Showing posts with label Posts on other blogs. Show all posts
Showing posts with label Posts on other blogs. Show all posts

12/07/2013

The Player Is Responsible Also

Yeah, I took the other day off. But today we're back in business. Anyway, today I wanted to talk about something that bugs my mind. You probably read this also, these many posts that talk about the role of the GM as the lead entertainer, and I agree with them, but I don't think that it's an excuse for the player to only go for his (or her) fun.
You see, The GM is responsible for about 40-50% of the fun (and according to Robin Laws, the rule set for another 30%). It still leaves about 20-30% of the fun to the players. I personally believe that just as like the way the GM sacrifices from his/her fun in order to make everyone to enjoy the game, so it is the player's responsibility. The little player, not the group. 
I truly believe that fun is just like laughter, the only disease that you wanna get. It spreads like one, and some people fight it just like it is one. This means that if everyone at the table has fun, I'll have also. And it will be a much more rewarding fun than the type where only that certain player is enjoying it. 
What I'm trying to say is that a great player is responsible for more than just his/her enjoyment, but to the enjoyment of everyone. I might, in the future, make a more elaborate look at the differences between great player and a good player, as I see them, but 'till then...
How about you? Do you agree? Disagree? Feel free to tell me what you think.

02/07/2013

Is the GM there to Lose?

Yesterday, over at "Troll in the Corner" they posted about the GM's role. This made me think about it. We talk a lot about how to be a better GM, how to roleplay the NPCs better, how to improvise... But we never ask the most important question about the GM: What is the GM's role?
For me, the role is quite simple: To entertain everyone at the table. The GM isn't there to lose or to win, to look totally badass or to look like a wimp, to tell a great story or a lousy story. The GM is there to be the leading entertainer of the group. The GM has tools in order to fulfil this purpose, but the tools are not the GM's goal. It means that the GM doesn't have to tell a great story, but it can surely help the GM in his/her role. It means that the GM doesn't have to be a great actor, but portraying the NPCs can help to enrich the game. 
It also means that the GM is not there in order to win or to lose. There's no connection between the GM's role and the win/lose ratio. The GM isn't losing there, and the players aren't winning there. The characters sometimes win and sometimes lose, and the NPCs and monsters sometimes win and sometimes lose. But there's a clear distinction between the GM and the characters s/he plays and between the players and the characters that they play.
In a future post I'll probably delve into the little details of this distinction, but it's enough for now to say that there's a distinction between these things and that these things should be looked as separate things that are part of a whole and not as the same thing.
How about you? What do you think the GM's role is?

26/06/2013

"My Character Wouldn't Do That!"

Yesterday, inspiration struck me. I was reading a post over at Stargazer's and I understood right away that he's right. Sure, I had a few posts that were directed to my players (or to other GM's readers...), but it can't hurt to have another tips' post directed to them, can it?
Anyway, I wanted to talk about something that I've heard a lot, from myself and from many others: "My character wouldn't do something like that!" This dreadful answer is something that we hear or make in order to save ourselves from doing something that we don't like. "The mayor wants you to leave those cops alone. -My character hates cops, Holilo Lombrete won't do a thing like that!" 

Before we go for what I want to say today, I want first to examine why it's so problematic. There are many reasons and many problems that a statement like that carries with it. The first that I want to discuss is that a statement like that means that the player doesn't trust the GM. In other words, we have here a trust issue. If the player says something like that, he's like saying "I know what you want me to do, but I don't like this idea, so fuck off!" This is a sure way to make the next idea by the GM even worse or late or even make the GM have trust issues with himself/herself and no new and/or interesting ideas will come. Sure, I'm a little bit going for an over the top thing, but this is the way to get there (well, one of the ways...).
Secondly, it prevents the player(s) from getting to new and interesting places. Genesis had a song called "I know what I like (and I like what I know)", and this is the point of the song: I know what I like and don't like, and I like what I know, resulting in an anti to try new things.
Thirdly, it makes the characters stereotypes. I'm sure that almost any person that we'll see, even if s/he will say "I won't do that", if they'll have no other choice, they'll do that. More than that, even in less dreadful situations, people do things that they don't want to do.

