This is going to be one of my relatively rare gaming posts, but I think it also has some pertinence in fiction, so buckle up your Chain Mail +3 Vs Geekery and here we go:
I wanna complain for a while about Clerics in D&D.
Okay, okay – that was perhaps too harsh, allow me to rephrase: Clerics’ role in D&D parties is a terrible one and I hate them for it. I’m all for playing devoted followers of this or that god (you won’t hear me complaining about paladins, for instance) and I think a divine-oriented campaign or party or adventure is pretty cool. What I don’t like is all the healing magic.
One of my central tenets of GMing is that players have the most fun when they are the closest to destruction. The corollary to this rule is that players work the absolute hardest they can to avoid being close to destruction. This central paradox constitutes the GM’s primary obstacle to creating a fulfilling and sensational adventure. You want to press them, make them desperate, force them to come up with the most outlandish and riskiest possible solution to their problems while, at the same time, they are working feverishly to prevent that from ever happening.
If the players of the world had their way, every dungeon crawl would be a methodical slog in which everyone left with approximately the same hit points they had when they went in. They would win every combat by a country mile. They would save the day with effortless flair and exact revenge on their enemies exactly 24 hours after being wronged. And then gaming would be (and sometimes is) terribly, terribly boring.
The cleric aids and abets this goal of the players. Work really hard to get them desperate and clawing for supplies? The cleric’s gods waves away their exhaustion and heals their injuries. Blind a guy? The cleric’s gods give him back his sight. Kill a PC in an earth-shattering climax? The players are only a brief prayer session away from getting the dead guy right back.
Players love clerics. They love them to the point where, when a D&D party is forming and everybody is making their characters, there’s always somebody who looks around the table and asks “so…which one of us is gonna be the healer?”
Now, whenever this is said, I always (always) say “you don’t need a healer to be an effective team” or “sometimes it’s more fun to not have a healer.”
They never, ever believe me. Not once in 25 years of GMing.
And the real tragedy of it all is that, frequently, nobody really wants to be a healer. They’d much rather be a wizard or a rogue or a paladin or something. They had this cool idea for a halfling barbarian and then they looked around a realized they wouldn’t have anybody throwing healing spells and shrugged and said “well, all right – I guess I’ll be some guy with a bald head and a mace.” This is so, so sad. You’ve got this group of players who “take one for the team” so they can play a character class that actively reduces the chances of things ever getting interesting.
Now, I should point out that there are exceptions to this. There are players who cook up interesting cleric characters and play them in an interesting way (I just ran a campaign with a viking-esque tempest cleric who was pretty cool, it must be said), but these I’ve found to be in the minority. Instead of playing their hearts (and thereby being really, really invested), they play cautiously, making sure to heal up everybody before they get into a scrap, making sure they’re there to prevent anything dire from really happening.
As long as the cleric has spell slots, you are working with a net. As long as you are working with a net, things don’t get “real” (as the kids say). If all the damage you have sustained can be waved away, why were you scared of being gored by that minotaur in the first place? When you play a game like D&D strategically, you can very easily kill the drama. At minimum, you make it way, waaay more difficult for the DM to present you with challenges that test your ingenuity. And challenges that test your ingenuity are the things that you wind up telling stories about later – the sessions you remember forever and which you identify with the most excitement.
There is an analog here in writing, too. Beyond simply healing magic, you need to be cognizant of consequences in your fiction. You need to make sure that the danger is real and that your protagonists don’t deal with it too easily. You need to yank their safety nets away so the audience is hanging on the edge of their seats. So, if you do have world with magical healing, you need to make sure it is associated with the proper sets of complications and consequences that make things interesting. In my Saga of the Redeemed, for instance, I have Tyvian saddled with the Iron Ring, which has very, very potent powers of rejuvenation and endurance associated with it, but that power comes with strings attached (Tyvian’s behavior) and has a variety of costs. Even when he does heal people with it, it creates problems more than it solves them.
Now, such dramatic flourishes are difficult to accomplish in an RPG, but one thing is pretty easy: next time somebody asks who is going to be a healer, volunteer.
Make yourself a Trickster Cleric with NO healing magic.
Make a rogue who practices quack medicine.
Make a druid who specializes in health food (more goodberries, anybody?).
Go into battle without a cleric, and trust the GM and your fellow players to come up with some seriously memorable adventures that won’t be easy, but will be a hell of a lot of fun.
This is going to be partly a writing post, partly a gaming post, and partly a literary post. I don’t outline these things, so who the hell knows what’s going to happen next. Let’ start with… (throws dart) literature. Okay, so the past few years I’ve themed my Lit Survey class around the Hero’s Journey (mostly Campbell’s Monomyth, etc.). Inevitably, we start talking about superhero movies in the class, as superhero tales are the ones most recognizably Campbellian in form. While I do like these movies (overall), after reading hundreds and hundreds of pages of student work on Calls to Adventure, Crossing the Threshold, the Normal World Vs the Special World and so on and so forth, I tend to get bored with the whole thing.
Now, as it happens, it’s rather difficult to escape the basic rhythms of this story form, particularly if you intend to tell a story involving a protagonist intended to be even vaguely heroic – this stuff is deeply ingrained in our collective unconscious and our ideas of story. Inevitably we wind up following some variation of this path – both in our reading, our own writing, and even at the RPG table.
The challenge, though, is to resist the urge to paint by the numbers – follow the journey, step by step, like a kind of roadmap. While you can tell some very competent tales that way, you also fall into being predictable. Spend enough time with this structure, and things cease to amaze you, which is, frankly, a terrible loss.
