FUN
IN GAMES
An article that asks the
question who gets the most enjoyment out of a role-playing session? By Jonathan Hicks
There are three sides in every role-playing game. The first side is the source of the reality, the GM (Gamesmaster), who creates and presents the setting for the players to interact with. The second side is the players, who interact with the GMs creations and try to overcome the obstacles and threats set for them. Thirdly, there is the group side where both GM and players combine their talents of storytelling and role-playing to create a reality with both substance and soul. The suspension of disbelief is paramount to succeed in any role-playing game and experiencing that is the mark of a good session. Thats the theory, at any rate. It cant be said that, even at the end of a lengthy campaign, everyone finishes with a smile on his or her face. The players may have failed several key missions; the GM may have botched several key moments with the wrong information or given away too much detail of the plot. A player may have actually lost their character; the GM may have lost an important NPC (Non-Player Characters) too early in the campaign. Can any GM or player honestly say that their game went 100 percent according to plan? Its doubtful. But its not really how well everyone did that makes a game its how much enjoyment they got out of it that counts. You may have lost your character, you may have lost the plot, but if you come out of it the other side with a sense of well being then surely the game, with all its problems and pitfalls, was worth it. So we come to our main point who gets the most enjoyment out of a game? There are many sources of fun that can be derived from a role-playing game. Accomplishment, victory, pride, advancement of self and many more feelings can be experienced during and after a campaign. But who, after the last die has been rolled and the last line been said, comes out with the most joy? Here are several examples of possible feelings a role-player may have after finishing a game, with the differences between what the player and the GM may get out of it. A
SENSE OF VICTORY
Players: Its obvious that, after fighting the forces of evil and casting down the bad guy/evil establishment the players are going to feel as though all their efforts, be they successful or not, were well worth it. Weeks of chasing, investigating and conflict all come to a head in an intended showdown that wraps the plot and ends the game. Accomplishing this, even if the opposition are simply delayed or upset in their plans, gives the player a sense of success. A satisfied smile is a welcome moment, with all the in-game rewards the victory brings. Players get a lot of enjoyment out of this. GM: This is a difficult one for the GM. Basically, if the GM is victorious then that means that the players have failed or been wiped out that doesnt make for a good game. A GM sitting back with a smile on his face when he sees the last PC (Player Character) bite the dust may be pleasing for them, but the players will feel as though all their efforts were for nought. The idea is for the GM to gain satisfaction from seeing the players beam with pride at their accomplishments and provide a good, challenging game for friends who share the hobby. REWARDS
Players: After all their ministrations and effort the players expect
some kind of reward for their PCs, in the form of experience points so that their
characters can improve in skill or in-game rewards, such as money or new equipment, to aid
the PCs in their quest to better themselves. It could be said that the players
should be rewarded enough with the fact that they succeeded; after all, its not as
if the money they earn as PCs is real money, is it? The reward should be in
the gaming experience, not the additions to the character sheet. It could also be argued
that, in true gaming tradition, that the PCs should be rewarded with items because
it is within the games own reality that they should, and that money and equipment
will help improve the PCs and help their position in the game. This is a source of
pride for the players when they can show what they have earned with their efforts. All
that is fair enough, but simply playing the game to reap the rewards makes for shallow
gaming, and will soon turn the game into a set of rules and not a believable setting. GM: Unless
the players are paying rent to use the GMs gaming table then there is very little
for the GM to get from the rewards that are handed out. A GMs reward is seeing the
players pleased with their success and the benefits they reap. It makes the whole campaign
worth it. SURVIVAL Players:
There may be a time when the odds are so horribly stacked against the PCs, through
fault of their own or overkill from the GM, that simply getting out alive is enough to
please the players. Losing well-developed PCs can be quite distressing and being
placed in a situation where they get out by the skin of their teeth can get a lot of sighs
of relief from the players. Although it may sound a little strange (after all, if the
PCs have only just escaped with their lives then surely something must have gone
wrong?) it is not necessarily so. Winning the day but only just getting away as the
mothership explodes/bad guys base erupts/starship crashes to the ground can be as
tense as actually fighting the final battle and makes for a great ending. A feeling of
just getting through it all, added to the sense of victory, can be a great feeling. GM: Well,
this is something the GM will never get. They play so many of the NPCs in the game
that being upset or pleased when one is taken down or fails isnt really something
that is going to happen. Their characters getting out by the skin of their teeth and
saving the day isnt an option, either. Its up to the players and their
PCs to save the day; its the very purpose of the game. The GM can derive
pleasure from the fact that their players are happy with the outcome of the session and
knowing their work was worth it. TELLING A GOOD STORY Players:
Its sometimes assumed that the players are simply at the table to pit their
PCs against the trials and tribulations the GM has designed for them. Not so. The
idea of a wargame is such a thing the idea of a role-playing game is for the
players to interact with a story the GM has designed. If, after all the PCs have
been through, even if most or all of them have been killed or removed from play, the
players can honestly sit and say that was a damn good story then there is a
certain amount of enjoyment to be had from that. In fact, looking back on the adventures
of a character, be they the final battle or one of the conflicts during the campaign, can
bring smiles to the faces of the players. GM:
Its the same old story, Im afraid. The GM will gain satisfaction that they
designed a good game (sometimes, unfortunately, before the game is even run) but the true
test of their design comes in the reaction of the players. If they appear surly or
non-committal to the task at hand then the design has died in production. If the players
respond well and enjoy taking part in the game to help tell a story, then its a job
well done. The GM can gain satisfaction from a job well done, especially when, a few weeks
or months down the line, a player says do you remember when
? and
refers to the game in question. ROLE-PLAYING WELL Players: Finally, we come to the true purpose of a role-playing game. As
a player, the knowledge that a PC has been created, built, nurtured and played well is a
source of great accomplishment and pride, and whats more there is a sense of
deserving rewards and advancements when the PC has been portrayed the way it was designed
within the parameters of the game. All players are improvisational actors at heart and
being given rewards for their ability to bring the character to life will always be
welcome. Extra points for solving a puzzle or defeating a bad guy is something every
player is capable of earning, but gaining extra points for playing a character well is
even more of a source of fun. GM:
If the players are improvisational actors, then the GM is a schizophrenic improvisational
actor. With all the NPCs they have to portray to keep the story flowing they are
required to make sure each one has their quirk or signature to be recognisable and make
sure the players react to them well. If the players do react to them well, be they help or
hindrance, then the GM knows that the character has been well portrayed and they gain
satisfaction from this. So,
what does all this tell you? Well, the enjoyment that is shared out in a campaign depends
upon the reaction to the game by the players, the game being the GMs responsibility
to create and present. Now, this may sound as though its all up to the GM to provide
an evenings entertainment and its all their fault/doing that the game
failed/succeeded but thats not it at all. That would put far too much pressure on
the GM to get things right. The
final word is this the players get the enjoyment from taking part in a
well-designed game that they can express their desires within, be it for gaming, victory
or rewards. The GM plays the game to see the players enjoy their creations and react to
their words. If the players wanted to please the GM theyd be led about by the nose,
lose one PC after another and lose interest. If the GM wanted to get continuous enjoyment
out of providing linear adventures, killing of PCs at regular intervals because they
see the game as a form of competition then theyll lose players. It
is up to every player and GM to inject something into a role-play session the GM
cannot assume the players will carry the game when they are waiting for a cue from the GM,
and vice versa. Only a team effort from every angle will create stimulating enjoyable and,
yes, fun games that will be remembered. |