jakebe: (Games)
The last time I ran a role-playing game was two or three years back. It was a 3.5 edition Dungeons and Dragons game, set in a home-grown world I had been building over the past few years. I tried to run a game in the setting a few years earlier, back in Arkansas, but that game had imploded in a spectacular fashion. I really wanted to tell a story in this universe, though, and I thought I would be able to take a look at my mistakes and improve my storytelling for this new batch of players.

It didn't quite go as well as I'd hoped. I clashed with one of my players pretty badly and he ended up leaving the group. Another, I suspected, didn't really want to be there despite repeated assurances to the contrary. Part of this was my own problems with self-image and depression at the time. A third player was new to this whole business, and there were issues with his concept that I honestly think I bungled. A fourth player moved away, and I used that as an opportunity to end the campaign.

The campaign, I think, crumbled under the weight of my expectations for it. I wanted it to be spectacular and exciting, mysterious and involving, and if my players weren't singing their praises at me from on high I wouldn't have been satisfied. No matter what I did right, I was certain I could do it better. And everything I did wrong was proof that the game was total rubbish and people weren't having any fun. Stress at work, depression and my own unachievable standards killed any fun I could possibly have making it. Letting it go turned out to be a relief.

So, fast forward to a few years later. I'd like to think I have a better grasp of storytelling under my belt, as well as a solid understanding of what works and doesn't work in a tabletop role-playing game. I think my biggest issue was over-reaching with my story, making it so large that there was no room for change. My ideas for the plot dominated everything, and if the players jumped the track I had so carefully laid out for them I didn't have a plan B. Things would jump the rails and I had no idea what the terrain was like over there. I spent so much of my time in panic mode.

Now I'm getting the itch to run a game again. I want to go back to the universe that I've created, but this time I think I know how to make it work. You just start small. Narrow your focus, plan a few games out at *most*, always bring things back to the players and what they want. I have a clear idea for the kind of story I'd like to tell -- dramatic, character-oriented, with a healthy splash of action set pieces -- but I also know that the success of the game depends on how malleable I can be. I think I can tell an exciting story while learning to let go of my ideas about how it should proceed.

Anyway, my previous failures were still my fault, just not in the way I thought at the time. I've had a few years to learn as a player from a number of really good gamers, and the lessons have proven invaluable in changing my perspective on RPGs and what they can do. I'm outlining a few of these lessons to keep them in mind for this new game I'm creating, and as a way of presenting this out to the Internets so I can get help with refining and refuting these ideas.

+ For the purpose of the story, the players really ARE the center of the Universe. I think one of the biggest mistakes I tend to make in my games is trying to punch up an air of mystery, that there are forces in the world at work beyond the perception and reach of the players. For a passive audience, perhaps, this piques interest and encourages you to play along to figure out what that mystery might be. For a role-playing game, where players are active participants in the story, it's just annoying and frustrating. No one wants to be told about far-reaching things that they have no way of influencing. It just makes them feel helpless and unimportant, small and ineffectual. That's not why people play games -- they want to be heroes that make a difference in the world around them. Anything that brings a player-character front and center in the story is good. Anything that makes them feel marginalized and out of control is bad.

+ Keep the plot as streamlined as possible. I have nothing against complex plots with a lot of moving parts. In fact, I love them! TV shows like LOST, Game of Thrones and Battlestar Galactica feature a giant cast of characters all with their own arcs and agendas, each acting to pull the course of the story towards something that favors them. This tension makes for incredible storytelling. In games, I've found, this doesn't work quite as well. I think you can work with such a tapestry when your audience is 'passively engaged', where it's not expected they have a say in the direction of the story. In role-playing games, your audience (the players) rightfully expect to be the chief drivers in the way the plot goes. The NPCs are generally there to either try to drive the plot the other way (antagonists) or add more muscle in the group's direction (allies). The more factions you have tugging in different directions, the more this tends to diminish the power of the player's actions. I'm not saying it can't be done, but if you're adding a bunch of moving pieces, you have to consider how this new faction affects the player's lives and their ability to feel in control of the situation.

Besides, when you have work, social engagements and who knows what else to think about, it's really fucking hard to keep a boatload of storylines straight in your head. Especially if you're the GM. Chances are most of the brilliant plotting will end up happening off-screen if it happens at all, so it might be a good idea to be a bit more myopic about the scope of the story in general. If things end up getting complicated, let that develop naturally over time. Don't force it.

+ Learn to love what you're doing, instead of doing something for the love. I tried to turn this into a pithy maxim and it didn't quite work, but the idea behind it is sound. I often got so hung up on instant feedback and glowing accolades from my players that anything short of "this was the best game ever" became personally devastating. Sometimes a game is simply going to be "good". And every once in a while, hopefully not often, you're going to try something that didn't work, fail with something you've experimented with, or people will just have an off night. I think it does a world of good to believe in the process of your storytelling, trust that you're doing something good, and fall in love with the process instead of the results. That goes for all kinds of writing, actually, but it really helps to keep your sanity when you're running a role-playing game.

