Showing posts with label Game Play. Show all posts
Showing posts with label Game Play. Show all posts

Monday, October 15, 2018

RPG Game Play: Rules Lawyers

Last year, I discussed perhaps the important meta-rule in RPGs: Rule Zero.

This week, I wanted to talk about an issue that was driving factor in the creation of Rule Zero: Rules Lawyers.




"Rules Lawyer" is typically a pejorative term used to describe someone who attempts to use the letter of the rules of the game without reference to the spirit, usually in order to gain an advantage for themselves.  As this can be a literal form of "Gaming the system," with the attendant negative consequences, Rule Zero arose.  As I mentioned last year:

"For games where meta decision making is distributed along traditional lines, Rule Zero serves as a manual override to the rules set: in other words, it exists in case someone needs to override the rules when they result a nonsensical result.  Furthermore, it serves the underlying philosophy that the rules should take a back seat if they interfere with having fun."

As  "judge" and "referee," Rule Zero allows GMs to keep a game from slowing down too much or going off the rails for various reasons, Rules Lawyering included.

However, as you might expect, Rules Lawyering can be a problem for some New School games that reject traditional GM authority in favor of greater Player Narrative Fiat, such as GM-less games.

A softer and more proactive way to address Rules Lawyering is with the group's Social Contract.


In addition, in some cases Rules Lawyering and System Mastery (high knowledge of the rules) are just two sides of the same coin, even though the latter is generally viewed positively and encouraged.




Furthermore, a clever GM can sometimes recruit Rules Lawyers to assist in running games, such as serving as a rules reference, managing less focused or experienced players, etc.

Monday, July 9, 2018

RPG Game Play: Investigations

Over the years, as my tastes as a tabletop RPG GM have moved away from High Fantasy and toward Swords & Sorcery, my games have tended to become deadlier and more Old School for PCs.  Consequently, my games have also moved away from emphasizing combat and toward problem solving.  A type of problem solving that often comes up is Investigations.

So, this week, I wanted to take a look at Investigations in RPGs.



In terms of preparing an Investigation adventure, whether PCs are uncovering a conspiracy, solving a murder or finding a MacGuffin, the first thing to do as a GM is to have a firm grasp on the background and the details.  While preparation is always important for a GM, when running an Investigation adventure, it is even more so since there's a good chance that the Players will be coming up with ideas and approaches that you hadn't considered (despite that preparation) and you really need to keep the details in your head while thinking on your toes.

Whew!

Next, for a successful Investigation adventure, it really helps to have a gripping plot/scenario to grab and to hold the Players' interest.  Feel free to shamelessly rip off ideas from your favorite books, movies, TV shows... BUT do try to mix things up enough so that your Players don't realize what you are doing.  So, you want to be "Episode IV: A New Hope" (1977) (which took a LOT of ideas from "Hidden Fortress" (1958), the epic jidaigeki adventure film directed by the legendary Kurosawa Akira) and not this:



After you've worked out the plot/scenario for your Investigation, next you need to set up clues.  Lots and lots of clues.  Never underestimate the likelihood that the PCs will reach a dead end.  Thus, Justin Alexander's Three Clue Rule is a good general rule of thumb.  Furthermore, if the PCs are really stuck, consider dropping hints and even clues until they can get moving again.

Additionally, I like to also add interesting the NPCs and challenges that the PCs will face during the Investigation.  This isn't strictly necessary, but, for example, a great and engaging villain, such as Strahd von Zarovich can elevate a good adventure to a great one.




In terms of challenging the Players' minds, Investigations can be a great option if properly planned and executed.  And, as I mentioned above, they can fit in with a variety of genres.  So, if your band of murderhobos is tired of murdering their umpteenth tribe of green skins, consider throwing an Investigation at them.



Monday, June 18, 2018

RPG Game Play: Social Contracts (Part II)

A couple years ago, I discussed the importance of setting up a Social Contract with your gaming group.

This week, I wanted to go into greater detail as to some topics that you might want to include in your Social Contract.



While the specifics of a Social Contract will vary from role-playing group to role-playing group based on preferences and personalities, here are some basic issues that are applicable to most groups.

