Friday, December 24, 2010

Hi/ Mission Statement

I have been role playing for nearly twenty years and after reading an excellent blog (Square Fireballs) I have decided to start one of my own.  I will talk a bit about different systems, share a few stories and generally play with numbers from a few role playing games.  I also intend to delve into a few player and DM philosophies as to how a game should be run.  Not everyone will agree with me, but I will try to look at each stance fairly.

Right now I am into - and thus will talk more about - Dungeons and Dragons (mostly 4E) and several White Wolf games.  First few posts will likely be some builds and building option available hopefully with a unique perspective that people will think is worth their time to read =).

Story time.  I once played in a 3rd ed D&D game where the DM made a few choices that rubbed players the wrong way.  First problem was that some of the players were the "main" characters.  The story nearly always revolved around one of them.  To remove the idea that I am simply whining I must state that I was one of the two main characters.  Another other issue was rampant dice fudging.

It can be easy to have a wealth of ideas for one character, but either through lack of communication  or simply not really connecting with the character/player not have much for some of the others.  It can easily make a player feel like a squire or helper to the other/main character which most people don't like.  In this game two characters (one being mine) held considerable power within a major city.  The other characters, however, held no political power whatsoever in what was a fairly political game.  This drove a stark division as in most political situations only half the players had any part beyond commentary. 

Storytellers should make a serious effort to learn about their players and characters and throw something in for them from time to time.  A demon hunter should get to hunt a demon at least a few times.  Let the rogue shine by having plenty of traps in a few spots.  Make a Blackguard of an opposing faith for a paladin.  If a player took the time to write about the family in their back story you should use it, just don't make it a hostage situation every time.  If as a storyteller you notice a few sessions in a row have focused on one characters goals move the spotlight a bit.

On the player side of things, don't be silent.  Don't whine.  Tell your storyteller that you feel it has been hard to connect to the last couple of sessions and why.  Tell them a little about what you want from the character.  Also remember that if you are getting the spotlight every session the other players probably aren't.  Rmember that a little diplomacy can go a long ways and it could be an honest mistake of an absentminded storyteller and not a player being blatantly favored.  Don't be a hog, make a show of asking the others for help and make your character feel truly grateful.  This should ameliorate the storytellers actions.  If you notice your character getting the spotlight too much mention it to the storyteller.  Be willing to take back seat sometimes.  It can really help game.

Dice fudging is viewed very differently by several groups.  By the end of this game not a single player wanted an item or power that involved a die being rolled behind the screen.  Powers with saving throws and even personal AC seemed useless as npcs nearly never failed a saving throw and their accuracy was a statistical anomaly.  Every level 1 mob seemed to roll a natural 20 and then not confirm and monsters would hit us routinely (regardless of armor class) until the finishing blow which they could not land (regardless of armor class).

The DMs goal, I imagine, was to make the fights suspenseful by having the players in danger of dying at any moment.  The result, however, was that we never knew whether we had legitimately won and felt like we could not die because the DM would save us.  I understand not wanting to TPK your gaming group and a fudge here and there to keep game fun makes sense, but the backlash from this game led to every player wanting every roll to be in plain view.  Some players would rather die fairly than suspect that they don't deserve to be alive.  An occasional player death also reminds the players that in this world the enemies mean business and the PCs aren't immortal.

In yet another game I was the victim of absurd bad luck.  A wraith won initiative (which with my mod was actually somewhat unlikely).  Crit me, confirmed his crit and rolled max con damage which outright killed me.  Every single roll was rolled in plain view.  I felt unlucky and if it had been behind a screen perhaps it would have been fudged.  But every player knew that the rules were being followed, that it could happen to them and that the DM was not pulling punches.  Every victory through his brutal game tasted sweeter with this knowledge.  Every harrowing brush with death caused true suspense instead of the quiet assumption that the DM wouldn't kill you.   Mourning a dead character was a role-playing opportunity and the beleaguered party's role playing was a nice change from the groups that knew they were invincible.

1 comment:

  1. Great read. I can relate to the "night of bad luck." I feel your pain!!!

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