Sabledrake Magazine

May, 2003

 

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     The Play's the Thing

 

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The Play's the Thing

Copyright © 2003 By David Goodner

Welcome back. Sorry for the delay. See, what happened is, several months ago I started running the column monthly on RPG.net. That should have meant that I had loads of columns written far ahead of time for Sabledrake and would never have to worry about being late again. But I’m an idiot, and I forgot to actually send the columns to Tim and Christine. So I’m trying to get back on track now, and I really apologize.

Since I usually write in series, I’ll start shipping entire arcs of the column to Sabledrake, which means you all will get much longer columns than RPG.net does most of the time. This quarter’s installment contains two columns. Under ideal conditions, a single Sabledrake column might hold as many as four (maybe more, but that would be a little odd).

But enough about me, on with the show:

 

101 ways to amuse a player character

Last time we talked about all the interconnected goals that make up a roleplaying game. This month, we'll focus on the ones that really matter: Character Goals.

Goal Setting for Fun and Profit

Let's get started with the premise that people have goals. PCs are people, ergo they have goals. First, a group of PCs usually has a goal. In a really simple game, it's probably "finish the dungeon," or something similarly short-term and liner. If that's the way you play, you probably don't need to set a whole lot of goals for your character. The rewards of the game are immediate (treasure), or intrinsic to the character (levels).

In a more complex game, it could be both more complicated, and longer-term. For instance, in a very strange futuristic occult game I played, our group goal was "defend our clan from another clan." We had lots of short-term goals like "repel the invasion," "figure out where the ninjas hid the bomb before they blow up our house," and "blow up the other guy's house." All of those fed into the larger goal in one way or another. A few others didn't, early on.

Within the group, individuals have goals. One PC in the aforementioned game was a kind of adopted member of the clan who wanted full membership status. Another one wasn't really family at all, and only hung out with us because our enemy was his enemy. My character, just to contemplate matters, was in love with a member of the enemy clan.

A single individual can also have contradictory goals. Megan, my character in that game, wanted to find her missing brother - the only member of her original family left alive. When it turned out that he'd been involved in killing all the others and had been working for the main bad guy all along, there was a bit of conflict there. Megan could never bring herself to kill him. Eventually he killed himself to spare her the choice (or else there was just some kind of kill spell on him. I was never completely clear on what happened). Love makes people do strange things.

Choose Your Battles

The trick with setting goals is to set goals you will actually be able to pursue during the game. I'll stick with Megan as an example, so first I'll have to give you some quick background. Megan was a member of a race of dragon shapeshifters. Before the game began, her family was killed. She was the only survivor besides her brother, Michael, who had run away from home years before. She lived with her aunt and her aunt's new family (also dragon-people). Megan was a little weird because she'd learned to take her dragon shape about five years early. In her culture, that made her a full adult even though she was only a sophomore in high school (home-schooled once the faculty found out she could turn into a 10' long, fire-breathing lizard). She was also a magical prodigy, with a mastery of spells that would usually take decades.

She lived in a sort of over-the top, anime cyberpunk world. Take Shadowrun and make it weirder, and you're most of the way there.

I could have set a lot of goals for Megan. In fact, I did, and discarded several as the game shaped up. The ones I considered were:

  • "Find out who killed my family"
  • "Become a master of the mystic arts"
  • "Lead as normal a life as possible"
  • "Rebuild my father's mercenary unit"

Of those four, the first was the only one that was really practical. The person who killed Megan's family turned out to be the main bad guy, acting through Michael. Out of character, I pretty much knew that going in. If you hand a GM a plot hook that big, of course he's going to use it. In character, Megan figured it out fairly quickly, which made her even more determined to beat the bad guy. She promised him she'd eat his heart while he was still alive - and at the end of the game she did.

Mastering the arts of magic was going to take longer, even for Megan, than the game was going to run. Besides, she was usually to busy running for her life to study much. She regretted it, but had to mostly put aside gaining much more magical proficency.

Similarly, there was not much chance of her leading a normal life. She tried whenever she got the chance, though. She had a boyfriend (who happened to be the son of a major enemy), went shopping, and liked motorcycles.