Of course, totally diverging from this format has its own problems – the story becomes unsatisfying or strange to the point where you no longer connect with it. Kafka, for all his brilliance, isn’t telling stories that delight and engage so much as confuse and confound. This has its place and its own appeal, naturally, and I’m not suggesting the avant garde, post-modern, or abstract tale is a worthless endeavor. It’s that if you want to tell a heroic story but you also want to make it new, you need to find variations of the monomyth that are poorly traveled. There are many ways to do this, of course – shake up who your hero is, shake up the setting, shake up the stakes, and resist hitting the steps of the story “cleanly.” If you want a master class in how this is done, watch any given Cohen Brothers film – they are regularly, consistently unusual and amazing, even though, in broad terms, they are (usually) telling the story of a central character who is yanked from their normal world, sent through an ordeal, who then returns to the normal world somehow changed and enlightened. They just do it in the messiest, most bizarre way possible.
In tabletop RPGs, there are dangers in rhythm, as well. The standard form is this: Players receive a call to adventure, they delve into the dungeon and slay monsters, and they are rewarded with treasure. In D&D in particular, this is what we sign up for, right? But there is only so long this can happen before the game gets old. Too many gaming sessions can be described as “role-play, role-play, kill little thing, argue, big battle, treasure.” I fall into this routine myself. There are plenty of games out there that don’t lend themselves to this, sure, but plenty more that do, I’d argue. Even in those games that don’t do this, the danger of routine still looms large, it’s just that the routine changes.
I say routine and rhythm is “dangerous” because it risks, to my mind, what is ultimately fatal to a book or game alike: becoming boring and predictable. Nobody wants that. Nobody wants things to go smoothly and perfectly all the time (even when they say they do) because it kills the excitement of the unknown. For gaming, as with storytelling, this requires you to consciously seek variations on a theme. Break the mold. Have the dungeon be empty, but have it lead players on some different, deeper quest. Have the monster be absent – it’s back at the village, killing and eating all those people your players are sworn to protect. Never forget the narrative fun that can be had with a cursed item (note: not for making players look stupid, but for giving them benefits that have extreme costs. Yes, that’s a +5 sword. No, you can’t ever sheathe it or wipe off the blood. Enjoy visiting the orphanage.). Have the players be wildly overmatched to the point where they need to flee the dungeon (and make it back through all the deathtraps backwards). Have the adventure involve no dungeon AT ALL. Have the players save the town from a flash flood. Drop them in a desert with no food or water and watch them scrabble to survive. Make one of them king for a day.
The point here is that, as important as the forms and rituals of our storytelling world are to making our stories satisfy, we also need to remember that variety is the spice of life. Break the mold. Change the dance. Improvise.
This is a gaming post; I know, it’s been awhile. Recently I’ve been running a D&D 5th Edition campaign (set in the Greyhawk world – my personal favorite) and, while it has been going relatively smoothly, I’ve run into a minor problem: the PCs are just too dang good at things. The lot of them are floating around 7th level at this point and every time I try to send them a challenging encounter, I have two options:
- The Encounter can end in 35 minutes or less, or will be way too easy (snore).
- The Encounter will be challenging and threaten them, but will involve tons of creatures and take more than an hour (snore).
Sometimes I don’t even get that.
Now, this isn’t a post bemoaning game balance, but it is a post about game systems and campaign theory. A lot of players like having encounters that don’t seriously threaten their character’s survival. You waltz through the dungeon, take a few hit points damage here and there (quickly replaced by the healer), go outside, take a nap, and BAM – back to 100%. If that’s the game you want to play, then fine. Personally, I think that kind of play is dreadfully boring for everybody. Without risk, there is no drama.
So, what do you do, as the GM, to create a sense of peril? When I have a Fire Giant loom on the horizon, I want my players to be actively concerned. I want them to feel like they could very well be pounded flat. Thing is, by 7th Level, a party of 4-5 PCs don’t have to feel that way about a 20-foot giant anymore, and I consider that an issue. The answer seems to be “more giants,” but soon the plausibility of the encounter begins to create problems. The image of five giants swinging giant swords at targets that stand about knee-high seems…stupid. For that reason, my current experience of 5th Ed D&D (while fun) has been mixed.
Of course, you can go the other way entirely. Consider the game Riddle of Steel. It boasts of the “most realistic combat system in all of RPGs” and, honestly, I have to think they’re right. The problem, though, is because it is so realistic, people die all the goddamned time. Like, seriously – one goon whacks you in the temple with a two-by-four and your character is down for the count and likely permanently disabled. While this certainly ups a sense of risk (one guy pulls a knife and shit gets real really fast), it also forces players (who are inherently conservative folks, anyway) to start acting like real people. Everybody becomes more polite, they don’t do stupid things like “storm the castle,” and, hell, if I gave them the option, about half of them would settle down with a good woman in a town somewhere and sell dry goods. Adventure wouldn’t happen.
There is that sweet spot, though – right in-between “too easy” and “too deadly” – that spot where really, really cool stuff happens. Old school Shadowrun was like this: get shot, and you felt it, but otherwise you were awesome and it was really hard for mooks to shoot you (though, it should be noted that recent editions of the game have really made it safer to run the shadows, even with bullet wounds). Of course, this isn’t just dependent on game system – I firmly believe you can make a game ride this edge with enough forethought and planning, though it is harder in some games than others. In every game I run, that’s the goal: keep things dangerous enough that the players feel the risk, but keep them safe enough that everybody doesn’t die of dysentery or are knifed in an alley by a pickpocket and bleed out. Of course there are variations, too – some games, depending upon concept, are more or less fatal and that’s fine – but the edge between the two is the golden sweet spot, for me.
