Archive for Game Mastering

Game Master Musings: Player Agency

Posted in Game Mastering, Roleplaying Games, RPG with tags , , , on August 6, 2014 by Chall

A friend of mine quit an RPG group she’d been playing with for years. Her reason?

“One night I forgot my character sheet. They told me it was fine, we’d muddle through. By the end of the session, I realized it made absolutely no difference if I brought the sheet or not. So I left.”

For the past few months she had watched everyone else roleplay. She tried to contribute but was either beaten in initiative or drowned out by the other players.  Hanging with friends is fine but sitting at a game and not being able to take part is like sitting at a feast and not being allowed to eat; Aggravating, frustrating, and not something you want to do on a weekly basis.

What she didn’t have was player agency. Player agency is the ability to affect your game. This can be done through roleplay, enacting cunning plans, slaying monsters, creating humorous/memorable moments at the table, and so forth. If a player finds herself regaling her old RPG stories then she had agency. If she feels the game would continue unchanged without her, she lacks agency.

This post covers ways players can lose agency and how to prevent such loss.

So without further adieu:

Table Drown Out

I love boisterous players, they drive the game and stage stunning scenes. However, they can also drive less boisterous players from your table.

Some players may be shy, new to the game, or so polite they kindly wait their turn. If you’re not careful said turn may never come. Boisterous players can snag every bit of agency from the quiet ones: At the end of every scene, they’ll immediately pull you into what they’re doing next. If another party member offers a plan they’ll shoot it down for their own. If you run a scene for someone else, they’ll jump right in and steal it.

What’s tricky is boisterous players aren’t aware they’re robbing agency, they’re having a great time and assume so is everyone else. Trickier still, you might not even notice; Quiet players are quiet and as such easily drowned out by the noisy ones.

Granted some quiet players may be fine with just hanging at the table. The danger is assuming all quiet players are like this. In my experience, most are not. They really want to play and find being drowned out aggravating. These players are the types who will leave your game for ‘real life reasons’, which would be true because any outside interest would have become more rewarding than game.

A further thing to note, boisterous and quiet are relative terms. A boisterous player may become quiet if introduced to a new game or new group of players, a quiet one might become boisterous if given the chance to shine.

How To Deal With It

Open communication is a good route. Suggest the quiet player talk to the boisterous ones about the issue or ask, in your capacity as GM, if he would mind you speaking on his behalf. Be careful with this option, though, you don’t want to go behind anyone’s back and cause hurt feelings, the goal is to help the quiet player become more comfortable not draw in conflict or ostracise anyone.

As for other techniques:

Keep a mental note of how much time you allot to the group and each player. If someone’s missing out then cut them in. Ask the player what he’d like to do. If he can’t think of anything throw something at him; an NPC needs his character’s unique skills, he falls across a piece of valuable information, draw in something from his character’s background and so on. . .

Just be thoughtful of what you throw at a quiet player. Make it light and fun, suited to his taste. For God’s sake do NOT throw something horrifying at him unless you know he and the group are okay with such things.  We’re GMs, not dread bodhisattvas who enlighten through shock and terror.

Don't be like this arse.

Don’t be like this arse.

Finally, some players are absolutely fine having very little screen time. Respect this, and allow them to remain in the background. The key point is, always give them the option to be involved.

Min-Maxing

Min-maxing is not a GM only problem. If your game revolves around mechanics and certain players have broken said mechanics, then not only are you frustrated but so are the players who haven’t done this. They get to sit and watch other people be awesome while sitting on the sidelines. They lack agency.

How To Handle This

If you’re okay with min-maxing: Give players of lagging characters advice on how to optimize. This way, you’ll be able to up the challenge for the whole group without having to make specialized challenges for two groups that are on completely different scales.

If you’re not: Let your players know before character creation that you won’t stand for these shenanigans. Be involved in character creation and nip any problems in the bud. Be involved with character advancement.  Feel free to be as meta as you want about this; ‘Yes the rules don’t specifically say you can’t make a character who can lift the Moon, but I’m asking you not to.’ Just be prepared to offer alternatives, minmaxers are players too.

 

The Solo Adventurer

Some players don’t like working with others. Every chance they get they’ll go off on their own happy fun me time. They are the thieves who wish to sneak through the entire dungeon (as opposed to just down the hall), they are the matrix cowboys who explore virtual worlds for hours on end, they are the Wolverine who’ll do the job by himself bub. While they strike off everyone else at the table… waits, maybe they order takeout or something, regardless they lose agency.

How To Deal With This

A few ways actually:

  • Talk to the solo player and gently point out that you’d like to focus on everyone, not just him.
  • Solo adventures aren’t bad in of themselves, just try to keep them concise and offer all the players opportunities to take part in them.
  • Throughout character creation and the game work with the players to forge bonds between their characters. Many solo players will bring others into their plots if there’s an in-game reason to do so.