She never got the chance to rebuild her father's merc unit. I eventually discarded that goal because it wasn't adding anything to the game. That came down to the fact that the GM didn't think our group really needed a merc unit mucking up his Romeo & Juliet style feud story. I decided, on reflection, that it wouldn't have really been in character for Megan anyway. Leading a merc unit wasn't what she wanted to do. She might have tried, but wouldn't have stuck with it for long - which is pretty much what happened in the game anyway.

The lesson in all this is that you need to pick goals that are within the scope of the GM's game, or at least not too far out of it. The GM should, of course, also be ready to work with you, but you need to keep in mind that he has other characters to consider. He has less room for compromise than you do because there are more demands on his attention. If the GM wants to run a modern crime game where you take down a ring of Triad heroin dealers, then your FBI guy should probably not decide he wants Fox Mulder's job. At the least, he could keep his UFO hunting a little in the background.

 

Don't Bite Off More than You can Chew

A big, overarching goal like "become Emperor" might not be a great choice for some games. If the game has nothing to do with being Emperor, and your character is never going to so much as go to the Imperial Palace, it's going to be good more for flavor than actual play.

One of Megan's goals, becoming a major sorceress, was just going to take too long. The fact she wanted to do it meant I spent every experience point I could spare on magical stuff, and by the end of the game she was pretty good, but she still had a long way to go. Fortunately, it wasn't a huge goal for me (the player).

Goals you can achieve are fun. In one of the first Pendragon games I played, my character, the not terribly creatively named Sir Daffyd, wanted to win enough land for his huge family. That was, I thought, going to be pretty tough. In fact, since the GM ran the invasion of Rome, he ended up with more than enough land, but most of his male relatives died off in the fighting. The irony just added to the savor.

 

Follow the Bouncing Ball

This one is the bane of players everywhere, and I feel like a GM shill for bringing it up. Nevertheless, it is a good idea to choose goals that fit within the GM's plot. The GM has a lot to do. He has (if he's good) invested a lot of time in the game, and made a lot of plans for where it's going and what's going to happen. He's made up locations, events and NPCs with whom your character will interact.

Unless you decide to have your character go in the opposite direction at every opportunity. I used to play with a guy who did that, and the one time I GMed for him, it drove me nuts. (kind of sad, really) However, if you pick a course of action that at least makes you hang out in the general neighborhood the GM picked out, the game will run much better for everyone.

If you find that your goal isn't practical, maybe your character will change his priorities. Finding the Seven Cities of Gold is all well and good, but if you just got information that evil Templar agents are going to summon an elder-god in London, maybe now's not the best time to leave for the New World. (Later, after the hellfire, damnation, and waking nightmare begins... that would be a good time to leave.)

A classic example comes from my accursed Fantasy campaign. I call it accursed because every time I try to run it, something bad happens. Neverhtheless, I really like the world, so I keep trying. In this particular attempt, which was cut short by two players having to quit partway in, I had one player who was playing an exiled nobleman. His family had lost a civil war a few years back and fled to the campaign city. His big goal was to go back home and retake his lands. That was actually cool, but unfortunately the player didn't seem to care about anything else. I dropped plot hooks all over the place, but if they didn't involve an invasion of this other country, he didn't care.

Of course, the game got cut short after only a few sessions. Maybe he would have perked up after a while. If so, that would have been fine. I really had plans for his big goal, just not right at the beginning of the game.

 

Keep Your Friends Close . . .

Unless you're in a fairly unusual situation, there are some other players. If they've been reading this article, they might have some goals, too. (If not, feel free to show it to them) The game will be better if you decide how your character reacts to those goals. Helping is good, but sometimes so is hindering. Think about what another PC's goal means to your PC. A noble, honest Paladin might not want his Wizard friend to obtain the Staff of Bones if his religious training tells him that the Staff is evil and anyone who wields it is invariably corrupted. That could lead to some interesting intra-party conflict. As long as everyone is mature about it, that's really fun.

The other PCs can also help you with your goals, or might want to get in your way. Look for opportunities to involve other PCs in your plots. Presumably, the group hangs out together. They should take some interest in each other's lives.

In my Now is the Winter game (which I'm sure you're bored of hearing about now), Catlin the Ravanos stripper had a blood disease that she wanted cured so she could feed freely. Dr. Zhou the Tremere offered to help her. While he was doing it, he conned her out of a couple of traits of her blood more than what he needed for his research. He almost used that blood when the bad guys offered him something he really wanted in return for it. If he hadn't bothered to help Catlin, that subplot could never have happened.

