Saturday, 11 January 2014

Published Settings: Wading Through the Muck

Of late I have been delving into the city of Marienburg, and as such have been reading lots of Marienburg: Sold Down the River. Reading through this material has kicked up my old thoughts on playing in an established setting, and I thought I would give my new musings a go...

Published Settings: Wading Through the Muck

Marienburg isn't the first published setting I've ever played in - but it is by far the most detailed. Usually, like with Praag or Into the Expanse, I find some way to bypass the majority of the information whilst still holding onto the mainstay themes - but something is different about Marienburg.

M:SDtR is such a comprehensive look at the otherwise unique city that I am finding myself both mystified by the wealth of knowledge and somewhat annoyed. I love that there are hundreds of ready made hooks for me, and I am adapting many of them, and shaping new ones from the information given, but I find something off about the process.

Whilst I am enjoying it, no doubt, I find the amount that is written is hard to wrap my head around. Unlike Praag, the setting isn't evolving naturally in my mind - it isn't built with broad strokes and then little bits are being added in. It is laid out in terms of districts, and then it goes through, important building by important building, with an important NPC accompanying each one. This is cool, because it gives me heaps of detail, but it is terrible because it references aspects that I can't find, or can't accurately remember because they were 3 chapters ago.

I'm finding that the whole thing should be written in a more concise manner, but then that asks the question, "How could it be done better?"

Principals of World Building

There are generally considered 2 methods of World Building, which are not mutually exclusive (in fact, almost every World Builder I've ever met has used both for the same world at different times). These are Top-Down and Bottom-Up

Top-Down

Top-Down World Building assumes that the World Builder is starting with the broadest strokes possible. They may create a planet, with its climate features, tectonic plates, etc, and will leave massive gaps. They will name a few countries, maybe, or even just continents.

In terms of Marienburg, this would be drawing the map, naming the districts (or Wards), and perhaps loosely outlining what each is: Tempelwijk is where the temples are, Suiddock is the main dock, Elftown is where the Elf Enclave is. Simple, and broad.

Once this first step has been done, the World Builder will go onto create the major trade centres, or cities, etc, in each country. They will probably name the government, and outline some basics about it. For Marienburg, they will talk about the Ten, and the Directorate, and the Guild We Haven't Heard Of.

They will keep going down a step when they have finished the previous level, filling in the gaps of people once they have outlined the roles and the whys.

This system is great, because it gives everything context, but is difficult because it presents to much work from the get-go. A World Builder working at this level has to think of a lot of things at the same time. So, many turn to Bottom-Up...

Bottom-Up

Bottom-Up is the inverse of Top-Down. The World Builder doesn't care about the world as a whole, but the individual. They will begin with a concept, like a guild, or a character, or even a system of magic. Suggest it begins with a Crime Lord. They will work him out, fill in his details, and then build his gang members, and then the Guild itself, then the location it is based in, then the city, country, continent, world from there.

In Marienburg terms, you'd start with the secret that St. Olovald isn't actually a saint, but a god in his own right. Then you'd make Sister Hilli to tend his shrine, then his history, etc.

This system is great because it allows more thorough creativity and individual cool ideas, as well as a much more manageable work load. It falls down, however, in that the World Builder often ends up with many small islands, barely connected to one another. Doesn't that Crime Lord need to interact with other organisations? Now you have to go back and edit!

What Does This Have To Do With Published Settings?

Everything. The way a published setting is written determines how it is read, and therefore, learnt. I suggest, like good World Builders, to create and write about a setting in a mixed way. Obviously one can't do both in book form without copying all the text twice and presenting it first by broad strokes, and then by individuals... But they could do that with a wiki...

Using a wiki program, or a wiki-capable program (like MyInfo, which I have now been using for a year) allows the World Builder/GM to slowly add to his work and manage it, whilst linking to other threads, and organising the entire thing into manageable chunks/folders/tags.

My Advice on Published Settings?

If I could say one thing about published settings it is that they will never be as good as your setting. You will always present your own setting better than a book ever can. This doesn't mean you should throw out your source books, but it means you have to make them your own.