  • Playstyle

A major issue to settle before starting is the play style of the group.  If a player wants to be a fantasy swashbuckler and their character gets quickly killed because the GM is running a realistic and historically accurate campaign, there's a disconnect that should have been cleared up by the Social Contract.

Nowadays, I run a beer & pretzels Old School game and our group uses a lot of light-hearted humor and plays casually (e.g., talking In Character is not emphasized).  We play cooperatively (no PvP) and, as GM, I'm willing to change a decision if someone makes a compelling argument that doesn't break the story.

  • Attendance
Obviously, it's impossible to game if people don't show up.  Furthermore, it's rude to keep others waiting.  So, it's helpful to cover what happens if someone can't or doesn't show up, including what happens to their PC (e.g., does someone else get to play the PC?).

Life happens and being late or missing a session is inevitable and alright but I tell my players that they need at least to inform me in advance when they will be late/miss a session.


  • Mature content

Obviously, not everyone is looking for a game that features mature content and/or mature themes.  For the sake of harmony, this should be sorted out in advance.

I run a PG-13 campaign, so stupid jokes are welcome but explicit language is frowned upon.  So, dropping an F-Bomb is an easy way to be permabanned.




  • Character Death

As I mentioned earlier, Character Death can be a touchy subject that people don't want to think about.  So, it's wise to get ahead of the curve before it comes up in actual play.




  • Environment

People's definition of what constitutes an acceptable environment can be different, so it may be necessary to set rules on smoking, alcohol, using other people's dice, bringing and consuming food and drink, etc.





If problems do arise with a group, the best thing to do is to address them head on and the worst thing to do is to be passive aggressive.  It's important to be respectful of other people's opinions and feelings, but sometimes the GM does need to make a tough decision and to be decisive for the benefit of the rest of the group.

Monday, June 4, 2018

RPG Game Play: Campaign Basics (Part II)

Two weeks ago, I discussed some of the basics applicable to running all RPG campaigns.  This week, I want to touch on the types of RPG campaigns.





By "types of RPG campaign," I mean the genre, background and feel of a RPG campaign, rather than the mechanics.  Of course some GMs, for a variety of reasons, just focus on running a campaign and purchase a commercial product, of which there are many.

So, how does one choose the type of an RPG campaign to run?  This decision is usually driven of the preferences of the GM (and, for some New School games, the Players).  There do seem however to be three common and effective types of RPG campaigns:
  • Sandboxes
  • Adventure Paths
  • Relationship-Maps

The three types are of course not mutually exclusive and all of them can work (for different kinds of storytelling and approaches to RPG play).  Furthermore, many campaigns combine elements of some or all three types, but many times one of them is dominant, because of the preferences of the GM and/or Players.

  • Sandboxes

Last year, I touched on Sandboxes as a style of Game Play, and now I'd like to look at them again in terms of campaigns.

In a sandbox campaign, the GM creates an area and populates it with NPCs, events, monsters, etc. and the players choose where they want to go and with whom they want to interact.  It is a form of emergent storytelling, where the narrative develops as play happens.

As Old School as it gets, Sandboxes go back to the beginning of the RPG hobby (e.g., Blackmoor), and some of the best known examples are the classic modules B2 The Keep on the Borderlands and X1 The Isle of Dread.



Sandboxes can be a good starting point for novice GMs because they only need to create the area in which the players will adventure, and the campaign can be expanded as necessary


  • Adventure Paths

What is nowadays called an "Adventure Path" (i.e., a series of interlinked adventures featuring pre-scripted events) has been a popular mode of campaign play since DL1 Dragons of Despair (1984) kicked off the Dragonlance Saga (which many Old School gamers consider to be the beginning of the end for TSR, as it was a decisive step away from Sandbox play).  In an Adventure Path, the plot is directed by the GM.  For example, DL1 states:

"Events
As opposed to encounters, which take place in specific areas, events take place at specific times. They may happen anywhere unless stated otherwise. The first event begins your adventure, then each follows at its stated time in the sequence below."

Adventure Paths can also be a good starting point for novice GMs because they limit the number of things with which the Players can interact.  However, they can also devolve into a railroad, stripping Players of agency.

Adventure Paths continue to be produced today, such as many Pathfinder products (e.g., Rise of the Runelords).

