Topic: [3E] The Straw That Broke The Camel
Started by: greyorm
Started on: 12/22/2004
Board: Actual Play
On 12/22/2004 at 1:37am, greyorm wrote:
[3E] The Straw That Broke The Camel
A new (and surprising) update about my continuing adventures with 3rd Edition Dungeons & Dragons. For those of you not familiar with my game's history, you should check the following links. The basic run-down is thus: I'm running Narrativist 3E game, possibly vanilla; we play on-line via mIRC chat for a couple hours once a week. We also use a variant of TROS' Spiritual Attribute system in order to derive experience points for characters, and supposedly to help drive the game.
Previous threads in this series can be found here, in descending order (newest first): Frustrations with 3E, Thank God for NPCs: More Frickin' 3E, Pseudo-TROS SA's in D&D, Braving the Wrath of Dav, Narrative 3E: Real Time & Effects on Play, "No Myth" with D&D, More Player-Driven 3E, Raven's 3E Game, and Non-silly D&D.
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The last session of the game we held ended in a frustration that seemed insurmountably huge at the time; since then, reflection has made me realize there were other factors at work, and the situation itself was little more than a molehill -- a typical blip on the radar that my own reaction to increased in apparent magnitude.
The situation in game was as follows: the elven outcast and the royal-blooded priestess had found themselves in the underworld after a plainly railroaded set-up getting them there. Me, bad. They found themselves in battle with skeletal warriors loyal to the Lord of the Dead, and then the situation became worse. The priestess became trapped inside their ranks, the elf (who had just recently pulled free of their clutches) turned around and dove back into the fray, hoping to help her out. He was cut down by a series of critical hits done by the three enemies he faced. The priestess, meanwhile, spent six rounds protected by her Sanctuary spell, until it expired along with her in the ensuing attack.
(Note, I do not mention the fate of the warrior woman here as her player was out of the game for a few weeks due to illness.)
Now, I could have (perhaps even should have, given that they expected me to do so) pulled their bacon from the fire with various plausible dues ex machina, but I said, "So, should I just let your characters bite it? Or do you want to keep playing them?"
That vaguely innocent statement led to what transpired thereafter. Maybe the curtain fell down when I said those words, maybe pressure had been building from the start of the TROS XP experiment, maybe they were not comfortable with the game occuring in the underworld (having essentially been forced there by me), but everyone (and that includes me) left the game very frustrated with the whole situation.
This led to an e-mail from me about the situation to the player of the elf, who is also the only other player who has GMed. In that, besides detailing various thoughts I had about what we could do about his character's specific situation and how it ultimately should be his choice, I brought up a number of frustrations I had been dealing with as a gamer, as a player in his previous game (and elsewhere), and a few points about where I thought was failing as GM.
One of the things I had said in the e-mail was:
Basically, I see my job as GM to expose the characters to possible crisis points and let you shape the story through how you choose to react to those events; heck, even further, you should be setting up the events you want to see happen, that you want to enter crisis or be resolved in play /right now/ (as opposed to some unspecificed time later). In fact, this is supposed to be the function of the XP Award system we switched to: you'll note every one of each person's Awards is a possible crisis or conflict, meaning that those are supposed to be the adventures (rather than any ideas I have).
He responded to this by stating such a method would be ideal in a perfect situation, but that we were not in an ideal situation, giving reasons why this was so. I agreed with him in principle about a few of the points he made, but not about the above method requiring any sort of "perfect world" scenario in order to function. In fact, I wrote a monster of a reply. Really. I just couldn't stop typing.
I broke down various problem areas of play we have talked about on the Forge, using examples and the experiences that led me to feel the way I did about those same situations in my own gaming. I complained about what I felt was wrong with my character and its motivations in his previous game, and my frustrations with how current play was not matching up to my desires for play, that I felt I was beating my head against a brick wall because some of the players did not seem to "get" the idea of player-driven play, and I wasn't making it work very well either.
He brought up his dislike of the new XP system because his character had not earned any XP since the switch, and I agreed, because I had failed to provide situations where his character would have any personal stake, where his Awards could be activated. I simply never saw the opportunities to do so, or never planned them as well as I should have.
Looking back, I feel that the game was out of control, "the plot" had become a monster to whom I was catering, rather than steering by the compass set by the players and their XP Award choices. This situation, in great part, arose from another item he mentioned and I had expanded upon: that we did not communicate to each other as a group very well regarding our play. That the campaign had started off with a traditional creation of an unaffiliated group of characters and no real plot-background material to help tie each seperate creation together.
Yes, we had detailed Setting to derive characters from, but without some sort of group-creation by the players, it was simply not enough to hold the center, leaving me and a contrived plot the only possible pin by which to center and stabilize everything, to bring it all together.
Thus the problem also arose from my not wishing to "break reality" by turning aside from the prominent events that had thus far dominated play, from the plot that had been created to deal with these disparate and unfocused characters, when that is exactly what I should have done. Instead I plodded on, hoping to come to "perfect situations" to involve the PCs and turn events aside to deal with those things.
During all this, something clicked apparently, because one of my players (the one who plays the warrior woman), finally understood something that I had mentioned a few times before, something for which I had switched to using a 3E-compatible variant of TROS Spiritual Attributes system, but which had apparently never fallen into place for her. What clicked was what I meant by "player-driven play" and "character-centric gaming."