Rules Confusion

It’s very easy for any player, especially new ones, to be confused with the rules.  This confusion can lead to indecisiveness and inaction. The player doesn’t know if the action she’s taking is smart so doesn’t do anything.  Worse yet, the player does something and the GM slaps her with a mechanics gotchya, stung she decides to play more cautiously aka: not at all.  Lack of agency all around.

How To Deal With This

During character creation explain the basics to everyone so they know what they’re getting into. This will ensure better characters and prep the players for the actual game.

Don’t engage in gotchya moments.  If a new player’s character is about to suffer an attack of opportunity, warn her. If her character’s first fireball will incinerate the party, warn her. If all she’s played is D&D and in your GURPS game her character is about to charge into 4 guys with prepped crossbows, warn her. In short: don’t be an arse to players new to the system. Your laughter will lead to an empty table.

It's not a good thing when Naga's shrill laugh echoes your own.

It’s not a good thing when Naga’s shrill laugh echoes your own.

 

Secondly, as a GM, take on the brunt of the crunch. Know your system so well you can recite its grapple rules in your sleep. I ran a successful GURPS game for years with my players only needing to worry about whether their rolls were under their target; I shouldered the damage multipliers, spell costs, and reactions for them; just call me Saint Chris.

Railroading

This one’s on us GMs, if you design/run a game in a linear fashion, where characters have no choice but to follow a specific path no matter what, then all players lose some agency. This is especially a problem with some older adventure modules where generic characters, with no relation to anything in the plot, are the rule. Playing these can feel like being trapped in a computer RPG, you’re forced along the quest path and the results of your actions will always be the same, no matter what.

How To Deal With This

First get player buy-in. Let them know the gist of what you’re running and that you can’t do it if they don’t play along. However, even with this buy-in, you’re not done.

Know the adventure like the back of your hand. If the PCs go off the rails adjust dynamically. They chose another route to the abandoned keep? Random monster time. They spotted and killed the enemy spy right away? He doesn’t report in, so the main antagonists react accordingly. The characters decide to work for the antagonists? Roll with it, let them stomp whomever they were supposed to protect.

Finally, roleplay your NPCs. If the PCs did something amazing the NPCs should comment on it. If the NPC was betrayed then she should be gunning for revenge. If the PCs saved the village they should get a free night or two at the inn. Portraying your NPCs as three-dimensional characters will make even a tightly railroaded adventure seem like a living world.

GM NPCs

I’ve said it before and I’ll say it again: The game should be about the player characters. It’s all well and good to work on behest of a king, save a space princess (I wouldn’t go this route though, it’s been done) and protect a village. That’s all fine because the PCs get to call all the shots and do all the things needed to resolve the main problem. However, having a GM ubermench call the shots, and do all the things will end up with your players planning a movie night for next game, and you getting back to your novel.

How To Deal With This

Don’t do it, no matter how much you want to. Yes, we all run games we’d love to play in and it’s likely your players will want to play in it too, but they do not want to watch your personal tale of glory. This is why, during character creation, make sure both your players and yourself like the PCs; they should be characters you want to write stories about, plotting adventures with them in mind should be a pleasure.

No, don’t make a character to save the PC’s butts “just in case”, that’s being patronizing, it’s annoying.

If you absolutely must have specific characters as an active part of the game make them pregens.

In conclusion

I hope these tips help. If you find even one bit of this advice useful then I’ve done my job.

Thank you for reading.

 

Chall’s Secrets of GMing

Posted in Game Mastering, Roleplaying Games, RPG with tags , on May 6, 2014 by Chall

A good friend of mine will be reclaiming the GM seat for our biweekly game. He asked if I had any advice. He doesn’t need it, he’s an awesome GM. However, I agreed to provide some pointers. So here they are:

Note: The following assumes you have a solid grasp of role playing game terminology and concepts.

PCs Are Important

Player Characters are the focus of the game. This doesn’t mean the universe revolves around them but it dose mean they must be the center of their story.

For example:

  • In Fantasy: The PCs aren’t Gods, they’re probably not royalty, the fate of kingdoms is not at their whim. However, they are the only ones capable of defending their Orcish village from the Paladins of Lord Genocide.
  • In Space Opera: The Galaxy’s huge and the Celestial Crest is everywhere. While masters of their world the PCs are in no position to take down the despotic Galactic Kings. However, they can make a fool out of their Star Archon and wrest local control from her iron grip.
  • In Steam Punk: The PCs’ air pirate ship is just one of many. They aren’t the most famous buccaneers, yet. They’re pushing for it.

