Welcome to Mastering The Game, where I
try to shed some light on issues related to running RPGs.
Today, I want to ask you: Are your
players mushrooms? As in, do you keep them in the dark and feed them
shit? Because you might be doing it.
To put it another way, how much do your
players know about the world in which their characters live in?
I was thinking about my old Deadlands
posse, the Ferner Five, and then started watching something about
metagaming. I'll talk more about metagaming in another post, but
there's one part about it I got to thinking about.
You see, when I was running it, only
one player was really into the lore. I did give everyone an overview
of the setting and then let them make their characters. While we were
making their characters, we would talk more about the lore and how
they fit into it. For example, while we were making Deiter, he ended
up with Ugly As Sin from his Veteran O' The Weird West card draw. So,
we talked about it. I gave him some ideas, a few monsters, and we
worked out that the reason why he was so ugly was because he pulled a
Prairie Tick out of his throat. That gave us some history to the
character (having him in Kansas), showed just how much of a tough
hombre he was (technically, he shouldn't have been able to do this),
and helped both of us know more about the character. I did this with
every character and each got at least one moment like this in their
backstory.
However, as the game progressed, I
found that I had to fill the players in more and more about the
background of the game. What the City O' Gloom was like. How the Maze
worked. I also made sure to have any maps laid out for all to see.
And so on. I'd always brought the main information book for people to
read, as well as loaning out the setting books for the locations they
were traveling to or from. But, people never really read them. And,
I have to be honest, it was a little disappointing. That said, even
though I had to stop and explain things, they were still very much in
character and wouldn't need me to tell them background twice.
But, there's another side to this. Back
in the day, I tried to play Paranoia. And had a clone die after
asking a rules question. Which is why I never played that version
again and didn't even try for many, many years. I get that was part
of the “fun” of the game, but that's not my kind of fun.
However, there seems to be that sort of
thinking running around out there. That players shouldn't need to
know basic information about the setting. I remember listening to an
RPG horror story about these weird infectious goblins that weren't
really goblins, but the characters didn't know they were infectious,
and... Well, let's just say it was messy. The point was, if I'm from
this world, shouldn't I know the basics about it? Why should players
and/or characters be kept in the dark?
I don't understand this way of
thinking. That said, I do understand that DMs and GMs might want to
keep some things secret. Not only did I keep a lot of critters and
monsters under my hat in my Deadlands game, I also kept some very
important secrets about the major players in the setting. And I feel
that's fair. It was a great reveal (for the one player that way
paying attention) when I dropped Reverend Grimme's “Dark Secret.”
But, I never tried to hide basic
information about the world. I actively encouraged it and do in every
game. Sadly, most people who play games with me don't seem to care as
much I do about “fluff” or setting information. Which I feel is a
shame and, to be blunt, I will punish players for not knowing it. I
spent a lot of time to come up with it and then had to print it out.
If you don't care about the time I spent, I'm not going to be happy.
I do try to cut them as much slack as I can, give them plenty of time
to read everything and I'm always available to answer questions or
provide summaries of stuff. I just get ticked off when people don't
even try.
But, one thing I don't do is
intentionally keep the characters ignorant. If a characters should
know something, I tell them. If they might know something, I let them
roll. For example, if a character in D&D is level 10, they've
probably fought a lot of different monsters, so I'll tell the players
what it is. Now, if it's something unique, I'm going to let them roll
for it. And to keep them guessing, I'll describe the creature rather
than telling them what it is. I find this is much more fun for
everyone involved. You get the fun of listening to them make guesses
and they get the enjoyment of coming across something they've never
seen before.
What I don't do is keep them in the
dark or lie to them about things. Let's say you're doing a game of
D&D that involves a lot of undead. A foul necromancer has been
attacking the kingdom for months and unleashed all kinds of undead
against the area. While characters might not have encountered every
monster out there, they would be familiar with the lower level ones.
Zombies, skeletons, and the like they're going to be able to
recognize right off the bat. Something much more threatening and
still not unheard of, they're going to get a description and a chance
to roll. Something like a Devourer. It's possible that someone fought
one and told tales of it in a tavern or something. Okay, I'll allow
it. But, let's say something is so new, mean, and nasty, that it's
been able to kill everyone that's ever faced it. It's reasonable that
the characters are going to have no idea what this thing is. So, just
a description, and a very hard roll. I think that's fair. Some people
might argue that it's not fair, but my game, my rules.