I can expand this idea, by the way, to include fiction, too. Good adventure stories need to find this zone, as well. Stories where everybody is worthless and dies are usually just dismal whereas stories where the proverbial “Mary Sues/Stus” just gaily tramp to victory with no cost to themselves or others are pretty dull. If you want players or readers on the edge of their seats, you need to work them up to it. It takes some doing, but I’ve found both in writing and gaming that anytime this is done well it makes for a memorable experience.
It ain’t easy, though.
Last night I finished up my involvement in a D&D campaign run by my friend, Fish. It ended poorly for my wizard, the elderly Baltigast – he took a pair of bad draws from a Deck of Many Things as a last ditch effort to recover his lost power and prestige, and instead wound up a toothless old madman without a penny to his name. Ah well.
Tomorrow, I start running my own D&D campaign (which was the reason I left Fish’s game – I like running better than playing, and I can’t wait anymore). So, today, in memory of those PCs who came to bad ends and in anticipation of those PCs who are going to, let me tell you some stories about the miserable ends some of my players have fallen victim to over my 23 year history of running RPGs.
In no particular order:
Barooza, 3rd Level Half-Orc Berzerker, Amedio Jungle, Oerth
Barooza foolishly drank an Elixir of Madness, making him…unreasonable. An unreasonable berserker in a dungeon crawl is a dangerous prospect, and so the other players tied him up. Now, however, they had a thrashing, 250lbs half-orc to carry around, and nobody felt up to it. “Hey,” said the pirate, “I’ve got this Bag of Holding! We can just stuff him inside and carry him around!”
Yeah, that Bag of Holding? Actually a Bag of Devouring. They stuffed poor Barooza in head-first, and he only had time to scream once before he was consumed by an extra-dimensional predator. Bummer of a way to go.
Wheeler, 5th Level Mage, Crystalmist Mountains, Oerth
The party was in a large, hollow tower. They could scale the walls up to the top, but the walls were crawling with nasty critters that would try to eat them. The alternative? Well, Wheeler wanted to levitate straight up the middle of the tower and, once he reached the walkway at the top, he could let down several coils of rope for the rest of the PCs to scale. The trouble, of course, was they hadn’t really done the math on how far Wheeler could levitate for the duration of the spell and whether that would be sufficient time to reach the walkway. It was not – he came in ten feet shy. He then fell a couple hundred feet to his death. At least the prophet at the top was good enough to resurrect him.
Mac, Sergeant, Xplore Corporation, Abandoned Eridani War Cruiser, Fornax Galaxy
The party was being shot at from the floor below by war bots that were pumping plasma up through the deck plating, leaving molten holes in the steel floor. Mac attempted to drop a grenade through one such hole, but instead of dropping it through, he decided this was the time to play a game of hoops. He shot from half-court, the grenade took a very bad bounce, and landed at his feet. Boom. His internal organs were pulped, and so ended Mac.
Nameless XF Inc Mercenary, US Naval Base, Lone Wolf Planetoid, Wolf-359
So, after attacking an armored US Marine with a kitchen knife (and barely surviving), he and his compatriot were cut off in the detention wing of the facility, with their only possible escape route being a cargo elevator. Into the cramped elevator they crammed and slowly began to ascend to the laundry room, however, the marines had reached the elevator and were guiding it back down. The elevator was a cage, and there was just enough room to stick a pistol out to maybe shoot out the counter weights to release the elevator. The other guy took the shot. After much random ricocheting, the bullet hit the mercenary between the eyes.
Major Russ Carmady, Olympus, Groomsbridge 1619
Major Russ was a big fan of planning out his defenses, so when they landed to secure a drop zone on a strange alien planet, he ordered the whole area littered with antipersonnel mines – just in case, you know? Cut to a few days later, when they are being bombarded from orbit by a Chinese battlecruiser and actual extraterrestrials are about to storm their base, and what does Russ elect to do? Well, he obviously can’t be captured, so he makes a run for it. This was my question:
So, do you remember where you placed your own mines?
No. No he did not. Kablooey.
Got any other ridiculous tales of PCs’ untimely demises? Share them here!
Say, did you miss my last book signing? Feel guilty? Well, have I got some good news for you! I will be doing another book signing at the Prudential Center Barnes and Nobel in Boston this coming Saturday, 5/30, from 2pm to 4pm. I will be signing copies of the Writers of the Future Anthology, Volume 31, so come on down!
No, seriously, come on down. I don’t want to be lonely. I want the nice people at Barnes and Nobel to appreciate my business. I’ll have cookies and stuff. Just show up and let me scribble on your book!
Been a while since I’ve put on my gamer hat hereabouts, so here we go…
Role-playing games campaigns are social enterprises that rely on a good group dynamic to be successful. In this sense, they are similar to team sports (observe how the jocks and the nerds doth rage at such an analogy! Indeed, it is beauteous to me!). A good RPG campaign, in order to work, goes beyond what actually happens at the table and into the social and (even) political sphere. Good GMs know this, and they set their games up to enhance it. Poor GMs don’t pay any attention to it, and they wonder why everybody quits their campaign halfway through.