 

In Conclusion

I don't really have a lot of concluding thoughts for this one. Setting and pursuing goals for your character is a great way, possibly the best way, to flesh him out and make him more than the sum of his stats and equipment. On the other hand, it's also a good way to disrupt the game, so you should keep a handle on it.

Now for part 2:

 

Where Do You Find the Time?

We're still discussing character goals. We've already talked about what they are, why you should have them, and what they should be, but all that still leaves a question.
When do you pursue them?

In a MET style LARP, it's pretty easy. Almost all your goals tend to be personal, and you pursue them whenever you get the chance. In a PBP or PBeM, there may be more direction, but it's still not hard to go off by yourself and do whatever you want as long as the GM has time to deal with you. Splitting the party may not be advisable, but it's not a serious logistical problem like it might be in a tabletop game.

But my column is primarily aimed at tabletop gaming, and at the tabletop (or sprawled around the living room, in my games) having one or more characters wander off by themselves can cause some problems. Some day, if you ask nicely, I'll tell the story of the Shadow Run session that ended up having three groups and two GMs... The basic problem is that there is only one GM, who plays all the NPCs and describes the entire environment. While the PCs are all in one place, this isn't much of a problem. If the party splits up, the GM's attention is split, too. Sometimes that's unavoidable. Sometimes the GM arranges it on purpose. But other times, it can be a real pain - particularly if it's just one PC who is trying to use some downtime in the main plot to go pursue one of his sub-plots. That leaves the other characters to either just sit, or to go find things of their own to do.

Thus, either several people are bored, or the GM suddenly has multiple games to run.

So what can you do about it?

Here are several strategies that I have employed. All of them require the GM's cooperation, and that's an important issue. Everything I'm going to suggest creates some degree of extra work for the GM. As a player, you need to decide how much your character's goals are worth to you and to the rest of the group. If you start disrupting the game or burning out the GM, then it doesn't really matter if your character won the hand of the Princess, defeated the Dark Overlord, and recovered the McGuffin of Ultimate Power. You are failing.

Yes, I said you are failing. If you wreck the game, then you lose everything. I once nearly wrecked a game by focusing too much on just what I wanted. It's an easy trap to fall into - at least for a spotlight hog like me. Now you've been warned.

Ok, now that that bit of unpleasantness is out of the way, let's move on. There are several ways to carve out time for your character's goals.

 

In Game, With the Party

Unless your GM blows chunks, there will be situations in the main plot that relate to your character's goals from time to time. Keep an eye out for them. When you find yourself in one, play in character. Don't make the decision you think is "best." Make the decision that your character really would if he was in that situation. If you're playing Inigo Montoya, and you spot the Six-Fingered man, you're not likely to consider the fact that you're carrying an urgent message that absolutely, positively has to get there overnight. There's the guy who slaughtered your father over a sword. Go kill him. Now. And that group of twenty guards he's got with him.

Well, actually, Inigo might be smarter than that, but he'd at least consider it.

 

In Game, Alone

Sometimes, the group splits up. I've run sessions that never had more than two PCs in the same place at the same time. I've played in them, too. If everybody's OK with it, that's fine.

Here are some things to keep in mind:

  • Be considerate: Well duh. If your character goes off by himself, the GM "owes" you as much time as he's spending with any one other player. In a group of six players, that's 1/6th of the GM's time. The group gets an hour, you get ten minutes. More is nice, but all you really "deserve" is 1/6th.
  • Keep track of your POV: Don't react to OOC information in your IC dealings. If the group gets in trouble because you wandered off on your own, then the survivors will be really angry with you when you get back. If you get in trouble when you wander off on your own, don't expect them to come save you if you can't call them.
  • While you're out anyway...: While you run off to visit your old, ailing aunt, maybe you could also check in with one of your contacts who might have some useful information for the group. Huh?
  • Be considerate: I know I already said "be considerate," but it bears repeating. Keep this behavior in check. If you only go off on you own every once in a while, it's no problem. If you're doing it for a long time, frequently, you should probably look into one of the other methods I'll discuss in a minute.