  • Relationship-Maps

These campaigns are typically Player-driven affairs, most often seen in indie games, such as Fate, Smallville, Apocalypse World, etc.




In a Relationship-Maps campaign, many or all of the background details of the campaign are determined by the Players, usually in the course of Character Creation.  This is a type of Player Narrative Fiat.

Since the Players come up with most or all of the campaign background, Relationship-Maps campaigns can be low or no-prep for the GM, who primarily focuses on knowing the rules set well and managing the group's Social Contract.

Monday, May 21, 2018

RPG Game Play: Campaign Basics (Part I)

Ever since Dave Arneson created Blackmoor (aka the First Fantasy Campaign), wherein he pioneered, among other things, the concept of Character Advancement, GMs (and now some players) have been creating their own game worlds and settings.  So, this week, I wanted to talk about some of the basics of running RPG Campaigns.




By "Campaign," I mean an ongoing set of adventures or a continuing storyline, typically set in the same game world and nowadays often involving the same PCs (unless there has been Character Death).  As a result, running a campaign is usually more challenging and demanding for a GM than a one-shot adventure, since the GM needs to know more and in greater detail about the background, the locations, the NPCs, etc.

While it's true that some New School games encourage cooperative world building and shared narrative fiat between GMs and players, the majority of games and campaigns still follow the traditional GM-led model  (i.e., the GM is primarily responsible for developing and running the campaign).  So, this post will focus on the latter, (i.e., the role of the GM in running the campaign).

So, in terms of general advice for running a campaign, probably the first thing for a GM to keep in mind is that, regardless of how much you prepare, something is not going to go as expected, whether it's because you made a mistake, your players killed the NPC that you intended to keep as a recurring foe, your players left the location/plot you oh so carefully prepared, or whatever.  Thus, being a good GM requires at least a little improv ability (i.e., being able to handle curve balls and to think on your feet).




For novice GMs, a good way to reduce the likelihood and scope of the unexpected is to run dungeon crawls.  In fact, one of the reasons that Messr Arneson put his first adventures underground was to expressly limit what the players could do.

Additionally, GMs shouldn't be overly attached to any particular plot, NPC or whatever or concerned that the PCs didn't interact in the GM's desired way.  It's always possible to recycle material into a later game session or future campaign.


Secondly, the GM should take some time to know the applicable rules set.  Constantly looking things up will disrupt the flow of a game session.  Also, it can be disheartening to find out that you misquoted a rule.


Thirdly, the GM should prepare enough to feel comfortable.  Some GMs spend hours getting ready for a game session, while others do literally no prep.  For myself, over time, I've prepared less and less, partly because I usually use rules with which I'm quite familiar and because my improv skills have improved.


Fourly, the GM should be on the same page as the players regarding expectations.  Here, the group's social contract is key.  Also, remember to keep in mind that the goal of playing RPGs is to have fun.


Of course, there are many other things that can play a part in running a campaign, if you can get down the above, you should be starting from a good position!

Monday, April 9, 2018

RPG Game Play: Really Bad Stats

Last year, I discussed the issue of Stat Inflation (the incentive for players to play characters with higher statistics) in role-playing games which use Random Roll for character creation

This week, I wanted to talk about the opposite side of the coincharacters with Really Bad Stats.




If you use Random Roll for character creation, eventually Random Number Generation (RNG) will catch up and give you a character with Really Bad Stats.  And by "Really Bad Stats," I'm not talking merely below average but rather, bottom of the barrel (in D&D terms, I'm talking 3s, 4s or 5s) and I'm talking having more than one Really Bad Stat (even in a well designed game, it's usually possible to play around one Really Bad Stat).

So, this begs the question: Does having a character with Really Bad Stats materially affect fun?

Well, it depends.

Firstly, some players simply don't care about their character having Really Bad Stats.




Secondly, in some games, this is a moot question since some or all stats have no or little mechanical effect.  For example, in OD&D, a PC's Strength, Intelligence and Wisdom no mechanical effect other than possibly an XP bonus.  OD&D's other stats, except for Charisma, don't significantly effect gameplay either.

Thirdly, the circumstances can matter a great deal: it's different playing a character in a one shot or that doesn't otherwise require much mental investment in the character by the player. For example, it's easy enough to play up Really Bad Stats for comedic effect.