A Word About Ideals…
Okay, so it’s worth pausing for a second to define what I consider an “ideal campaign” to be. An Ideal Campaign has the following characteristics:
- Everybody Has Fun: This is a minimum requirement. Everybody should be laughing, everybody should be hanging on every die roll, everybody should be invested in what is going on.
- Everybody Is Engaged in the Action: The storyline of the campaign should matter to the players. They should care about what happens and should want to know what happened last time. Ideally, they should even discuss what might or is happening with each other and with you outside of the game itself. In other words, they are so deeply invested in the game that it stays with them at least some of the time.
- Everybody Gets Along: The people playing are compatible personalities who, even if not great friends, generally get along well and are able to be comfortable with one another.
- Everybody is Organized: The game starts on time, it ends on time, the GM keeps things moving, the players show up consistently, and the meeting schedule is regular and consistent.
These four things, when combined, mean the “campaign morale” is high and everything is going well. If one or more of these things aren’t working, the campaign is not going well (at least according to the Ideal).
How Is This Done?
Assuming we all want to get to Goal#1 up there, we actually need to address these goals in reverse order.
Organization: The first order of business is Goal #4: getting organized. This is really essential, because it’s the basic requirement of having a game: everybody needs to show up regularly and on time. Understandably, people will miss the occasional session due to illness or unforeseen circumstances or what-have-you, but on average everybody should be there. Furthermore, the game should meet often enough to create a kind of momentum. If you meet once and then not again for two months, people forget what is happening, the GM is less invested in continuing (since people have forgotten about it), and the whole thing can just fade away. Meet regularly, show up on time, and you can go from there. The party that plays together, stays together.
Group Dynamic: As the GM, it is your job to make sure the party in your campaign is compatible and able to get along. If you have a friend that nobody else likes, inviting him to play may be a mistake for everybody. Now, generally I’ve found most gamers can get along with most other gamers for a few hours a week (or month), but there are exceptions (and you know who they are, too, I’d bet). Not inviting a buddy of yours because you think his incessant need to creepily leer at women might offend the two women playing might hurt his feelings, but hey – he’s the one being the creep, not you. That, of course, is an extreme case and, again, I’ve found personality conflicts like this to be rare.
More common (and arguably just as important), though, is simply thinking about everybody’s playstyle. A band of by-the-numbers point munchkins probably won’t understand or appreciate a real Role Player in their midst and vice versa. I personally recommend getting a variety of play-styles involved, assuming everybody understands how you are going to run the game. If everybody is on board and aware of the expectations, everything will go much more smoothly.
Engagement: This is a tough one. Even if you nail the first two, this one is probably the hardest one to master. It also might be the most optional of them all – players don’t have to love the plot of the game if they just love the action of playing – but I firmly believe having this in your corner makes everything better (everything!). As GM, this one lands mostly in your court. All players, when they make a character, are telling you the kind of things they want their character to be and do. If I make a greedy Halfling rogue with a complex about how short he is, I am pretty much telling you that I want to pick a half-orc’s pocket at bar and then have a bar-fight when he calls me “short-stuff”. You need to figure out what your players want and then you need to build the storyline around those desires. Alternately, you can tell everybody before the game starts what the game is going to be about and then ask everybody to make a character that fits inside that arena. Of the two, the latter is easier but the former is far more effective (if you can pull it off). In either case, if players love the concept, they will love the game, and they will be more likely to show up, more likely to have fun, and more likely (even) to get along.
Fun: The game is fun if people are smiling (or shuddering like they just saw a horror movie) after a session is over. How this achieved is complex, but generally I’d say the above three concerns are a good place to start. The other thing to remember is that this is a game. Try to avoid getting anyone’s ego involved. Laugh. Act like you’re having fun (which you should be, dammit, or else why do this?). Generally speaking, the more fun you have, the more fun everybody else will likely have.
In the end, these things all feed off one another. If you can get all four of them to work, then your campaign is guaranteed to be a success (I promise). If they all fail, people are going to be checking Facebook in the midst of the game and blowing off a session anytime a second cousin is in town. Believe me, I’ve been in both situations, and they are the best and the worst role-playing experiences I’ve ever had. Good luck out there, and have fun!
Sometimes, as a GM, people come to you with a character concept that has you scratching your head. Some guy says “Hey, can I play a character who’s a priest, but he’s also a were-snake and is on the run from the mob?” You want to tell them how silly that sounds to you, because you can’t really wrap your head around the idea of a snake/priest/mobster nor are you certain how on earth you’ll work such a character into your campaign and wish they’d just pick something normal and easy to follow. The thing is, though, that you shouldn’t. Well, almost never, anyway (I did have somebody want to play a character that, given the setting, all the other characters would be morally and legally obligated to kill – I talked them out of it). Let me take a second here and tell you why you should always try to say yes, though. Let me tell you about Cowboy.
Cowboy was (and arguably is – the campaign is just on an extended break) played by my friend Will in a Shadowrun campaign set in Hong Kong. He is a vampire. He is a race-car driving vampire who currently works as a mechanic/getaway driver for various Triads in Hong Kong. He is Texas-born race-car driving vampire who currently works as a mechanic/getaway driver for various Triads in Hong Kong.
Yeah, I know. This is a edge-of-setting character archetype from an out-of-setting locale doing a job that the character archetype isn’t technically suited to do. It sounded…odd. I wondered whether he might not just be happier if he played a physical adept with a focus in car driving. But no – Will wanted to play this character. Sticking to my mantra, I said yes.
