Tuesday, March 30, 2021

Setting Limits: Part 3 (The Setting, What is 'in', vs what is 'out'.)

Continuing the topic this week on Setting Limits in your home game. Today I will be reviewing why you should set limits in your campaign setting. Most importantly, you should have some idea of what is 'in' and what is 'out' in your own campaign.

Avoid the temptation to 'throw in everything'.
Contemporary game design in many online games is more open to the concept of 'anything goes' as a character archetype or game mechanic. This has been very successful in some digital genres which thrive on gamified instant gratification. (See my earlier post about simulation scale and playing the game for game sake vs story). These games provide high value, short term entertainment based purely on mechanics, but generally fall very short in the 'story' game aspect.

Roleplaying games by nature have a story element. Depending on how closely you choose to lean in that direction, your game becomes more dependent on continuity in this regard.

Ok yeah, but you may be thinking, "Why do I want to disallow lasers.  I mean lasers are cool.".

Well imagine for a moment that someone pulled some licensing strings, and The Hobbit contained cameo appearances by the Marvel Avengers. Someone reading this may have decided that sounds like the coolest thing ever. No doubt, someone else said 'this is terrible, this idea'.

In a nutshell, there you have it. The entire story has changed, down to the genre. Not everyone will appreciate this shift. 

To paraphrase Glen Welch, "What you leave out is just as important as what you put in.".

In the film Bladerunner, there are no comic relief scenes. No one tells jokes or laughs in that movie. This works to good effect and proves Glen's point, I think. The setting painted is bleak and depressing, there is hope, yet the content reflects solemnly on the temporary nature of life.

Defining your world
When defining your setting, below are some things to strongly consider. Understand that even the best/most experienced GMs don't usually start with a complete setting. Instead they start in their corner, and paint the picture around it as things come up. Just remember, that everything you add, you are accountable for.

Inhabitants
Who lives in this setting? How many 'intelligent' creatures/races exist here that might compete or cooperate for resources? What other 'non-intelligent' life exists? Some sort of ecosystem must exist for life to thrive. If you have large predators, it suggests you also have adequate supply of prey. If one of the major races is capable of something like flight, they probably live apart from the 'ground dwellers'.

Cultures
How do the intelligent societies interact with one another? How do they survive? What do they eat? Where do they live? How do they worship? Asking these rather mundane questions about daily life can help fill in some blanks on details that make your world believable. You will likely do some of this without even thinking about it.

Geography
Maps are fun. Geography gives you some idea of the layout of the land, which can effect its inhabitants and culture greatly! If your people live in a swamp that is 80% submerged, then building space is at a premium. They likely find themselves using some type of elevated construction to stay out of the muck. Or do they only build on the 20% of land on hills, thus driving all non aquatic or airborn wildlife out of their domain? Remember, that geography is about the lay of the land, how the weather and climate effects it and how that land can effect the life there.

Technology
Technology exists because of the prevalence of two things. First an understanding of some law or laws of science. Secondly, the ability to manufacture something based upon that understanding. In general, technology advances by accessing previous gains on those two principles. It is entirely possible to have the ability to manufacture a simple firearm without possessing the knowledge to do so. Inversely it is possible to possess the knowledge without access to the equipment necessary to manufacture. Understand that technology will dramatically impact a culture and how they interact with the world. Advancing technology and the use of tools is the primary means by which humans thrive and support large populations.

Magic
Magic is an ability to manipulate the laws of nature to effect a desired outcome. An example could be a spell that casts a flame off of a bladed weapon. This burning blade might suddenly spark to life and burn whatever it comes into contact with, while not damaging the blade or wielder. It might inflict additional burning damage (more so than a normal flame). It might not be extinguishable in water. All of these are properties of magic.

These are some of the basics that I try to account for before a session '0' of the game can begin. This allows me to set the stage or tone for players in the game to understand what type of world they are gaming in and what some of the origin options might be.

Cause and Effect
Perhaps the easiest way to discuss how introduction or omission of something in your campaign can have an effect is to look at technology and magic.

Technology is a scientific implementation of real world laws of nature. Magic is the ability to change the laws of nature. However, in game mechanics cause both of them to function similarly. Understand when something new comes along that enables people, their behavior changes. When you do incorporate technology or magic, consider its impact on the world. 

Consider a science fiction world where humans can download their 'consciousness' for transfer into a cyborg, or a clone. One can imagine people using this to avoid harm to themselves. Placing yourself in multiple bodies is a possibility. Using this technology to travel vast distances nearly instantly into another body would be likely. A PCs physical statistics (and possibly mental), could be subject to fluid change depending on the body. So you can see how one major introduction will change the entire societal structure.

Cause and effect is something that is not always visited in fantasy fiction, however science fiction authors regularly explore this subject in their material. If you are planning to run a realistic fantasy game, I recommend spending some time researching good science fiction.  

