Old Habits
When I first started gaming properly which would be about three years ago now it was after studiously avoiding the hobby and all it entailed for many years. The reasons for this were partly to do with the kind of people who played RPGs back then but mostly to do with my own inability to change those people’s attitudes. As someone who’s always enjoyed writing and to a lesser degree performance the idea of being a GM has an obvious appeal. Particularly at the more story based end of the spectrum.
Obviously the hobby in any format only began to really take shape about 30 years ago. It was a revolution which in the shape of cultural phenomena is only just starting to happen. People have started making noises about the death of this hobby. But I don’t believe we’re looking at death. I think we’re looking at a rennaissance. Obviously the second wave is not going to be as revolutionary as the first wave but to people on the inside it could seem a little like the hobby is being corrupted or eroded.
I think I have managed to get in at the beginning of this second wave although it was underway by the time I stepped in. My first group had evolved a gaming practice I have now adopted which is significantly different from the practice of those in the first wave. The kinds of games second wavers play or prefer to play are different to the favoured scenarios of wave one. It amounts to a small but significant change in the overall hobby. It’s going to mean growth but it also means that the old hardcore are going to be unhappy.
I’ve noticed that there are certain mental habits favoured by more traditional gamers which actually lock down or impede this process of change. It involves ways of looking at games, ways of solving problems, ways of treating PCs and NPCs. None of these habits are necessarily wrong so much as they are unhelpful. They exist on both sides of the GM/Player divide. It is only by bringing new people into the games further along the road that the habits are exposed. It is my hope that they can be changed because ultimately I think many older gamers’ frustration with the limitations of the hobby are actually caused by these habits.
This weekend past I’ve seen a distinct clash between old school and new school approaches in the campaign I’m running. It’s a hard thing to arbitrate when you can understand both sides of the argument and still think that one side is definitively in the wrong.
So in hope of clarifying the situation a little I’d like to outline those habits of thought I’ve noted in older gamers that I don’t think are helpful to the evolution of gaming as a hobby or, indeed, in the development of the campaigns they crop up in.
1) Players vs. GM - Back in the early days of D&D there was some legitimacy to a campaign carried out as a pitched battle between the players and the GM (or DM as it was). It’s my personal opinion, and the opinion of just about anyone who has an opinion on these things, that the GM/DM role should be taken by someone impartial. Essentially the level of danger should therefore be dictated by the setting. I try to adhere to this rule strictly and choose only to play games and run games where someone behaving reasonably probably won’t die, or at least will get plenty of warning before they do die.
I think if it is to be otherwise players are to be warned beforehand that sudden death is applicable. Sudden death is a story device and as such should be used to flavour not to punish. On which note…
2) ‘Got The T-Shirt’ Play - I am eternally grateful to GM Gaming Alex and GM Gaming Mike in particular for keeping me clear of this habit in my time gaming. It kind of grows out of habit 1 and is typified by assuming that no NPC can be trusted, that villains are there because how can heroes be heroes if there are no villains and a general assumption that questioning the game universe is a pointless thing to do at best. This manifests in GMs as the ‘of course it was a clue… a blatant clue’ syndrome in which GMs carefully hint at things the players then carefully ignore. Generally this is discussed as a malaise of the hobby and something one can do nothing about.
If this is the case someone should put it on a memo to myself and Mrs. Monkey who are perfectly in tune when it comes to her testing the limits of the game universe I’m running. The fact other players seem to think they have the right to accuse her of being irrelevant or a troublemaker for this behaviour irritates me intensely. Not least because the story never feels more alive than when it is a negotiation between players and GM as to the most satisfying story overall. If players are content to sit back and let stuff happen then no development can really take place. For the players who are exemplifying this laziness to then have a go at the players who are racing ahead into new realms is totally unacceptable.
To summarise on this point a ‘Got the T-Shirt’ player will begin any given campaign mistrusting everything, fighting the most obvious villain ‘because he is clearly the villain’ and if it turns out that he’s not in any immediate danger he will default to becoming inert and drifting through the game world looking for a free lunch, imaginatively speaking.
It is in such an environment that metagaming flourishes. Asking yourself not: ‘how can my character explore, progress, develop in this story’ but instead ‘how can my character irritate the GM by breaking his scenario’ is the sure sign that you are holding your character back.
3) Mine is not to question why - And I’d just like to reiterate. When the GM puts on his sharp-toothed, black-cloaked hand puppet and points to it saying to the players “this guy’s just walked into the room with an army of ninjas and he looks ready for a ruck” they’re all happy to ruck. Later on having escaped or defeated the ninja army they may pause long enough to work out what the bad guy’s name is and in what nefarious plan he is occupied. Hardly ever do players ask themselves *why* a villain is opposing them. Negotiation is a forgotten tool in the repertoire. The wider plot happens to many players because the forces at work beyond them swing into gear without the players ever really trying to get the drop on them. Trying to prepare yourself with the right information by asking the right questions might seem too much like hard work to some, to many.
GMs are equally guilty of leaving the clues on the table without, perhaps, signposting the available options. Signposting, however, is hard. Asking questions if you think about the situation is easy. Players rarely review. They rarely regroup. They rarely reorganise. If there is a leader then that’s rare too. Hopefully the GM can drop an NPC leader in at crucial points but he shouldn’t really need to.
There’s loads more. I’ll get to further points as they occur to me. I’m having a serious go at these things because I want to game with gamers who can use gaming for more than just dumb entertainment or statistics for fun and profit. Gaming could provide access to the consideration of real issues and real questions of a metaphysical, spiritual, personal and philosophical nature. Personally, I’d prefer to play in those games.