Roller Coaster Road Trip

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In other words, improvising on the fly as the GM.

My earliest impressions of RPGs had me thinking that they were tightly controlled beasts, where the GM is required to follow the books to the letter and to ‘lead’ the players through the story as written in the adventure. Players who wanted to ‘stray’ from the path were blocked off using ‘invisible walls’ or ‘cutscenes’. The various adventure books give off such an impression, especially those with a mystery or progression. After all, you don’t expect the players to fight a dragon in the very first scene do you? Do they have the option to run? How about if they wanted to stand and fight? What if they all died? What if they killed the dragon (through dumb luck or extremely clever tactics or both)? Will the deus ex machina come into play? As a result, I thought that being a GM was one of the most difficult things to do.

First impressions do lie. While player railroading is a viable technique, I’ve learnt that there are plenty of alternatives in the way one can GM. Apocalypse World has an excellent section on MC-ing (GM-ing, basically) that encourages an improv style, one where the results of a certain situation is unknown to both the players and the GM. ‘Play to find out’ is the motto of AW, and pre-planning is strictly forbidden by the game’s rules. In fact, for the very first session, the GM should not prepare anything. At all. The world and the characters will be built by both the players and the GM during the initial character creation and subsequent ‘first session’.

Another method I have learned about is ‘sandboxing’. This technique requires GM preparation but gives players the freedom to do anything they want within the context of the game, kinda like Grand Theft Auto or Deus Ex. The GM is required to prepare locations, NPCs, clues, events, missions, etc. before the game, though a rough outline should be sufficient. Things can still be made up, but to a lesser extent.

You may be wondering, is there a ‘best’ method? Is freeform (improv) better than sandboxing, which is better than railroading, which is better than the GM telling the whole story with zero input from the players? In my opinion, no.

Passive players (you know, those who don’t like to think) may prefer a roller coaster ride, where the track is laid before them, and they can just let go and enjoy the ride. A thrilling ride, no less. They can experience the sights and the sounds, do what they are supposed to do, and have fun.

Players who want the freedom to role play may prefer the sandbox style, where their characters have multiple paths to choose from. Kinda like a backpacking trip, where the players may choose to visit different things at their own leisure (or not, since the world SHOULD be ending [Link goes fishing, Link chases after chickens, Link bottles fairies, Link completes side quests). They may take the story in an unplanned direction, but the leads are all there.

On the other hand, there are players who want to create the elements of the game as they play. These players want to share power with the GM in building the world and their environment. These players want to make things up as they go along. These players want to play to find out.

System Failure

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Dungeons & Dragons, Apocalypse World, Pathfinder, GUMSHOE, Fate, BASIC, GURPS, Savage Worlds, Cortex, Shadowrun, The Burning Wheel.

These are just some of the RPG systems that someone could find if s/he knew where to look (Google. Seriously.). Each system differs from the others primarily through mechanisms and settings. You may roll a 20-sided die (d20) in D&D and Pathfinder to see whether you hit the kobold, while in GUMSHOE you only roll one d6 for everything (and you do not need to make checks to obtain key clues). Also, there may be no kobolds in GUMSHOE.

You may be wondering, where am I going with this? Why babble about RPG systems when I have not even established an RPG group? Well, if you are new to the hobby, coming as I am, from video games and board games, the RPG is an intimidating beast. This beast looks to tear you and your friends up into shreds, lick the flesh off your bones and threaten to embarrass you on the internet. Such a beast, however, discriminates among its victims, preferring the supple and tender flesh of a young game master (GM, or Dungeon Master, or Master of Ceremonies, or Director, or Keeper, or whatever the fuck you want to call it).

Being the one who had the ‘brilliant’ idea to start playing RPGs, I was naturally ‘selected’ to be the GM. Being the ‘chosen one’, the first responsibility handed to me was to pick a system. Any system. Come on, just do it. Stop delaying and decide. Oi. You. Hurry up.

How do I pick a system? How do I pick anything? First, I’ll check out some reviews and look up the ratings that other players may have given. Then I scour the forums for some comments and ‘actual play’ reports. Some time later, I decide to purchase the electronic version of the text and give it a quick read. After that, I may want to watch some (admittedly, boring) videos to see how others play the game (though I’m pretty sure they’re having loads of fun. RPGs are like that). Subsequently, I may do a solo ‘playtest’ to see if the rules are easy to grasp by clueless players (roleplaying as a clueless player is a challenge in itself). Finally, I decide to repeat the process for a totally different system.

Hence the title.

On one hand, having to read multiple RPG rulebooks and absorb any and every bit of information about it is quite overwhelming. On the other hand, I begin to see the common threads that weave through the different systems. Threads that are of the same colour or material. Threads that interweave with other threads to create a unique cloth of Role Playing which helps me understand the ‘big picture’.

Role Playing Games are conversations. The rules are there to guide the GM and the players so that the conversations have foci. The settings help fire the imagination and supply ideas for what I think is most important in any RPG ever: Cool shit must happen.

Ultimately, regardless of the system you (and I) prefer, players should be given the opportunity and the freedom to make cool stuff happen to their characters/make their characters do cool shit. The rules and setting must encourage such iciness to emerge, whether its pre-planned or not (which is a topic for another day).

This post has gone on long enough and I have no idea what my point was in the beginning. All I know is I wrote some cool shit up there. So there you go. Read. Enjoy. And play to find out.

The Obligatory Post in which I Introduce this Journal.

Hello.

This electronic journal will hopefully be filled with the write-ups of my experiences through the infinite worlds of Role Playing Games (RPGs). I seek to analyse, critique, discuss, report and review a wide variety of RPGs, even if the only reader ends up being me, myself and moi.

Why write? I believe writing will allow me to express my thoughts, distract my mind from my circumstances and potentially open up opportunities for me in areas which I may not have considered. Also, the more one writes, the better, no?

Why RPGs? Role Playing Games are a new ‘obsession’ of mine, one that I have yet to explore. I do not know where this road will lead me, nor do I know what lies ahead.

After all, we are going to play to find out.

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