Get a wiki together, and build it as you will use it. Don't include everything, otherwise you'll just be copying the book, but include enough that it makes sense, and allows you to access everything you'll need to, session to session. Keep it updated, and you'll manage that setting, and wade through that muck.

Thursday, 9 January 2014

Spotlight: The Greatest Damn Art Resource Ever...

Ok, I usually don't make posts just to point to other people's stuff... But, this is so beautiful it might make me cry.

http://thraen.minus.com/uploads

It's just... The best resource I've ever seen for RPG art.

There literally are no other words.

Don't thank me. Thank whoever Thraen is.

Wednesday, 8 January 2014

"Please Don't Sell Me!" Or, Why Marienburg is a Great Place to Play...

"Please Don't Sell Me!" Or, Why Marienburg is a Great Place to Play...


Whenever I have RPG downtime, I face a situation which is both boon and curse - I come up with a million and one ideas for RPGs. This is great, because it means I have lots of ideas to share with my group, and lots of inspiration for future campaigns, but it sucks because it means I want to do something other than was planned.

This tends to mean one of two things: I go with the old campaign idea, and let the new one simmer in my frustration, or I go with the new idea and leave behind all the work put into the old one.

Neither is a good path, but generally the first is better. I will enjoy anything I run, and the newer idea just seems more exciting because it is new. That being said, I don't want to give up on the new idea, so I guess it means I will be planning two campaigns at once!

So, therefore, I am writing this post. This one is more tooled towards my RPG group, M.O.R.T.E., though it is useful for anyone interested in RPGs, specifically WFRP. I'm going to talk about the great port city of Marienburg. Please note that a lot of what I am talking about is not officially canon, though, so take it as you will. This is my Marienburg. I like it, and hopefully you will too.
Technically Lake Town, but basically Marienburg.

Marienburg, City of Gold

Marienburg is considered the "City of Gold" by many, as it is the greatest and largest port in the world, and the third over all biggest city in the world (behind Altdorf and ultimately Praag). It is, however, a free city, unshackled by the Empire nor any other foreign power. It is the closest thing to a democracy that WFRP has (and, in fact, the term "democracy" was invented for Marienburg in setting).
Minds on their money, and their money on their minds.

Marienburg is Cosmopolitan

Marienburg is a true free-city. It doesn't just have a charter stating its freedom - it has a Directorate who have basically made everything legal. That is, so long as you pay the tax. If something can be taxed, or bribed, it is legal. 

You want to murder someone? To the stocks with you! That is, unless you have papers from the Guild Which Doesn't Exist, otherwise known as the Guild Who Shall Not Be Named. Sure, it wont be "legal", but there is an understanding there...

You're a Chaos Worshipper? To the Star Chamber with you! That is, unless you have paid your donations to the Tempelwijk. You have, have you? Well, surely that new statue to Manann makes up for your debauchery. Just, keep it on the down-low, ok?

PCs can find themselves in hot water for killing the bad guys simply because they didn't have the proper permits. Adventurers have new hurdles to cross. Sure, you can stab the smuggler stevedore in the face, but then you have to contend with the Stevedores and Teamsters Guild. And they're the sponsors for your own benefactors who have been paying your way!
Really nice to see everyone getting along...

Marienburg is a Mixing Pot

Every culture of the Old World and the New is visible in Marienburg. Albionese merchants hawk on the same street corner as Nipponese, Cathayan, and Elves from Ulthuan. You can stumble upon Indish spice merchants, haggling with Arabyan slavers, who are being funded by highly robed but not so disguised Lizardmen from Lustria.

Marienburg is the one city in Warhammer where people wont look at you funny because of your skin colour, texture, or make up. Well, so long as the gold is flowing, they wont look unkindly. Short change them, or take their jobs, and words will be had.

In addition to the peoples are the cultures, gods and foods. You can sample a bit of everything, and get lost in philosophical debates fought with fists over the doctrines of Sigmar, versus Dazh, versus Solkan.
Cool. All I got to say.

Marienburg boasts Bloodbowl

Whilst not as insane as the tabletop games, nor video games suggest, Marienburg is one of the few cities in the Old World that actually has a Bloodbowl league. Elves, Lizardmen, (some) Goblins, Dwarves, Ogres, and of course, Humans, all brain each other whilst throwing around a spiked metal ball for the amusement of roaring crowds.