How does one strive for this PC-centredness? Here’s some advice:

Character Creation

Usually players create characters together in the first game session; take advantage of this. The sentiment “Make anything you want.” signifies you simply don’t care. That’s bad.

Ask each player what they’d like to play. Watch for anything that doesn’t fit and offer alternatives. If a player asks what you’d like to see don’t say ‘oh anything really’you’re the GM you should know what you’d like. If a player can’t think of anything offer the types of characters you’d make for this game  as suggestions.

Have the players write out some general ideas about their characters before they jot down a single stat. Where did they grow up? What are their goals? Who do they know?

I highly recommend they also answer: How do I know the other characters? This can really help your game run smoothly. If the characters know each other they have a reason to stay together and are less likely to write problematic PCs.

Most importantly work with the players as to ensure you like each PC, if you don’t the rest of my advice won’t work.

 

Character Backgrounds

If the players have given you backgrounds for their characters don’t simply reward them with extra CP/Xp/Freebie Points; use these backgrounds in your game. Make family members, friends, rivals and foes as key NPCs. Have organizations they mention show up. Take them to places their backgrounds mention.

Your meta-plot doesn’t have focus exclusively on PC history but said history should be an important part of it. The PCs are works of art given to you by your players. Including their stories into the larger one shows that you’ve listened and care.

PCs > NPCs

As mentioned before the PCs must be the center of your game, as such do not regulate them to sidekicks to your NPCs. Taking orders from NPCs is fine, being motivated to help them is great but never put the PCs in a situation where it’s obvious a group of NPCs, who are readily available,  would do a better job. This doesn’t mean the party must be the best at what they do in the entire game world, just that, for the situation at hand, they are the the best choice available.

If you ever get to a point in a game where you’re talking to yourself as two or more NPCs, for more than 10 minutes, you’ve failed.

When writing  NPCs save yourself  time by jotting down only background, motivation, goals and necessary stats. Then, if the players end up liking, or loving to hate this character then you can flesh her out further.

Mortality wise be ruthless with your NPCs, they can die at any moment. Use your parties allies and friends to demonstrate how deadly the world can be. This includes villains, occasionally one-shotting the big bad is exactly what’s needed.

Planning and Running The Game

The following are some simple tips that I’ve found useful for planning and running my games.

 

Know Your Group

Character creation will give you a good idea what of your players want. That being said be sure to keep their tastes in mind and throw in little things that each player will like. If one likes romance, throw some his way. If another likes intrigue, mix some of that in. If a third likes building things, give her a chance to do so, and so on. . .

Also, if you know some of your player’s triggers DO NOT HIT THEM. If you do so knowingly you’re an asshole. If you stumble across one remove it from the game. RGPs are meant to be enjoyable and not destroy friendships.

 

Twenty Point Notes

When I write my adventure notes I simply jot down twenty things. A ‘thing’ in this case is:

  • Plot Summary: The basic idea of what I expect to happen.
  • PC Hooks: Specific notes on why this particular adventure matters to certain PCs.
  • NPCs: Short stat block. Notes. Plan. Motivation.
  • Scenes: A short note on a cool scene I hope gets played out.
  • Clues: If the adventure is a mystery add clues that will enable the party to find a way forward.
  • Troubleshooting: Some ideas on how to tackle things that would ‘break the game’.

Once an adventure is finished I copy my NPC notes to a Rogues Gallery document.

Depending on the game you may need maps.

Finally draft up some screen shots and music that  fit your game and you’re ready to go.

 

PCs > Plot

If a player comes up with something brilliant that circumvents your hard written scheme, go with it. Allow her action to change the scope of the adventure and perhaps even the entire campaign.  It’s scary, yes. You won’t get tell your story the way you wanted to but, it’s not your story, it belongs to the table.

This kind of flexibility is what makes table top games better than Computer RPGS:

  • In table top: Mario could convince the Koopa Kids to join his side and fight against their father.
  • In table top: Link can lure Gannon out of hiding with a clever plan.
  • In table top: Samus doesn’t have to follow her former commander’s orders to not use her armor to its full potential.

Furthermore, if a player comes up with a ‘fan theory’ that blows your actual plot away, change your plot to match. Let the player be right.

 

Setbacks Must Happen and They Must Be Awesome

The flexibility of table top goes both ways.

  • In table top: Mario might get captured.
  • In table top: Link could cheese off the Gorons and get chased away from Death Mountain.
  • In table top: Samus might screw up in such a way that leads to the death of her former troop.

This is okay, setbacks make everything more exciting. Just make sure the PCs can recover.

  • Peach escapes and saves Mario, now they both must fight to regain the Mushroom Kingdom.
  • Link is forced to defeat Darunia and become king of the Gorons.
  • Samus is on her own, but she works better that way.

