Showing posts with label balance. Show all posts
Showing posts with label balance. Show all posts

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!

Like, Follow, and Stay in Touch!


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!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my cat noir thriller Marked Territory, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, July 6, 2020

Party Balance is Mostly a Myth. Instead, Ask How You're Challenging The Party

A concept that I've seen a lot of DMs talk about from games all across the board is the idea of party balance. One member of the party is too good at something, or one member is falling behind everyone else, so they feel like the have to somehow bring the PCs more in-line with one another. Maybe they want to nerf some of the fighter's abilities so they don't deal so much damage, or they want to take away the wizard's access to certain spells. Maybe they want to completely remove sneak attack, smite, or rage because it's throwing off the balance.

I say this now, knowing that it is not a popular opinion in some circles. Stop that. If one player picks a role and chooses the abilities, equipment, feats, etc. to excel in that role, do not punish them for that. Instead, you should be focused on the overall challenge that your party is facing, and asking what you can do to make sure that everyone is contributing, and working together.

Well... that's that encounter, I guess...

You Worry About Your Side of The Screen


As the dungeon master, you have the ability to alter time and space, and to craft challenges to suit the party that's actually at your table. And having both been a dungeon master, and run my share of campaigns, I can tell you there is often nothing easier than presenting a challenge where everyone can participate, contrary to popular belief.

Trust me, the numbers are in your favor, here.
Let's take one of the more common scenarios where people decry "balance" as an issue; one member of the party deals significantly more damage than everyone else, and almost never misses due to a particularly high attack bonus. As such, whenever there's a fight, they slay the enemy before anyone else gets a chance to do anything. Now you're frustrated because if you bring in an enemy powerful enough to stand up to the fighter, the barbarian, the paladin, or whoever is your party's heavy hitter, it's going to be too strong for the rest of the party to handle.

That is not actually a problem. All you have to do is provide more than one enemy, and suddenly you have gone from one monster getting gut checked into the stratosphere, to a team V. team scenario.

This is, and I speak no hyperbole, the most basic fix that a majority of DMs seem to completely gloss over when looking for other options. Because even if your party's heavy hitter is a monster truck that runs on the blood of the innocent, they cannot be everywhere at once. So even if you have a demonic champion in black armor with a balefire sword, all it takes is throwing in some hellhounds, or a small contingent of winged demons, and now everyone has a dance partner. The archer can shoot down the fliers, the bard can provide inspiration and sling spells, the rogue can take advantage of distracted foes to down them, and so on, and so forth.

You should know who in the party is capable of doing what, and make room in the adventure so that everyone can shine. Give the scholars opportunities to use their knowledge, and to find secrets that aid their companions. Give the melee bruisers plenty of chances to flex, have some chances for the skulkers to sneak around and be stealthy, and be sure the ranged specialists get an occasional Legolas moment here and there.

But don't expect one member of the party to be able to handle someone else's job. Because that's why you have a party in the first place.

Everything is Strong in Some Circumstances


Every character will have scenarios where they are at their best, and others where they are... shall we say less useful.

Some are less useful than others.
The most obvious scenario is your paladins and rangers. If you're fighting undead and demons, a paladin is going to be at their most powerful. If the ranger is facing off against their favored enemies, they become holy terrors. But take them out of that scenario, and they are nowhere near as potent. They can still hold their own against a team of neutral mercenaries, or automatons, but they aren't going to shred through the encounter the way they otherwise would.

But what about scenarios where you need to find traps? Lie to guards? Find a hidden route into a fortress? Identify the different pieces of a spell? Win the attention and friendship of a noble patron? These things may not be the scenarios where those characters' skill sets shine.

I said this back in Challenge Rating is Just a Number, but it bears repeating; every character is going to shine in the scenarios where its abilities are more effective. When designing a challenge for your players, you need to ask who is going to be in the spotlight for a particular situation, and to make sure that even if one person is taking point on it, the others can still participate.

Because even if the barbarian is rushing in, greatax swinging, they shouldn't be able to solo a fight. The wizard or the sorcerer, with all their arcane might, should not be able to conquer the enemy fortress without the aid of their companions. The bard and the rogue, with all their skill and guile, shouldn't be able to handle a challenge without their companions to watch their backs.

The party exists because no one character should be able to handle every, single challenge. Each member should have something unique they contribute, and as a dungeon master you should worry more about ensuring the challenge you offer has something for everyone, and less about whether one particular character is "too good" at one thing.

Because that's their role... but it shouldn't be the only role that needs to be filled for the story to progress.

Also, while I have the DMs here, check out my latest supplement 100 Secret Societies from Azukail Games! It's already gone Copper at time of writing, and whether you need organizations to help or hinder your party, there's something to get the wheels turning between these pages.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!