Wednesday 7 December 2016

Rip It & Run! Ceding Control...


Early on when you start to referee your own (or someone else’s) games, you learn pretty quickly that nothing ever really goes to plan and that not every contingency can be provided against. In military terms there’s an old expression which covers it: “no plan survives contact with the enemy”. Of course, everyone in your game is a friend, otherwise they wouldn’t be sitting around a table with you, but some Keepers start to feel that, because every time you all get together something goes horribly wrong with your finely-crafted narrative, that your so-called ‘friends’ have truly become the enemy, Hell-bent on overturning your game for their own amusement.

It’s time to step back and take a long, deep, breath.

Firstly, your players are only one part of the equation here, but they’re a big part of it. Objectively speaking, the only reason that all of you are doing this is for your mutual enjoyment – if they didn’t show up, you wouldn’t have a story to tell; if you didn’t write your story, you’d all be sitting in front of your respective service providers each Saturday night, chugging chips and cola in your underwear. The thing to realise is that this is a consensual exercise; all of you contribute and all of you enjoy.

Given that epiphany, you might start to think that the amount of work involved in getting this to work is unfairly skewed towards the Keeper’s detriment. Damn’ players, you might think; I do all of this preparation and they just sit there rattling dice and bitching about subtracting hit points! Don’t they understand the effort I’ve taken? Well, no, in fact; they do not. From their perspective, your wonderful adventure might well have dropped – fully-formed – into your lap from passing space aliens, and you’re as in the dark as they are about what’s coming up. Keepers have a tendency to play things close to their chests. They clam up; become secretive, paranoid. They scuttle about the sidelines like Peter Lorre, clutching a stack of cross-referenced binders and dog-eared rules books and jumping hysterically when asked “so, what can I see?”

The thing is this secretive approach to the game goads players into breaking it. What they experience is mainly a wall of silence – between them and the Keeper is a quivering zone of expectation and every attempt to move beyond it gets thwarted or dismissed. Players don’t like to be hemmed in and eventually they will start to push back against the limitations. Sometimes their frustration becomes so extreme that they push really hard and the damage that they do to the game soon becomes irreparable. Then come the resentment, the arguments, the recrimination and that’s it for your Saturday night games session. Back to your service provider and the coke and chips.

Before things get this bad, you need to stop and think hard about your workload. The story is yours to provide and yes, it’s not that interesting if the players know beforehand what it involves and where it’s heading – there has to be a certain level of confidentiality or there’s no surprise. However, think about what the players are bringing to the table – their characters. For them, their story personae are like shiny new cars – they want to take them out onto the road and see what they will do, and they also want you and their fellow players to see that too. This is fine; this is, in fact, the whole point of the exercise. However, the players’ characters don’t just begin and end with a marked-up piece of paper.

Is the player’s character a member of a London club? If so, which one? Do they have friends there? If so, how many and what are their details? Do the characters all live in the same town or village? If so, which one? Does it have a church? Of which denomination? Is there a police station? What are the officers’ names and backgrounds? Who else lives there, and perhaps the party members might take the time to note down some NPC statistics for them...?

The players’ contribution to your game is not just their characters, but everything about and around their characters. If they want to drive a certain make of car, or aeroplane, or if they want a special type of weapon, have them go out and do the leg-work. When was that car first made? What were the engine specifications of that aeroplane? How available was that type of gun? This type of research also applies to how your player wants their character to look, to eat and to explore their world. None of this information will impact upon your story to any great degree (although you never know!) and none of it is worth your time to organise. Have your players do it. Insist that you check it before signing off on it, but let them do the hard work. Your effort is better spent elsewhere.

This also applies to setting the mood while you play. Let your players find appropriate music for the session: this means you will have to reveal certain aspects of the game – that it’s set in Egypt; or that we’re going to a suspicious speakeasy in Harlem – but if your game is moving as it should, this information should be a fait accompli anyway. Is one of your players a good cook? Have them make an appropriate light meal, or snacks. Have one of the players bring candles if they’re keen, or incense if they really keen. Let the players work the ambience and this is yet another thing you don’t have to worry about.

Pretty soon, your players will be coming to you with all kinds of ideas about their characters and the world in which they live. As long as you’re open to them embroidering the tapestry of your universe, they will feel as if they’re connected to it, not just blindfolded victims standing against a wall. As a bonus, they’ll be generating all the “Long-Lost Friends” and back-up characters that you’ll all need to keep the campaign ticking over.

Remember: this is a mutual activity; it’s not all about you. Make sure everyone is involved, the work will be shared and it will feel less onerous...

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