TO THE BRIDGE
The April RPG Blog Carnival considers running for a "Ship of Fools." I’m usually of the opinion that the collective intelligence
of the players outweighs my own. I put situations in front of them expecting
that they’ll come up with a solution. Usually I haven’t come up with one-
perhaps I have some ideas, but I trust players through shared creativity will
see something I didn’t. That’s part of why I rarely track character sheets and
equipment. I want to be surprised by what they do. They’re off some times, but
that’s rare. Rarer still that all of them would be off their game enough to
thrown everything off. They goof and joke around- which is why my default mode
is to take them as seriously as possible. Some of them learn a lesson and
become more careful, while others realize I’m actually listening &
accepting and become better about coming up with ideas.
So generally running for a Ship of Fools is fairly rare.
Running for a solid crew with a single first mate who seems to have taken a
severe blow to the head…that’s much more common. I have, over the years, had
some tremendously stupid players. They’re the ones that make the rest of the
table go absolutely silent with disbelief. They have a stupidity that’s
awe-inspiring. They aren’t being funny, they really believe in what they’re
doing. I have two examples, drawn from people I’ve played with and won’t be playing
with again. I have some dumb stories from other people, but in a few cases,
they’re people I play with or might play with again. In most of their cases,
its one or two areas they have a blind spot about, rather than being dim about
everything.
MAKE A SWIMMING ROLL
Ryan: Some people combine stupidity with sociopathy and
entitlement. When he introduced his new character to a Fantasy GURPS campaign I
played in, he announced himself as an Assassin. This seemed a little odd to the
group of generally good PCs. We asked him about this, and he assured us that he
didn’t take money for killing people. In fact, he only killed bad people. He only
killed the bad people the voices in his head told him to kill.
As Scott pointed out, we have a word for that: psychopath.
In another game, Ryan was tired of travelling so he
suggested we go down to the beach and wait. Because obviously in a fantasy world
ships would just stop off at various places along the shoreline to pick people
up and drop them off, like a bus. In the same game he became irritated when
another player was gifted with a magic item for a service they’d done. Ryan
ungraciously bitched about it. The person eventually gave him Flaming Oil of
Slipperiness and he went away satisfied. Then someone pointed out that
technically all oil was flaming and slippery. In another game, I'd told everyone that there would be islands, sailing and such as a key component of the campaign. First session began with a shipwreck that stranded the players. Ryan, as you can guess, had taken no swimming skills. Ryan was also convinced that
China had no army and that magnets didn’t work in space since there
were no poles there.
He was an unpleasant player, but young and no one really
wanted to be the one to boot him out. Most of his stuff was passive-aggressive
and petty. However in another game, he wanted to run a Paladin character. That
seemed like a good idea- giving him a code of honor to follow. The group formed
out of a disaster which left many dead. They escaped. Several sessions in, Ryan’s
deity appeared to tell him to take to safety a baby they’d rescued. This
clearly irritated Ryan. The next session the group sailed and arrived on what
was clearly an awful and terrible Chaos Island, with horrible temples to dark
gods. There they ran into an “explorer” who claimed he was just exploring the
place. But it was pretty clear to everyone that he was a Chaos Cultist of some
kind. However, without proof, the party held off and parted from him. In the
next scene, I pointed out to the group that Ryan’s character no longer had the
baby. When pressed, he explained that he’d given it to the explorer. (Gasps
from the party). A year later in the game, that cultist would sacrifice the
child to effectively open the gates of hell and unleash the Big Bad on the
world. Nice job.
THE TALE OF M
“M” ran an assassin
in a campaign. But he’d come up with an extensive backstory about how his cover
was as a master cook. I thought that was a fairly interesting twist for a
fantasy game. I tried to play to that a little. Oddly, as the game progressed,
he kept focusing his character on the culinary side of things over the assassin
or thiefly aspects. I would throw out plot hooks and incidents related to that-
a chance to showcase those skills and he would completely ignore them. Instead
he brought recipes with him. The other players noticed this and commented on
it. Eventually they had to get an NPC to help cover some of the traditional
rogue aspects in the game.
So at one point I decided I needed to give him a story about
the cooking side of things. They arrived at an army camp to meet with a lore
expert. The party arrived and found everything in a commotion. A high-ranking
general was coming for an inspection and the commander’s personal chef had
died. They desperately needed someone to take over preparation of the feast. I’ve
sketched out details, come up with a set of interesting kitchen-based NPCs, and
had come up with a primary role for M, and secondary support tasks for the rest
of the party. The Cook/Assassin pretty much ignored every signal and seemed
absolutely uninterested in the story. As it ended up the rest of the group dove
in, interacted with the NPCs and got things organized- they had a great time. M
reduced his roll to making a few cooking checks.
Clearly, I decided, M wanted something with more action.
Assassinating someone with his cooking didn’t seem interesting to him. So later
on I went for full-on comedy. The party encountered an evil Food Mage (a
variant class from Rolemaster). He’d
poisoned a village with his experiments and had dough golems at his command.
The pursued him until he fled back into a cavern. The group prepared itself for
an assault. At this point, M said he had a plan.
The rest of the party would attack from the front. He would
find the chimney flue for the oven. OK, I said, thinking he had some clever stratagem.
M made his way to the chimney, which was billowing out smoke and heat. And he
began to climb down. Several persons, including myself as the GM, tried to
explain why this might not be the best plan- even with his magical
heat-resistant gloves. He continued on- refusing other suggestions like
figuring out a way to douse the over before going down. Keep in mind, this is
Rolemaster, a particularly unforgiving system. He climbed down, burning drama
points, taking damage, and sucking up Heat criticals. Finally he landed in the
oven and, noticing the sentient Gingerbread men baking, rolled quickly out. He
stood up and found himself face to face with the Food Mage, with the drop on the
villain!
“OK, I heal. I have some healing potions, I’m going to drink
those.” M declared.
I asked him to clarify and he repeated his action. The rest
of the table went silent.
“OK, the Food Mage casts and summons a small Pasta Golem.”
…and M kept healing for the next couple of actions.
Eventually, the Food Mage teleported away. The party looked at one another
dumb-founded.
“Maybe I shouldn’t have gone down the chimney” M said.
FINAL THOUGHT
I enjoy the goof ups, the mistakes, the wrong paths I can
lure players down, and the general “foolishness” of play. That’s fun. What’s
not fun is when players get angry about their mistakes at the table. That has,
over time, become the real deal breaker for me as a GM. If a player goofs up or
makes a bad call, they should live with it- even if it makes them look foolish
for a moment. We’ve moved along several different people who couldn’t make that
break, who took things seriously in that way. I’d much rather have the goofing
around player who accepts the consequences and plays them out than the player
who becomes defensive, pouty, or angry at the table when things don’t exactly
go their way.
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