The Game Masters’ Roundtable of Doom is a meeting of the minds of
tabletop RPG bloggers and GMs. We endeavor to transcend a particular system or
game and discuss topics that are relevant to GMs and players of all roleplaying
games.
If you’d like to submit a topic for our future discussions, or if
you’re a blogger who’d like to participate in the Game Master’s Roundtable of
Doom, send an email to Lex Starwalker at gamemastersjourney@gmail.com.
This month's topic comes to us courtesy of Lex Starwalker.
There is a wide spectrum of lethality in RPGs, and there
are GMs who fall on every possible point within it. These range from GMs who run campaigns where
PCs can never die to the other extreme –GMs who delight in killing PCs. Where do you fall on this spectrum? How lethal are your games and why? How do you handle PC death if and when it
happens?
This is a great question, and one that I think has an answer that is
not just dependent on the Game Master, but also on the players and the game
being played. Know your audience and
know your game. If you run Call of
Cthulhu, Dungeons & Dragons, and Star Wars, Edge of the Empire all exactly
the “same,” I think you come out with some anomalies. Of course, if that meets your players
expectations, that might be fine. There
is never just one way to be a GM. I do
believe that the rule of fun should prevail.
Here is how I have done things in my present style of being a GM
(because, as the poser of this month’s question, Lex Starwalker
knows, being a Game Master is a journey of learning and change). I think the most important thing is to know
your players’ expectations (or if you don’t know them, you need to set
them). Fundamentally, I see role playing
games as a way to have fun, and as the GM, you are in a leadership role to help
create the fun. If what you do violates the
players’ expectations, or you go against the expectations that you set for the
players, that conflict is going to reduce the fun.
Some of the first GM advice I ever got, was from a few pages towards
the back of the 1981 game, Stormbringer (from Chaosium). In the “Hints for the Game Master” section in
the first edition of Stormbringer, Ken St. Andre (with Steve Perrin) wrote
a subsection entitled “The Deadly Game Master.”
The literary genre
of swords & sorcery fiction is a particularly gory branch of heroic
fantasy, and that is what this game simulates.
Inevitably, this means that some players are going to get into
situations that they can’t get out of, and their characters will have to die. It is important that they realize this before
the game ever starts, and that they know that you bear them no personal
animosity. Then, when the character’s
number comes up, kill him without regret.
As a GM it is poor form to become so fond of some character that you let
him cheat death when his luck finally runs out.
Today, I agree, up to a point with Ken’s advice. As you can see, the advice already assumes
that you are in a particular genre of game.
It is not general advice for all RPGs, just ones in the “particularly
gory branch of heroic fantasy.” Also, it
advises that you at least admonish the table and set expectations. I think now, the Game Master and the players,
at least in any long term game, need to agree on expectations. Back in the day, I did kill a fair number of Stormbringer
characters. However, even with an
agreeable audience and a lethal game, I do today tend to lean towards mercy at
a cost, rather than outright kill a character, if that keeps the story and
the fun going.
For the way I run things now, I have internalized the lessons of 13th
Age (by Pelgrane Press and Fire Opal Media) and Dungeon World (by Sage
Kobold Productions). In 13th
Age Rob Heinsoo and Jonathan Tweet suggest that player characters should
not just die fighting some nameless monster, and instead offer their own
(optional) Meaningful Death Rule. I
think I have generally internalized this approach for many games (with some
exceptions, see below). I think the
advice in Dungeon World, that you as GM need to be “fan” of the
characters is a complementary one this. As
a GM, on the one hand, you have to put up obstacles and provide threats to the
safety and wellbeing of the PCs. On the
other hand, you don’t generally want death to be some random occurrence that
does nothing to propel your story or motivate the other characters. If you are a fan of the characters, such
random and meaningless events are discouraging.
If a character that you like dies, you want it to be a great and
glorious death, within the meaning of the game.
Fundamentally, though, my rule is know your audience, know your game
(and be a fan of the characters).
So, if I am running Marvel Heroic Role Playing for a bunch of tweens,
their expectation is that there is not going to be any player character death,
AT ALL. Sure, Spiderman or Black Widow
might get knocked around, there certainly are going to be some narrow escapes
and heroic rescues, but none of the player characters is going to get shot
through the heart and die, game over.
This is reinforced not only by the audience, but of course by the game
play.
On the other hand, if I am playing Call of Cthulhu with college
friends, death and madness are expected.
