Showing posts with label table. Show all posts
Showing posts with label table. Show all posts

Monday, January 18, 2021

Game Masters, Make Sure You Run The Setting Everyone Agreed To Play

This Monday I'd like to take a moment to address all the game masters out there. This applies to all of us, no matter which systems we prefer, or what settings we use. I want all of us to take a moment, and ask ourselves a simple question regarding our games.

"What is in the setting?"

"Whatever I say is in it," is not an appropriate answer.

This isn't a rhetorical question, either. Because I can tell you that the worst arguments I've had with game masters and storytellers across the board has been over what should be a simple, fundamental understanding. But there are a lot of us who bring our own preconceptions (and sometimes our misconceptions) to the game, and that can cause serious problems when the game you're trying to run is not the game everyone else showed up to play.

I'll give you some examples in a minute. Before that, though, take a second to sign up to my weekly newsletter so you don't miss any of my updates! And, as usual with discussions like this, those who completely make their own worlds and settings, you are mostly excused from this... provided, of course, your settings remain consistent once the game actually begins.

Magic, Technology, World Canon, and Tone


There is one example for what I'm talking about that I come across basically every other week due to the parts of the Internet in which I live, and it is game masters who are running Pathfinder games who seem to have confused Golarion for Middle Earth in terms of just exactly how rare spellcasters, magic items, non-humans, and other fantastical elements of the setting happen to be.

Because, in the minds of these game masters there should only be a few actual spellcasters in any given region of the world. Non-humans should be weird and unusual sights, often stoking panic, unless we're specifically in places where they are the dominant species. Magic items are rarities never seen by the common citizenry, and they are only to be wielded by those of great wealth or power.

And absolutely NONE of that describes Golarion as it's written. At all.

Seriously... it's all in the books.

You don't have to delve deep into the setting guide to realize these things, either. Golarion as a setting is a bubbling cauldron of high magic nonsense and insanity! Practically every nation of note has a mage's college of some variety (telling you there are enough students year after year to fill the ranks of an academy), there's an entire region that's filled with a semi-permanent gateway into the abyss (depending on if you completed Wrath of The Righteous yet or not), a fascist government literally propped up by the forces of hell, a nation of nearly-endless night watched over by a Hellraiser-style god, a meteorite that can allow someone to transcend mortality... you get the idea.

Golarion, as a setting, is meant to be a kitchen sink of nonsense and possibility. Your party might have a sorcerer birthed in a graveyard who wields the forces of death, a one-eyed gunslinging paladin, a barbarian with a great ax and a cybernetic arm he took from a robot he fought in a crashed spaceship, and a druid who has reincarnated for nearly a thousand years to maintain the eternal balance of nature... and none of that is outside the setting canon. It's all in the game, right there in black-and-white, often with specifically laid out paths and options for players to use.

It's not a low-fantasy setting, but if you approach it like one it will feel like you're trying to run a totally different game than the players agreed to if they're going off what's written in the book.

Oh don't worry, I've got more examples.

I see this sort of attitude in World of Darkness and Chronicles of Darkness games all the time, too. A storyteller is running a game set in the modern day (or even back in the late 1990s), but when players start tooling up with high-caliber weaponry and body armor instead of using diplomacy, stealth, or even a more magical route (for characters who have access to unique powers), suddenly the ST starts making all sorts of noises about how those options aren't available, or won't work. Rather than rewarding the players for using the options presented in the game, they instead want to get salty about how a riot shotgun or an incendiary grenade suddenly let the players dole out a lot more harshness than they'd anticipated, reducing a threat to ashes... even though it is precisely those modern advances that makes regular mortals the most dangerous things in the setting (in large enough numbers, anyway).

Shady arms deals and flying lead are as much a part of the setting as smoky backrooms and drippy sewers, and while there should be complications (illicit arms require time and resources to acquire, they tend to draw a lot of attentions, enemies will escalate the same way the players do, etc.), just denying that this is part of the setting doesn't make your game better. It just discourages players, and highlights what routes you will and won't accept for solving problems as the ST.

