I mentioned in my previous post that choosing the right players for a roleplaying game can be a real challenge. But even after you've found a manageable group of people who can coexist comfortably, you might find new complications in the TYPE of players you've assembled. Here's a few common player-types that can ruin a good game if handled incorrectly:
The Total Newbie
Some players just have no idea what they're getting into. They can't help it that they've never played before, but the constant questions and second-guessing can slow down the game and grate the nerves of more experienced players. It's important to encourage them to explore their character's potential while keeping the game flowing. It helps as a DM to keep a copy of their character sheet handy (though good DMs should do that anyway) - that way if the player asks 'can I do ___?', there is an easy reference for the answer. When a player is trying a new tactic or maneuver, just tell them what they need to roll and do any math for them. Learning the character is more important for a new player than figuring out how THAC0 works.
Sometimes, though, a new player's problem might not be the mechanics of the game at all. In a player's very earliest sessions, it can be difficult getting into the mindset of their character. Encourage the player's teammates to suggest solutions the character might come up with, and over time, they should get the hang of things. If you are playing with more established players who are eager to get the ball rolling, consider setting up a separate all-newbies game, or, if your schedule doesn't allow for that, try a one-on-one 'test scenario' session with the new player to get them caught up on the basics.
Meta-Gamers
For those who are unfamiliar with the lingo, 'Meta-gaming' is a term used to describe situations where a player uses out-of-game knowledge in a way that is inappropriate for their character. Most players don't do this on purpose; they simply have difficulty separating their own knowledge from their character. John may know that you shouldn't throw water on an oil fire, but what about Hrothgar the two-intelligence-barbarian? Don't be afraid to remind your players of their characters' limitations! If it's possible, make them come up with a reason why their character would be able to work out the solution to a problem in the way they would out-of-character. If not, allow the player's teammates to assist in situations they can't resolve themselves (unless there is a reason in-game why they can't access the player). Instead of penalizing the player for thinking out-of-character, give them an opportunity to get more in touch with the way their character would think and act.
Min-maxing
Min-maxing refers to manipulating the rules to make the statistical 'best' character of a certain class, or the most point-productive powers in points-based systems. While there's nothing wrong with having statistics that are suited to a character's overall play style, this sort of numbers game usually makes things less fun in the long run. The best way to avoid it is to simply keep the players away from the numbers. Make them explain in abstract terms what their character can do, and make a character for them. Don't let a player tell you, 'I want a 17 Strength!'. Instead, ask the player how much their character can lift and work out the appropriate statistic. This prevents a player with intimate knowledge of a system (and its flaws) from disrupting the balance of power in a group.
Rules Nazis
Rules Nazis are a broad-scope version of the min-maxers described above. They know the guidebooks back to front, and any time you try to bend the rules as a DM, they'll tell you on which page, paragraph, and line of the rules you are WRONG. Being reminded so bluntly that the world you are playing in is full of numbers and figures breaks down the immersion - and, really, immersion is what roleplaying is all about! What many rules nazis forget is that most roleplaying systems have a RULE stating that if the DM states something is true, it is, regardless of other rules. A roleplaying game is like an improv skit - if you try to deny something that has been stated as fact, it breaks the flow.
An important side note about rule nazis: the reverse should be avoided, as well. Just because what the DM says should be taken as truth doesn't mean the DM should abuse that power. No matter how angry a player makes you as a DM, 'A dragon eats you' is not an appropriate response! A certain well-known comic character spoke a truism about power and responsibility. You don't have to be Spiderman for that to be the case! As a DM, you have to be a good example for your players. If you show your players that it's okay to be caustic and reactionary, your scenario will degrade to bickering and in-fighting. Be the better man, and your game will be better for it.
Four Fox Ache
Thursday, March 10, 2011
Saturday, February 26, 2011
Tabletop Role-Playing: A Beginner's Guide
Online games like World of Warcraft bring people together around their PCs to enjoy fantasy realms with friends far and near. The ability to detach one’s in-game actions from reality makes it easier for some individuals to open up and socialize with new people. The popularity of such fantasy games has brought about a renewed interest in traditional tabletop role-playing games, like Dungeons and Dragons. Many young gamers have taken an interest in such games, and want to start campaigns with their friends. This task can be very daunting for those who are only familiar with video games, as the tabletop medium is drastically different. However, new players should not be deterred! With a little guidance and preparation, nearly anyone can start their own tabletop gaming scenario.