This league is ripe for adventure, both in playing it, watching it, and rigging it. Bloodbowl is a game where cheating is expected, and playing by the rules is in itself a form of cheating. How dare you suck up to the referee by NOT killing the other team?! You cheating bastard!
If you like funny Dutch words, Marienburg is for you!

Marienburg is Central

Finally, Marienburg is in the middle of everything. Close to all the big players, it is the one spot in the Old World where a PC can feasibly get to anywhere else.

Every day, ships leave for Ulthuan, Lustria, Ind, Cathay, Nippon, Araby, Nehekhara, Albion, Norsca, Kislev, the Southlands, Bretonnia, the Border Princes, Tilea, Estalia and even Naggaroth (when the Sea Elves aren't looking). That is, not to mention the fact that it sits at the mouth of the River Reik, so feeds down to Altdorf, Nuln, Talabheim, and every part of the Empire and beyond.

Further, the city sits in the middle of a Chaos infested swamp filled with the believed-extinct Fimir. It is the object of desire for the Empire, who throw unsuccessful invasion after invasion, and Bretonnia, who threaten raids constantly, but are held at bay by crossbow armed mercenaries and the fleets of the Sea Elves.

The city sits in the shadows of the Laurenlorn Forest, home of the Wood Elves, and the Grey Mountains, on the other side of which is the magical glade of Athel Loren, the religious centre of Wood Elf affairs.

Everyone wants a bit of Marienburg. And they can get it, too, at the right price. Unfortunately, as they say, after shaking hands with a Marienburgher, you should always count your fingers. Who knows what kinds of deals will be struck?

Friday, 20 December 2013

...I'm Free?

A week ago (the 13th) I had my last day at Qantm College Melbourne. This last day was after 3 weeks of 9AM - approx 7PM days, fully in engine, burning away trying to get The Snowman Cometh finished. Over those three weeks, I made up almost 150 hours of work, and I was just one in a team of 9. And we were just one team of many performing the glorious slog that is IEP. And that was just during one of the six trimesters that Qantm spans...

Two years of my life have now finished, and yet, this is merely the beginning. Everything that just was, was in preparation for what will be. Impossible Worlds starts in a month, and we're taking portfolios as I type this (email impossible.worlds.studios@gmail.com if you would like to know more/live in Melbourne and are looking for a place in an indie start up/etc).

Christmas is coming towards us faster and faster, and the stress of buying presents has just abated. I am finally in a position where I can play some games whilst getting ready for the big job-hunt... But something is missing.

I'm not sure if it is because I haven't played games like I used to for 2 years, or because I am still in my Post-WFRP Funk... But something is preventing me from doing all the things I've been wanting to do once Qantm was over. And you know what I am doing instead? You know the truly mad phenomenon which is grasping me at the moment?

I'm making games.

Isn't that just...Insane?! I've spent the last 2 years of my life making games, and now I can't stop?

I think there is only one thing left to say:

Qantm - thanks :) We've had some pretty shaky times. I considered quitting before, but thanks to a solid group of awesome colleagues, and some of the best teachers and people I've ever met (you guys know who you are), I managed to stick it through have come out the other side. Thank you Gorilla5, and thank you everyone who has slugged along side me this whole time.

We did it, you crazy bastards. Now the real battle begins, and I couldn't hope for a greater fusillade at my side!

Tuesday, 19 November 2013

WFRP, A Port Mortem

WFRP, A Post Mortem

After 2 long years of running the same campaign, Shadows Within Shadows, a Warhammer Fantasy Roleplaying Game, the journey is finally over. Last night me and my RPG group, the Melbourne Organisation for Tabletop Enthusiasts, or M.O.R.T.E., completed the ultimate session of the campaign. There may be one last session as an epilogue, but the campaign itself is over - done and dusted.

This is technically the first long campaign I've ever finished. I have finished smaller campaigns of 3-5 sessions before, and mini-campaigns all round. But I have never finished something this long, with approximately 70 sessions all up over the course of the game. 70 sessions with, all up, 11 different players featuring, and ending on a group of 9 wonderful players, each of whom holds my eternal gratitude.