Perhaps the most common example of this that I come across, though, is when the person running the game changes the setting history and tone without checking with the players to be sure they're on board with that fundamental shift.

This can take all sorts of forms. From instituting new tribal social bands and customs for Werewolf: The Apocalypse, to declaring that the god Aroden isn't dead in Pathfinder (or in more extreme situations that Zon Kuthon was never corrupted to become what he is now), to cutting out all of the loss of humanity and horror elements from Vampire: The Masquerade so that it feels more like Assassin's Creed with fangs, I've seen this happen in a dozen different ways across a dozen different games.

Now, I'm not rendering judgment on these changes. If they're what you want to do to make your game more enjoyable for your table, shine on and do your thing... but talk to your players before you make changes that they're going to have to deal with.

Communication Really Is Key


The first rule of RPGs is that you can always change the game to suit your table... but that needs to be done with the approval and consent of your group. It's a fundamental aspect of the game that you all need to be on the same page about before you go forward, because if you're not it's going to lead to nothing but problems as surely as if you said you wanted to run a political thriller and your players rocked up to the table with the A-Team.

I can be diplomatic. When I want to be.

So before you change anything you should have a clear understanding of what's actually in the book. Then, once you understand the game, setting, lore, mechanics, etc. as they exist, you can discuss what you want to change, limit, alter, and tweak to make things work the way you want them to with the players around your table.

Just remember that it is your responsibility as the person in the big chair to communicate to your players what is going to be different... and what is going to be the same. Because if you ask someone, "Hey, want to join my Masquerade game?," but you don't tell them that you're running it more like a superheroes-with-fangs setting, then a player who showed up expecting body horror, angst, drama, and the dark midnight of the soul is going to be less than pleased.

My two cents, the more you're going to change, the better you need to understand the game, and the more communication there needs to be. Because just altering some notes in tone, or changing one or two minor details probably isn't going to be a big deal... but the more fundamental your changes are, and the wider the ripples go, the more important it is you have your players' full buy-in and support.

Trust me... it's better to check twice than to just assume people will go with it, "For the good of the game." Because players only have so much trust, and that's not a currency you want to spend casually.

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!

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Monday, January 7, 2019

Make Sure Your Character Is As Fun To Play With, As They Are To Play

We've all had to deal with that one social event that just ended up becoming too much of a chore to handle. You know, like when you first met up with this group of folks down at the local bar. They got together every Thursday, and had a good time. Then Brian decided to join you. He was Sharon's friend, and you figured you'd give him a chance, but you just don't like him. From the way he drinks too much, to how he can't hold his temper, to how he always expects someone else to cover his tab, he's just not worth the trouble.

At first you just felt more tired than refreshed after your night out. But then you felt actively stressed by it. You started skipping an occasional meeting, and noticing others doing the same. Finally, you just couldn't take it anymore, and made some excuse before you never went back again.

And that, friends, is why I walked away from that table, and never looked back.
Cool story, but what does it have to do with gaming? Everything, since you ask.

Because a lot of us have been Brian. The problem is that because we are having fun, we don't always look around and notice that no one else is. Whether it was that dashing swordsman Jacques who was constantly trying to get into the pants of the rest of the party, the vindictive priest Grumheld who refused to heal anyone unless he'd been praised or bribed, or that sour-faced thief with the cheek scar who never even told anyone his name, but stole everything that wasn't nailed down and blamed the rest of the party for the crimes when he got caught, you got so wrapped up in your own fun that you forgot this is a team sport.

Which is why it's important to look around, and make sure everyone is on the same page as you.

Is Your Character Someone You Want To Spend 4 Hours With?


Have you ever stopped, and asked how much time goes into a campaign? Not on the prep side, but just in how much time you're spending around the table with the rest of the group?

