Play on Target goes classic today with a perennial question:
how can I be a better player? As with the last week’s episode, I think we hit some concrete and specific strategies. Certainly we do less
name-checking of odd rpg systems and resources. As I mention in the podcast the
discussion comes from four people who generally GM. That informs our position-
though all of us play in campaigns (some online, some f2f, some Pbf). I think
in the future we need to do a slightly tilted version of this topic: what do I
want as a player? Ideally I want to play at the intersection of those two concepts: knowing what makes for enjoyable play and knowing what I like from a game.
THE MIRROR GAZES
ALSO?
I think it's harder to judge your performance as a player;
perhaps more particularly to accurately judge your performance. As a GM
you’re out in front of everyone, watching the group and working to generate
reactions. Enthusiasm, player participation, tension, attention, remembering
details, taking initiative, playing off of the world- all of these are good
benchmarks for a GM’s success. (That assumes the GM isn’t in the self-doubt
death-spiral, which is a topic for another post). A good GM thrives and works
with that feedback.
So how do you tell if you’re doing well as a player? You
have some objective criteria. You get invited back, for one. Though you could
also read that as socially mandated or based on the need to fill a seat. How about if the GM
backs your character choices- though that may instead reflect the GM's style.
You can’t necessarily judge it based on how much time a GM affords you at the
table. A good GM spreads the spotlight around. You can't judge it on laughter you
generate, since sometimes comedy breakouts slow a game down. I’ve had
class-clown players who brought sessions to a halt. So much of what happens at
the table is subjective- a player’s voice is one among many. If you’re good
with judging social situations and responses, you probably have an easier time
judging how well others enjoy your play at the table.
Maybe?
SELF-ASSESSMENT
I’m not sure- I’ve seen some socially smooth folks who went
to weird places in games. They’d clearly decided on an
approach and didn’t connect that with others. I’ve seen players who absolutely
can’t pick up on social cues or avoid confrontation play strong and solid
characters at the table. Is that a factor of play style, a factor of their ability
to judge their performance, or some combination of the two?
Some games award bonus points for good play- rp’ing or some
other factor. You could take that as an indicator. I’ve almost never used that. My sense has always been to reward
the group as a whole. I played in a Champions campaign where people could vote
on a bonus point award for a particular player. As a newbie coming into that
group, I always felt a little out of place. The system encouraged the players
not to rock the boat with one another or with the GM.
A smart group tells the GM what they’ve liked and how much
they’ve enjoyed the session. That keeps the GM happy (generally- death-spiral
aside). I think it equally important for the GM and other players to talk about
play that they’ve enjoyed. That’s one of the things I like about both online
games I run- the players stop and take time to say how awesome a particular
scene, choice, or interaction was. I need to be better about making clear when
I enjoy someone’s play. The responsibility has to be on the whole group- not
just the GM- to point to striking and fun moments at the table. We need to
point out good play to the players who play it…(need a better phrase for that).
TALKING TRASH
Does the reverse hold true? That’s more difficult. If you’re
bothered by somone’s play your choices are more constrained. Obvious bad
play- racism, sexism, interrupting, disrupting can be more easily pointed out.
That’s still hard. I had to call a fellow player one time on the fact that
whenever one of the women in the group spoke, he interrupted them. It
took me some time to get the nerve up for that. How do you call out just not
good or mediocre play? Criticism won’t work- you have to find some way to see
if you can judge their interests, find a better role for them, or reinforce
what they do well. I’ve had that work and not work. I think players should help
one another. If someone has success in a niche, encourage that. But I think the
GM has more responsibility on that side. If a player isn’t fitting in, if
they’re bringing the group down, or if the GM just plain doesn’t enjoy running
for them, that’s needs to be communicated.
Otherwise you could operate
in a vacuum. You might not know if the other people at the table disliked your
choices. I had this happen in a game. I may have posted this story before.