So, what did I want to say after all of this long long exposition? That any character can do any action that she wants or doesn't want to do. That's the whole point, that's what I wanted to say, and that's probably one of the most shocking (at least to myself) revelations I've reached for this year.
Think about it for a moment. I can justify according to my background almost everything that I can do. I can justify a helping and caring hand, and I can justify in the same way the opposite of it. A pacifist might justify carrying a sword in order to intimidate as a way to prevent wars, and a womaniser might stop chasing a woman by saying that she probably has a good reason for not wanting him (Skins, anyone?). Justification is not that hard to achieve, and if it's not strong enough, a few "yes, and"s and the problem is solved.
One more thing to consider is that this choice, whether to chase the goal while doing something that is against all of the character's morals or to leave the goal, is the highest point of drama. The sudden understanding that my morals stand in the way of my goal, or vice verse, is the whole point of drama. After all, if there's no real conflict there, there's no real interest...

So, this concludes this post. What do you think? Do you also agree that everything can be justified according to the character's background? Why, or why not?

25/06/2013

My First 15

Over at Roleplaying Tips, John posted a tip and a tip request by a fellow reader. The question that has been asked there is an important one: "How do I excite my players in the first minutes of the game?" There are actually 2 questions there:
  1. How much time means the phrase: "First minutes of the game"?
  2. How do I excite the players?
For the first question, the asker gives an answer: 15 minutes. It's logical, and watching movies can prove this point: You need 15 minutes to stress the point and the mood of the movie. Truth is, though, that it's much more dependent on the length of the session being run than on a definite number. A session that runs for 3 hours will need much more minutes of creating excitement than a session of 1 hour. There are 2 reasons for that:
  • In the longer session there is more time for the energy and excitement to dwindle down, and because of that we need more energy in the first place so we won't end breathless and zombie-like.
  • 3 hours is a far longer time period, which means that far more activities can be done in this amount of time. We need to stress from the very beginning that this 3 hours are gonna be far better than 3 hours of watching TV and playing video games, for that matter...
So, what is the definite time that we need to allocate to exciting our players? I don't know for sure, but about 20 minutes for every 2 hours of gaming sounds good to me (and yeah, I include breaks in the 2 hours). That means that a 4 hours session will need about 40 minutes of exciting the players, or in other words: An act of its own.

Now, for the second question things get far trickier. In the original post, they gave 4 ways to do that. The first that was suggested was with an action scene. I'm not sure that I like this way, as it carries a few problems with it. First of all, this battle, this fight, won't be important to the story, and as such it will be a waste of time. We don't get to the table to kill monsters; we go there to tell a story. It can be a story about killing monsters, but even then, there's no place for a monster that has no relation to the goal of the boss monster. True, at first it might be cool to kill a few monsters every time we start a session, but it will become tedious.
The second tip is to reward great roleplaying during the start of the session. I suppose, as is normally the case, that they mean experience reward, and I've written about it already. But apart from the common problems of using experience points to bribe players to roleplay more, it's a really good idea. Rewarding the players for starting the session with a little bit of roleplaying is a sure way to get them to roleplay more during the session.
Then we get to the second tip by John, which is to finish the last session with a cliffhanger and then continue the next session right from there. This is a classic tip, and probably one of the best there are, but finishing every session with a cliffhanger (or even most of them) will drain from the players the feel of completion. If we'll look at our beloved TV series, it's less than 50% of the episodes that end with a cliffhanger. So, as though it can take us pretty far, something else must be used also. There's also one more problem with cliffhangers that at least from my experience I tend to overlook (and I'm sure that I'm not the only one out there who overlooks this): "Sometimes, the continuation doesn't stand to the promise of the cliffhanger. Then, instead of the benefits of using cliffhangers, we get the drawbacks.
The last tip from John is with the recap. I've wrote already about how to use this recap to get ideas for what to do in the session, but using it to excite the players is something that I haven't thought about well enough. Sure, I've let my recaps excite my players but it was more because it was another moment to shine (and to show what I want to get from my players) than because of the need to excite them.

What about my tip, though? I've written already about building platforms, and about the first act, but 2 other things:
  • Start big. It's far better (at least to my belief) to start with a big and grandiose event than with an action scene. I opened a V:tR session once with the haven of the PCs being discovered during a school trip. I've opened another with the assassination of the prince (I don't think that I ever had a prince who didn't die at some stage in the game), another with a history book from the future written by one of the PCs and dedicated to another. It's far more useful, to my belief, than an action scene.
  • Throw the PCs (and the players who play them) into the mood of the game. If I GM a horror game, I'm gonna start with a scene that showcases the mood of macabre in the story, and the players will fall into it. The excitement soon will follow, rising up to where it should be...
So, how about you? How do you excite the players in first minutes of the game?