The first thing for any gaming group to decide upon is the players. It’s important to consider the social dynamic between group members. While it’s certainly possible to start a campaign with people who aren’t friends beforehand, and even find some success, it’s usually best if there is some sort of social common ground first. If you are drawing from your existing friends for the group, consider their personalities. Do Tom and Jake argue frequently in normal situations? This could lead to serious tension in a game scenario, and even animosity between the characters. Even the most experienced role-players sometimes let out-of-character issues influence their gaming decisions, and that sort of behavior can have a major negative impact on the rest of the group. It’s also important to consider the number of players in a group; too many players can be too much for a gamemaster to accommodate, but too few can sometimes limit role-playing opportunities. 3-4 players and one gamemaster is usually a fairly manageable size for a group.
The next thing is to decide on the campaign’s story. Gamemasters who are comfortable with creative storytelling and prepared to come up with new material on short notice might consider writing their own campaigns, but for a new group it is advisable to work from the vast wealth of existing pre-packaged scenarios. Most tabletop game producers (such as Wizards of the Coast, who make Dungeons and Dragons) sell supplemental campaigns with characters, maps, and stories ready to use. These are generally found online and at stores where source-books for tabletop games are sold. For the budget conscious gamer, many fan websites have their own campaigns available for personal use, and game producers will often provide free promotional materials through the websites for their games.
The game is almost ready to begin! There are only a few more things to consider when starting a new role-playing campaign:
- Do you have a gaming space where the players are comfortable meeting? Make sure the space has room for all of your players and their gear, and if you’re playing at a public location (many specialty stores provide gaming rooms for patrons) ensure that your gamers are able to comply with any posted policies.
- Is the gamemaster familiar with the rule set? Players will turn to the gamemaster to resolve any disputes caused by the players’ interpretation of the rules. It is important that the gamemaster is able to resolve such disputes quickly and amicably.
- Are your players having a good time? It’s important to remind players that it is just a game – don’t let in-game scuffles ruin a real-life friendship!
Tuesday, February 22, 2011
Writing
This is my first post. I'm not here to introduce myself, I'm here to write, so let's get on with it.
Writing is a conundrum. It's simple enough when you know what you want to say. All you have to do is take your ideas and straighten them out a bit, like a shirt on an ironing board, and before you know it, you have a snappy outfit ready to go, one that, when you wear it, tells the world, "I'm a smart, educated person, and you can trust me!". But sometimes, you have to write from scratch. No topic, just whatever comes out. Suddenly, you're trying to iron some sort of cloth moebius loop and you just keep working more wrinkles into it until no one knows what it was for in the first place and you'd look crazy if you wore it out for the world to see. Sort of like that metaphor. It's messy and endless and probably makes me look crazy.
I've been trying to write lately. Anything. I mean to become a freelancer and make money when I feel like it by ironing out thoughts so other people can pick them up and look classy. A dry cleaner for thoughts! Except, I need to prove I can do it, and that takes some sort of example of my skills. And that's where it all goes downhill. It's never, "Write 300 words about the mating rituals of elephants" or "Write a how-to article about origami flowers". Just, "provide a writing sample". BUT WHAT DOES THAT MEAN?! Writing is more than just putting words on a page. An artist can throw paint at a canvas all day, but it's not art until they try to convey something with it.
Writing is a conundrum. It's simple enough when you know what you want to say. All you have to do is take your ideas and straighten them out a bit, like a shirt on an ironing board, and before you know it, you have a snappy outfit ready to go, one that, when you wear it, tells the world, "I'm a smart, educated person, and you can trust me!". But sometimes, you have to write from scratch. No topic, just whatever comes out. Suddenly, you're trying to iron some sort of cloth moebius loop and you just keep working more wrinkles into it until no one knows what it was for in the first place and you'd look crazy if you wore it out for the world to see. Sort of like that metaphor. It's messy and endless and probably makes me look crazy.
I've been trying to write lately. Anything. I mean to become a freelancer and make money when I feel like it by ironing out thoughts so other people can pick them up and look classy. A dry cleaner for thoughts! Except, I need to prove I can do it, and that takes some sort of example of my skills. And that's where it all goes downhill. It's never, "Write 300 words about the mating rituals of elephants" or "Write a how-to article about origami flowers". Just, "provide a writing sample". BUT WHAT DOES THAT MEAN?! Writing is more than just putting words on a page. An artist can throw paint at a canvas all day, but it's not art until they try to convey something with it.
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