What I don't think is fair is when you
keep something hidden from the players that their characters would
know. Let's take our undead example. The characters have been
fighting these things for months. Suddenly, their in a fight and the
zombie bites someone. In this world, the bite is infectious, like in
our zombie films. But, since the players weren't told, they're
probably not going to be worried about the bite. Until they have to
make rolls or their friend turns. If the DM says something like
“Well, I thought your characters wouldn't know because these are
different zombies.” Unless this is the very first encounter with
them, they would know. Don't do this. Seriously. This is bullshit.
It's been months. They know.
This sort of thing is bad. Why? Because
it breaks the trust between the GM and the players. And that trust is
important. Mistakes happen and there's an easy way to deal with it:
Apologize and make sure that if you make a mistake again, they can
call you on it. We're only human and we'll never improve as people,
much less GMs, without some help.
You don't want to punish players or
make the game much harder than it should be just to get your rocks
off. No one else is going to find that fun. If you're a player and
you run across a GM like this, walk away. No D&D is better than
bad D&D (or World of Darkness, FATE, or whatever you kids play
these days). The game should be enjoyable for everyone at the table,
GMs included. If this is your style of fun, it sounds like you might
have some problems. If you want to run a game like this, be up front
and don't piss and moan when no one wants to play with you.
Let's talk about what information you
NEED to give out. You might be thinking “well, what do I do when a
character fails a roll when they're looking for information?”
That's a tough one. I usually try to make the roll for the character
behind the screen, that way they don't know if they failed or not.
And I don't lie about it. One thing I do for rolling for things like
checking for traps is to have them make a series of rolls for each
section of the corridor they're checking. That way they don't know if
the area they're checking has a trap or not and they won't know until
they hit that area. It can create a bit of tension as they're not
sure what is going to happen. Maybe they got lucky and the natural 1
they rolled was for an area that has no traps. Or it might be a TPK
trap that they just triggered. You roll the dice and take your
chances...
But, what about information rolls? This
is where you want to roll behind a screen, as that limits the chance
for metagaming. They only know what the character knows, right or
wrong. And this is where you need to make sure that you have a good
poker face and can provide good descriptions. They need to believe
what you're saying. You're not lying, you're telling them what their
characters know. And that's not being unfair or deceitful. There's
always a difference between character knowledge and player knowledge.
Make sure the players remember that. Because, I don't know about you,
but I'm not an expert martial artist. Doesn't mean I can't play one
in a game.
That said, there's some other stuff you
can tell players freely. I generally assume that if it's in the
player's part of a book, or otherwise common knowledge for your
setting, they don't have to roll for it. It's like things are today.
You might not know a whole lot about the Electoral College in the USA
but you know it exists and that it's part of our elections. If you
want to know more, you can look it up. And so can characters. You
should reserve rolls for things like detailed knowledge that they
have to remember on the fly. Think about being on a trivia show and
having to remember how many votes in the Electoral College are need
to win the White House. I challenge you to do that right now without
looking it up. That's what you save rolls for. Either trying to
remember or looking it up or asking around for information. It's not
for basic information that anyone would know, information that's old
or lost or hidden. If there's any sort of disagreement about it, roll
off.
As I mentioned above, I'm willing to
answer questions about the world freely and I try to make sure my
players know that. If it's going to slow down game play, I try to
have everyone take a break (unless it's something everyone else needs
to know RIGHT NOW) and I'll fill the player in.
(Note: As I was editing this, I watched
a video from the DM of the Oxventurers Guild, Johnny, and he said
something very important “If you don't want them to fail, don't
make them roll for it.” And I think that's a very important thing
to think about.)
At the end of the day, it's about
making sure everyone is having fun. Most players I know don't like
being kept in the dark and being fed shit. I don't you do, either.
So, don't do it. D&D and other RPGs are cooperative. They're
about having fun. It is not a “you against them” type game,
usually. Don't be an asshole. You don't have to give away the deep,
dark secrets of your settings and games because of lucky rolls and
you don't have to make everything a challenge. If you honestly don't
know what you need to tell your players, get opinions. Notice the “S”
there. I will say that I have the opposite problem of what I've been
talking about today, I give away too much information sometimes. I
can also accidentally forget to mention critical information.
Mistakes happen.
Well, this has gone on long enough. If
you want me to explore more about making your own game worlds, let me
know.
Until next time!
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