Case in point, the archetype of the dwarf. We're conditioned that dwarves live in vast cavernous cities, deep underground. They eat and drink heartily and enjoy ale as much as mining. Where does this ale come from? How do they grow grain crops underground? Presumably they should have excellent sanitation and septic systems? Why do we have nothing about this in their lore?

If you want the setting to be believable, at some point you may have to at least consider these things. These small considerations will help develop the world and even flesh out your encounter areas for you. Now we have dwarves trading with outsiders for grain which they must store somewhere in their underground. The same dwarves probably have a septic system which could be quite hazardous. It takes little effort to incorporate this and it becomes excellent filler for your game. 

Ok a little ranty, and a little rambly.
I know this was abit of a ramble. But there is just so much to consider when you incorporate something into a setting. Setting is a huge conversation piece at session '0'. You should prepare the players for what sort of game setting you plan to run and what is definitely 'in' and 'out'. This will help you set boundaries to build a campaign in your style, while keeping it believable.



Wednesday, March 24, 2021

Setting Limits: Part 2 (Player Motivations/Behaviors)

Just as the Simulation Scale can help you when identifying rules implementations, understanding your player's behavior tendencies can help you to tailor game content.

Everyone sees the game table a little differently. Over the years, I have observed a few motivational tendencies in players that I will share that you may want to watch for. These give you clues as to what plot devices the PCs will tend to latch onto, and what things bring them entertainment. Often times a player will exhibit multiple motivational tendencies.

Explorer
Players motivated by exploration tend to crave world content. If someone in your group volunteers to draw maps of each encounter, then you may have an explorer. Explorers are fun and allow you to dangle rewards that aren't limited to a pure monetary 'treasure' value. Keep in mind that explorers are sometimes easily distracted and may pull the party off task. If you take the time to describe a feature in the landscape, be prepared for them to want to investigate. You can use this to your advantage as well, just be careful when adding content to your game.

Completionist
Completionists feel the need to explore, loot and 'beat' everything you have prepared. A completionist will volunteer to return to a lair or dungeon and face almost certain death, just to see what is behind the last door. When playing with a completionist, be cognizant of how much content you have time blocked. A mega dungeon can provide nearly endless entertainment, or prove a burden for the rest of the table. Some completionists may thoroughly search every room for secret. Others will not be happy unless they have uncovered every encounter. Be sure to tailor the amount of content you have so that you satisfy the completionists without hanging up the campaign.

Treasure Hunter
This player's character is motivated primarily by greed. For this player, the acquisition aspect of the game brings a great deal of enjoyment. This can be tricky to balance. By making treasure rare, you increase its value and meaning when the PCs acquire it. However, treasure hunters generally become dissatisfied if some treasure isn't forthcoming. Some players expect treasure after every encounter, while others will be satisfied knowing that some will come as they adventure in search of an artifact, or some alien technology. Treasure frequency is a rarely discussed and a great topic to cover during session '0'.

Murder Hobo
I won't spend too much time on this behavior as there is plenty of information already out there. The short is, that unless the entire table consists of murder hobos, this player will likely cause dissatisfaction with other players. In particular, Murder Hobos may upset the Story Player as they tend to attack significant npcs. If this is the case, understand that instances of roleplay may make the murder hobo uncomfortable. Discussing the level of 'roleplay' and backstory required in session '0' is important in setting the expectation and determining if this is the  right gaming table for everyone in the group.

Story Player
In many ways, story driven players are almost opposite of the murder hobo. These players tend to find satisfaction in interaction with NPCs in the game. If you have a player who spends a great deal of time writing 'backstory' for their character, then they may be a story player. You can take advantage of this by incorporating their backstory into your campaign. Be wary though, such players may also have a tendency to become attached to their well fleshed out characters. For session '0', discussion about how much backstory is acceptable, and what the backstory is, is important. If the player decides their character is a cyborg 'sleeper' agent unaware of their history, that may not fit neatly in the game you are planning to run. Additionally, always discuss relative danger and the potential of character death. If not all of your players are story driven, then you will have to play a juggling act between story and action which is not too uncommon.

Slayer
Slayers look forward to the tactical aspect of the game, primarily combat. Some slayers may tend to ignore or tune out during story progression, so be aware of this. If you have entire sessions without some form of combat, this person may grow bored unless they have other behavioral motivations to occupy them.

All Star
All stars typically want to be at the center of all of the action. Contribution is a very important motivator for the all star. This individual may be a min/maxer or a leader but not always. Obviously you want to allow the all star to contribute or they will become frustrated. However, it is very important to present opportunities where all party members can contribute. For this reason, look for encounters and scenarios that give each player opportunities to contribute to the session, or they will likely find themselves simply watching the game as the All Star takes over.