So, what happened?
We sat down and ditched the current game. Using group-prep techniques I'd learned here, we set-up a new situation and new characters for that situation. We talked over possibilities, I asked them what sorts of adventures they would be interested in having. We talked about how to tie characters together as a real group, with a real mission that could be pursued logically and realistically, without the group fracturing, based solely upon their backgrounds. I think it worked -- I say "think" because we have not started playing yet.
We have created a small game "Bible" that details the expected Color of the game, possible events, and important background information about the decided upon adventure (or goal) the characters will be undertaking.
At some point I would like to go back to the original campaign, but I'm not sure how to do that right now, and fairly certain it would not be a good idea until I get much more functional play under my belt.
I have considered putting the whole thing -- e-mails and logs of the "character/setting creation" sessions -- on-line (with my players' permission, of course). When and if I do so, I will include a link here at that time.
Forge Reference Links:
Topic 13193
Topic 12027
Topic 10824
Topic 10717
Topic 7167
Topic 6218
Topic 5000
Topic 4003
Topic 3544
On 12/22/2004 at 5:46pm, Marco wrote:
RE: [3E] The Straw That Broke The Camel
I'm sorry to hear that things have been so frustrating for you. I'm very pleased to see you running Narrativist D&D. One of my observations about player-driven play is that, in a traditional game (one GM, multiple players) it doesn't 'really exist' as an absolute.
Because the GM is running the world there will always be competing forces of plausibility and the GM's own desires (which have every right to get met as much as the players, even in an ostinsibly 'player driven game') to contend with.
Having highly-motivated, self-directed players still puts a strong responsibility on the GM and I think your post nailed it. People have dismissed concerns about SA's that lead party memebers in different directions--but clearly it can be a real problem even with competent, willing, players who are not simply hide-bound to the concept of a party (I don't know if that's what happened here exactly, but I expect the character simply leaving the group to 'go get some Xp' would've tasted a bit sour).
That isn't to say that I don't like the idea--just that I don't think it's commonly recognized how hard it can be to make it work with a group of any size.
I'd be interested in seeing the corespondence.
-Marco
On 12/24/2004 at 8:47pm, Jasper the Mimbo wrote:
RE: [3E] The Straw That Broke The Camel
what is "Group-prep" Sounds interesting. I'd like to know more.
On 12/24/2004 at 10:40pm, James_Nostack wrote:
Group Prep?
I'm not entirely sure what Greyorm had in mind, but from context it sounds like meta-gamey discussion about what people want this game to be about: themes, situations, characters, that kind of thing, probably in the early stages of getting the game together. If everybody is upfront about what they want, it becomes easier to focus.
For example: in my experience playing D&D, everybody comes up with some weirdo character, and then the GM has to move heaven and earth to explain why they stick together, and so forth. But if the players agree at the outset to play a band of cutthroat pirates, in theory you'll get more compatible character concepts and a tighter narrative. This may or may not suit your tastes.
Some games incorporate this phase into the rules. Ars Magica has the players team up to build their headquarters, which is a major setting. Nobilis leads the players to design a pocket dimension and a meta-god, both of which are major aspects to the game.
There's probably a lot of ideas about this; I'd love to hear more. Or maybe I got it completely wrong!
On 12/26/2004 at 2:47am, Bankuei wrote:
RE: [3E] The Straw That Broke The Camel
Hi Raven,
I don't know if you remember my experiment with "Ties" as a SA inspired D&D xp mechanic, but that worked out really well for me. I haven't had a chance to try it for more than a one-shot, but I think it could still stay solid for long term play, the only issue being (perhaps) differences in xp/leveling by the various players based on how proactive they can get with it.
Chris
On 1/12/2005 at 6:42pm, Adam Dray wrote:
RE: [3E] The Straw That Broke The Camel
I wrote an XP system called Character Bonds for a bit of Narrative drift for D&D. It might be useful to you.
I've only run three games with it so far and I'm still watching how it's going to work out. So far, players have used their bond points to establish useful coincidences and to influence die rolls widely for more narrative control.
Because I give only a base 400XP per game session (not including Bond rewards), they're starting to figure out how to pull in their bonds for larger rewards.
On 1/12/2005 at 10:00pm, greyorm wrote:
RE: [3E] The Straw That Broke The Camel
I am sorry to everyone that I have not yet replied to any of you regarding your comments on this session. We left on our holiday "vacation" (though, for me, visiting relatives is no "vacation") shortly after I'd posted, and I started my latest semester of school shortly after we returned. I want to thank everyone for their replies, however!
Quick responses:
Marco, soon as I get permission and have the time, I'll put the transcripts somewhere for perusal, or if not, I'll just send them direct to you, if that's alright?
James, Jasper has it right, so "what he said." If you want more in-depth detail of the process, let me know, and I'll try to help you out!
Chris, I definitely recall your experiment with the Ties, and did bring it up with my players as a possibility. There was only expressed interest from one player, but I may bring those into this game in place of the pre-defined Character Awards we had tried to use -- just to add flexibility and player-definition to each session. Might help me become more reactive to the players as GM.
Adam, very cool. I'll hand the link out to my players and ask for feedback, see what way they would like to go with the handling of awards for this campaign.