Finishing this game has left me with many thoughts - I've learnt a lot from this experience, and I hope I can shed some hard-earned lessons with you all. These aren't just about gaming - some are about everything in life - but they are born out of gaming. And that is my first lesson learnt:


1. Always Be Willing To Try New Things

The entire concept for SWS was new to me - a large group of characters, all within a doomed city, barely scraping by, and trying to save everyone who essentially didn't want to be saved. It was a lock-in campaign. I had to fill the city with enough menace to last 2 years... And I went a bit over board on that one!

But I am glad I tried this style. It wasn't perfect, and I didn't do it as well as I could have. But I tried. I learnt my strengths and weaknesses as a GM. I learnt that my sessions run best with a plan on my end, instead of complete freedom for the PCs. Which I will get to next...

So please never turn down a new experience, unless you have a damn good reason not to. My group is filled almost completely with players who had never played before and many of whom were shaky to begin with... And it has caused us to bloom life-long friendships, forge relationships close enough to share a house together as room mates, and even been a vessel for love to blossom. No, I shit you not.

But that brings me to lesson 2...


2. Direction is Good

Every GM I've ever met has been terrified of railroading their players, and every player has lashed out at the concept of being railroaded. If a GM told a player that their character was tired, they'd scream and thrash and kick a fuss and stay away for a month...

Well, not really, but you get my point.

I once thought this way, that the only way to have a successful and "fun" game was to let the players do whatever the hell they wanted with the tools available. I thought giving them the ultimate decision was right on the money in terms of GMing chops.

I, like many others, was wrong. Players, especially new players, are coming to a world that exists for the first time only in the mind of the GM. The GM may see all these avenues to solve any problem, and they certainly know all the lore necessary to plan against and exploit. But players probably wont know it as well as a GM - and that is how it should be. If they knew everything, then there could be no surprise.

But this also means that they cannot possibly envision the world as well as the GM can when left to their own devices... The solution, then, is direction. The GM needs to direct their players - subtly, of coarse - with the use of NPCs, rumours, chatter, and general goings on. The GM should have a plan of what happens in the world, and make the PCs react instead of act first.

So, instead of saying at the beginning of a session: "What are you guys going to do today?", instead begin with "The commander of the city guard was found cut in half and nailed to his door frame this morning... What are you guys going to do about that?". (Note, that is actually how one of my sessions started. Not word for word, but the quest hook was the same.)

Eventually, your players will grow into their own and become used to the NPCs and information channels, and will start acting before things hit the fan - so long as you give them enough shadows preceding misadventure. Which leads me to my next point...


3. Trust Each Other

GMs, you have to trust your players. Players, you have to trust your GM. Trust me, you will both enjoy the game more so if you do. Everyone spouts off about the "Rule of 'Yes'" for GMs, but they never get into the nitty-gritty of it. Why are so many GMs reluctant to say 'Yes'? Because doing so towards an untrusted player could mean the unravelling of the GMs hard work. This is a real fear... And why do players often become defensive and guarded towards their GM? Because doing so protects the part of themselves which they have exposed to play the game.

RPGs are incredibly personal. A campaign, even written down word for word, would be different if played by a 10-year-old male GM, than if it was run by a 25-year-old female GM. Or two siblings. Or hell, even two twins. The mind of the GM makes the world, and no two minds are alike. Likewise, the minds of the players make their characters, and again echo the world created by the GM and make it their own. So, if you have a GM and 5 players, there are 6 echoes of the same world playing concurrently, which are all unlike anyone else's world...

If you don't trust the people around you to enter your world and leave it for the better, it can never truly be beautiful. It may feel natural to hold each other out, only letting them effect the world with your say-so, but that is wrong.

Trust me.

When you place that trust in each others hands, the emotions born from it are intense and incredible. The stories told become legendary, and they feel like they've happened directly to you. Because, really, they have. You are your character, your character is you. You are your world, and your world is you.

But this is generally a lesson for everything you could find. You will find that the simple act of trusting another human being will open them up to you, and the trust will flow both ways. I can't say it very well without sounding weird, so watch this video, and it should clear up what nonsense I spout.


Final Words...