However, what about a character where the GM is looking for significant mental investment by the player in the character and wants to play a long-term campaign?  In other words, a player cannot simply wait until next session to play a different character.

Two common reasons that people play tabletop role-playing games are for escapist fantasy and for wish fulfillment.  Really Bad Stats can put a damper on both of those.

There's also the issue of fairness.  It's not really fair to having one character be significantly mechanically worse than the others.  Really Bad Stats can mitigated by the GM if he is able to provide the character with Really Bad Stats alternate ways to be effective and is able to still give the character their time in the spotlight.  However, this does require a level of trust in the GM and really should be expressly stated in the group's social contract.


Monday, January 1, 2018

RPG Game Play: Starting out as GM

Happy New Year!

Recently, it came up in a conversation about how to start out as a Game Master (or GM, for short) in  tabletop role-playing.  Being a GM is the most challenging and demanding position in any gaming group, so this week, I wanted to focus on some of the key issues that new GMs should consider.




First of all, before the game session even starts, beginning GMs should make sure that that their group's Social Contract is in place, to match up everyone's expectations and to prevent easily avoidable problems.

Secondly, it is worthy to note that, with New School games, there are non-traditional ways to distribute the GM's role, including GM-less games such as Fiasco and Microscope and games using  Player-Facing Mechanics, such as Dungeon World.  This post is not aimed at those games.

Anyway, in traditional tabletop role-playing games, being a GM entails wearing many "hats" (e.g., Author, Director, Referee, Manager, etc.)  For example, as Referee, a GM must make judgement calls and decide when to apply Rule Zero.  Consequently, as one can imagine, there are many things to track and manage during a game session, but for beginning GMs, there three areas to focus on where one to get the most mileage:
  • Prepare, Prepare, Prepare!
  • Be Flexible
  • Keep Learning



  • Prepare, Prepare, Prepare!
Preparation, as with many things in life, can make all the difference when running a game session.  As you become more experienced as a GM, you'll see more and more situations and learn how to juggle more and more things on the fly.  However, when you're starting out, preparation goes a long way toward preventing problems and keeping things running smoothly.  It will boost your confidence and speed up gameplay since you'll be less likely to struggle to fix things or figure things out.

A key part of preparation is knowing your rules set and the adventure that you have planned to the best of your ability.  The more you've prepared, the faster you'll be able to identify and address potential issues, such as fielding your players' questions.  It will also make it easier to address the next bullet point, Being Flexible.

  • Be Flexible
In the words of the great German military strategist Helmuth von Moltke the Elder: “No battle plan survives contact with the enemy.”  Similarly, your players may (*cough*probably will*cough*) do something unexpected that will fly in the face of all your hard work and preparation.

Don't panic.  If you're caught off guard and need some time to figure out what to do, don't be afraid to call a bathroom break or even end the game session early.

And remember to keep an open mind.  Particularly, don't worry about wasting a plot, a character, a setting or anything else you've spent hours to develop.  In fact, you'll probably have a chance to reskin and recycle it later, with your players none the wiser.




  • Keep Learning
Lastly, keep learning!  Curiosity is a natural trait of the best GMs.  You will get better with experience but there's always something that you can work on to become a better GM.

IMHO, one of the best things about being a GM is the opportunity to stretch your creative muscles, but muscles only get stronger with training and use.  Talk to your players and other people- don't be afraid to solicit feedback and don't overreact to criticism.


Obviously, there are many, many, many other things to help start out as a GM and to become a better one, but if you begin with the above three areas, you'll have a head start!

Monday, October 9, 2017

RPG Game Play: Rule Zero

This week, I wanted to talk about an issue that's potentially confusing but hugely important to traditional tabletop role-playing games: Rule Zero of RPGs.

The Game Master is Always Right

By the above, I mean that Rule Zero states that the GM always has the final say, even over the rules as written.  For games where meta decision making is distributed along traditional lines, Rule Zero serves as a manual override to the rules set: in other words, it exists in case someone needs to override the rules when they result a nonsensical result.  Furthermore, it serves the underlying philosophy that the rules should take a back seat if they interfere with having fun.