Setbacks should be interesting and open new possibilities for the game. Allowing your PCs to experience failure increases their investment in the game; as long as you don’t make fun of them for said failures. PC decisions, victories and losses should all matter.

Note: ‘Setback’ can easily mean PC death.  Personally, I never go out of my way to kill a PC, they’re important to my game and losing even one can upset most of my future plots. I’d much rather let a PC live with failure than ice her. That being said, it still happens from time to time, but I try to make such death’s awesome.

 

Challenge

When you run a game do so with the lie that you’re aiming for TPK. You’re not but this lie makes things more exciting.

As for challenges, tailor them to match the party. If you know your PCs and the game system this shouldn’t be too hard.

You should ensure there are several tough challenges. You should also ensure there are one or two easy ones so the party can show off how awesome they are.

Don’t draw up rigid challenges that have only a set number of answers. If a player throws out an idea that you never thought of but would work, then roll with it; even if it turns a difficult challenge into cake walk.

When it comes antagonist NPCs try to err on the side of cunning. The ‘big bosses’ should be tougher than the PCs but only just. If they’re overpowered you’ll wipe out the party and your campaign. If they’re overpowered and you go easy on the party the players will resent you for it. In short make strong (not overpowered) foes and play them smartly.

An addendum:  If the PCs knowingly cheese off someone way more powerful. Someone you had no intention of throwing at them, someone whom you’ve warned is out of their league; then feel free to TPK.

Addendum II: On rare occasions it can be fun to throw uber-NPCs at the party IF there’s a way to deal with or defeat her non-violently. Make sure to give your players plenty of hints of what they’re getting into before they run into this situation.

Finally don’t hang your ego on challenge. Being a GM isn’t about showing how much cleverer you are. It’s far more about imagination and inspiring excitement.

 

Ensure Everyone Has A Part To Play

The initiative system is genius, it forces the GM to go to every single player and ask ‘what do you do?’ then each PC gets the spotlight for one, full round. Take this concept and apply it to the entire game.

There are boisterous and reserved players. The boisterous ones will hog all the game time if you let them; this will lead to the reserved ones getting board and frustrated. A good friend of mine nearly left gaming entirely because of this. It’s aggravating being part of a game that you don’t get to play.

When I run I describe every scene in detail and ask the group “What do you do?” I listen to those who speak  first, pause and then go to everyone else to make sure they participate. If a player can’t think of anything for his character to do I’ll throw something at him to keep him involved.

If the scene turns into a long role play session than I’ll be looser with this rule and  just allow everyone to talk. However, if I see a player doing nothing I will engage them.

The key is to give everyone, whether boisterous or reserved, roughly equal table time.

 

Flow With The Core Mechanics

Be familiar with the rules of your game and use them. Don’t be afraid to teach your players the rules, if they become more familiar with them they’ll enjoy the game more. That being said:

Try not to reference the book constantly.  If you run into a rules snag and find you’re taking over five minutes to look it up/debate make a solid ruling with what you know and move on. After the game  investigate in more detail and let your players know your final decision in the next session.

Keep the mechanics consistent. If the difficulty to lift a car is X in one scene keep it that way in another. Jumping around will only confuse players or convince them you’re railroading them.

Think about working with a problematic roll rather than fudging it. If your villain fails an easy save and gets turned into a chicken, let it happen, either his henchmen will flee with him or the PCs got an unexpected easy win. A critical takes out one of your PCs? Sure he drops but give another PC a chance to save him with an epic first aid roll.

Granted, in cases where a player has been rolling horrible all night you may want to fudge a small amount so he walks away with some victory.

The Plot Must Flow With the PC Decisions

Your NPCs aren’t static bits of code and graphics that respond only in set ways. While not as important as the PCs they should still have personalities, motivations and goals. When PCs do something to aid or stymie their plans have them react accordingly. The King the PCs saved will not just give them a reward and send them on their way; he’ll become a good friend. The supervillain they thwarted will keep them in mind for his next plot. The towns and villages around the PCs will hear of their heroism or cruelty and react accordingly.

In short your campaign should be a living one that enacts its plots on your PCs and reacts to how they deal with them. In that regard, make sure your metaplot notes are loose and leave plenty of room for change.

In Conclusion

Game Mastering is a rewarding experience. You get to craft a memorable stories with your friends. The with part is key; players must know the actions of their PCs are meaningful, otherwise you’re simply forcing them through your own personal novel.  Novel writing is a worthy and wonderful pursuit but it’s not the same as Game Mastering. Make sure the PCs are characters you like, throw them in the center of the narrative and let it all  live and grow based on the player’s actions and the dice. You’ll end up with a tale better than anything you could have created on your own.