thing,” we’ll have to try a little harder to get them interested. Are they fans of espionage? Maybe they can use the time in the chapel to research for a new clergyman identity. Are they interested in making new contacts to expand their spy-network? Church communities often bridge all socioeconomic/racial backgrounds within their towns/cities, and can serve as vital intel and gossip centers for the rogue. If nothing else, churches often house valuable relics for the amoral coin-driven rogue with sticky fingers. All these options make for a better story (and character development) than refusing to partake in the adventure.

Who knows? While they’re there they may develop a conscience and donate to the church. Or not. But you’ll never know if you sit in the corner of the tavern, sulking in your ale.

Category: Blog, Game Theory

Welcome to USP

April 26, 2021 //  by Alexander Thomas

Greetings traveler and welcome to our little corner of the internet! Thank you for visiting the new central hub of the Untold Stories Project. This website is the next step in the evolution of our project and I am so excited that we can finally unveil it. We began USP just over a year ago and in that time we have accomplished a lot and learned even more. I wanted to take some time to introduce who we are, celebrate what we’ve done, and discuss some of our future plans.

So what is the Untold Stories Project? We are a group of gamers dedicated to bringing attention to the games and voices that don’t receive the attention they deserve. Games that don’t have millions of dollars for their marketing budget or a cast of voice actors with thousands of weekly viewers. We want the world to know that there are other ways to describe RPGs than “It’s like D&D but with superheroes.” We also want to showcase that the gaming community is diverse and has a place for everyone to play. Gaming is for everyone.

USP has done this in the past mostly in one way: by broadcasting a variety of systems weekly, either on Twitch or through our podcast. That has been a great foundation for the work we want to do. I’d like to acknowledge the triumphs of the last year below:

  • Seeing a number of great systems receive full seasons on our Twitch channel including: Mutants & Masterminds, Werewolf the Apocalypse, East Texas University, and Fallout Wasteland Warfare.
  • The first season of our podcast Something… Something… Dragons which has been a wonderful look at the joys of discovering tabletop RPGs with all of the emotions that go along with that experience. Aaron and the Rainbow Squad have been doing amazing work every week!
  • Our Monday One Shots in November and December which allowed us to show even more games and featured some guest GMs! We got to see Honey Heist, Alien the RPG, Fate, Star Wars FFG, and Blue Rose.
  • Running an official Gen Con livestream.
  • Having several of our team members interviewed on other channels and podcasts including Wisdom Check, Mutants and Masterminds Monday, and the Story Told podcast.
  • Reaching affiliate level on Twitch.
  • Opening our merch store.
  • Getting our own DrivethruRPG Affiliate link.
  • Producing episodes of Story Forge for YouTube to showcase character creation for a number of systems.

I’m incredibly proud of all the hard work the team has put in this year, and I am so grateful to those of you who have supported us along the way. This work has given us a great base to build from, and we have some intense building going on.

Here are just a few of the things to look forward to in the coming year.

  • This website! You’ll be able to learn anything you could want to know about what we’re up to or what is coming next by joining our mailing list below. We won’t blow up your inbox or anything, but this will be the place we post our announcements first. This can be announcing new shows, new blog posts, auditions for players and GMs, contests, and just anything that we need to let you know about.
  • Our blog! Our team has been hard at work producing all kinds of content for this blog and in the future we will open the doors for guest bloggers to post articles as well. We’re going to cover all aspects of the RPG experience here, and our intention is to release at least one post a week.
  • New shows! We have all new content releasing including our Tuesday night Blue Rose game and our Wednesday night Monster of the Week game. Netherwar will continue for a while longer on Monday nights.
  • Contests! We are going to be hosting some competitions with prizes for our community. We’ll have more information on the specifics soon, but keep your eye here on this space.
  • USP RPG supplements! We will be producing some of our own content including adventures, monster statblocks, maps, anything else we can think of. We’ll let you know more soon.
  • Conventions! We will be present at a few in-person conventions this year, running panels and adventures for con-goers. We’d love to see you in person at either Origins or U-Con 2021.

That is sort of the state of USP right now. Thank you once again for your continued support this past year. I am so excited for the year ahead! Take a look around the site while you’re here. Sign up for the mailing list. Most of all, happy gaming and we will see you soon!

Category: Blog, State of USP

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