I'm going to address my concerns with the game, in the order that they surfaced for me.
Setting a tone: CollaborativelyDave took the liberty of sending out an email to his two potential players (myself and Sean), saying:
QuoteOK, the initial setting is going to be the big, London-like city of Cadence. The characters will know each other and will have a history of performing minor crimes together. There will be a larger conspiracy abroad, but the chars are only vaguely aware of it as an element of the larger oppression of the masses. The rest will be developed in game as a reaction to the characters you make. Joe, Sean, you guys can brainstorm chars in e-mail before wednesday if you want...
Which, I must admit... gave us very clear tone perameters.
Then there were two issues:
-Sean didn't show, but Darcy did join in. Thus... only 1 of the 2 players really knew about Dave's cool tone.
-We developed our own, wildly different, tone while brainstorming.
Brainstorming went something like this:
Joe: I was thinking my guy be Romantic / Vandal
Darcy: Cool
Joe: Have you seen Clockwork Orange? because I was thinking...
Darcy: idea:
Darcy: How about we be servants and maids?
Joe: That's a wicked idea!
Darcy: of feuding houses.
Dave: Doesn't "feuding" sound a little too aggressive for this setting?
Joe/Darcy - (railroad over Dave and keep going)
Someone: They should both be competing for the position of vicar.
Others: Yeah.
Joe: One of the families should be like X.
Darcy: The other family should be like Y.
Dave: What about Z?
Joe/Darcy - (railroad over Dave and keep going)
You get the idea.
Basically... Dave brought this cool preconceived tone/setting to the table.
But me and Darcy developed this cool spur-of-the-moment tone/setting at the table.
It wasn't that one was good and the other wasn't...
it was that they conflicted.
It would be like the GM opening a first session of My Life With Master by saying, "Okay, the master is a brain aspect that requires human eyeballs. You guys establish the rest."
Me and Darcy were using an entirely different method of pre-game development than Dave was.
Both were legitimate types, but both were... to some extent... mutually exclusive.
Things that could help circumvent this problem:
- no one shows up with preconceived notions about how it will play.
- everything is put forward at the table, nothing is assumed
- players and GM work collaboratively... not top-down, but not what me and Darcy were doing either
GM RolesThere was a lot of confusion and argument as to what the GM's actual role was.
This confusion included:
-NPCs and narrating the world around
-Who gets to determine what constitutes a crime
-Challenging players
-scene framing
NPCs and Narrating the World AroundThe player who's "turn" it is is responsible for setting the scene.
For example, my first one started out:
Tonight is the night of the October Taxation Gala, a celebration of the beginning of the fall tax cycle.
My character, Muntz Gelding is guarding his master's horse and carriage.
It is cold, there is a biting wind and some hail.
After that, I was like... "So... now what?"
And I talked in the OOC channel to Dave, saying "In this game, it's GM responsibility to narrate an interactive world..." something to that effect. Dave was like, "oh. okay. didn't realize that."
And the scene continued with Dave narrating in an NPC, who offered Muntz a canteen of "hot chocolate".
And Dave specifically said in OOC that "it might be just hot chocolate, or might not be"
So... I decided right there what Muntz crime cycle would be:
He took a LOT of the flask, got drunk, wandered off into a ditch.
He awoke hours later to find that he was out past curfew, his master and carriage were gone, and Inspectors were out looking for him.
Deciding What Constitutes a CrimeStumbling his ass home without being caught for "alcohol" (1 IP) and "curfew" (1 IP) violations was to be teh crime cycle we were testing, I dictated.
And Dave replied with (something along the lines of) : "That can't be your crime cycle. That's a wimpy/lame cycle. That's barely even a crime."
I was like... *jaw drops*.
I thought we'd narrated a scene that was very fitting for my character...He was supposed to be a bit dumb, a bit oaf-ish, and a bit of an impulsive character.
I thought that the crime was a good first step into the game world...Nothing too dramatic, just a step into the world of crime.
I thought that the crime cycle system was well suited for this particular crimeHe was attempting to avoid suspicion (did the master report him), and discovery (do the inspectors see him traipsing home)...
He was doing a low-tension crime.
But then Dave told me the whole set-up was sucky.
