This week Play on Target we switches over to the other side of the screen. We try to articulate things we enjoy (and don't enjoy) when we get to be players; you'll hear me groan and swear several times. I'm pretty with this episode, despite not having Andrew with us. However we do have a guest host this week, Sherri Stewart. An excellent gamer who happens to be my wife, she brings a non-GM perspective. As I mention, I’m more a GM than I am a
player. I’m lucky enough to have Sherri there to talk with about issues-
especially because she’s primarily a player. She puts different values on
different parts of the game. She also helps focus me on what actually gets
prepped and played at the table.
PLAYER VS. GM
There’s been some discussion on G+ and elsewhere about whether
someone needs to play/GM regularly to talk about gaming. I don’t think they
have to be an active gamer at present, but it does help. I can find my ideas and
approaches challenged when I come to the table. That forces me to reappraise
them. In particular I think that GMs benefit from playing whenever
possible. Usually I restrict myself to a single ongoing campaign I play in.
But in the last few years I’ve been better jumping into one-shots. That’s
allowed me to see how some of these new systems work in practice and how other
GMs do things. More importantly I try to take note of the frustrations and
elations I feel. Is that the experience I’m giving players in my
game? That kind of basis helps. I have several “grail” campaigns in my memory
and I strive to match those.
TEACHABLE MOMENTS
Notice that we don’t hit the question of rules in our
discussion. For the most part I can handle different rules systems, some I like
better, but I can adapt if the table’s a good one. As a player I do appreciate when
there’s one voice teaching the rules. When someone’s teaching a new boardgame,
I try to keep my trap closed. I keep any interjections to a minimum.
After the explainer has clearly finished, I’ll throw in perhaps a point or two,
but even then I feel I should muzzle myself. The same way with an rpg- I really
only want one authoritative voice during basic instructions. You can add your two-cent’s
worth in after the GM’s given me the run down.
Related to that: I don’t need to know everything. That’s
especially true when you start crushing me with options and choices. Keep
those simple and stagger them. If you have archetypes or classes, pitch those
to me. If some of them don’t fit with the gameplay, just leave them out. If I
tell you I want X type of character and that works, put that together for me.
Don’t explain every piddly rule, go over all of the mechanical minutiae, or
talk about balance issues with the game. I want enough that I can play and not make truly stupid decisions. Everything else I can pick up later. That
often means that I don’t really want to know the full backstory of how magic
works in your setting, I just want to know I can cast Flare.
INTRODUCTIONS ALL
AROUND
I talked a little bit about this yesterday in my post, but
when a new player comes in (or I’m a new player), I hope the GM has given them
the briefing on what the players are like. I don’t just mean the characters,
but sense of the group dynamic. Tell me that Alan’s a good guy but he’ll push a
joke to grotesquery, that Heather’s excitable and will try to insert herself
into scenes, not to bring up politics around Cat, or that Rob’s thin-skinned. I
don’t mean being negative about the players, but preparing new players for
landmines- and making them aware that the GM’s aware of those foibles, and
trying to limit/rein them in.
REACTIONARY GAME
DESIGN?
I should also explain a passing joke I make in the episode.
Sherri and I have discussed how some games and game products seem to be built
as a response to bad games. For example I’d argue games which have player
narrative mechanics (like Fate) might have come from having been in games where you had no control. That might not be true- it might just as easily have
come from a GM's desire to open up the floor in an easy way. On the other hand
we’ve seen a number of games which restrict the GM’s options. They’re limited
in what kinds of moves they can make, how they can interfere, what kinds of challenges
they can set up. My instinct- probably wrong- is that these games come as a
response to campaigns where the GMs ran roughshod over the players. I mention Burning Wheel as an example of that (again probably wrong). But
I’ve seen other games which circumscribe gamemaster choices. I don’t actually
think that design just came out of frustration of with awful GMs. (It does get
me wondering when we first got games that explicitly limited what the GM could
do in a mechanical way…)
If you like RPG Gaming podcasts, I hope you'll check it out.
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.
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