+ The more attention you pay to your PCs, the more attention they'll pay to your story. This one seems a little contradictory, but I don't think it is. Obviously, you have an idea for a story or scenario and you want to play it out. But if you tailor your story to the strengths and weaknesses of your characters, the more entwined they'll feel in what's happening. If a player enjoys, say, taking advantage of people's naievete, let them do that for a while -- but make sure there are consequences for his actions. Maybe have the villain run a long con on the PCs that takes advantage of some mistaken assumptions they've made, or have one of the allies fall out with the group and refuse a vital piece of aid. The story becomes a natural outgrowth of the character's actions and philosophies, then, instead of an external influence encroaching on their lives. This requires flexibility, an understanding of what players want out of their characters, and a solid grasp on the world and how things move. It's not easy, by any stretch, but the effort pays off big time.

I think that's all I have so far. What do you guys think? Do you agree or disagree? Are there any fundamental lessons that I've overlooked? I'm really interested in what former players of mine have to say about all of this...
jakebe: (Default)
Happy birthday to [livejournal.com profile] fisherking! May all of your signs be easy to stick, and your tea at McAllister's cold and sweet.

Happy birthday to [livejournal.com profile] zimskunk! Today, let [livejournal.com profile] pawslut be your cake! I suggest whipped cream and strawberry topping. It seems like he'd go best with that.

And finally, good luck to [livejournal.com profile] drleo, who is defending his doctorate dissertation today. May the gods and saints of philosophical doctors find favor with you. With biceps and brains like that, I don't see how they wouldn't. :)

Yesterday we went to see Flags of Our Fathers. I'll be writing a review of it, but I thought I would recommend it to folks here as well. If only we could get the spirit of the film to be infused into our modern journalism, our news would suddenly becomes ten times better. It's just...wonderful.

A lot of people have been bitching about Halloween and how it's become merely a shell of its former self. Actually, I do think this is true, but...there are plenty of places and people that are still trying to make the trick-or-treating fun and great. Next year, volunteer to help them keep the bastardized spirit alive!

I get paid today; it'll be my first full paycheck since moving out here, so now I should have a better idea of the kind of income I'll be making, and how much money I'll have for wiggle room. There's still a lot of stuff I should save for. I got the crown buildup in Arkansas, but left before I could actually get the crown...even with the dental insurance I get at Bookbuyers it should come to around $500 or so. Also, I'm sure everyone in the house would absolutely love it if I replaced those messy stacks of boxes with proper bookshelves and everything. ;)

There's a certain kind of pride that comes with finishing a short story that didn't have to be anywhere for anything; it makes you wonder what else you can do, to quote Lester Burnham (God rest his soul). Next up on the docket, though, are the folks who took part in the LiveJournal meme (pronounced MEEM, in case you didn't know); Lazarus first, then Kigeni...and then I'll have to dig back into the archives for the rest of the order. I do know what I'm doing for the first two, and I hope they'll like what I've got.

Also, somewhere in there I *really* should start editing the poetry I said I would. I'm thinking I might copy or print one and just go over it at work. Eventually, I'm going to have to sit down and start figuring out National Poetry Writing Month. I'd like to do something...more this year, but I'm not sure what. Maybe a webpage or something that tells people what it is, who participated last year, and maybe if people wanted to have something going through the year we could eventually make a small, monthly webzine out of it. I'd have no idea where to even begin with that, though.

Overall, my life has been blissful and boring. Work, home, TV or movies, writing, loving me some Toob, playing a game or two...that's been it. We've visited a lot of people in the past few months, so I've been able to kinda get to know the regulars. Everyone's really pretty cool 'round these parts.

Mario Golf: Toadstool Tour is dangerously addictive, by the way. I'm almost glad I'm too poor to afford Mario Tennis, or else I think we might have a serious problem. :D We also got a fresh copy of Super Smash Bros. Melee, and it's up to us to unlock all the characters and secret locations. I've never had to do that before, since...well, every copy of the game I've run across up 'til now has been rabidly played by other roomies and friends. It's a learning experience. :) I want Falco, damnit!!

I'm so glad that the networks are starting to branch out with interesting television. So far there are three new series this season I've picked up for watching: Jericho, Heroes and The Nine.

Why Jericho is the most undeserving hit on television. )

Heroes is awesome. )

Sometimes mysteries don't need to be supernatural. )

OK, now that I'm done geeking out, it's time to work. After work, parking myself on the couch for TV. Yay. :)

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