Cut to 3 missions later. We’ve already established that Cowboy can turn gaseous but, when he does so, he leaves his clothes behind. All the other PCs at this point have seen Cowboy naked, which is amusing enough, but nobody knows he’s a vampire (as they are illegal persons in Hong Kong and could be murdered for a sizeable bounty). The rest of the team, at this moment, is involved in a dangerous manhunt in Kowloon Walled City, trying to find a man before the HKPD finds him, all while dodging ghouls, gangers, evil spirits, and Knight Errant response teams.
Cowboy and ork grifter Boris are holed up in a building nearby, watching the police perimeter. They notice that the cops are moving out, meaning they’ve got a fix on the target, which means the team is in trouble. The team is out of radio contact and Boris is currently getting high off novacoke, so Cowboy takes matters into his own hands. He goes gaseous, leaving his clothes behind, sneaks across the street, and infiltrates a police cruiser. He then goes corporeal again, starts up the car and, after swinging by to pick up a very-high Boris, proceeds to lead half the Hong Kong Police department on a crazy chase through the alleys and trash-strewn streets of Hong Kong’s meanest slums. He did this while naked, while a very high Boris screamed bloody murder in the seat next to him, and while playing country western music at top volume. The car lost mirrors, had a fender blown off, had bullets put through the windshield. It was magnificent!
Then, in the grandest of finales, Cowboy tried to make it into a mall parking structure before a Thunderbird got a lock on their cruiser with their assault cannon – he failed. The car disintegrated in a ball of fire and high-velocity slugs, sending Cowboy across the pavement at high speed, making a road-pizza of him. Boris, through expenditure of every ounce of luck he had, managed to survive by skipping across the reflecting pool before the mall and smashing through a plate-glass window.
Cowboy? Well, he’s a vampire, son! He just healed himself, stood up, and walked home. All buck naked, all while whistling “Thunder Road.” Good times.
So, yeah – if a player comes to you with something bonkers, say yes. Variety is the spice of life.
The truism is this: all good things must come to an end. We like to think that our current happiness or contentment is permanent, but nothing is permanent. Friends move away, loved ones die, prosperity fades, possessions are destroyed, philosophies are undermined – everything upon which we often base our idea of happiness is transient. Gaming, as it happens, is no different.
I organize my gaming life into several epochs. First was Junior High through High School, known as the D&D Epoch. I ran 5 campaigns; I played in 5-6 or so, plus innumerable one-shots and campaigns that never got out of the first session. It was mostly the same 6 people. We lost a few along the way, gained a few. Then college drew us to different states and we moved on to ‘real life.’ I looked back on those days while in college, feeling like I hadn’t yet fully capitalized upon what RPGs could do and wishing I could try again.
Then came the Pelham Epoch. Some friends of mine – all gamers and nerds – moved to this apartment in Arlington that became our gaming Mecca. I ran 5 campaigns there and played in 2-3, plus again the innumerable one-shots. This was my gilded age of gaming – a bunch of unmarried adults with no kids and few obligations getting together every week for tons and tons of geekery. It seemed like it would last forever. Of course it didn’t – people moved away, many of us got married, many of our jobs became more and more intrusive into our lives. Some of us just tired of gaming altogether and pulled back their involvement. The Fellowship was broken, to borrow Tolkien’s idiom.
What followed is the current epoch, which I have taken to calling the Diaspora. The once great gaming group is scattered and occupied with other things. Games are happening, but not all in the same place and often without our collective awareness. I know there’s 1-2 campaigns going on that I’m not involved in, but unlike in the Pelham days, I know nothing about them. I don’t hear the stories. I don’t pass through the room while the fun is happening. I never spectate. I’ve run 6 campaigns in this era and played in 1. Lots of one-shots, too. The gaming is as fun as it ever was, but rarer and more constrained by time and distance. Gaming has drifted down the priority list for most, coming in a distant third or fourth behind things like family, work, and other ‘grown-up’ activities.
This epoch, also, is moving towards its end, I feel. I don’t know what the change will be, but it’s in the wind. I grow frustrated with how difficult it is to arrange a game, with how hard I need to work to get my friends in one room again. It spoils a fair amount of the fun for me. I feel like some kind of weirdo, bugging people who don’t really care anymore to play games they pretend to like in order to assuage my ego or something. I can’t emphasize how much I hate that feeling. It makes me angry sometimes, and none of this should involve anger, ever.
So, where is all this going? Well, I could talk about gaming-as-metaphor for life, but that seems grandiose. Let me just say this: enjoy the moment, be there for your friends now. They may always be your friends, but they won’t always be sitting in your living room eating popcorn while slaying a dragon. Nothing lasts forever.
A lot of my friends are pretty serious board-gamers. They own more board-games than they do individual dinner plates or even, possibly, individual pieces of flatware. Some own so many board games that it is extremely unlikely they will ever manage to play them all. They keep buying more, though.
While I do like games and will usually try any game once, I’m discovering that my tolerance of such games is somewhat limited the more and more game nights I attend and the wider variety of games I play. I find I get bored easily with a lot of games and, while I can appreciate the strategy involved and often admire the elegance of the rule design, the actual act of playing the game generates the same feeling I get while doing my taxes.
