Random Thoughts by Chris Reid

Recently, it rained. This might not be much some places, but here in the desert it is. My wife and I decided to celebrate by taking a walk in it (about 45 minutes) to one of our favorite stores . . . a used book/game/music store called Bookman’s. We ended up leaving it with two great cds and about 100 dollars cover price worth of Earthdawn books. Some of these were adventure modules.

Which brings me to one of the driving factors of my column this month (in the second paragraph, too!). Modules are pre-written adventures, usually published by the company that makes the game. Oddly enough, most roleplayers that I know are oddly polarized about them. They either love them or can’t stand them. I normally tend towards the latter side, my feelings summed up by the words of one of the best GMs I’ve played under: "Why use modules? Oftentimes you have to put so much work into them to counteract the badly written plot and make it fit your pcs, that it would be just as hard and a heckuva lot cheaper to make your own story."

I usually agree with this. However, my wife and I have been on such a big Earthdawn kick lately, that we picked up some of the modules. We figured that just getting some taste of how they view the world, even if we didn’t use the plot of it, would make it worth the few dollars we put into it. Needless to say, I was extremely surprised by the quality of it. I shouldn’t have been, as I could easily spend a column praising just about all of the Earthdawn supplements. They had set up the adventure in just the way it should be.

I’ve played under many GMs, and I’ve GMed for many players. The most frustrating thing I’ve dealt with as either is very similar: Playing under GMs that try to force you to follow their story step by step, and GMing for players that seem to purposefully undermine the complex storyline you’ve made for them. I’ve known many GMs get so frustrated that they stop GMing because of it. It really shouldn’t be that way. This is a game, and should be fun. If it’s work, or if you’re not enjoying yourself, then something needs to change.

The best way to change it is to change the way you GM. GMs aren’t there to dictate what the players should do. They’re there to guide the players to advance their own characters, in the way that they want to. That’s not to say that a GM should let a player do anything they want. Consequences for one’s actions are part of what makes the game fun. On the other side, neither should the GM punish a player for doing something they don’t want the pc to do. If it doesn’t fit in the game to do it, then it shouldn’t be done.

That being said, you might ask "What should a GM be doing, if not to make a storyline and a plot?" Or you might not say that, but since I’m the author, I’ll just assume you are. The answer to this is simple, and will probably make things more fun for the players and the GM. You don’t make a storyline, that’s just asking for trouble. You shouldn’t make a plot either, that’s the player’s job. What you should do is make the background and the theme.

While both parts are equal, the background is really more work. This would be like creating a city, deciding what the highlights are, what the population breakdown is, who the important locals are, and what goods can be acquired there. I usually like to make up a few unimportant characters, just to stay a bit ahead of the players. I might make up a few beggars, just in case they go looking for one for some reason. Or maybe a rogue or two, in case any of them get put in jail. As far as places go, maybe think of a house or two, or a bank, or tailor’s shoppe. Don’t skimp out on this. The more you develop the people and places in your game, the more feeling of realism it has, and the more your players will appreciate it and your work. On the off-side, try to balance out the amount of work you’re going to do with the likeliness that the players are going to actually encounter that part of the background. It’s usually not too hard to make up a minor part of the city on the fly, but it makes no sense to spend an hour working on something that the players have a small chance of encountering for a small amount of time.

The background is important, but it means nothing without a theme. I’ve played in all-too-many games that had a fairly well developed world, but nothing was happen. These invariably turned into hack-and-slash games with no real character development. Sure, some of the blame lies on the players (we’ll get into that later), but really, we weren’t motivated to try. The theme is what ties everything together. It’s how the people, places, and items you made in the background interact with each other, and most importantly, with the players. They need something to do. If the people and area are interesting, and there are intriguing connections between them, this will suck the players in.

Events are an important part of this that are equally plot and theme. I don’t bother making a storyline with my games anymore. Instead, I make a timeline. This is what would happen at what time if there were no pcs in this world. It’s almost like graphing out what you’re going to write in a book. Then you toss the characters in. Instead of making stuff up on the fly, or having a storyline messed up, you just modify what happens based on what the players do. Sometimes, they won’t do anything that will affect an event, or maybe that event is going to happen no matter what. Othertimes, something might not happen or be delayed, but you already have an idea of what’s going on, and what npcs are involved might make them interact with the people that changed their plans.

It may be a different way of pulling things off. It may be a little more work than just making up a storyline (you need to make up all the important things, even if you have no idea if the players will interact with it . . . some of the npcs certainly will). But if you can pull it off, you will have the admiration of your players. Since making campaigns like this, I’ve heard countless times from players "I can’t believe you expected that we might do this!" or "Geez, you’re prepared for everything." Sometimes they say Chris instead of Geez. In any case, I laugh quietly to myself, because I really haven’t prepared for anything they’re doing. I just made up my world and let it react to what they were doing.

Players play an important role in this, as well. No matter how much work the GM puts into it, it’s all for naught if the players don’t try anything or work to develop themselves. As always, the GM has to take part of the blame for it if it fails, it’s their job to make the world interesting. If the players don’t take advantage of this, though, then that would have just as bad of an effect. Really, making a character interesting isn’t too hard. It all comes down to history. If you can make a detailed background for your character (obviously working with the GM on this, if they won’t work with you, then that’s another problem), then your character will pretty much take a life of their own. We, as human beings, have a personality comprised of many things, but a very important part of that is our experiences and environment. If not for a way to see how your character will react to things (a character whose home village was destroyed by a monster might have a few personality flaws from that), it’s also a great way for the GM to tie your character into the background, and thus have the interactions ring true. As the GM, it’s your job to prompt the players for backgrounds. As the player, it’s your job to make sure this is fun for yourself and the others. If its not, then the GM might just amuse themselves. From experience, that’s not a pretty sight.

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Text Copyright © 2002 Chris Reid

E-mail Chris at: Tembuki@hotmail.com