 

Journals and Bluebooks

"Bluebooking" emerged some time in the 90s. I'm not exactly sure where. Mentions of it cropped up in some of my game books about that time. If anybody who knows more cares to post comments, I'd love to read them. I've never Bluebooked formally, but I think I've more or less adopted the "guts" of the practice. The basic idea is that you keep a binder or something in which you write character actions. The GM reads what you wrote and writes in responses. You can presumably also do this with other PCs, too. It's a pretty good way to handle "sideline" events, though I think it would work best between sessions, since the GM probably can't stop and read your latest entry and write another one while he's doing anything else.

A somewhat related method could be carried out in a character journal. I am a huge fan of character journals (and I really, really need to update the one in my D&D game). Mostly, journals just record actions that have already happened, but in my Now is the Winter game one player particularly used his to flesh out relationships and add a lot of content to the game that I never put there.

To be honest, I was a little shocked at first. I read one of his journal entries, which had a long conversation between him and an NPC - only that conversation had never occurred in game.

Once I figured out what he was doing, though, I was all for it. In fact, I do it a little myself.

Here's what he'd do:

  • In Game, he'd tell me he wanted to go to such-and-such a place to talk to some NPC contact.
  • I'd say "fine. You go there. What do you want to know?"
  • He'd tell me.
  • I'd make up an answer. For instance, if he was looking for where to find a Brujah safe house, I might say one of his Anarch contacts gave him an address warfside.
  • In his journal, there would be a lengthy description of his trip to the Anarch's hangout, and a detailed conversation that covered other topics as well. For example, if the PC was shaking down an Anarch, he might mention some (made up on the spot) dirt he had on said Anarch.
  • Rarely, he'd write something that, while he was unaware of it, was "wrong" for some reason, and I'd tell him what he needed to change.

None of the player's new details involved OOC information unless he'd also gained that information IC later in the game. None of the details he added were consequential to the plot. But they turned a 30 second exchange between him and me into a real, fleshed out scene.

There are some things to keep in mind with this. Obviously, you're still asking the GM for more of his time. You're also asking him to hand over the reigns of the game, at least a little bit. I like it. Some GMs won't. You pretty much have to respect your GM's wishes. You should also be sure your performance In Game is as good as your performance in your journals, or at least as good as it can be. The other players deserve to be wowed by your awesome character portrayal. The group's goals probably deserve as much attention as your private ones.

 

E-Mail, Chat, and IM

A step up from physical journals, which have to be passed around, is electronic messaging. To be truthful, the journal in the example above was a Word file we passed back and forth as an e-mail attachment. I don't usually keep hand-written journals. Typing is so much faster, and I'm part of the Sesame Street generation, with the attendant low attention span and desire for instant gratification.

In my last handful of games, quite a bit was done as e-mails between the players and the GM or each other. This works very similarly to journals and bluebooks, but there's some difference. Scenes are "real-time." In other words, it's less likely that a scene you do through Instant Messaging with the GM will be edited after the fact. You will also be generating new material, instead of just fleshing out old stuff. Since the GM is involved, you can cover new ground.

There are also some new things to worry about.

  • Be considerate: Yeah, you knew I was going to say that. Even more than with journals, you're taking the GM's time up, because if you're using IM or chat, you're taking up specific blocks of time.
  • Keep track of continuity: Scenes played this way will occasionally be set between scenes that already happened In Game. If your character didn't know the location of the McGuffin of Power during the game, he has to wait until after the game time that the last session covered before he can find out. If he only spent an hour by himself, he probably doesn't have time to drive all over town and talk to half a dozen different NPCs.
  • Don't get too far ahead: If you're doing things between sessions, keep in mind that the rest of the group isn't going to want to skip two days of game time because you ran off to Reno with your mistress - even if you came back with an important clue. If you don't want to spend two days of game time playing PS2 and reading comic books, then you'd better not spend them IM-ing the GM. In a similar vein, if one player does this kind of thing, all the players should have equal opportunity. This is particularly true if two PCs have conflicting goals. That brings us back to the GM Attention ratio I mentioned earlier. If the GM has to shuffle e-mails and Instant Messages from six players, you only get 1/6th of the total volume.

As always, the key thing to keep in mind is that you're trying to make the game better. I started with a discussion of all the competing goals, and that's where I'm going to end. I've provided tools to help you pursue your character's goals, and presumably your goals. You should do that with an eye toward the goals of the rest of the group.

So that's about it. I think I'm through with goals for now. Next up is a little piece I call “Let me tell you about my Character.”

Till then, good gaming.

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