I’ve been trying to isolate my criteria for what makes a good board game, and I’m finding it’s surprisingly difficult. As a basic rule, I despise almost any game that makes the acquisition and management of resources a major gameplay component – Settlers of Catan, Puerto Rico, Monopoly, and their relatives. Then again, I really enjoy Illuminati and Innovation, which aren’t too far off such resource management games, so that’s not quite the rule involved. Likewise, while I find deck-building games to be more frustrating than interesting (every game of Dominion I’ve ever played has wound up being a brief, perplexing, and disinteresting experience), I think Thunderstone sounds like a lot of fun. Furthermore, while I no longer have the attention span or endurance to tolerate massive strategy games like Axis and Allies (and its billion spin-offs), I love History of the World and will play Diplomacy anytime someone suggests it. I don’t like Risk, but I do like Risk: Legacy.
I believe I’m beginning to figure the metric out, at any rate. I’ve decided that, while the rules of the game are important, what is really important to me is whether or not the concept behind the game is fun. The prospect of building tracks across North America (Ticket to Ride) sounds unutterably dull to the point where I have no desire whatsoever to play the game unless I’m in a room full of people who want to play and I have nothing else to do. On the other hand, the prospect of being a corrupt politician in a small banana republic and attempting to overthrow El Presidente (Junta) sounds like hilarious fun, so I’ll play that no matter how tedious the rule set is. I’m in the game, ultimately, because it tickles my imagination somehow. I feel emotionally invested in the outcome, even if that outcome is completely random (Betrayal at House on the Hill) or takes hours and hours to finally realize (Robo Rally). The game has to make me laugh or encourage me to talk in a funny voice. If I can look at the board and say “that looks so cool,” I’m in, no matter how poorly the rules are laid out or how predictable the outcome ends up being (Monsters Menace America). On the other hand, a bunch of cardboard chits that explain to me how I’m the richest stock broker in Manhattan is not going to get me going, no matter how innovative and interesting the rules mechanics get.
This, ultimately, is probably due to my obsession with story. I am a storyteller; it’s just about the best thing I do and pretty much the only thing I want to do. Everything to me is a story and, if the story is boring, I’m no longer invested. This goes for almost everything in my life, but especially so for the games I play. This part of the main reason I’ve been playing Warhammer 40K for as long as I have, for all the foibles and flaws in their rule set: I love the world, I dig the story, and I like telling stories every time I play the game. That’s why I plunk down hundreds of dollars a year and spend countless hours building and painting miniatures – it tickles my narrative-bone. Sure the investment is pretty major, but the payoff far exceeds anything that can be accomplished on a Risk gameboard. Risk, meanwhile, has a much more interesting and tangible narrative edge than Fluxx, which, while mildly amusing, is unlikely to get me really invested in play as it is so abstract as to be no more interesting than, say, Crazy Eights or Uno.
So, if you’re trying to peddle a game to me wherein I get to grow crops and sell them in town for horseshoes, call somebody else. Let me know when the barbarians or zombies or zombie-barbarians show up and then I’ll be there with bells on.
Putting on the gamer hat today – hold on.
So I ran a one-shot adventure of 7th Sea for my friends the other day. It was lots of fun, but it also drew attention to certain problems and challenges inherent in the one-shot format of role-playing games. See, unlike a session within a longer campaign, the one-shot has certain restrictions, chief among which is the fact that the entirety of the story needs to be completed within a single sitting. This, among other things, makes the art of the one-shot an aspect of game-mastering I have yet to…well…master.
Problem the First: Pacing
Telling a complete story with five of your friends fleshing it out and landing it all within a 5-hour window is a lot harder than it sounds. Try as I might, my one-shots always, always run long, and this is as much my fault as it is the players. See, I want to tell a complete and interesting story. I put in sub-plots and multiple, complex villains. In my head, it’s all paced like a screenplay – three acts, a couple action sequences, and one big finale. Should work fine, but it doesn’t. The players are always tugging off on various subplots, things always take longer than they should (I should learn to stop asking players to dictate what supplies they purchase – utter waste of time), and combat always takes too long. Despite my claims and assertions that the game will run long, somebody inevitably has to leave early, which is lame for them, lame for us, and can throw off the final scene.
Problem the Second: Rule Systems
Most games are not designed for one-shot play. They have complex rule systems that take time to teach/master, run combats at a slow pace, and basically delay the resolution of action for the sake of die-rolling. 7th Sea, as it happens, is chief among these: no duel takes less than an hour to resolve. Throw in players unfamiliar with the ins and outs of the system and you keep hitting delays – people look up rules, people hemming and hawing over their decisions, etc., etc.
Problem the Third: The Inevitable Bail-out
With these things, somebody who say they will come inevitably doesn’t show up. It happens all the time, and though I should plan for it, it usually screws things up for me. This happens because the person who always bails is the person upon whom I’ve pinned much of the plot and whose absence is the hardest to cover for. Also, this isn’t even accounting for the folks who show up late (which I’ve taken to be a given at this point), which only exacerbates the pacing issues discussed above.
Well, seeing how it’s rare that I manage to run a ‘perfect’ one-shot, I’m not certain I’m the guy to give you the answers here. I do, however, have a couple things I try to keep in mind when running such games. When I follow my own advice, things often go well.
Solution the First: Be Less Ambitious
Your players don’t really need Goodfellas or The Godfather when The Untouchables will do. Drop the sub-plots. Flatten out your villains. Cut the action to quick moments with only one major battle. Your players, like as not, will fill out the empty space with their own ideas. If you are good thinking on your feet, you’ll be able to give the plot the attention it needs while still exploring sub-plots and good ideas.
Solution the First, Sub A: Be Willing to Change!
One thing you can also do is, if the game is running long, drop certain conflicts you had originally counted on. Take out things, consolidate other things, and your players might never know the difference.
Solution the Second: Pick the Game Wisely!