I learnt many more lessons in this journey, and perhaps some day I will be able to articulate them, but for now I feel I have said all I can on the matter. Finishing SWS has left me feeling both insanely proud of all my group, and free of the burden of the world. But it has also left me a little hollow... It is weird to say, but in the two years of GMing my group, I think I fell a little bit in love with each of the characters. How can you not, when they play inside your mind that much of the time?

But I am stupidly, insanely, pathetically grateful for all my group. Thank you for letting me run this campaign, and thank you for sticking by me throughout it. I know it wasn't always a great ride, and I know some of you probably hated me at times... But it was an amazing ride, and I hope you've learnt as much about yourself as I have through the experiences.

I will never forget this campaign. Thank you.

O, Nine's just a few.

Monday, 21 October 2013

The GM Spectrum

Forgive any mistakes in this one, folks... I've fallen down with Nurgle's Rot recently and am a little off, so my powers of proof reading are sloppy at best. Maybe I can do another pass over it in a few days once I am feeling the light of Sigmar in me once again.

There are many different GMing styles out there, and attempting to catalogue them all would be pointless. Also, knowing how one GM goes about playing isn't all that helpful to others, in my opinion. No two GMs are the same, so what works for one style-wise simply wont work as well for another. Nor should it. I wouldn't expect Monet and Van Gough to be able to sit down and swap style guides, nor should anyone expect two GMs to do the same...

But what can be examined to great effect is the attitude with which we GM. These are moving targets, and can each be used by the same GM during the same campaign at different times to great effect. So now I present to you the GM Spectrum.

The GM Spectrum

The GM Spectrum is a five-portioned scale, including: Guardian, Guide, Referee, Challenger, and Antagonist. Each has their pros and cons, and certainly has situations where they should and should not be used. Lets take a closer look...


The Guardian GM

The Guardian GM is the GM who protects their players. This GM looks for ways to make the player's dreams come true through their characters and to prevent harm from befalling them along the way - this could take the guise of fudging dice rolls in the player's favour or planning out encounters so that they have quick and easy escape routes (or no challenge at all in truth).

All this isn't to say that this GM makes a railroad or a campaign that isn't fun - they will present the game as if it has the illusion of difficulty, but they will in fact be protecting their players along the way.


Pros

The pros of a Guardian GM are that everyone at the table is more likely to have a fun and relaxed time. Even though there may be the illusion of challenge, everyone under a Guardian GM should feel like their characters are the heroes and that they will almost certainly survive to fight another day.

This means that a Guardian GM makes their players feel safe and rewarded, and this opens up for a breezy and generally laid back, more heroic campaign.


Cons

On the other hand, players can often feel lead along and unchallenged. As with any game design, a lack of challenge will lead to a state of boredom instead of flow. This is problematic and may result in the rewards the player's get being meaningless.


When To Adopt

This attitude is best suited for cinematic moments during a campaign - moments where a lack of payoff would be anti-climactic and silly, such as the end of a massive story arch, or at the climax of a well thought out plan devised by the players.


When To Avoid

This attitude is best avoided when the players are entering a location they know to be dangerous, or are attempting something you've described as impossible or the stuff of legends. If it is so easy to climb to the top of Hero Mountain and slay the Legendary Dragon King, then why hasn't it been done before?!


The Guide GM

The Guide GM is the GM who wants the players to win, but wants them to earn it. This is the GM which will present a problem to the PCs and then will aid the players in solving it - they will make the solutions easy to find with a bit of digging and will always have an exit strategy up their sleeve in the event things are getting a little to dicey in game.

But the Guide has to come with something to guide the players through... They establish plenty of problems with often hidden solutions. The players till have to work, but the GM is on their side in the whole endeavour.


Pros

The pros of the Guide GM are mainly that it has some of the safety of the Guardian, but also has the risk. The PC could be harmed or even die, but only if the players make a grave mistake. This will make a more convincing illusion of risk (as there technically is a risk, however minimal) without making the situation seem overwhelming.


Cons

The cons are that this attitude is the closest to railroading - this attitude assumes that the GM is inherently biased in the players' favour, but is giving them situations where it seems like they aren't. If this illusion is shattered, there is no going back and the players will lose a lot of what makes this attitude worthwhile.


