Human slaves of an insect
nation by VDen
|
Role Playing Games Or Human Slaves of an Insect
Nation
DISCLAIMER: This is a rant article, presenting
highly subjective opinions. That is all.
I’m a role
playing nerd. No, I do not mean console or computer rpgs and I hate MMOs
Why yes, I am perfectly aware I’m just one guy versus 10 million players. No, I do not give a shit. |
I did not like Skyrim (found it impossibly
droll and boring in comparison to New Vegas) I cannot make myself give a shit
about Baldur’s Gate 2 and don’t get me started on Diablo.
But I would get down on my knees and propose to Fallouts 1&2 every day if I could only get the chance. |
To me,
computer rpgs are linear, stifling games that lead you on with the promise of
greater challenge, promising bigger numbers in exchange for a narrative that
doesn’t exactly take you into consideration. With very few notable exceptions
(again, New Vegas) I didn’t see myself making a difference in the world I was
adventuring in
With the exception of getting me much more bitchin’ weapons. |
Which is
why, when I was told of Dungeons and Dragons and of the intricate narratives
you can weave YOURSELF and the interactive experience of playing with your
friends and the boatloads of fun that everyone was having with it, I
immediately ran for it, screaming “SIGN ME UP FOR THAT SHIT” the entire way.
I started
off at the age of 17, a clueless young boy with three core books chock-full of
rules, numbers definitions I had to learn by heart and made the grave mistake
of offering to run that very first epic game by myself.
Only
problem was that the edition of Dungeons and Dragons I started with was 3.5
Ominous Music! Latin! Latin! Ominous Music! |
Now I was
young back then, had just gone through school and was in my University freshman
year, which meant that I had a shitload of time on my hands and hardly any
grasping of the rules, so the game seemed absolutely awesome to me. In fact, it
was the pinnacle of entertainment, the absolute awesomest thing anyone could
ever have fun doing ever.
And then I
grew up, opened my books and went:
What? |
No, I had
not forgotten what any of this meant. In fact, I could read the stats better
than ever, but I just kept looking at all the numbers and shit and going, “Holy
shit! Why did they put all this crap here in the first place?”
It was the
moment I realized that the game I had been playing for almost seven years of my
life was an overburdened behemoth, held up by the collective folly of hundreds
of thousands of players worldwide.
It was not
a matter of systemic error. It was not about what class works best with what
feats or what things you need to put together so your character can pull of 6
attacks in 6 seconds underwater with a lungful of ocean. Hell, it was not even
about hit points (and that’s a matter that for some reason keeps plaguing the
role playing community as if it’s the very nature of afterlife or some shit).
It was
about the sheer volume of rules upon
rules upon rules, the titanic blocks of text that occupied all the source books
and supplements of that edition alone, all
the crap that everyone obsessed over and used as leverage in their games the
entire goddamn time.
I called it “The Rules Lawyer Infestation”
|
The scales
were lifted from my eyes and suddenly my very good and well-versed in D&D
friend’s face seemed so damn punchable. The long debates I held with my good
gaming buddies suddenly rang like the din of the world’s most annoying school
bell. I spent some time trying to convince everyone else to see things my way,
but kept failing at it. Then I tried to get myself back into liking the game
and couldn’t.
Was it my
fault? Or was everyone else crazy but me?
“Oh well, guess I need to kill them all now…” you, reading this in Dr. Farnsworth’s voice. |
I didn’t
ponder over it too long. In fact, it took me a month before I realized that
what busted my balls was how I saw the rules
overwhelming the story. How I saw
everyone playing as wizards, dwarves, elves
And in one case, as a priest whose brain we transplanted into a golem because it sounded like a great idea at the time |
And instead
of reveling in it, they kept bitching about their
gold-piece-to-challenge-rating-ratio, their standard-experience-point-rewards
and their magic-items-by-level.
For fuck’s
sake people! You’re playing as swashbuckling sociopaths that chug spells at
impossible creatures so you can steal their shit, get more powerful and kill
even more impossible creatures! You’re
trying to save the world! Your cleric wants to be the next Pope! You met alien
beings from another reality! What the fuck will it take for you to stop looking
at goddamn numbers?
No, tits don’t work, in case you were wondering. |
My
rules-lawyery friend with the punchable face (in a sudden fit of clarity,
possibly brought about due to divine intervention) once told me:
“Tabletop rpgs are the games where you can pick
the fourth option out of the available three”
That quote blew my fucking mind. It was the very essence of role playing games, distilled in a few words and I was hearing that from a man who had spent nearly half a campaign cock-fencing with a rules-lawyer over which prestige classes they could pick.
That quote blew my fucking mind. It was the very essence of role playing games, distilled in a few words and I was hearing that from a man who had spent nearly half a campaign cock-fencing with a rules-lawyer over which prestige classes they could pick.
So it got
me thinking: how could I shift attention to the narrative? How could I turn my
players into actual human beings, instead of termites clad in human skin,
interpreting the rules in an inhuman, literal fashion?