I played in a Buffy-style game with
three other players. We had a Slayer, a vampire, and a Voodoo
Priestess. They all had interesting powers. I took a one-armed investigator who
had a phantom arm. He could use it to break things from the inside, open doors,
and do a modest amount of damage. The power was fairly light-weight in comparison to the others. But I liked my character- and I liked positioning myself
as the normal person in a group devoted to high weirdness. I had decided to
play the Zander/Zeppo figure in the team. I’d comment on that role- especially when
they forgot I had any powers at all. I enjoyed it Until I found out the
other players thought I was serious about my complaining. They’d taken it as me
having sour-grapes for making a shitty character.
I hadn’t been clear about my play and the other players hadn’t
given me feedback. We’d ended up in a loop. I felt like an idiot. I ended up
quitting and the game stopped after that.
Yikes. Let’s hope I’m better at that now…
TWO WAY STREET
Related, but a little off topic, I want to do a player
survey of some kind. About fifteen years ago I did one for my players-
multi-page paper sheets using muitple question types. I suspect I wanted affirmation
as much as information. The results did offer me a sense of some things: genre
preference, game activities, system details. Of course all of this was stated
preferences, which in my experience can be radically different from actual
preferences. I’ve seen GMs and players who make a claim to wanting a certain
amount of crunch, realism, and leathality but in practice really hate that. The survey was too big and clunky and wasted space. I
did learn that at least one of my players had been cheating regularly and
consistently, something I hadn’t known.
Now we have much easier tools for setting up surveys and
actually getting that in a useful and anonymous format. By my count I have
about two dozen players who have played at least four sessions in a campaign of
mine over the last five years and who I still feel comfortable communicating
with. That’s a pretty decent pool to draw on. Ideally I want to come up with a
short, easily completed survey focused on getting useful information. I want to
imagine it more like playtest feedback.
Right now I’m thinking a quantitative
section- with an agree/disagree continuum- and a short qualitative section. The
former seems like the easier to come up with, although I really want to keep
that short and reasonable. I’m imagining an optional section for rating genres
and activities. The qualitative section’s more of a challenge. I have to ask
myself what I want to find out. Ideally I want to know about moments where they
thought something cool happened, moments/sessions that spring to mind when they
think about the game, times when they felt stuck or helpless, times when they
were confused, times when they felt their choices didn’t matter. I want to see
if I can identify open or unsatisfied questions or moments for them.
I’ll post some details when I actually have something put
together.
If you like RPG Gaming podcasts, I hope you'll check out
Play on Target. We take a focused approach- tackling a single topic each
episode. You can subscribe to the show on iTunes or follow the podcast's page
at www.playontarget.com.
This is a very important article and highlights the difficulties in being a player. Since it's harder to get reliable feedback (especially about what you're doing right), and since seeking out negative feedback can easily leave you with damaged self confidence, the whole thing can prove really difficult. Asking other players, "What do you like about my roleplaying style?" can easily leave you with a few simple anecdotes without any real meat to it, as most folks probably haven't thought real deeply about it (sometimes as a defensive mechanism so that they *don't* get annoyed).
ReplyDeleteThat's on the mark. I'm defensive enough I hadn't considered the impact of negative responses (since I don't like to even think about them). And your point about some feedback being less useful is good as well. I have to think about what could/should be best practices for giving feedback. is there some structure which could be put in place (beyond a reward system) or some technique GMs might use to encourage it.
DeleteI'm glad you folks have managed to put together something that is player-focused. I think you mentioned before that most blogs and content out there is for GMs, so this approach is very welcome. Looking forward to listening to the podcast!
ReplyDeleteI'm pushing for another one of our upcoming recordings to be player centered again- that topic I mention above- figuring out what you like as a player.
DeleteYour quitting that game aligned in beautiful harmony with things going on in the GMs life which lead to a perfect time to end the game.
ReplyDeleteOr, there should be no guilt on your part. Shit was going down that lead to the marriage down the street from me and the end of the game was not your fault.
I have to admit to being selfish about my guilt there. I feel bad that I managed to so badly communicate what my character was doing to the other players. I feel bad that they had a less enjoyable experience because of that. I feel like an idiot remembering scenes I thought were cool, but my have looked to everyone else like me bitching. I think that's why I'm really in favor of players sharing secrets and motivations with one another. While secret squirrel stuff can be fun, I think its more fun & more fun for more people to get that out there so other people can play off of it.
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