Rule Zero came about because in role-playing games, player creativity can produce almost unlimited options.  For example, in the board game "Clue" players only have a limited number of things that they can do in their turn.  However, if "Clue" was a role-playing game, Colonel Mustard would be able to set the kitchen on fire.  Also, some rule sets simply have gaps.  Consequently, sometimes someone needs to make a ruling about the "legality" of an action.

Rule Zero also serves as a check upon Rules Lawyers, Munchkins and/or if the players are just being rowdy in general.



Unsurprisingly, Rule Zero is the foundation of GM authority in tabletop role-playing games.  Giving the final decision making to the GM is what allows the GM to override even the rules as written.  It also gave rise to the proliferation of house rules and other aspects of the DIY nature of Old School games.

Of course, Rule Zero assumes that GMs will be reasonable.  However, if abused, Rule Zero  can lead to railroading, turning the players into an unwilling audience for the GMs fan fiction, or even the GM becoming a petty tyrant!




By contrast, some New School games, operate differently since more or all (for those games without GMs) decision making is distributed to the players.  Other New School games, such as the *World games, try to constrain the GM within the rules set (though actual effectiveness of such constrains is questionable).

Rule Zero is, for the most part, an unspoken rule or referred to only obliquely.  However, not only does it remain important to this day (especially in Old School games), but it also is part of the history of  tabletop role-playing games and the reason why old terms for GM included "judge" and "referee".

Monday, July 31, 2017

RPG Game Play: Encounters

This week, I wanted to discuss an issue that is both the centerpiece and the bread and butter for most tabletop role-playing gamesEncounters.




"When a party descends into a dungeon for the first time, they must be ready to deal with the strange creatures they will meet: some foul, some fair, some intelligent, some not; the variety is endless. Such a meeting is called an encounter." - D&D Basic Rulebook (Moldvay) (1981)

To expand upon Messr Moldvay's description, by “encounter,” I mean the meeting of two or more non-allied groups.  I know that some GMs equate “encounter” with “combat,” with their adventures boiling down to a series of fights, this is not the only way to play RPGs.  Indeed, in the Old School idiom, combat is often deadly and only to be resorted to when one has a significant advantage or one has no other options.

Thus, it is important to remember that “encounter” doesn’t necessarily mean “combat”.  While some NPCs can be assumed to be immediately hostile (e.g., undead, cultists), others may have different but not necessarily conflicting agendas with the PCs.  For example, in the photo above from the all-time great film "Conan the Barbarian" (1982), Conan and Subotai bump into Valeria whilst robbing the temple.  Instead of fighting each other, the three thieves team up and shenanigans ensue!

An often overlooked aspect of encounters in Dungeons & Dragons (and other games) that reinforce the notion that “encounter” =/= “combat” are reaction checks.  In 1st edition Advanced Dungeons & Dragons, reaction checks are purely mechanistic:

"ENCOUNTER REACTIONS
Any intelligent creature which can be conversed with will react in some way to the character thot is speaking. Reaction is determined by rolling percentile dice, adjusting the score for charisma and applicable loyalty adjustment as if the creature were o henchman of the character speaking, and the modified score of the percentile dice is compared to the table below" - Dungeon Master's Guide (1979)

On the other hand, I prefer B/X's more flexible approach:

"MONSTER ACTIONS: Some monsters always act in the same way (such as zombies, who always attack). However, the reactions of most monsters are not always the same. The DM can always choose the monster's reactions to fit the dungeon, but if he decides not to do this, a DM may use the reaction table below to determine the monster's reactions" - D&D Basic Rulebook (Moldvay) (1981)

Thus, many NPCs, even hostile ones, can be reasoned with or bargained with- these are potential role-playing opportunities for the players!  The GM should provide sufficient information and clues that players can reasonably deduce whether situations are beyond them.

Probably outgunned...

The ability to improvise as a GM is also important here, since the players may have their characters act in ways that you don't expect.  Furthermore, don’t be afraid to call a bathroom break if you need a few minutes to gather your thoughts or even to end a session early if you need to plan out or rework the next part of the campaign!

Monday, June 19, 2017

RPG Game Play: Character Death

This week, I wanted to discuss an issue that no tabletop role-player wants to think aboutCharacter Death.



