Robyn
and I love stories, but neither of us are what might be called a story gamer. As a crusty old grognard I prefer the traditional
model, with a clear division of labor between the referee and the players. Everyone stays in their lane; and if players
want to influence the story they do so through the actions of their characters. Robyn, a computer RPG enthusiast, is more
inclined to consider what the players want from a game, whether getting an animal
companion or possessing some unique piece of equipment. Between the two of us we steer a middle course,
although we both tend towards making desired opportunities available within the
context of a game and leaving the characters to seek these out on
their own…
So we’re talking about old-school gaming
as we know it, as opposed to so-called story gaming, where some degree of
collaboration takes place. Depending on the
system, a group might work together to determine the nature of the setting and
even the powers of its villains. Slaying
a dragon isn’t just something that might
happen during play, but something specifically negotiated beforehand. Robyn and I draw the line here because it
feels less heroic. We have little power over who pulls up next
to us at the stoplight. We’re acted upon
by any number of external forces beyond our control, and success depends largely
upon our ability to deal with this. Of
course, we can set personal goals and take steps to achieve them; but at no
time is success, much less the opportunity, guaranteed. This is the only way true heroism is
possible.
Story
gaming seems anathema to the old-school way, although Robyn and I subscribe to
a different strokes/folks mindset.
Certain rather outspoken personalities have referred to story gamers as swine. Ouch. I think (and fervently hope) they’re being
hyperbolic. Gaming is just too trivial
to say anything about one’s character.
Even so, old-school enthusiasts know why they like the way they play and
feel like they can defend their preferences. The
feelings run deep, and we’ve grown accustomed to thinking it’s been that
way from the start. Sorry, but it
hasn’t. Some collaboration
between the players and their referee has always been there, and the social
nature of the experience was well understood from the beginning. Don’t believe us? Check out this direct quote from OD&D’s
Monsters & Treasure…
“If the referee is not personally familiar
with the various monsters included in this category the participants of the
campaign can be polled to decide all characteristics.”
In short, the players and the
referee can work together to write the specific abilities (read: statistics) of the
monsters they encounter, which is not unlike deciding the characteristics of the
campaign’s primary villain in true story-gaming style. This grievous sin is enshrined in old-school’s
Holy Scriptures and by the one person who should have opposed it! Now this referred to miscellaneous large insects
or animals, but included (potentially) Banths and similar pulpy creations not
formally covered in the rules. Gygax
clearly understood that the campaign, any campaign, really, would be a social
contract between its participants. He could
have left this to the referee alone (which ultimately happened), but he didn’t
at this early juncture in the hobby’s history.
Collaborative, story-gaming elements were there, albeit in small ways, and I contend that they continue even in the most traditional fare.
But the rulebook isn’t the game; and
as early as 1980 I was working one-on-one with my players to establish what their
characters wanted and took care to make these opportunities available. Was this story gaming? Aside from introducing whatever opportunities
they wanted for their characters, my players were at the mercy of a world they
couldn’t anticipate and could only influence through their personal choices. And this was assuming they even survived
their expeditions into the underworld! When
Jarl the Red said he wanted to eventually procure a griffin mount, I expected
him to make queries and do the legwork.
But I also threw out offhand references to the griffin breeding grounds
in the context of a local complaining about attacks on their livestock. The rest was up to Jarl, which is to say that
in forty years of gaming I’ve determined that there’s no hard line between the
different modes of play, just a sliding grey scale. Old-school thrives on a strict division of
labor between the players and the referee.
Even so, the line between this and story gaming’s more collaborative approach
is broad and fuzzy, with plenty of room to stretch. We bring this up only to point out that Gygax
seemed to know this from the very beginning; but also because a good GM knows their options and the fundamentally social nature of the hobby...
When I start a campaign I'll have each player provide the following for their character:
ReplyDelete3 Immediate Goals
3 Long Term Goals
A list of Friends/Contacts equal to their maximum henchmen
Cultural context of their background
And then I weave that into the tale of the ongoing adventure, and in some cases, use it to help me build the wider campaign setting (not that the players are allowed to know that).
I would in turn detail for them their family, and a few old enemies; you can choose their friends, but you cannot choose family...
Sounds like a nice approach!
DeleteI can ask about a previous career a character may have experienced, who their family was in general, if any, and their basic story as a family. Additionally, I'll ask what as a player they enjoy out of the game.
ReplyDeleteThat is their initial input. The game world cares not for the characters stated goals nor do I. Feelings, passions, desires and goals will emerge from play.
Making sure the players are on the same page with the game, with each other, can We all gel is what I think is more important. Is their buy in with the GMS vision of the game they are about to run.
Not shitting in anyone's soup here, but this is my go to GM stance.
I think you hit the nail on the head when you talk about buy-in from the players. That's what it's all about...
DeleteI really like your example of the Griffon. It doesn't seem at all like a story game, outside of the emergent story, which is really what separates it from say, Yahtzee. My experience of story games (running Dungeon World specifically) is that the stakes can be a little mushy.
ReplyDeleteHowever, I've incorporated one DW "move" in my game to great effect: Last Breath. It actually came up last session when my player's fighter sacrificed himself to the Big Bad to save the party, resolving his two line backstory at character creation.
He narrated his personal Valhalla and then we consulted the dice. He rolled snake eyes (the worst result of that move) and he let the character go. It was a nice moment of story game in an otherwise cruel OSR world.
Cool! I definitely think this sort of balance is necessary for maximum enjoyment. And it's lots of fun to GM as well...
Delete