Putting Power in Players’ Paws

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Ok, so your players probably have hands, not paws, but I liked the alliteration.

The traditional roleplaying game, D&D, is very much structured in a specific way: the GM has a specific game/plot/monster that the players have to beat. In this way, D&D is structured much like a computer RPG, it just happens to be played with multiple players (and so can Baldur’s Gate 2, not to mention World of Warcraft).

There is value to this model; if you have one GM who is particularly good at plotting stories and taking care of all of the details of the world, and a lot of players without a knack for world-building, well, why not run a game like this? Labor gets divided up appropriately, and everybody gets to do what they’re good at.

Typically, however, everybody has something to offer to the story if given the chance, and 4 minds can probably come up with better ideas overall than just 1. This is why, typically (especially if I really trust the players), I prefer to run games that are much more player-driven. For me, good player-driven systems are those which have narrative elements built into them. The most obvious examples would be any game with a Fate point system. Such systems tend to give fate points to the player, and they can narrate something about the world that is unlikely but still possible by expending a Fate point. However, for me, the pinnacle of player-driven games is Apocalypse World. I understand that there are MORE player-driven games, but I find that the lack of a solid authority in completely player-driven games tends to leave most people feeling unsatisfied. Apocalypse World is the perfect balance: it lets the players help create the world and orient the plot, but doesn’t give them too much power to determine results.

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Player Action, Player Inaction

I have often focused too narrowly on what will happen when the players follow the trails that I have laid out for them.  But what do you do when the players don’t want to play with any of the plot you’ve got prepared for them?  And what happens with the problems that they’re ignoring?

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Lessons I’ve Learned about Naming NPCs

Names are hard.  You want to make sure that the people and places you’re creating sound believable, and you don’t want to keep repeating the same things over and over (unless there’s a name like Michael in your game world, in which case you should probably just name everyone that since that’s how it works in real life).  I’ve made and seen some pretty funny mistakes with naming things, so here are a few of the things I’ve learned…

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Types of Games

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In my last post, I talked a lot about what roleplaying is, and – surprise! – it wasn’t just one thing! That is part of the beauty of roleplaying, it’s full of options. What are these options?

Well, first, we have the three qualities talked about before:

Roleplaying, Storytelling, Mechanics. To keep in line with the existing literature on Gaming Theory, I have slightly renamed the categories I used in the previous post. I have renamed ‘Mechanics’ as ‘Competition’ (it goes by ‘gaming’ in GNS Theory, but I find that to be a bit ambiguous of a term); it essentially refers to how much of the experience of the game is rooted in competition. Storytelling will be referred to as ‘Narrative’, and Roleplaying will be expanded slightly to ‘Simulation’. Simulation refers to how much of the setting goes to recreating system-internal realism. Note that this realism does NOT have to be actual realism. For example, many unrealistic things happen in Star Wars, but there is an assumed set of rules which governs things like lightsabers. Any given game will have a balance of the three, like so:

Game-Qualities

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How I Run a Game

Much like with Jason’s article, this is not meant to be an exhaustive discussion of how to run a game.  It also isn’t meant to be prescriptive.  Like it says on the tin, I want to share with you how I go about running games these days.  Curious about success through brainstorming and improvisation?  Keep reading.

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What is Roleplaying?

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If you’ve never been exposed to roleplaying, it can be hard to understand exactly what it is. Thankfully, pop culture knowledge has progressed from the point where roleplaying is no longer linked with satanic ritual, and is instead linked with socially awkward nerds:

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