Min/Maxer
Min/Maxers can come from any range of styles of play, but generally this player feels compelled to 'optimize' their character sheet. Min/maxers are often uncomfortable with the idea that their character may not always have the best advantage. This can make roleplay challenging, if you are intent on a story focused campaign. Also be extremely careful about the rulesets you incorporate, the more supplemental rules you add to your campaign, the more material the min/maxer has to research to become a powerhouse that you didn't see coming. Be sure to review character sheets with your players periodically. Also, similarly with the all star, find ways to balance the min/maxer's ability to overshadow other players, while also throwing them periodic opportunities to utilize their optimized attributes.

Leader
Some tables have multiple leaders, and others have none. Frequently, a leader won't become apparent until gameplay begins. Try to spot them in session '0' if you can. This individual will tend toward making executive decisions for the party. Some PCs are leaders simply because of roleplay, but more often than not, the actual player that people are most comfortable leading will stand out. If your party has multiple leaders, this can be a problem and you may have to tell your players that they need to sort this out or delegate who will be in charge of what. If your party lacks leadership, then you as the GM have a bigger challenge. The party may have difficulty focusing on plot hooks and may flounder on which path to take. You may have to nudge them a little for them to accomplish things, and that is ok. They will likely look to you for direction.

While this list is no way meant to suggest that everyone fits neatly into a category, or that these are all of the motivations of players, it should get you thinking about playstyle and motivation. If you haven't figured out by now, everyone at the table has a different approach to gaming.

It is for this reason exactly, that you should evaluate and discuss with everyone what type of game content and rules you intend to run with. Setting limits is a positive thing that sets expectations and will lead to a better game.

Next up, Campaign Setting and World Limits.

Thursday, March 18, 2021

Setting Limits in your Campaign: Part 1

I was reading some comments and posts today which characterized GMs which do not allow whatever the players want at the table as 'lazy' or lacking creativity.   

In defense of preparation and boundaries, I would like to share some thoughts. Specifically I want to talk about session '0', setting and rules clarifications and why I think that drawing some lines up is a healthy thing for your home game.

What do you mean I can't play a koopah/dragon turtle gunslinger in your low fantasy game?

Several years ago, I was DMing a 3.5e game in our custom setting which would eventually become the 'Sonnegard' setting. While the players genuinely enjoyed the setting, I found myself bending rules frequently to accommodate setting. Eventually, new players were bringing in prestige classes and other findings from the many 3.5e supplements.

I found myself telling the players 'you can't do that' and 'that doesn't fit the setting' quite frequently.  I consider myself a pro-player GM. I think that player agency is paramount to running a successful game. Inversely, GM agency over the world and setting are equally paramount.

It was in large part because of these instances, that my wife and I chose to create a new game. This new game would be one where I could point out what the player's 'can' do a little more frequently. Though all of the setting restrictions still existed, new mechanics and options could be implemented that better suited the setting.

While our response was admittedly extreme, it was liberating and eye opening.

The TTRPG 'Simulation Scale'

In roleplaying, I believe there is a scale in which gamers tend to fall. For simplicity sake, I'll call it the simulation scale. The concept is that all RPGs are an abstract simulation of events that take place in our imagination to some degree or another. The scale is not meant to be comprehensive, but a general guideline that I think of when attempting to understand fundamentally what type of system/homebrew people might enjoy. 

The left side of the scale tends toward mechanical game play. This is where you find players who enjoy playing the game for the sake of the game. Often times, players on this end of the spectrum may view the game objective as a means to acquisition and advancement of the PC. Another tendency of players on this side of the scale is the tendency to be more 'rules' focused.

The right side of the scale tends toward roleplay. The concept that the 'abstraction' is less focused on rules and mechanics and more toward story. The left and right do not have to be mutually exclusive, and many gamers find themselves deriving equal enjoyment from both aspects of play.

The scale is also divided from top to bottom.

The top half of the scale leans toward crunchy mechanics. Players here prefer to have more rules and formulas to create more robust outcomes.

The bottom half of the scale leans toward rules light systems. Players falling in this area tend to prefer more expedient conflict resolution or at least prefer that the variation in outcome can be determined with less 'crunch'.

This isn't meant to be some major psychological graph or anything like that, but players and GMs probably have some idea of what gives them enjoyment and if they lean to one degree or another on the simulation scale.

Using what you know about your group

Every table will have a unique feel, and you will likely find that the people at your table fall in different places on the scale. Gamemasters should be aware of this and keep in mind what type of game drives the players. As a GM, you will have to craft out a set of rules and a setting that is enjoyable for the entire table. You should put careful consideration into what rulesets you intend to use, and how adherent to those rules you will be. After some careful decision making, I suggest making a list of all core rulesets you intend to include and take some time to document any 'house' rules you intend to incorporate into a shareable document. Setting these aside as the 'core rules' of your game prevents confusion down the road regarding supplemental rules or expectations at the table.