[UA] Dark Arc got me thinking
Mike Lake
mdlake at well.com
Fri Jun 29 09:14:18 PDT 2007
Mattias Östklint wrote:
> I want my players to [...] really want and... well, burn for something
> like that. I'm still stuck in a playing mode where I toss things at
> them and the play with it. I would like to go from where things are
> centered around the players being able to do cool, out-there stuff to
> being centered around the players doing cool out-there stuff.
>
> Any thoughts on how to do this?
That's a recurring question for GMs with ambitions to better gaming.
Several factors make it recur:
1. Caution. Players are known for astoundingly stupid acts, but I find
the default stance for players used to games of mystery and/or politics
is to turtle until they're sure of themselves, their enemies, and the
risk-free nature of their plan. Stupidity pops up in occasional lapses
of attention or communication. This is understandable; smart people
show caution in dangerous situations. But it's fatal to attempts to
take the initiative. The GM's advantage of knowing what's going on
inevitably bleeds into NPCs behaving more cannily than their PC
counterparts. I myself must fight excessive caution and reactivity when
I'm one of the players.
In my current Mage campaign, I had to deal with this. We rotate GMing
among ourselves, and we'd just come off of a long string of political
games where the NPCs always seemed to know everything we did. One GM
was prone to catching every stray phrase and making leaps of intuition
that placed those phrases into context. Of *course* the NPCs always
figured out what we were up to; they knew which statements were
significant in a way the players couldn't duplicate. This trained the
players not to do anything, because any activity exposed them to more
danger than was justified by the information gained. I wanted to
overturn this conditioning.
It took about half a year, but I finally got players in my campaign to
accept that they could get away with stuff. A good way to carry this
message to the players is to have NPCs who aren't plotting just talk
about stuff, exposing their own ignorance. My PCs accidentally caused a
crop circle in Mr. Dieterle's wheat field. Mr. Dieterle didn't launch
into a penetrating investigation starting with the PCs. No, he just
griped to anyone who would listen about some damn prank that'll cost him
crop revenue. The sheriff didn't ask the PCs about a car that
mysteriously disappeared during a highway cop chase; he just gossiped in
passing about how the idiots over in Wilmot County lost sight of a
fleeing driver, and how it makes county policing look bad. This made
the players feel considerably safer, and now they're doing things that I
*will* decide gets them into trouble--but even then, only if do it in
front of the wrong people.
2. Uncertainty. No verbal description of events can capture the full
range of what we can know by being in a situation, and no pre-game
orientation can equal growing up in the game world, as PCs are presumed
to have done. The ground rules are never as clear as they should be.
Adding unpredictable powers like magic raises the uncertainty (and
usually the stakes, as well) by another notch. By contrast, the GM
knows the ground rules, even if he never expresses them to himself, and
that knowledge inevitably bleeds into the NPCs the players must face.
To you, only a handful of NPCs are antagonists to the players; to your
players, everyone is a potential enemy until proven otherwise.
Restrain yourself from punishing bad decisions when you have a chance.
The players don't know--can't know--as well as you what is a reasonable
risk, and they won't recognize all the opportunities you give them,
especially the trustworthy allies. (Nobody appears trustworthy in UA.)
You don't want to let players get away with anything they want, but
think twice before stomping their heads into the curb for every minor
error. Keep restraining yourself until they start seeing the rewards of
sticking their necks out. Even then, don't ramp up the consequences too
quickly, or they'll pull back again.
3. Laziness. It's a heck of a lot easier to react to events, taking
whatever story the GM offers up that week, than to create your own
objective and plan of action from whole cloth. For some players, this
level of investment is too much like work.
There isn't much you can do about this one, either, if all of your
players are the passive kind by nature, and not by conditioning. But
try stating right up front that you want the players to create their own
campaign objective, and require them to design characters who will stick
to that objective. If you've got a strong-willed player or two in your
group, rely on them to establish a purpose they like; the rest will trot
along afterwards.
Give the PCs enough information up front to put a plan into effect.
This is way more information than you would give to PCs in a more
typical mystery campaign, and something GMs who are into games like UA
are often loathe to do. Take a deep breath and give it out. If your
players want to become gods, give them the whole godwalker chapter,
suggest that only one of them is likely to make it, but that one should
be enough for anybody, and ask which avatar they're going to try to
seize. If your players want Alex Abel for a patron, don't make him a
shadowy figure; presume they've spoken to him repeatedly and have been
able to size up some of the character traits he doesn't advertise, and
let them know who's in TNI so they can recognize when someone's jacking
them around by pretending to be acting on Abel's authority. If your
characters want to create a cult out of a backwater town, give them
credit for living in that town and having time to learn the
townspeople's secrets, and give them a history with two of the dukes in
a rival cult who will doubtless object. (On a side note, I recently
developed the hypothesis that epic RPGs often seem flavorless because
they overlook how epic fiction largely presumes everybody knows
everybody. Want to go epic? Give your PCs the NPCs' back story, and
vice versa.)
4. Tone. GM-player relations take a different tone when the GM tries to
tear down something the players have worked hard on than the reverse.
The GM's plot is created for the express purpose of letting the PCs foil
it. It's generally evil or unintentionally dangerous and ethically
*must* be stopped. The players' plans are presumably good (at least
from some perspective), is intended to succeed, must face characters
backed by an omnipotent GM, and may face characters willing to suffer
far more than PCs are to interfere. Stopping a plot with a PC that
needs to come out all right, or at least survive to the next stage of
the campaign, is a lot harder than stopping a plot with a disposable GMC.
This is a subtle problem, but a real one. Happily, it can be defused
largely by bringing it out into the open. Players won't feel put upon
if you start the campaign with an open recognition that, sooner or
later, someone is going to try to stop them, possibly for altruistic
reasons, and that someone will necessarily be an NPC. It feels less
personal and adversarial when you point out that providing conflict is
your job, and that the NPCs are meant to be swatted down every bit as
much as the evil plot is meant to be upset.
The rest of the trouble can be defused by bringing your NPC foils down
to the level of ordinary PCs when necessary--most especially by making
them as clueless as the typical PC and just as prone to blunders. Ever
been frustrated by your own sense of not knowing what's going on as a
player? Inject that into the bad guys. Ever mistaken an evil henchman
for someone you could trust? Ever slapped your forehead as a fellow
player blurted out the wrong name? Make your bad guys--rarely!--say
things they wish they hadn't. Then ask the PCs not to tell anyone,
because the NPCs could be in real trouble if what they just said gets to
the wrong ears.
In short, empower your players to put a workable proactive campaign into
effect. Be prepared for them to take a while to feel safe enough to do
so. If you want to ramp up the difficulty later, *after* the PCs are
too far committed to turn back, okay, but make things easy enough for
them to feel sufficiently safe to stick their necks out, and be careful
not to drive them back into their holes. Stay conscious, as you set the
challenges, of the fact that it's easier to destroy a plan than to
execute one. It's worked so far for my Mage game.
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