The players know going in that a Call of Cthulhu investigator likely has
a short shelf life, and those that manage not to die, slip increasingly into
madness and disability. Still, I have
run some long Call of Cthulhu campaigns, and I have followed the advice from
the early editions of the game. If you
have a choice of killing a PC or taking out an NPC to establish the danger and
the threat, take the NPC every time. It
helps if you have established ties to the NPC and that the character is not
just another faceless “redshirt.”
However, to get things started with something that causes likely instant
death, you kill the guy next to the PCs, and not one of them. Once the threat is established, you follow
the play of the PCs. Are they reckless
and foolhardy, then they do deserve death “without regret” should it come to
them. On the other hand, if they play
their characters and show smart play, as a fan, I am going to hold back on any
instant death options, unless it really builds the story and is part of the fun
of the game (because sometimes messy, or pathetic or horrific death is the fun
of a horror game). If danger is enough,
then, we work with danger; maiming, near death, madness, that’s all on the
table, but I don’t tend to allow random death that would inhibit the story.
So, what about something in the middle of the spectrum of Superheroes where
no one ever dies (at least permanently) and horror, where everyone dies or goes
crazy eventually? This is where most
adventure based RPGs reside: Dungeons & Dragons, RuneQuest, HeroQuest, 13th
Age, Numenera, Dungeon World, Dresden Files, The One Ring, and et al and
etc. I have to admit to mostly not
killing characters.
Over time, I have certainly seen many player characters in these games
die. However, for the most part, I
prefer to see the PCs flee, or get captured, or suffer some kind of loss other
than death. This is, I think, largely
because I like to run campaigns.
Campaigns need continuity, and killing characters, and particularly the
dreaded Total Party Kill, tends to disrupt what is happening with the story
that I have been enjoying building with the players over time. Where death does occur, the story of
overcoming death becomes the next logical plot point (e.g. becoming indebted to
the healing temple to return the dead companion to life, etc.). So, usually, the holodeck safeties are,
broadly speaking, on when you step into my campaign. The optional Meaningful Death Rule is going
to be in effect. Characters face other
losses, but death is reserved. In part,
that meets the expectations of my players.
They put time into crafting characters, their histories and motivations,
and they grow them at the table. If some
wandering damage is likely to kill them, for little to no reason, that is
neither fun nor motivating for the kind of gamer who usually sits at my table.
On the other hand, there is a completely separate and apart kind of
play, and that is the one-shot. This
does not mean that I turn into the lethal “save or die” GM just because I am
running a single evening game. After
all, it should be fun, and getting to play is what is fun. If we have four hours of play set up and you
die in the first ten minutes, how much fun was that? If dying means no longer being involved, that
rather cuts down on the fun. You can set
expectations that characters are disposable and can be replaced, much like
clones in Paranoia, but then you are playing a genre of game that is not going
to necessarily have wide appeal.
You do, however, play a one shot to have a different experience and
tell a different kind of story.
Lethality can be very much part of that story, and can really be part of
the fun with the right group. I do not,
in general, go in for Deathtrap Dungeons.
I don’t think I run them particularly well, so why do something that
does not serve the players? Still, if
you know you are going into a deathtrap, you know that death is part of the fun
of the game. It is exciting to escape
the trap, but you know your number is likely to come up eventually, and
spectacular death is one of the possible rewards of play. I will give it to you without regret.
I don’t mind playing a high character death game as a change of pace,
but for me, RPG play and the stories it generates is really about having a
significant chronical of events for the player characters. That might, at times, be punctuated by a
death, but that is going to be rare and meaningful.
Individuals and their Blogs
Participating in this Discussion (to be updated as necessary; posts will be made for the Roundtable between April 5 and April 11)
+James
August Walls at http://ilive4crits.blogspot.com/
+Scott Robinson at http://strangeenc.blogspot.com/
+Lex Starwalker at http://www.starwalkerstudios.com/blog/2015/4/6/game-masters-roundtable-of-doom-4-how-lethal-are-your-campaigns
+John Marvin at http://dreadunicorngames.com/
+John Clayton at http://blog.filesandrecords.com/
+Peter Smits at http://planeataryexpress.blogspot.com/2015/04/pcs-and-killing-there-of.html
+Scott Robinson at http://strangeenc.blogspot.com/
+Lex Starwalker at http://www.starwalkerstudios.com/blog/2015/4/6/game-masters-roundtable-of-doom-4-how-lethal-are-your-campaigns
+John Marvin at http://dreadunicorngames.com/
+John Clayton at http://blog.filesandrecords.com/
+Peter Smits at http://planeataryexpress.blogspot.com/2015/04/pcs-and-killing-there-of.html
No comments:
Post a Comment