When To Adopt

This attitude is best suited for situations where the players should feel the stress, but should still succeed. This means the ultimate battles at the end of the campaign, or the moments when they are reaching for that legendary sword which has been long foretold to be in their hands. They can't really fail, otherwise the prophecy is wrong... But they should have to go through gruelling ordeals to get there, otherwise this GM is a Guardian.


When To Avoid

This attitude is best avoided when the players have done something decidedly uncharacteristic or un-heroic. Why Guide them when they are going shopping, or stealing from old ladies? If the cops catch them, so be it. Throw them in jail, lock away the key. Then start planning for a jail break session!


The Referee GM

The Referee GM is in the middle of the spectrum for a reason. This GM is impartial. They establish situations with problems and then present them to the players. The players either succeed or fail, and then the GM presents the resultant situation. Every success is met with another problem, and every failure is met with a chance of redemption.

But the key is that the GM has no say in which one prevails. That is all up to the mettle of the players.


Pros

The pros for this attitude are great - the players feel higher amounts of fiero when they succeed, as it was all on them, as well as feeling like the game world is truly being shaped by their efforts. These are strong emotions, but they come with some pretty big cons...


Cons

...which are that the players can often feel overwhelmed by a lack of a windfall for their characters - nothing ever seems to go 'right'. They succeed because they work damn hard for it, not because they are heroes. This can create a tiring and stressful game which can often feel more like work than play.

Furthermore, and this might just be me, but this attitude is less fun for the GM. They are passively creating situations and presenting them. By becoming engaged, they are working against the strengths of this section of the spectrum, and as such are some other form of GM. So for the great boons of this attitude, the GM needs to take a back seat.


When To Adopt

This attitude is best to implement mid-campaign; when it can go either way. This is the best attitude to use when deciding how the entire campaign will pan out afterwards - the PCs are all in their elements, and they are comfortable playing by this point, but even they can't see the light at the end of the tunnel yet.


When To Avoid

This attitude should be strictly avoided for two portions of the game - the beginning and the end. The beginning is often difficult for players, as they are unsure of their characters and will likely freeze up when presented with situations without any guidance or indication of what needs doing. Further, at the end they will have expectations and so will the GM, and going with this system will frustrate everyone, as it never turns out how anyone is hoping (as that is strictly the point).


The Challenger GM

The Challenger GM is one who views the game as a struggle between the PCs and their world. They establish lots of problems that need solving and keep lots of secrets hidden up their sleeves. When one problem is solved, it usually means another two have come to the fore.

This doesn't mean being a jerk, inventing new ways to screw over your players just when they think they've won, but more building up the tension so that when they finally break over the crest of success there is much fist pumping and cheers of accomplishment!


Pros

The pros are that this attitude creates perhaps the most fiero possible. It is a hard slog to the finish line, but the oranges set aside on the table beyond that white finish-line ribbon are divine... The players will feel great accomplishment, and the GM will feel great pride in seeing them win through.


Cons

That is, if the PCs get that far... The Challenger GM is in danger of making it to difficult. If it isn't difficult enough, then the players will feel like the whole thing was a push over. If it is to difficult, they will likely stop caring, as the game is more work than play at this point. This is a balance that must be found carefully.


When To Adopt

This attitude works best for situations when the PCs have embarked on something big, or have just begun a new story arc. Pile on the problems so they can work through them all and grow into the heroes they need to be for the climax.


When To Avoid

This attitude should be avoided nearing the end of an arc, however, for the players need a win. They will begin to get tired of the stress eventually and will want to play something else which is more rewarding. It is before they get to this tipping point that you should switch from Challenger to Guide or even Guardian (but make it seem like nothing has happened :P).


The Antagonist GM

The Antagonist GM is the final step on the spectrum and my personal pet peeve. It is the GM who sees the game as PCs vs GM. This may not seem different to the Challenger at first, but note that the Challenger is PCs vs The World and the Antagonist is PC vs GM.

In this attitude, the GM attempts to defeat the PCs by throwing everything that contextually makes sense to throw at them. Note though that this doesn't mean be a dick head and rocks-fall-everybody-dies, or set up situations where the PCs have no hope. (One billion dragons arrive. Roll for Initiative.) This means pulling all the stops and using the rules of the game as if you were another player but with an army of NPCs.