Certain games are custom-made for fun one-shot adventures. Classic D&D fits this mold, as does Call of Cthulhu, Feng Shui, and some others make characters or play a game with very simple character generation systems (Danger Patrol comes to mind). Don’t sit down with every Shadowrun sourcebook known to man and expect to make characters in an afternoon *and* play a game. Forget it.
Solution the Second, Sub A: Rules, Shmules!
In a one-shot, nobody should look anything up in a book ever. Who gives a crap if you get a rule wrong? Make up a serviceable house rule on the spot and move on. If you’re wrong, it hardly matters – you’re only playing this game this once, so there are no real repercussions of screwing something up. Likewise with some other things players get obsessed with: give the players whatever equipment they want with a minimum of fuss. Tell them they have enough money to do whatever sensible thing they’d like to do. Don’t ever ask them the question ‘is there anything else you’d like to do?’ when you want a scene to end. Just finish it. Tell them their brilliant plan works and move on with your life – you can’t spend fifty minutes role-playing out a shop scene. Waste of time.
Solution the Third: Pick Your Players
If you’re like me, you know a lot of people who like to play RPGs and are asking you about playing in them. Of this grand company, there are perhaps only 3-5 who you can rely upon to appear when they say they will. These are the people you game with. Those other folks are great, and by all means invite them, but don’t make them central to the game. That may sound harsh, but hey, if they have a habit of never answering their phone and being perpetually forty-five minutes late, it’s on them, not you. I’m an adult and so are they. If they want to play games with me, they have to demonstrate that they want to play games with me. This is typically demonstrated by showing up on time and being good at communicating with others. This, by the by, is the rule I am absolutely the worst at obeying myself. Ah well.
So, there you have it – a rough and ready guide to a single night’s geekery. Hopefully it’s helpful! Thanks for reading!
I’ve been running role playing games for my friends for about 22 years or so at this point. I have created and run over a dozen campaigns and innumerable one-shot adventures. I’ve played RPGs with rank newbies and grizzled veterans and everybody in-between. I’ve lost count of the number of game-systems knocking around in my head (and, indeed, as any of my long-time players can attest, I sometimes get them all tangled up together.). What I lay out here are the strictures by which I try to run what I consider to be a good game. They may work for you or not; all I’m expressing is my experience. I might also add that I don’t always live up to these commandments myself, as much as I try. When they all work, though, something golden is bound to happen.
#1: Thou Shalt Not Take Thy Game Too Seriously
Yes, I realize you spent hours and hours prepping this adventure. Yes, I know your players are being paranoid weirdoes and metagaming this thing to hell and back. You are absolutely right that your players aren’t taking the Black Dragon of Immortal Dread seriously. I get it. Your players are being dicks. Now, pay attention: Get Over Yourself. Repeat back to me: This is a game. It is not all that important. I will not pout or complain or storm off or exact my vengeance on my friends in the form of falling rocks. The idea in an RPG, hell, the idea in every single game, is for people to have fun. Are your friends having fun? Yes? Then shut up. Roll with it. Improvise.
#2: Thou Shalt Clearly Explain The Game’s Goals
The easiest way for players to ‘ruin’ your game (and please keep in mind that RPGs can’t actually be ruined if your go with it) is for them to have no idea what you want out of the game. Your fun is every bit as important as their fun and, if they are your friends, they should care about that. So explain to them in clear terms what you want the game to be. “This is a dark, gritty crime thriller game set in a dystopian future” or “This is a horror game where you guys are monster slayers” or “This game is supposed to be high adventure space opera with laser beams and talking robots and everything.”
This gives your players the choice: do you want to play this game that I have described, or do you not? If they don’t, no harm/no foul. If they do, they should be willing to buy into the whole thing. If you and the players work together, things will get awesome fast. If you and the players aren’t on the same page, it isn’t going to work.
#3: Thou Shalt Hold Story Above All Else
RPGs are not strategy games. They aren’t card games. They are Role Playing Games, which means people play roles (characters) and you, as Gamemaster, put them in situations where they can play those roles. They are, in essence, highly collaborative storytelling games. As such, the story needs to get top billing. It isn’t just that the players are doing a certain thing, there needs to be some understanding of why they are doing this thing and what the stakes are and what happens next if they succeed and so on and so forth. Now, this doesn’t mean a fair amount of strategy can’t be involved (particularly if the game’s concept calls for it), but any RPG that degenerates to mere dice rolling and accounting is going to be dull. Victory is far more sweet when it means something, and it won’t mean anything without a story attached to it.
#4: Thou Shalt Find Every Player Character Cool
Yes, all of them. Even the ones that are very much not cool, like the pacifist half-orc accountant or that one guy who wants to play a wandering poet named Dweeber who keeps a dead fairy in a pouch in hopes it will produce pixie dust someday. It doesn’t matter if the player has come up with a character you think is the dumbest, least interesting, least appropriate or useful character ever devised by man, it is your requirement, as GM, to love him and try and make him look cool.
Why is this your job? Because the GM is supposed to make the adventure fun, and a player who finds his character useless and ignored (no matter how rightly) isn’t going to have much fun. Now, making them work may take some doing here, but try and figure out what circumstances will make that character shine and make a point to give them that opportunity as often as is feasible within the bounds of the story. Again, if you’re obeying Commandment #2, ideally this shouldn’t be much of a problem very often, but stranger stuff can happen. Anyway, if somebody shows up to the table with a stupid character, you need to forget all about that character’s stupidity and work your ass off to make them awesome. The game will be much better off for it, trust me.
