Let’s Play Pretend
As I’ve already established, Friday is game night at my house, and has been for nearly a decade now. Looking back, I realized that last week’s Friday post wasn’t translated for the non-gamers. We’re playing Dungeons and Dragons, 3.5 edition (3.5E D&D), though at times we have branched out into other rulesets and systems. D&D is basically playing pretend with lots of rules, so that everyone can play pretend fairly without spoiling anyone else’s fun. It’s the boundaries around a game meant to allow a group of people to meet and allow their imaginations to run wild. This also holds true for all pen and paper roleplaying games, like GURPS, Paranoia, or World of Darkness. The storyteller and arbiter of the game is either called the Dungeon Master (DM), or Games Master (GM). I tend to use GM, as it’s not specific to one game system. Player characters are often referred to as PCs.
Today I was gearing up for game night, and read that Wil Wheaton is DMing his son and some friends for the first time in 4E. 4th Edition is the new system, and it has some issues that our group have decided make it a poor choice for us. I’d really be playing GURPS or 2nd Edition if I had my druthers, but the system should be secondary in a truly good campaign. When everyone gets all hung up on the rules, I think that’s a sign of either a bad GM or a terrible system. In this article, Wil explores some thoughts after the first week of the new game. He has a lot of good advice to GMs and players alike.
Everything is important to the PCs. Don’t mention it, don’t put it on the map, don’t even bring it into their minds unless you’re ready for them to do something with it. Think about this from their point of view: they’re trying to build the world in their heads, and you never know what’s going to grab their attention. If there’s one thing I’ve learned over the years, it’s this: they will ignore bookcase you’ve spent a ton of effort stocking with cleverly-titled tomes of great knowledge and a hidden lever that activates the secret door, so they can focus with laser precision on the box you put in the corner, because you had a cool tile with a box on it or something. Of course, it’s not the end of the world when they do that; you can either nudge them toward the bookcase, or simply move the lever next to the box.
Really good, imaginative players will find a way to break out of everything the GM has planned. They’ll answer a multiple choice question with an essay. At the same time, clues that should be glaringly obvious will sometimes elude the players. This does not mean the game is broken. No one should be penalized simply for taking an unconventional approach. I really like Wil’s note to either nudge the characters in the right direction or move the clue. Many times I’ve been in campaigns that have hinged on one clue, with no other way of discovering the secret. That’s no fun.
Wil also reminds GMs:
Listen to your players, and they will tell you what they want to do. Even if they don’t come out and say it directly, they will reveal a lot to you with their actions, and you can tailor the game a little bit to make them happy.
So many GMs and players don’t effectively do this. The same roleplaying game can be different things to different people, and everyone involved needs to realize that. The story needs to include everyone somehow or another. If the GM sees that half of the group is bored with the storyline, but one is following all the clues and captivated, there’s a tough balancing act. A great GM will read his audience and realize when the mystery is just not intriguing, or fight after fight after fight is just unfulfilling when there’s a crucial bit of story development left languishing. Similarly, players need to be understanding of how difficult that is, and remember that their turn will come around if they’re not actively engaged.
And now, the hordes are starting to arrive. After reading Wil’s notes, I’m actually considering writing up the campaign to date for my Saturday posts. I’ll talk to the boys tonight and see what they think. I think it’d be entertaining to read. It also could serve as a reference for everyone to know what happened after the sugar crash caused the dwarven cleric to fall asleep. Yeah, I’m looking at you, A.
2 Responses to Let’s Play Pretend
Leave a Reply Cancel reply
Categories
- Career (9)
- Gaming (10)
- Literature (4)
- Musings (83)
- Nerd (15)
- Parenting (1)
- Political (2)
- Rants and Raves (11)
- Suicide Loss (11)
- Writing (4)
- The Inklings
9 members
One book a month for 2012.








OK lol first and foremost, i fall asleep EVERY NIGHT around 9 to 11 unless there is some intervention involved. I HAVE tested with several drinks, food, time we get started and even sleeping habits and have found out that i just simply fall asleep lol. Even 6, 7, and 9 hour energy shots do little but postpone my crash by TWO hours at best! So YOU can point those beady little eyes elsewhere! lol.
I read Wil’s article, and you are right — it was very interesting. I really like how he reinforced that improvisation, flexibility, and staying affirmative with your players is really only possible if you prepare. Now it’s time to prepare for ImagiCon!