This can actually be used well, as in the instance of removing Plot Immunity (which I may write a post on) or to create tension.


Pros

If a player manages to survive an encounter such as this, then they will feel truly proud of themselves and it will forge a much tighter bond between the party.


Cons

On the other hand, this tighter bond within the party will also result in a lessening of the bond between players and GM. The GM will have their work cut out for them to return trust if it is broken, and some players can feel cheated if things go badly and their GM is usually further left on the spectrum.


When To Adopt

There are only two instances when I think this attitude is actually a good idea: the climax of a personal plot line (I.e. a PC is about to become a God and the other Gods all gang up to kill them), or at the end of a campaign (The PCs have just stormed the Evil King's fortress and it is on...)

My advice would be to tell your players that you are removing Plot Immunity or adopting the Antagonist GM attitude before you do it (preferably at the end of the session before you do) to give them some time to prepare. Explain to them why you want to do it as well (for tension reasons, not the plot line) and get them on board. If they sincerely don't want you to do it, or are shaky on the subject, best not to risk it.


When To Avoid

All other times. Seriously, this attitude is only fun for the players if it is used very sparingly and only when they've been warned. Nothing sours a gaming relationship more than this attitude used badly.


Conclusion

Each of these attitudes is useful to the GM, and each should be used at some point or another. I myself swing between Guide and Challenger most often, and am planning to pepper the end of Shadows Within Shadows with a bit of Antagonist, and the beginning of Into the Expanse with some Guardian.

Hopefully this outline will help you all prevent a GMing catastrophe!

Tuesday, 15 October 2013

The Standard Table Contract

Greetings all. I'm sorry I've neglected posting for a few weeks, but as always Qantm has gotten in the road. Between making games, QAing games, writing games and running games, I have little time left to talk about games, unfortunately. But the end of Qantm is in sight, and afterwards my work will shift me into a phase where blogging will be apart of it. So, YAY!

Anyway, onto the article.

The Standard Table Contract

Note that I’m using this title because it spells out STC or Standard Template Construct. I love STCs, so deal with it.

RPG group social contracts are a must, in my opinion – whether they are explicit and outlined before the group truly forms, or implied and enforced via peer review. They keep everyone at the table safe and happy, and let everyone know what they can and can’t do to protect the feelings of everyone around them.

As a GM, it is our job to enforce this contract when problems arise, but it is also the player’s duty to learn it verbatim and to follow it. Like any contract, breaking it should come with warnings first and actions later (so long as the breach is serious enough), but it is ultimately the GMs job to pull someone up when a breach has been made.

So what are the general rules that should be followed? I separate them into three categories: Away From Session, META, and In-Character. Each category likewise has a section for GMs and for Players, but it is a good idea for both sides to be aware of the other side's concerns as well.

Away From Session Clauses

The Away From Session clauses detail conduct that GMs and Player should adhere to between sessions regarding a game. This is usually only a problem when the RPG group is also a group of friends away from the table - but many of the rules should be followed regardless.
  • For GMs:
    • Never Expect Anything From Your Players; players have lives too and are often busy during them. Give them plenty of opportunities to send you extra information about their characters, their side-quest actions, or journal entries, or pictures they've drawn for your game. But never badger them for it. Sure, let them know that if they don't do anything regarding those sections outside of game nothing will happen inside of game, but that is their choice, not yours. They are allowed to play your game as much as they want or as little as they want.
    • Never Play Favourites With META Information; GMs often want to discuss in-game situations with others outside of a game, and they definitely should, as it will work through many problems. But a GM must never favourite one person and tell all problems to this player. They should spread their concerns amongst the group, or to a few people (usually the most experienced RPG players) so that they get a wide and unbiased account.
  • For Players:
    • Never Leave It To The Last Minute; everyone is late, sometimes, and this usually can't be helped. However, if you're going to be late, let your GM or a fellow player know so they can pass on the information. Let them know as soon as you're aware that you may be late. Often GMs like to work to a schedule to fit everything in, so waiting for a player can often throw this out. If they can go onto things that don't concern you first and catch you up later, that is better than nothing.
    • Always Respond; if your GM or another player asks you a question between sessions, or sends out an announcement, etc, make sure you respond (even if it is just a 'Like' on Facebook or a "Message received"). This will prevent confusion among your group members and they will be comfortable everyone is aware of whatever issue is being raised.