Time to break out the spreadsheets!
Let's be generous, and say that your group meets every other week, and that your sessions are roughly 3 hours long each. That doesn't seem like much, does it? But given that campaigns on that sort of schedule can run for up to two years, let's crunch the numbers.

That's 6 hours a month, 72 hours a year... so roughly 144 hours of exposure time.

Ask yourself if your character is someone the rest of your table wants to put up with for three hours at a time. Then ask if seeing this character month in and month out, and knowing that the player is going to have to deal with someone abrasive, rude, confrontational, or just plain stupid is going to be a good time for them, as well as for you.

Then, if you've identified a problem, find a way around it.

You Can Stay True To Character, And Still Be Fun


This is usually the point at which a lot of players with problematic characters will turn up their nose and demand to know why they should play totally different characters than the one they want to play.

Aside from the fact that ruining everyone else's gaming experience just to get your jollies in makes you kind of an asshole, you don't have to sacrifice your concept to play someone that's sunshine and rainbows all the time. Just file the rough edges off so you aren't constantly pricking everyone else at the table.

If you're going to be a little prick, at least be endearing about it.
If you have someone who is going to be a strain on the rest of the table's patience, the key is to turn that negativity toward the NPCs as much as possible, and to make it clear that even if your character may be hard to like sometimes, he does his job, supports the team, and helps everyone accomplish their goals.

Take your angry, grizzled, confrontational hard case (more commonly referred to as a Wolverine homage). To make this character easier on everyone else, find a reason to be on their team. Maybe you and the paladin go way back, and he saved your life from orcs in that trench, so even though you feel like you're babysitting most of this group, you still respect him enough to try to keep this team alive. Maybe the tough exterior shows a crack or two when one of your team goes down, and you go into a frenzy to save them before dropping to your knees to provide first aid, swearing a blue streak about how no one dies on your goddamn watch. Not anymore. Or perhaps when the wizard saves your bacon with a well-timed lightning bolt, you buy him a drink and give him a gap-toothed smile before telling him, "Ah, I guess you're all right for a wand-flicker."

You can use this same logic on any concept that causes friction at the table. Your thief's light fingers causing a problem? Make it a point that he never steals from anyone he works with. You could even give him an honesty streak, or make it a pride thing so that he would never even consider letting someone else take credit for his jobs... even the botched ones. Is your half-orc with rage issues causing too many messes? Consider that he's in a different culture, and he needs to understand how issues like this are solved here. Talk to a fellow party member and run a whole sub-plot where Garag Skull-Cleaver learns that the law of the jungle does not apply in towns, and he needs to learn the laws of this new land if he is to be a champion here. Or make him more child-like than actively aggressive, looking to his party members for the sign that it's time to play the fight game.

Whatever it is, make it so that the rest of the table can get in on the action. Whether it's, "crotchety grandpa dwarf decides we're all his adopted kids now," or, "Krunk learns to use his words," or, "that one time Black Fingers decided to steal presents for friends who couldn't afford them," the key is to make it so that it's not just you having fun and everyone else dealing with the fallout. Be a catalyst that lets everyone play as a group, and you'll find that your table will not be able to get enough of your characters; even the grim, dark, foreboding, or brutal ones.

If you enjoyed this, then you might also want to check out:
- 5 RPG Characters We Should All Stop Playing
- 5 MORE RPG Characters We Should All Stop Playing

That's all for this week's Moon Pope Monday installment. Hopefully it got some wheels out there turning. Anyone else have actionable tips? If so, leave them in the comments below!

For more of my work, check out my Vocal and Gamers archives, and head over to the YouTube channel Dungeon Keeper Radio! Also, to check out books like my sword and sorcery novel Crier's Knife, make sure to stop by My Amazon Author Page!

To stay on top of all my updates, follow me on Facebook, Tumblr, and Twitter. And to help support me, consider Buying Me A Ko-Fi, or going to The Literary Mercenary's Patreon page to become a patron. Seriously, it's the best way to make sure I keep getting content just like this from my hands, to your screen!