What if the players one-shot your BBEG? Do you fudge his hit points?
What if the players decide to head north,
when your elaborate deathtrap dungeon is to the south?
Do you use DM-PCs to keep the party going “where
it should go”? What if the players
refuse to listen to the DM-PCs? What if
they slaughter them in their sleep?
In a recent blog post, I talked about “difficulty”
in role-playing game scenarios. That
post was about the kinds of difficulties players experience to make an
interesting game. But difficulty is not
just for players. The Game Master also
experiences difficulty, both away from and at the table.
A lot has been written about the difficulty
GMs experience away from the table – after all, designing a scenario has its
own types of difficulty. Designing a
scenario well may be one of the largest challenges facing a role-playing game
enthusiast. One might even say that, the
better you design your scenario away from the table, the less
difficulty you will experience at the table. But there is no getting away from difficulty
at the table entirely, and the way you handle it says much about the kind of
Game Master you are.
To some degree, role-playing games are
built upon a fundamental tension between the people playing the game and the
person running it. The person running
the game has done some heavy lifting in the design department, or spent money
for a module, and wants that investment to pay off in terms of the players
going along with the scenario the GM wishes to present. The players, for their part, want to have
fun, have their characters survive, and have their characters prosper.
The experienced GM knows that players have
the most fun when they overcome adversity.
The blog post about difficulty was, in some ways, a discussion of what
adversity is within the context of a role-playing game. Yet the experienced GM also knows that the
player goals of “survive and prosper” run counter to “meet adversity” where the
outcome of that meeting is not known ahead of time. Players want to “play smart”; the GM wants to
lure them into situations where the outcome is uncertain. Both players and GM are trying to meet the
goal of making the game as fun as possible.
Trying to keep the players “on track” is
trying to keep play in the zone “where the fun is”. This is a potentially laudable goal, if the
players are of the same mind as to what “the fun is”. In this event, the GM need merely provide
more context to the players in which to make their choices, and the result is
good for everyone. Sometimes, though,
the GM is trying to protect his investment, and the interests of the players is
not taken into account as strongly as they should be. In such a situation, the players cannot “play
smart” – they are not allowed to. Dungeons
move, die rolls are fudged, and events conspire to drive the players “where the
fun is”.
I am not a big fan of this sort of thing. When the party heads north even though they
know that “the adventure” is to the south, chooses to avoid your carefully
stocked dungeon, and runs like hell from your DM-PCs, maybe it is time to
re-evaluate how you are running your game.
Dealing with the unexpected actions of the
players generates at-the-table difficulty for the Game Master. Want your players to deal well with the
difficulties you put in their path? Now
is the time to show them how, by dealing well with the difficulties they put in
your path. Sooner or later, the players
are going to diverge from the path you imagined. Tacking with the wind is an essential skill
for good GMing.
Note that this does not mean that there has
to be “an adventure” anywhere the PCs go.
It does not mean that everywhere need be equally interesting. But it does mean that there should be options
and that, when it makes sense within the context of the world, going away from
the expected route should be rewarded.
Why rewarded? Doesn’t that train the players to ignore
adventure hooks?
Well, it does to some degree, but it also
teaches the players that their choices matter.
It teaches them that the world is not just the GM telling them where to
go and what to do; when they end up in difficulties, it is not because the GM forced
them into it. If a character
dies because of those difficulties, it is not because the GM forced them into it. If there is a TPK because of those
difficulties, it is not because the GM forced them into it. By being allowed to make these kinds of
choices, players become responsible for the choices that they make.
If the GM really wants the group to explore
the Death Trap of Deadly Von Lich, don’t force it on them. Entice them.
Let them know something about the treasure that might be found
there. Give them reasons to make going
there a goal that they choose. Have
dangers issue from there. Dare
them. Indeed, warning them away from the
dungeon is the strongest lure to it for some players. In other words, supply some context that
motivates your particular group. Create
hooks between various locations in your game milieu, to remind players of areas
yet unexplored, to pull them back to old areas, and to entice them into new. That’s just part of good scenario design and
presentation.
The GM has vast powers within the context
of the game. When things don’t go the
way you planned, it is tempting – and all too easy – to merely force things
back on track. Just like experiencing difficulty
makes things better for the players, doing the difficult thing, and letting the
players go where they will, can make things better for you.
Remember how the players having to
change tactics denotes difficulty for them? Well, so does the GM having to change tactics
denote difficulty for you. Have fun with
it. Keep a couple of minor lairs ready
to place where you will. Roll for
wandering encounters. Make shit up. Keep in mind what is nearby, and important,
and keep throwing hooks to those areas – towns, dungeons, castles, or
whatever. Let the PCs encounter a
wandering circus.
Although it may seem strange, I have found
that the more you allow the players to take their characters wherever they
will, the more attention they pay to the hooks you hand out. After all, now it is incumbent on them to
figure out where “the adventure is”! The
more choices the players feel they have, the less likely they are to avoid
following your lead on principle.
Most of the difficulty the Game Master
experiences is away from the table, in scenario design, selection, and/or
comprehension. There is always
difficulty at the table, though, unless you demand your players to run their
characters in lock-step with your wishes.
Accepting difficulty in play is less frequent for the GM than the
players, but, if anything, it is more important that the GM be willing to
experience difficulty for the game to be its best.
I have been lurking the DCC Barrowmaze campaigns for a while (trying desperately not to spoil an actual campaign attempt as a player) and signed up for an Unseen Servants account so that I may one day play. I bought the DCC full rules last month, and have been devouring them every evening that I have a spare moment.
ReplyDeleteDo the DCC and Labyrinth Lord rules interchange well? Do you find you need to crank down the difficulty? Do you take many liberties or play it as written? I confess I've read the rules and overarching plot and monsters of BW but have not read many of the room descriptions or encounters. Have you had any TPKs, as most of the reviews suggest? Keep up the good work! I rolled up a sheet of 4 0LPCs during a slow spot at work and will likely submit it when I can remember to bring it home... noahms456 on the US forums
I received your email, and will notify you of the next expedition.
ReplyDeleteIME, it is easy to convert LL to DCC. I do not need to crank down the difficulty, although I do need to consider the different game economies in terms of treasure. No TPKs yet, but, then, the DCC parties are larger than LL parties, so probably the same number of character deaths.
My methodology is to play *almost* as written, with the advice to "keep monsters mysterious" and to keep magic magical always in mind. Barrowmaze is pretty well written in terms of its monsters, but I reserve the right to adjust them in DCC terms. Normally, I just invert the AC and run as written.
Spells from LL present a different problem, but one that is well covered by Crawl! Fanzine's articles on NPC Magic and converting OSR spells.
I am using a different system module for "Survivors of Fallen Tempesta", and it took a lot more work to adjust, but I think that the effort will pay off!