#5: Thou Shalt Improvise
You cannot plan for everything the players are going to want to do. There are two solutions to this problem: First, you can just not let them do things that don’t fit inside your plans (this is called ‘railroading’) or, second, you can just say “Yes, and…”
“Yes, and” is an improv term, and it is an important one. It means you agree to what the players want, and you use this new input on their part to make more interesting and fun things happen. This requires you, as a GM, to think on your feet a lot, but that’s okay – you should prep with the possibility of improvisation in mind. When I design adventures, I typically devise a series of NPCs the players will or may interact with and then devise the plots these NPCs have going on their own. As the PCs bump into each of these NPCs, this creates a story that spreads throughout the little universe I’ve created. If I need to create new elements, I do so, and they continue to influence the setting of the game, creating more conflict, more story, and more fun stuff. It really works, and it beats the hell out of the whole ‘you can’t do that’ angle.
#6: Thou Shalt Keep It Moving
Sometimes, players will start planning something (a raid on a castle, a dungeon exploration, an elaborate jail break), and then they will never stop. Not ever. They will spend hours and hours and hours sitting around and arguing with each other and then, when they finally get down to doing something, it’s already midnight and everybody needs to go home.
You job, as GM, is to cut that shit out. This is a really hard one, believe me, since a lot of players have an intrinsic distrust of you (which ought to be wildly misplaced, I might add) and will look suspiciously on any attempt by you to hasten along their planning process. You need to stop them, though, or they will miss the actual fun of the game, which is the execution of their plans. Let them plan, by all means, but let’s keep it down to 2 hours or so, tops. Be willing to fudge details in their favor, if you must, but keep it moving. As interesting as their plans are in the first fifteen minutes, by hour three they are usually just repeating themselves and getting nowhere. Moderate their discussions. Give them suggestions that would naturally occur to their characters. Ask questions that will direct them towards a concrete plan.
#7: Thou Shalt Not Obsess Over Minutiae
A lot of games lend themselves to the endless discussion of minor details. Games like Shadowrun, for instance, which has elaborate rules for every piece of gear in the game plus lifestyle costs, exchange rates, and so on and so forth. Old Dungeons and Dragons had it’s famed Encumbrance tables, Riddle of Steel has its half dozen interlocking wound tables, and so on and so forth. Maps like the one to the right here are as common as goblins.
Now, these things certainly have their place in the game, but there comes a point when you need to let it go. Screw up a rule? Whatever – move on. Forget that object X actually costs 30% more than you quoted? Nobody cares – move on. Are the PCs stuck in the middle of a labyrinth with no map and no conceivable way of escaping without said map? Too bad – let them find another way. Keep it moving.
This commandment has a lot to do with commandments 5 and 6, granted, and is also related to the all important commandment 2, but it is unique in the sense that it pervades every single part of the game, from character creation through the doling out of XP rewards. The rules – the book – is always the least important part of any game I run. I follow the rules, sure, but I never let those rules dictate what happens in the game. Why? Well, because just following the rules means the PCs can lose. They can all die. The game can end in misery and disappointment simply because your players were (perhaps accurately) too stupid to save their own hides. That’s not okay; that’s no fun. Don’t let the fine print ruin the bold sweeps of a campaign.
#8: Thou Shalt Make Things Dangerous and Create Tension
90% of players in the universe are danger averse. They want their dungeon crawl to go perfectly according to plan, they want all of their stuff to work exactly when it’s supposed to, and they don’t want their character to be injured.
Fuck that noise.
Stories where everything goes according to plan and nothing goes wrong are BORING. They aren’t half as much fun as when things go pear-shaped halfway through and everybody has to scramble to pull off a suddenly-improbable victory. Those are the games that players talk about for years afterwards. Those are the campaigns that set the standard for every campaign you ever run again. You want there to be danger, since danger creates tension, and tension is fun. Blow stuff up. Have something go wrong. Make the PCs work for their victory, since then (and only then) will the victory be sweet.
There are, of course, limits to this (consider commandment 4), but as a GM you should always seek to make things just difficult enough that plan A is by no means assured of success and plan B is likely to be shot to hell, too. This may sound mean, but if you give your PCs the opportunities to succeed, then everything will be fine.
#9: Thou Shalt Be Generous
If something is not central to the story of an adventure and the players want it, let them have it. If a player creates a long-lost relative who lives in town and there isn’t some reason to forbid it, let it go. If a player wants his PC to be crown prince to a kingdom, tell him it’s okay. If a PC has her back against the wall and doom settling over her from all sides and begs for one chance to make it out alive, give it to her. You are not the PCs enemy. Let me repeat that:
YOU ARE NOT THE PCs’ ENEMY!
You are the facilitator of their grand adventure and attempt at glory, not their direct adversary. You want to make this fun, not arduous or frustrating. If you ‘win’ and all the PCs are dead and the game is over, you have failed as a GM (unless, via Commandment #2, you set this up for them as a possibility). Don’t be a jerk. This isn’t a power trip, or at least it shouldn’t be.
#10: Have Fun
Basic rule of existence: if you are having fun, people around you are more likely to have fun. Smile. Enjoy yourself. Laugh. Do what you think is cool. Your enjoyment of this game is just as important as anyone else’s, and if your players have beaten you into a place where you no longer enjoy running for them, you are missing the whole point of playing a game. Fun is the whole idea and, as GM, nobody has more power to make things fun than you. Go after it! Enjoy!