META Clauses

The META clauses detail conduct at the table that is not in-character information, such as dice rolls, META arguments and the like. These are some of the most important rules in the contract and should be followed to a T to prevent problems and to allow the game to run smoothly.
  • For GMs:
    • Always Say "Yes, but..."; I do not believe in the rule of "Yes" completely. Some things shouldn't be allowed by GMs, and for good reason. Often they simply make no sense and defy all world building that the designers, players and GMs have done. Often they break some other rule on this very contract. However, I do believe in the rule of "Yes, but...", where in if a player seriously wants to do something, the GM should work with them to find a way to make it possible.
    • Never Touch Another's Dice Or Sheets; this is a loose one, but some people are picky about it. Don't touch another person's dice or sheet unless you ask first. But, that's a general rule of life and really doesn't need to be stated again.
  • For Players:
    • Never Press A Question Of Canon; if something comes up which disagrees with your understanding of continuity, then raise it once with the GM. If the GM decides to handle it later or makes a judgement call - move on. Nothing grinds a game to a halt faster than a player and a GM arguing on matters of canon. GMs have a hell of a lot to think about during a session - they don't need to add conflict into the mix.
    • Roll Your Dice In The Open; roll your dice openly and with enough time for everyone who is looking/paying attention, to notice what you rolled. No one likes the player who rolls and picks up the dice so fast that no one at the table could read what they said.
    • No Tech/Pay Attention; if it isn't your turn, try to pay attention to what is happening anyway. Likely, the actions you will take in your turn will depend on what everyone else has done, and re-capping the last five minutes to a player because they were playing with their phone is a big annoyance to GMs and players alike. Put your phone in your pocket and play the tabletop game.
    • Think Before Your Turn; try to plan out what you're going to do during your turn before your turn comes around. Most groups will have enough players that anyone has more than enough time to plan their next action between turns, as well as enough players that if each takes an extra 5 minutes to do their turn, the game will grind to a halt.
    • Never Complain About Your Rolls; dice are random. Get used to it. That is the point of having dice in a roleplaying game - to add an element of chance. If they don't go your way, switch dice or perform your chosen luck ritual. Don't complain to the GM that you're not rolling well enough - you'll just sound like a child to everyone at the table.

In-Character Clauses

The In-Character clauses detail conduct at the table and in-character. They are usually things that do not cause lasting problems, but can disrupt play when they occur. Some groups may be fine with breaking these rules, but it is best to discuss them before you break them. Better safe than sorry.
  • For GMs:
    • Never Kill A Character Who Isn't Present; even if your group agrees that characters whose player's aren't present are with the party (but in the background), you can never kill, injure, harm, mutate, or affect a character whose player isn't there. Under extreme circumstances, you may contemplate it, but make sure to contact the player before hand and discuss it with them. A player should always have agency over their own death, so tread carefully.
    • Never Break Chekov's Gun; if you show a super-powerful sword to your players, you better let them swing it at some point. Give them every opportunity to get a hold of it. If they still fail to get it through some means, then that's fine - that is how the game works. But never create something which is completely out of their reach.
  • For Players:
    • Never Attack Another Player Without Warning; if two characters are arguing, make sure to talk out of game first about the possibility of inter-party combat. You should never attack, steal from, or harm another player without warning, as this breeds bad blood between players. If there is a good reason for it, however, talk to your GM first and get their approval. But it better be a good reason.
    • Never Steal Loot; if there is an item of loot which you really badly wanted, but another player received, do not steal it from that player. If it is something you desperately feel your character needs, talk to the GM and they can probably work something out for you. Once again, inter-party conflict at this level is a bad thing.
    • Always Fade-To-Black; if your character is getting into a situation which would make others uncomfortable to be there were it in real life - maybe you shouldn't bring it to the table. Fade to black and let the GM carry on with the rest of the story - your part is implied and doesn't need to be specified. Don't go on and on about it - just let it go. We all know what happened.