A key difference between tabletop role-playing games and other games wherein players assume the role of a character, such as some board games and war games, is that tabletop role-players often make mental and emotional investment in their character.  As a consequence of this investment, the possibility of Character Death has important effects on game play (e.g., raising the stakes, adding dramatic tension, etc.), as well as interesting knock on effects (e.g., encouraging players to pay much closer attention).

However, the possibility of Character Death is not a given in tabletop RPGs.  Sometimes, this lack of Character Death is a function of the particular tropes of a genre (e.g., superhero games).  However, other times, this lack of Character Death is accomplished by nerfing Random Number Generation (RNG) via player narrative tools.  Indeed, in some New School games, characters pretty much can't even die unless the player agrees, making "dying" a player's choice.

The stated rationale for this position is that the story is more important than the simulation or the game aspects in those games.  For example, in "FATE Core" (2013):
"We recommend [taking Character Death off the table], mainly for the following reason: most of the time, sudden character death is a pretty boring outcome when compared to putting the character through hell. "

Character Death is a pretty boring outcome?




Suffice to say, "FATE Core" and other story games hold the minority opinion among tabletop role-player.

By contrast, in many Old School games, Character Death is a ever present possibility, forming a key part of the tone of such games.  For example, in "Original Dungeons & Dragons" (1974) and similar games, the characters risk life and limb for the chance at fame and loot.  Without the possibility of Character Death, the perilous atmosphere loses most, if not all, of the edginess, and the risk/reward nature.

Of course, some critics mistake advocating for the POSSIBILITY of Character Death for advocating for a REQUIREMENT of such.  Advocates for the NECESSITY of Character Death, if they exist, must be extremely rare.

Character Death is mitigated in some games by giving players the opportunity to resurrect characters,
or by using bleed out rules.  Other games substitute major wounds for Character Death.  However, in my humble opinion, this is a bridge too far towards New School.  Indeed, except for genre exceptions (e.g., superhero games), a game can't really be Old School unless the possibility of Total Party Kill (TPK) is on the table.





Of course, the death of a character (especially Permadeath) can be a touchy subject for a player.  Character Death can be keenly felt and painful.  As a result, everyone's expectations should be on the same page, preferably before play begins, as a part of the group's "social contract".



Monday, March 27, 2017

RPG Game Play: Finding Players


A few months ago, I discussed the importance of the group putting a "social contract" in place, preferably before play begins.  However, before you can have a "social contract" for your game, you need players.  So, this week, I wanted to focus on an issue that affects every game and every table: Finding Players.




This discussion is inspired by a recent conversation and assumes the point of view of a game master.

Being the game master is great fun for a number of reasons, not the least of which is that you get to pick the game you want to play.  However, it's an obvious condition precedent to gaming that you first need to get other people who buy in to your idea for a game or campaign.  Indeed, more than a few campaigns have stalled, collapsed, or not even gotten off the ground due to a lack of players.  Moreover, even if you already have a group, this is something you should still think about recruiting more players because most, if not all, groups suffer constant attrition from the vagaries of life (e.g., new job, new school, changed life circumstances, etc.).

Finding players is a question of marketing, so before you even start looking for players, it behooves you put together a winning pitch to sell your campaign.



When putting together a pitch, you should be able to describe what kind of game you want to run in a short, clear, and engaging manner.  Prospective players should be able to quickly understand what you want to do in a way that (hopefully) fires up the imagination.  For example, I'm currently recruiting for a second concurrent Sorcery & Steel campaign and I pitch it as "Wander the eastern Mediterranean in a tramp freighter during classical Antiquity" or "Traveller/Firefly meets old D&D."

If you are able to interest someone with the pitch, you should have additional details (e.g., Play Location/Method, Game/System, Time/Frequency, etc.) ready.  Don't be discouraged if you don't hook people right away, though if you are having difficulty, perhaps you need to hone your pitch.

Once you have your pitch down, where do you pitch?  Roleplaying is a collaborative form of storytelling, so you need to find collaborators.  To that end, work your social networks, both offline (e.g., friends, family, co-workers, etc.) and online (e.g., Facebook, Twitter, Instagram, etc.).  Don't forget corkboards at your local friendly gaming store (if your town has one), library, etc.



