Friday, May 7, 2010

Exactly how high are your standards?

Before one can truly discuss things like tabletop RPGs, and before I can rant on and on about the important of nonlinear gaming to a GM, I feel some need to set a kind of standard, to better explain my position. So to start off, I'm going to list the 5 things I demand from every player in my games. This should help immensely in explaining my sometimes bizarre views on all things roleplay-y.

1. Take my game seriously
This is No. 1 because it is vital to the game being able to run at all. Now I am by no means asking for some sort of weird obedience, or saying my games are serious dramatic pieces - they really aren't, and I joke about that more than anyone. But when we gather to run a game, or I play in someone else's, or whatever, it is vital that I am committed to what I'm doing. If I'm in a terrible mood I really shouldn't be playing(though I do anyway, but more on that later). If I'm distracted, or have something better to do, or I find the setting too ridiculous and can't respect it, I am not a player you want in your game. So I ask that my players leave their drama at the door, use the escapist element of this whole hobby, and respect my position as a GM.

2. Pay Attention

Ties in with No. 1, but sidechatter being what it is this one requires special emphasis. With a few exceptions, conversation during a gaming session should involve topics exclusively related to it. Pausing the game to make fun of an NPC, or a situation? Fine. Pausing to tell your friend how awesome a movie was? Not acceptable. I am by no means a nazi about this, unless it's needed - I have a pretty strong tolerance for this sort of thing - but if I feel a player is not paying attention I am likely to tell them to either focus or go do whatever is more important than my game.

3. Be Self-Motivated

This one takes a bit more time to explain. The way I view playing any role-playing game is thus: When I play a character, I am acting. When I act, I research: therefore my character is not complete unless they have a few things: a name, a voice, meaning the sum total of the way the character expresses themselves, and the all-important key to acting, motivation. Motivation is what starts every single action that my character takes, and therefore if I ever don't have it my character is now impossible to play. Specifically, in my games, I deal poorly with players who, if given a goal, cannot think of something to do. Motivation stems from needs and wants, and these are therefore what truly define the character ; if your character needs something, or wants something, then they are motivated to get it. Therefore when your character reaches a crossroads, or a city, and you don't give me something they would want to do? I assume your character is incomplete.

This sounds harsh and it is, but consider it. I recognize I as the GM have my role to play in this - if I continually refuse your efforts, or instill a sense of absolute despair by limiting options, I have failed in allowing you to foster any motivations. However I am of the belief that motivation should always come from the players - the GM provides events, and the player supplies her own reasons for affecting or avoiding them. These reasons come from needs and wants.

Basically, your character should always be able to take action. They should always have something they want to do. This principle is key to playing in my games.

4. Know Your Character

This is on the mechanical side of things. I realize not everyone obsesses over rules and mechanics the way I do. I don't expect you to memorize rulebooks. However, everything your character can do, and everything mechanically important to them, those you are required to know. If we're playing D&D you should know all of your stat mods, AC, and current HP without looking at your sheet. If you build a wrestling character in 7th Sea you should know how Grapple knacks, breaks, and everything you have works and what you would roll for all of them. This may sound like a herculean task, and even I mess up from time to time, but if you get the chance to stick with a character for long enough, this step is vital to playing them in an entertaining and effective manner. If you are not comfortable with combat mechanics, the best way to achieve proficiency is to learn where you stand compared to your enemies - and that is almost purely your own stats and abilities. Things like combat are much easier to learn when you don't have to constantly glance at your sheet for every related stat. You should know what values are involved in an attack roll. You should know how much damage all of your weapons do. You should know how many dots you have in Seduction. The sheet is almost like a script - it's okay to check your lines and reference, but eventually you need to get on stage without it.

5. Act

Your character should be, at most, about 80% you. 1 - 50% is really best, though. When you speak as your character, we should be able to know who's talking. I'm not requiring an accent or anything like it - even something as simple as lowering your voice slightly will help greatly in getting you into the character. Your performance will grow with time, as the character begins to grow apart from your own personality.

You may ask where to start with this, and I personally recommend starting from point 4. Learn your mechanics inside and out, and then apply them to the rough concept you have for the character. If he's one brawn, maybe he is soft-spoken and gentle in vocal tones. Or,if she's got 18 Con, maybe she's boisterous and stout in caricature. You could even reverse them, ending in the proud windbag and the softspoken gentle giant. Either way your raw number stats should have some effect on who your character is. They by no means define the character, but why ignore the inspiration they could give you?

Once you've defined the character stat and voice-wise, actions and motivation will follow assuredly. Improv is only hard if you're unwilling or unable to set down a foundation before trying to build a character.

That's it. These are the five core rules I enforce as a GM. These rules apply to any game I can think of, and will always improve one's performance, even if not strictly enforced.

Next Time: Nonlinear GMing and You

No comments:

Post a Comment