Long story
short, I found that I could not. Not because of my lack of trying or because of
our consumerists’ society pressure generating a desire for escapism through the
generation of imaginary strongmen, but because people just plain old like
making invincible (or near-invincible) characters and thinking that
steamrolling over every challenge equals fun. Unless you’re just as psychotic
and nitpicky as they are and you’re willing to cock-fence, you’ll never win and
end up having your heart broken. So what you need to do, instead, is change
your approach entirely.
So put on
your Storytelling Capes and wear your DM screens as helmets, cause here come my
STEP BY STEP APPROACH
TO ALTERNATIVE GAMING FOR THE EXASPERATED GM
That’s you, just brimming with
excitement.
|
Find a system that suits you:
This is the
simplest, most sound piece of advice ever given from one DM to another. It’s so
effective, in fact, that everyone gives it to everybody else and they’re all
thankful for either giving or receiving such wonderful, effective advice.
It is also
the single balls-hardest thing ever to actually pull off with any degree of
success.
The
internet is just chock-full of free, alternative gaming systems (a lot of which
are really damn good). You’ve got rules-heavy, rules-light, freeform and
narrative-based token systems (don’t get me started on those) and they’re all
there for the taking.
In order to
pick the proper system, you need to know what it is you want from your games.
What kind of stories do you want to tell? Are you looking for socio-political
intrigue? Super-powered adventures through the universe? Grim and gritty tales
of survival in a dystopian alternate reality? Cosmic or existential horror?
Balls-to the wall insanity? |
There’s a
system for every one of the flavors you’re looking for. You need to know what
kind of story you want to run and then pick the system that fits you. Then
comes the toughest part: how can you tell if the system you picked will
actually work for you?
There’s no
surefire way to tell. Sure, you can read online reviews and you can ask the
nerd on the street, but what you’ll get are highly subjective opinions. You
might pick up a system that everyone tells you is the absolute best in its
genre and still turn out to be shit when you put it to the test.
The key
ingredient here is experimenting. Try to get into games using this system or
run some mock games with friends just to see if it fits you. Yes, this will take
a while. No, there’s no way around it.
But when
you find it, man oh man did you just flick the shit hose on and sprayed
yourself in the mouth, because now you’ve got to…
Know exactly what kind of story you want to
tell:
Here’s one
of my old campaign notes from way back when I got into this rpg deal:
“The
characters are transported through the Omni-Torn device through the multiverse
and into Lodoss, where they fight the Grand Warlord, a mysterious man set to
take over the world with his Seven Warchief henchmen.”
This is
shit. It’s a shitty note, it was a shitty idea and it turned out to be a shitty
campaign, primarily because I wanted to set it in an anime setting
“Hey, screw you man, this idea is awesome!” 17-year old me, asking for a slap in the mouth. |
But mostly
because I wanted everything to turn out the way I wanted them to turn out and
experienced a severe amount of butt-hurt when they did not, thus ending the
campaign.
Now, here’s
a much better note, 10 years later:
“A group of
adventurers find themselves tangled in a war that is to shape the destiny of an
entire continent, their powers and abilities the only thing that can stem the
tide of coming darkness. They will fail.”
This note
turned into a 3-year campaign that went way better than I expected.
Yes, yes…exactly as planned… |
Why?
Because I did not exactly plan this out. I set the basis, the conflict, the
opposing sides, the factions and the tone (as well as a couple adventures) and
let my players roll all over the map, stirring shit up and generally being awesome.
Sure, they
did mess up some of my plans, but you know what? The end result was way better
than I could have ever imagined. The reason was that I made the story, but let
them have their way with the characters, which made everything better.
Thus
allowing me to get to my next point…
The players will affect the story in every way you CAN’T imagine:
Pfft. Fucking amateur. |
Out of the
100% of your awesome narrative, you’ll only get to run 50% of it, tops. There’s
going to be a shitload of things that your players will miss, won’t get or
plain old fuck up in every way unimaginable.
You need to
understand this: when narrating a story in an rpg, you should not think like a
writer, whose purpose is to attempt to grab the interest or tug at the heartstrings
of an audience that he’s never met in an attempt to get his grubby creative
hands on their money.
Your
audience will comprise of friends or gaming buddies, whom you’ve known for a
while and might know exactly how to manipulate their reactions and how they can
mess with your plans. What you’re doing instead is giving them a world and a
suggested purpose, with a more or less specific goal in mind then sitting back
and arbitrating the fireworks, while simultaneously controlling the damage.
You are,
after all, one man. You’re not an entertainment monkey, you’re not a composer
of epic sagas and you sure as hell aren’t God.
You’re a glorified kindergarten teacher, trying to stop his players from sticking dice up their nose. |
You need to
know that at any point in the game, your players can derail it or fuck it up.
You need to come to terms with the fact that yes, maybe they will stab the archbishop in the face
(the one you spent hours researching so you could make him as realistic as
possible) and just shrug your shoulders and go: meh, it’s okay. I’ll just
replace him.