There are also recruiting forums at most online RPG communities and other websites (e.g., Craigslist).  However, the best results I've gotten are from Meetup.com.

Assuming you have the luxury of enough players for your campaign, I like to vet players as much as possible before allowing them to join and sites like Meetup are good because if someone volunteers information about themselves, that's a good sign.  If that information matches your playstyles and other preferences, even better!

Good players are worth their weight in gold, while disruptive players can quickly make things unfun for everyone else, so the time you invest here is more than worth it.  Best of luck!

Monday, February 13, 2017

RPG Game Play: Plot v. Sandbox

A couple months ago, I discussed the importance of the group putting a "social contract" in place, preferably before play begins.  This week, I wanted to focus on a key part of that discussion, determining what type of campaign that everyone wants to play: Plot v. Sandbox.



By "Plot v. Sandbox," I'm referring to how and to how much a particular campaign is scripted in advance by the GM, whether that is metaplot, side quests, other events, setting, factions and NPCs (and their goals), etc.  This is a major area of fun and creativity for many GMs, myself included.

In terms of "Plot v. Sandbox," every campaign falls somewhere on the spectrum between purely plot-driven games/campaigns (whether that's certain pre-printed modules (*cough*Dragonlance*cough*) or certain New School games (e.g., a story game) or whatever) and pure sandbox campaigns (when the GM simply populates an area, and where if there's a story at all, it's emergent from actual play).  A number of Old School modules and products are widely regarded as sandboxes, and often the loudest proponents of sandbox play are the grognards.

On one extreme, if the GM takes active steps to keep the players on his preferred metaplot, this is often referred to "railroading".  Some players may enjoy the ride but railroading is frowned upon when the GM takes away the players' agency.

Can you hear Tracy Hickman's dice hitting the table?

On the other extreme, if the players in a sandbox are unable to drive the action and simply wander around aimlessly, I like to call this a "desert".

I specifically wanted to highlight this issue in this blog post since it's no fun if the GM invests significant time and energy to set up a campaign and the players decide to do something completely different but it's no fun if the players are forced to follow the GM's whims.

There's no one right answer for all groups but any answer that's fun for the GM and the players may be the right answer for that group.  And it is usually best to work out this issue in advance as part of the group's social contract.



In my own games, my players are prefer to leave control of the narrative to me.  So, I usually come up with broad ideas and a handful of plot points and improvise the rest based on the PCs' decisions.     I try leave choices up to the players as much as possible.  The NPCs have their own things going on and will succeed unless the PCs decide to intervene.

If the PCs decide not to interact with something I've planned, it's not a big deal.  I can usually recycle part or all of it at a later date.

Let me know what works for your games!

Monday, December 5, 2016

RPG Game Play: Social Contracts

As the year draws to a close, this week, I wanted to talk about an important, but sometimes overlooked, part of any game: a Social Contract.



If you've got some good people to play with and a good game to play, your first instinct is probably want to just jump into it.  And, most times, there's no problem.  However, what happens when people have a misunderstanding or when someone starts acting in a way that others feel is inappropriate?

For example, what if someone's favorite character dies due to an unlucky roll?  Or, what if someone keeps showing up late to the game?

As insurance against these awkward or problematic moments, it's often a good idea to put a "social contract" in place, usually before play begins.  The Google defines "social contract" as
"an implicit agreement among the members of a society to cooperate for social benefits"
A role-playing group, like any other society, operates under certain mutually agreed upon rules.  For RPG groups, these rules cover both in character behavior (e.g., no PvP) and out of character behavior (e.g., no smoking or drinking).  People usually assume that everyone will use common sense (e.g., no cheating).  And yet, even reasonable people may differ over what seems, to them, as "common sense".  What happens when what's assumed to be mutually agreed upon is, in fact, not?



As you might imagine, it's often beneficial to make sure that everyone is on the same page in terms of expectations.  The degree to which a social contract needs to be explicit will vary from group to group.  It's not usually necessary to have a particularly high level of specificity, but it's often valuable to address areas that are likely to be contentious.

The easiest way to handle the handle is to let someone (typically the Game Master) set the rules for the group and to arbitrate situations.  This is the Old School method.

If all else fails, remember the old saw "no gaming is better than bad gaming".