Not to put words in his mouth, but I got a resounding "try harder" in my mind.
To use his exact words:
Quotedue to a little overeagerness on his part and a lack of sensitivity on my part, we ended up doing a lame crime cycle. He took a swig from a flask and then took a whole lot more and then wanted to play out sneaking back home drunk and past curfew. I tried to push for him to commit a bigger crime, but in the end, he got his crime scene and I didn't resist and banked the points.
He hit two points I want to bring up:
First of all... there was no overeagerness... I was under the belief that I'd created a really good scene.
Where had this enthusiasm been misunderstood or lost?
Second ...
Dave said "I tried to push for him to commit a bigger crime"
He did something that is very important for the GM of this game... challenging players...
But he did it in the wrong way (yeah, wrong, I think.)
Challenging PlayersIf Dave thought my crime cycle was whimpy, I would have liked the following to be asked:
- Why are you willing to risk capture for this?
- Does your character REALLY think this is a good idea?
- How does this fit into the world of Cadence?
the GM challenging the player on their statements should be a HUGE part of the GM job.
Like... it's up there with bidding points during crime cycles as far as importance.
But I didn't feel challenged, I simply felt refuted.
Here are my suggestions for the future:
-The GM is encouraged to ask "why" and "how" questions as often as necessary... creating a mutually understood tone and reasoning is a huge part of the game.
-The GM should not have the right to say "that doesn't count as a crime cycle." Ever. It felt like railroading when it happened to me.
-The GM should use his/her points as a way of applying appropriate pressure. Banking points during a trivial crime cycle... in order to have more firepower when he/she really wants it... should be a tool that is used both mechanically and to challenge thematic implications of a crime.
EXAMPLE: I commit a small thievery, the GM banks 2 of their points. player B distributes hate literature, the GM banks 1 more point... Then when I go to torch a building, the GM pulls out all the stops and says "I'm going to use these saved points to deliver a strong message about the impact of arson on the game world."
-If a player invokes a tool which seems out of context, the GM should CHALLENGE THAT INVOCATION.
Darcy pointed out to me that invoking a "tough guy" evasion while trying to escape the Inspector eye seemed "Bullshit".
The GM should have the right to say "thematically, invoking that tool doesn't make sense"...
And then the table (entire table, not solely GM) has the right to reach a consensus decision of "we bar invoking that tool under the present narrative circumstances."
Scene FramingIt is the player's job to frame and open a scene.
It is the player's job to indicate the direction of the scene.
If that scene is one that logically involves other people, it is the GM's job to narrate those others, and describe the world that the character is probing into.
When Dave narrated in Nathanial (the NPC with the flask), he did so PERFECTLY.
Nathanial presented local flavour with his "wot, wot" style dialect.
Nathanial represented the crude citizens - dirty, unkempt, low grade.
And when it became obvious that I was fishing for something to go off of...
Nathanial gave me two seperate hooks: the flask... and a pile of parcels he was gathering that he temporarily left unattended.
I bit on the flask angle, and worked that into the story.
This was PERFECT, and exactly how the GM should bring in a reflexive and interactive world to the character, at the player's request.
It just fell apart after that, when we got to the "that's a lame crime, try harder" bit. But let's not fixate on that right now.
The only time when the GM should have scene framing capabilities is when invoking Intolerances... They set the scene.
"You are walking and get lost, and wind up on 5th Ave.... next to the bakery you can't tolerate."
After that, it is the player's job to determine how to react to their Intolerance.
The player MUST commit a crime against it, but what magnitude and what way are entirely player choice.
The player could burn down the 5th Street Bakery, or just throw a rock through the window.
So, in summary:
-Tone and Setting must solely be established at the table, collaboratively and inclusively.
-The player is responsible for framing scenes.
-The GM plays a supporting role in narrating the world.
-The player determines what the crime cycle will be.
-The GM cannot refuse a crime cycle...
-but the GM can, and is encouraged to, ask provocative questions which challenge the player's decisions without attempting to overrule them.
-The player will frame scenes, except for in the case of Intolerance scenes.
Dave - let's me and you back off, give Darcy a chance to chime in... and have others provide some input before we jump back in with more to say, k?