One Track Mind
Roleplaying from a selfish perspective. A single-minded article by Mark Newbold
AKA Jan Lomona
Its one thing
that Im almost certain of
no, its one of thing I know that annoys
GMs more than almost anything is when they have a team of players who just
WONT DO AS THEYRE TOLD! And I
admit, I have some sympathy with that. After
all, if I was the omnipotent power in the universe and my minions didnt obey
me then Id throw the rattle out of the pram as well
In my very limited
experience (more about that later or less as the case may be) most GMs would
like an easy life. By that I mean they would
like all the countless hours, sitting on the loo with a notepad in one hand and whatever
in the other, to count for something more than just wasting time with their pants down. Characters, situations, locations, planets,
plotlines, anything relevant to a scenario, its usually pre-planned for the
player to stroll through and experience. Because
I think that most say, seven out of ten GMs want you to have a Vinny
Jones-style emotional experience. Pleasure,
mixed with pain and a dose of irony, regret and forehead slapping thrown in for good
measure.
BUT
Theres always one
player who wont follow the plot. One
who has to make a stand and come out with annoying lines.
Spoil the perfectly crafted scenario with lines like: -
Well my characters a
smuggler. Why would he go on a salvage
mission?
Or the equally
annoying: -
I really dont think my
character would do that.
Or the soul crushing
final rebuke: -
Sod it, Im buying a new coat
and getting a hair cut.
Even a player like me,
whos rarely GMd, knows that when that particular line is rolled out then the
game has hit a brick wall without a crash helmet. And
Ive heard it more than once. (Ouch!) So,
what would a GM have to do to correct this?
Lets get one
thing straight. Im no expert on RPG. Ive played Star Wars since
1988 with Jonathan Hicks, Paul Squire and some of the Lichfield
lads mentioned on the intro to the free Lazarus RPG game. Ive done a bit of D&D,
some Shadowrun, some Prime Directive, Call of Cthulu and a few
games of Mech Warrior.
Not much really.
So for me to give my
views you have to understand that I speak from a forced and narrow perspective. RPG is Jonathan, Louis and
Pauls area of expertise my area of expertise is of no relevance to this site
whatsoever, but less about that.
I digress. To correct a session on a collision course with
mediocrity the GM might decide to run the game to the strengths of the players. Now, this brings about problems. I remember clearly in about 1991/92, when we were
running through the Setnin timeline for the second or third time we (myself,
Paul, Andrew Curtis, Darren Houghton and Jason Brown)
all decided that we would play our characters as close to their true selves as possible. Serious RPG no slipping out of character,
giggling in games, going up the road for a bag of Jelly Babies. Roleplaying to the max. And this must have sounded like nirvana to our GM
Mister Hicks.
But it proved to be a
disaster.
Whenever Jon tried to
get us to do something we would question it. When
he wanted us to salvage a space station we said Why would I do that? Im a smuggler/mercenary/bounty hunter, not a
scrap metal merchant? And whenever
he wanted us to stick together we would bring up all the old arguments that our characters
indulged in and refuse to play as a group.
To cut a long story
very short it didnt work.
I remember Jonathan
being perplexed. I mean it seemed like a
great idea. Play up to the characters instead
of having the characters react to the storyline. But
it didnt work. Which proved one thing:
-
ITS BLOODY HARD BEING A GM!
I have nothing but
respect for those of you who lead us simple-minded players through the traps and pitfalls
of the regular gaming session. Setting up the
stories and such. Throwing off-the-cuff
characters at us. Great stuff. But I can also give you another example of what
annoys GMs: -
SINGLE PLAYER CHARACTERS
What do I mean by this? Ill tell ya.
People like me, who only ever play one character.
My particular alias is Jan Lomona hes the A-desandian
smuggler whos peppered throughout the Fiction section of this site. So in almost all of those years of roleplaying I
only played Jan Lomona.
Jan, Jan, Jan, Jan,
Jan.
Which must have
frazzled Jonathans brain.
It was cool initially. For Jon, Jan was a character that he knew very
well, from the audio stories we had done with NHP and the books we were
writing at the time. And for me it was a
great workout iron out the kinks in the character, build up more of a background
for him. But as time went on it must have
become increasingly difficult for Jonathan, or whoever was GMing at the time, to come up
with new situations for him. Jan was and is a
fairly static character. Hes the same
as a twenty year old as he is as a fifty year old. Apart
from progressing through the ranks of Glann Cipples organisation and
finding out he has a daughter he never knew he had and governing the capital city of his
homeworld and
Well, quite a lot
changed actually.
But the point is, much
of it came through the Roleplaying games. Which
was ace for me, but seeing the same stat sheet for ten years must have slayed the GM. But thats not my problem, is it? Why should I care?
I was playing a character that I wanted to, in a game that I love. And its up to the GM to lead the game (from
a players point of view). So where could we
correct things?
I DONT KNOW
If I knew the answer to
what makes a perfect session then Id publish it for free on the Internet.
.?
No, actually, Id
sell it through the Internet and make millions.
Which would sort of mess things up for every RPG publisher in the world.
And every GM.
Us players would have a
laugh though.