Monday, November 23, 2020

Game Masters, You Must Get Player Buy-In If You Want To Control Their Stories

The way a tabletop game is set up is that the players control their characters, and the game master controls basically everything else. Because the player characters are the only method of participation in the game that the players have, they tend to fall under the sole control of the players themselves. Whether they want to give their characters green hair, or make them half-elves, or go into excruciating detail on everything from the skull-shaped buckle on their sword belt to the patched whipcord of their trousers, at the end of the day their characters are the only thing the players can really control.

And if you want to limit that control as a game master, then you need to really take a moment and sell the reason for that loss of control to your table. Especially if you don't want them to collectively fold their arms and refuse to take one more step forward until you get your hands off their agency.

Never assume buy-in. Ever.

As game masters we sometimes get so caught up in our own "brilliance" that we forget we need the rest of the players to actually make this game work. And before I get into an example, remember to sign up for my weekly newsletter so you don't miss any of my new releases or upcoming projects!

One Man's Meat is Another Man's Poison


For those who've played this game...

If you've looked into playing Strange Aeons pictured above, then you probably understand the simple gimmick it has. For those who aren't familiar, this entire adventure path is meant to explore the Cthulhu Mythos aspects that are baked into the Golarion setting for Pathfinder. Elder gods, ancient cults, bizarre prophecies, horrific visions, and so on, and so forth. And when the game starts off the players are in an asylum, unable to remember the recent past. They don't know how they got there, how long they've been there, or what's going on. A large portion of the early part of the campaign is investigating their own pasts, and finding answers to these questions.

Now, I have not read the campaign books, because I'm still hoping to play this game and I don't want to spoil things for myself. However, in the player's guide it tells you very explicitly that this amnesia is for the past several years (up to a decade, I believe). As the game is written, the characters do not awaken with total amnesia, piecing themselves together from nothing as the game goes on.

However, I have lost count of the number of game masters who've said that's exactly how they want to run the game. Not only do they want to be the ones who create the stories of every PC, which the players will discover over time, but they also want to be the ones in charge of their character sheets. Everything from which classes a character has levels in, to what feats they have, to what spells they know, is already pre-set, the same way their stories and identity are... it's up to the players to "discover" it, which is the central conceit of how they'd tell the story.

Just put on the mask, trust me, it will be fun!

I guarantee you right now there are some people out there who think that sounds like an amazing game to play. They would be totally down for a full mystery and uncovering all the boxes on their character sheet as they play, in addition to who their character is and what brought them to such a bizarre and dangerous place.

And if that's a version of the game you would love to play, then I wish you godspeed in that endeavor!

However, you need to make sure everyone at your table is equally enthused for playing the game with that twist before you get started. Because if you want that kind of control over the characters people are going to end up playing, you need to get people to agree to give it to you. Because if a player is more interested in telling their own story as part of the campaign, there might be no faster way to kill any interest they had in being a part of this particular table than to take that away from them.

Communication, As Always, is Key


Playing a tabletop RPG is a collaborative process. Everyone needs to build off of everyone else, and all persons at the table need to be on the same page regarding what's allowed, what the limits are, and where things happen.

And if you want to try something a little unconventional or unexpected as a game master, then you need to make sure all of your players agree to it, and that they're just as enthusiastic as you are about it. Otherwise you're going to be in for a bad time.

Or, at the very least, some awkward questions.

There is a line down the middle of the table. You, as the game master, have control of everything outside a player's bubble. If you want to reach into their territory to change something then you're going to have an easier time if you ask permission and work with them than you are going to have trying to force that change.

Because if a player has no agency in their character's actions, and they aren't contributing to their character's story, it's very likely they'll take the only action left to them and push back from the table entirely to find a game where they are more of an active participant.

Also, if you haven't been keeping an eye on my latest releases, you might have missed the news on the following:

- 100 Stargazer Kinfolk: The encore piece for my 100 Kinfolk project for Werewolf: The Apocalypse, this was the one tribe left out of the initial project that readers demanded. So I decided to give it to them!

- 100 Sci-Fi Mercenary Companies: For folks who enjoyed the supplement 100 Random Mercenary Companies for their fantasy games, I decided it was time to do a far future version for my sci-fi gamers. There's at least one more supplement like this that did a genre hop, so stay tuned!

- Captain America is Chaotic Good: The latest installment in my Alignment Deep Dives, this one has led to some... spirited discussion, shall we say? So stop in and give it a look!

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That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

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