Random Thoughts by Chris Reid

This month’s column is actually going to be almost useful (don’t worry, it’s a fluke). I feel I owe it to you all for taking the last month or so off. *

Anyway, this one’s about something that has happened to me quite a few times as both a GM and a player, and I really haven’t figured out which is more annoying. That is the unstoppable force known as player infighting. I have seen it wreck both exquisitely designed storylines and great roleplaying groups. I say it is unstoppable, but this isn’t quite true. Once it has passed a certain stage, it is, but if you can catch it early enough (like a tumor), everything will be ok.

So, for your reference, I’ve come up with a list for you. It is a warning, and a preventative measure. Remember, there’s no cure for bad roleplaying, there’s only a vaccine (and most people don’t keep a sock full of pennies very handy).

Ten signs that your roleplaying group won’t last as long as - well - uhhh - something that really lasts a short time. Like my attention span. What were we talking about again?

  1. All of the Jedi-Knights (or Paladins) in the group played by sullen teenagers stop acting like Jedi-Knights (or Paladins) and start acting like sullen teenagers.

  2. Your GM won’t ever LARP, except the part where the characters get beaten mercilessly.

  3. Rolling the die means pegging the person opposite you.

  4. Bobtharg, the orcish NPC says "Waaaaaazzzzzzzup??!!?" Instead of "Hail, adventurers."

  5. The two characters that are married to each other get divorced - followed by their players.

  6. You try to get the players together for your game, and get replies like "Sorry, I have to wash my hair tonight," and "Not now, GM (or ‘my lord’, if you have them trained properly), I have a headache," and "Good Gods, man! I’m not a machine!"

  7. Your GM starts giving NPCs names like Bobtharg.

  8. Your players find out your next adventure takes place in Rifts Africa - and then read the book and find out just how powerful those Four Horsemen are. (Feel free to replace that with, say, a handful of Elder Demons in AD&D).

  9. Your players interrupt your special session where you explain the secrets of the Universe that you had long held out on revealing - and they interrupt you to talk about that cool part of their Calculus exam.

    And in the traditional way of such lists, the number one reason you know your roleplaying group will soon be as relevant as a 50s toaster to the Borg:

  10. Your players bring their character sheets, but take pen-knives instead of pen-cils.

* Hah! I had you fooled. You thought it would be useful. Luckily, I said nothing of the sort. Nope, not at all. No proof whatsoever.

** Speaking of which, there will be an addition to the gaming section next month. I will start doing twice the work (this way I can put off twice as many things until the last minute), and will be reviewing an RPG website each month.


[Back to Collector Times]
[Prev.] [Return to Gaming] [Disclaimer] [Next]


Text Copyright © 2000 Chris Reid

E-mail Chris at: Tembuki@aol.com