robin_d_laws ([info]robin_d_laws) wrote,
@ 2005-07-06 09:49:00
Previous Entry  Add to memories!  Tell a Friend!  Next Entry
Entry tags:gaming hut

Gaming Hut: Eliminating Mannerisms II

A while ago I talked about starting up a new series where I deliberately swear off many of my Gming mannerisms. [info]wordwill asked for a progress report and here it is.

No open-ended problems or extended continuity. All cases are discrete episodes unto themselves.

This has gone well so far. It’s helped greatly with our attendance situation. Due to the usual adult time commitments, we have a rotating cast of players. Being able to rotate characters in and out has been a great boon. The characters are professionals who clock in, clock out, and work cases. No need for fancy explanations when somebody doesn’t show. In the last continuity heavy series, a PC won a contest that made him a king. When his player had other commitments, a convoluted and not entirely satisfactory plot device was required to explain his frequent absences.

An unexpected consequence: interchangeable characters are expendable characters. In my default series style, I weave continuing plot lines around each character. I therefore contrive to keep the characters alive. Otherwise a raft of carefully developed story elements die with them. Here I can dish out the brutality without qualm; I pay no story tax if the die rolls happen to condemn a character to death. (Also I’m playing using somebody else’s established rules set, which also encourages me to let the gore spatter where it may. Why, it’s playtesting, I say!)

No ongoing villains.

The adventure source material from which roleplaying tropes evolve get great mileage out of recurring arch-villains. In an RPG series, though, players can feel a sense of frustration at never being able to definitively defeat the bad guys. Disposable (if sometimes nasty) villains seem to be working so far.

No statless or impossibly powerful antagonists. (Note that your superiors do not count as antagonists.)

One character, the boss, is necessary to the premise of the series. Everybody else can be killed. The group is facing a lethal (and careful) enemy now, but she has game stats and is eminently slayable — if and when they get their hands on her.

No ascensions into godhood or interactions with divine or semi-divine entities.

Haven’t been tempted by this one but it’s a perennial mannerism and I’ll have to keep an eye on it. Anyhow, I’m working out this obsession in a spec project…

I’m also considering a restriction on comic GMCs, but have declined to formally forswear them.

I didn’t swear off comic GMCs and am glad I didn’t. Comic relief provides contrast that sharpens the horror and nastiness. A funny character functions as shorthand, indicating that his role is minor and the information they can get out of him is limited.

In exchange for these restrictions, I’ve made a single demand of my players: You may not, jokingly or otherwise, refer to yourselves as incompetent, bunglers, unlucky, etc. You are playing competent professionals. Do not undermine this, even out of character.

I only have to step in and remind them not to go there about once per episode. My staunchest self-deprecator was delighted during the last session to find an instance where it seemed appropriate. (I’ve already forgotten the context; anyhow, I steered them away from the outbreak of deflating humor.)



(Post a new comment)


[info]unseelie23
2005-07-06 08:50 am UTC (link)
Have you read Global Frequency?

I can see self-deprecation as an acceptable character quick in an otherwise competant character, although perhaps not about his specialty.

(Reply to this)(Thread)


[info]robin_d_laws
2005-07-08 01:50 pm UTC (link)
Sorry it's taken me so long to reply but I've been preoccupied over the last couple of days.

I have no general objection to self-deprecation as a character trait in a genre hero. In this group though, the self-putdowns contribute to a syndrome where the players convince themselves that their straits are much direr than they really are, leading to decision paralysis. So far we've avoided that with the current series.

(Reply to this)(Parent)


[info]unquietsoul5
2005-07-06 08:59 am UTC (link)
The question one must ask, is what have you gained by this choice to change your 'mannerisms' / 'style'?

Are your players happier? With a rotating player roster this is hard to examine, unless you have repeat 'custmomers', unless you ask.

Are you less stressed or more stressed?

Have you had to do more work or less on GMing?

Has it made the game more memorable or less? Are the games feeling more interesting or more cookie-cutterish?

Again, the questions are what you gain from it, what your players gain from it, and what you lose or they feel they have lost from the experience.

(Reply to this)(Thread)


[info]robin_d_laws
2005-07-08 01:52 pm UTC (link)
The objective of these self-restrictions is to a) create a distinctive style for this series, making it seem fun and new and different and b) to address the minor flaws of past series. So far they seem to be meeting both objectives.

(Reply to this)(Parent)

big bosses and loosers
(Anonymous)
2005-07-07 12:31 am UTC (link)
During a one year break I had time to analyse my GMing and I also noticed some mannerisms, most of them on the game tone, especially due to the GMC's: they were either too strong or funny loosers. I decided to add some variety but since I'm always improvising — I'm also working on changing that — I needed an on-the-fly tool to come with different attitudes for my GMC.

I decided to use animal archetypes, for their attitudes and their "social" environnement. So now I roll 2d6 and a little table just gives me a name like "lion", "cat", "pigeon", "snake", "bear", "donkey"... The items at 6~9 are the most frequent in the gameworld. Of course one has to use items that are relevant to his imagination (cf Unknown Armies.)

I don't like tables but here it's a medicine, and who likes medicine?

Shlo.

(Reply to this)

Resolutions
romantorres
2005-07-08 09:48 am UTC (link)
Good resolutions, all, and similar to ones I drafted for myself when my own local gaming group members' attendance became irregular due to "life issues."

Do you have a regular column anywhere? I read the columns you were writing on Pelgrane Press' website, and I've always enjoyed the games you've written / contributed heavily to, as well as your "Laws" for SJ Games.

Are you working on anything now that you can advertise / talk about?

Thanks for all your hard work and dedication to the community.

(Reply to this)(Thread)

Re: Resolutions
[info]robin_d_laws
2005-07-08 02:08 pm UTC (link)
Pelgrane has a backlog of See P. XX columns on hand and will resume after an indefinite hiatus. (Pelgrane honcho Simon Rogers has, in his other capacity as half of the Profantasy Software team, been chained to his desk working on the eye-popping new iteration of their Campaign Cartographer mapping program. Hopefully he will find a moment to delegate the web-updating duties so the rest of the columns can see the light of day.)

My most recent project on game store shelves is Dungeon Master's Guide II, a multi-authored work from WotC I am proud to have contributed to.

My third Warhammer novel, Liar's Peak, will be out in late summer or early fall, depending on which side of the pond you're on. An Amazon search will yield its nifty cover image.

I'm contributing to the Vampire the Requiem Chronicler's Guide, as referenced here:

http://www.livejournal.com/community/whitewolf_lj/10215.html

Right now I'm wrapping up the submission draft for the much-anticipated Rhialto-level book for the Dying Earth RPG.

And for those who like very distant release dates, I'm writing the second in a series of three novels based on the City of Heroes computer game. That'll be out in fall of 2006.

(Reply to this)(Parent)


Create an Account
Forgot your login?
Login w/ OpenID
English • Español • Deutsch • Русский…