(This is a slightly edited reply I put up to someone asking about "what I do" and why it is different from so many others. Enjoy!)
The biggest difference between everything I have seen is that I detach
myself from emotional investment in the characters. I care only that my
players act...I do not care what they do. I have tools at my disposal
(including the skill of improvisation I have worked very very hard to
develop) to generate content at will...and I have done the work to
create a world around them full of beings.
See, I don't make
adventures...my players, through their characters, seek them out...and
the adventures are adventures because they delve into the unknown. The
truly unknown. And they face the deadly. The truly deadly.
They
do not have the parachute of an assumption that they are
"protagonists"...because creating a fictional construct like that
actually removes their heroic qualities. Heroes are not heroes because
they are main characters...heroes are heroes because they overcome REAL
ODDS in the challenges they face. They take real risks. When one separates themselves from their character like a figure in a fiction,
you are robbing the player of real accomplishment because you have
stacked the deck in favor of the character...and because it is not the
PLAYER achieving these things, it is only the character because, again,
you have already assumed they will excel.
That is a real danger.
People play roleplaying games to accomplish meaningful things in an
environment where risk exists...studies have supported this time and
time again. Agency is what matters to players...they want their
decisions to matter in the context in which they are made. Undermining
that is very damaging to the core of play and it is insidious to
boot...it can be so hard to notice.
The biggest difference
between you and I, I suspect, is that I have done the work (either
currently or in the past) to support my players doing as they please
WITHOUT having to rely on them to content-generate. I do not need to use
collaboration as a clutch to lessen my work-load because, for me, that
work-load is minimal because of the skills I have developed...skills I'd
never need (and therefore not really develop) by relying on
aforementioned crutch. By doing that, it lets the players play only their characters
and this lets them actually achieve against the unknown. They risk in
real terms and they do so without the assumption that they are heroes in
some meta-sense. That concept robs them of their heroic nature. Being
heroic requires struggle...and struggle requires uncertainty. That
uncertainty, if it is to be meaningful beyond pleasant stories, is
required to be felt BY THE PLAYER not just by the character.
Foremost
though, this all requires a DM that is able to relinquish a large
amount of control. The funny part is, "partial collaboration" tells me
that DMs using that style probably aren't actually prepared to relinquish control. After all, partial
collaboration still gives the DM more narrative input than I myself have
at the table. When I DM I do not suggest things to the players and
anything that pops up does so with the understanding (as I have made
plain to my players) that it "is what it is"...I give up all my control
to the players to do as they please. I do not ask them for buy-in
because I have nothing to sell them...THEY are selling me on THEIR
actions...and I am buying anything they're selling.
This is
terrifying to many DMs because it relegates the DM to mere video game
console...you render the graphics and process the data. And boy is that a
scary notion. Having to get the hell out of the way and let players do
what they want without your say-so is absolutely horrifying to many
because...well surely it will be anarchy! You won't know what to do!
You'll screw up! Lose track! Be bad!
It's that fear that keeps
people in the little DM paradigm-box...or makes people flee it and warp
it into a different form of control...which, believe me, partial
collaboration is. It is a different form of control where the control is
consented to but, as I said, the DM still has more control than I do at
my table. So, all people can do, is assume a bad DM under my
style...because, of course, if I don't want them to do
something I will just make it unnecessarily hard or improbable...or make
it impossible all-together by some means. This is always what they
resort to claiming...they have to assume a bad DM because it is the only way they can see control in my style...and
they have a deep, visceral need to feel that control...because it is
what they would seek if they were in my position. So they look for an
"out" to make it inevitable that bad things would happen and control
would re-assert itself in the form of a DM behind the scenes. It is all
they know. The alternative is...frankly, scary to them.
The same
can be said for players. Players are so used to working along the old
garbage paradigm of "Go here, do this/follow plot, get reward" that
they've come to defend it...it is all they know. They claim to "like" it
but, of course, "like" is a spectrum starting at "barely tolerate out
of lack of options" all the way up to "orgasmic delight"...yet the hobby
dwindles constantly. If so many people like the paradigm, why is it
such a hard sell? Why is it losing out to MORE RESTRICTIVE mediums? The
answer is, of course, because those tables are just as restrictive but
it is felt even more pointedly because you are supposed to be able to do anything. Imagine that. ANYTHING.
When that illusion is shattered (as it is in countless groups) it is
very hard to get back. Even now, as I stated, I have veterans at my
tables just barely starting to grasp that they, through their
characters, really can shoot for the moon...that their destiny really is
in their hands...and that they will succeed or fail, not because I want
them to or because they are main characters, but because they succeeded
or failed.
Terrifying notion. Absolutely paralyzing in some situations.
After
all, these are people used to "go here, do that"...now it is "what do
you do?"...and that infinite choice potential can be
horrifying...especially initially when they think it is a trap and they
are still working under an illusion of "wrong & right" choices based
on what the DM has prepared.
The "what do you do?" however is
not asked to characters via their players...but to the players via their
characters. The characters have a big wide world in front of them rife
with adventure and danger...and the risks and rewards are real to
them....just as they are to the players because the construct is not one
that is standing on quicksand. They cannot change the reality of it at
will...they cannot enforce their player-will on it EXCEPT through their
avatars. Again...that can be scary. Even more so when one assumes an
emotionally invested DM.
Right now in one game the players are
working to convert a bunch of orcs to their side after chatting up an
orc-shaman prisoner...in an effort to form a small army and re-take a
captured, deserted town. And why are they doing this? Because I set it
up? Hell no. They are doing it because it is what their characters want
to do...and they are not doing that based on desires as a player that we
made manifest in the game...no, it is based on them roleplaying within
the construct. They do not know if they will succeed. All they know is
that it is possible...and it is possible because it is possible and either the dice or their own cleverness has made it so.
It's
a slight difference between "can do anything" and "could do
anything"...and that "could" makes all the difference. It is the
uncertainty of the hero and of adventure. It is the benefit of making
decisions constantly as a character in a world of fantasy rather than as
a guy at a table that got out of his 9-5 to play a game...the former
can have meaning to it and the latter is just a diversion. I will always
take the former. There are those, however, that will argue so heavily
that it is "just a game"...and sadly, they're right...for
themselves..because it will never be more with that attitude. Their
players will wander away and interest will dry up...stories will be
about funny events or what someone thought up...not about legitimate
personal investment and emotion. The pain of loss, for instance, is only
pain when it is actual loss...
Hell, ever get a party emotional
over the death of two orc NPCs? And the emotion was because it was how
things went...it was life...not something I decided...or that they
decided. It was all the unexpected highs & lows of life...because
that is what the game should reflect at it's best.
Like I said
though, that can be really scary...but we're supposed to be sitting down
to be heroic, right? So what's a little scare...?
Hi Yagami,
ReplyDeletehope youre still on the radar.
Great post!
Part of the issue with holding onto control is a combination of player skill and DM skill and how that relates to mutual trust. Can the DM trust the players not to get killed by their own stupidly or trust they wont walk out if they do? and can players trust the DM not be stupid or a dick?
This issue of DM control is the same as teacher control in teaching language. Having taught English as a foreign language and seen how many others teach, the complete beginner students need to be lead by the nose until they have a little competence and confidence. The unconfident teachers usually keep absolute control over everything the students do in class.
But for me, after the basic level of student competence, teaching can be largely student directed exploratory learning, learning by trail and error as you go, and self deduction learning.
The memories built during this sort of student directed learning seem to be stronger than bog standard teacher centred.
And I think that is the key: the student/player in control, doing their thing, making their mistakes, has a more vivid memorable experience than otherwise.