Take any
and all adversity like a man and work around it. Who knows? Maybe it will turn
out to be a good thing in the end. But you should always, ALWAYS tell yourself
that…
This is not a group effort. It is also not
something you should dwell on:
Gaming’s wonderful way of getting you down. |
A lot of
gaming articles will tell you stuff like the campaign being “a joint narrative
effort” and that “this is not your story”. This is bullshit, plain and simple
as that.
Some
seasoned DMs and Storytellers will brag about how they keep their players on a
tight leash and how nothing ever gets out of their control. Know this: these
people are assholes.
The kind that need a Total Party Kill just to get it up. |
You cannot
hope to keep your story completely under your control and that’s a good thing:
your idea, no matter how complex or beautifully presented, is still your idea
and therefore something you have completely and utterly anticipated that will bore
you to tears in the telling. This also means that your audience consists of
cabbage-headed biological automatons instead of people.
Beep boop! What an engaging story! Please tell us more [OH GIFTED MASTER] |
People will
fuck up, but they will also add color and complexity to your story. But they’re
not included in the narrative, not in any way that matters. Because you built
the world, the setting, the characters and they just star in it, but that is
all there is to it. This story was set up and outlined by you and you alone.
They just live in it.
That’s not
to say that they won’t do crazy shit. After all, that’s what Earth Monkeys do.
To fight against it would be a catastrophic miscalculation of the highest
magnitude. Instead, what you should do is let them, but first ask them:
Why?
I’ve found
that this is the most efficient approach to any oddball player idea. “My
character wants to infiltrate the mob boss’ compound and kill him in his
sleep.” Okay, but why? “Our super-powered characters have decided to kill the
UN Security Council and take over the world!” Sure, go ahead! But why?
There’s no
way you’ll stop them. But you can make them question the soundness of their
plan.
And if they
rip off Stalin’s head and force it down Truman’s throat, causing an incident of
such magnitude that ends in the complete annihilation of mankind in nuclear
fire, then all you have to do is roll with the blow.
Because this is a story
and this is a game and shit happens. You can’t let it get you down, because you
know what? You’ve got better things to do. You’ve got a job, a significant
other, kids and drugs and the disaster of a narrative shouldn’t ever be allowed
to become a focus.
Unless
you’ve spent a shitload of time making it. Which brings is to the matter of…
Prep Time:
He was ripped to pieces, three
panels later.
|
In order to
run something as time-consuming and entertaining as an rpg campaign, you need
to plan ahead. You cannot consider the whims of players, but you need to have
everything in order and remember shit like how magic works or if your world has
gravity as you near its rim, etc.
You also
need to plan ahead on your antagonists and the plot’s progression. ‘Cause this
stuff is kinda important, too.
But how
much time should you put into it, considering the fickleness of human endeavor
and the overall cruelty of the uncaring universe we inhabit? Well, experts set
the minimum effort at 4 hours a week’s worth of prep time, which is a load of
horseshit if you’ve got a job.
I own my
own business, which means I have to work upwards of 50 hours a week, not
counting anything else that might come up or business-related emergencies. By
the time I’m done with work, I’m too pooped to actually sit down and consider
what Padishah Qadi of Usul, the Great and Mighty Pale Claw, will do should the
players see through his diplomatic ruse.
Now I could wing it, but that won’t get me
through the campaign. I can’t count on working with stuff off the top of my
head and I sure as hell don’t have time to deal with fucking statblocks,
strategies and logistics.
If I wanted to do my goddamn taxes, I’d just wait 3 months. |
What you
should do instead is this: give each part of the game the maximum of effort you
can put, tops. But always come prepared. Do not count on planning way ahead,
unless you have absolutely nothing better to do. If something does not work as
planned, then have a backup, but do not waste too much time dwelling on it. If
the back-up fails, wing it.
Your story
preparation should be done way before you begin the campaign (an outline made
before you even announce you’re going to run a game, when you’re not pressed
for time). Your mechanics, rules and combat preparation should take up 2 hours
of your week, tops. Remember: you’re with friends and you’re narrating a story
to an audience you know. Work with them and what they give you. This is not
theater, where a performance needs to be stellar and flawless. This is amateur
improv, with the sketch planned ahead of time and some audience participation.
You’re busy
people. You don’t have the time to shoulder yourselves with another
responsibility, especially a trivial and made-up one like this.
But what
should always keep in mind is that you should…
Have Fun:
It’s a
hobby. It’s a pastime. It’s entertainment. Running a roleplaying game (or
participating in one) is not an honest-to-God, useful social skill. If you run
a good game, then you should enjoy it and make sure your players enjoy it as
well (after all, what’s a story without an audience to share it with?). If you
end up making pop culture references and burning down villages or wearing
eviscerated dogs as hats, then do it.
You’re
going to misinterpret the rules and you’re going to mess up a battle at least
once or you’re going to find yourself one-upped by your players. That’s to be expected.
Just shrug, admit you were wrong and keep on trucking.
But above
all, have a laugh and enjoy yourself.
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