The Forge Reference Project

 

Topic: [LoL] New Player and New GM equals bad mojo
Started by: dindenver
Started on: 2/14/2006
Board: Actual Play


On 2/14/2006 at 5:49am, dindenver wrote:
[LoL] New Player and New GM equals bad mojo

Hi!
  OK, My Thursday Playtest group is IRL and we get a new player this week. They come from a CRPG background and have never played a Tabletop RPG before. Not only that, but it is being run by my Wife (she has very little Gm experience).
  Like over half of all the players in my small circle of playtesters, he wanted to make a Thief (what's up with that?), but I talked him down to Mystic (He knew he wanted to make a Vampire though).
  So afterwords I asked my wife what she was thinking, she said she thought that our group needed a boost before the campaign got underway.
  What happened was she had set aup a nice little village for us to start in, including a gambling house.
  The new character walked in, and hypnotized the cashier to give him a bag of silver. Another character created a distraction and she decided to let it go down successfully.
  I was shocked, but she wass happy and he was happy, but it just seems wrong to me...

  Is this just a personal preference issue or is there a flaw in my game design or..?

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On 2/14/2006 at 8:54am, Eero Tuovinen wrote:
Re: [LoL] New Player and New GM equals bad mojo

Some clarifying questions:

- Why didn't you want a thief in the game?
- Why do the events seem wrong to you?
- Was there overt character motivation in play? In other words, what caused the action you describe?
- What is the goal of your game design here? What should have happened in general terms?

I can say right now that the more I understand roleplaying, the less credence I give to "personal preference" as a diagnostic theory. It simply doesn't have enough explaining power to justify dragging it up.

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On 2/14/2006 at 5:08pm, dindenver wrote:
RE: Re: [LoL] New Player and New GM equals bad mojo

Hi!

- Why didn't you want a thief in the game?

  Well, in my opinion, Thieve's are disruptive to a normal group. Unless the whole party is in on the Thieve's schemes.

- Why do the events seem wrong to you?

  Well, fitst it is supposed to be a heroic game. Second, the character would know that they had a power used on them and alert the managementm causing some osrt of continuing plot complication.

- Was there overt character motivation in play? In other words, what caused the action you describe?

  Nothing, the new player just got an idea and the new GM didn't see anything wrong with it since she felt we needed more money. This notion is flawed since we all had plenty of Destiny Points. If I were GM'ing, I would have used this opportunity to better explain the setting and the theme of the game to the new player.

- What is the goal of your game design here? What should have happened in general terms?

  Basically it is a heroic game, I would hope that players would be motivated through the Reputation System and general cooperation to try and make a positive change in the game world.

  Maybe I am blowing it out of proportion, but still, was curious what others would do about a situation like this.

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On 2/14/2006 at 5:29pm, TonyLB wrote:
RE: Re: [LoL] New Player and New GM equals bad mojo

dindenver wrote: Well, in my opinion, Thieve's are disruptive to a normal group. Unless the whole party is in on the Thieve's schemes.


Honestly, I'd say that any character type can be used as a tool by a player who wants to do something the rest of the player group isn't interested in.  If you're trying to foster party unity and a cohesive focus of action then that's disruptive.

A proselytizing priest who went around citing the heroism of the party as a testament to his God would be disruptive if the other players didn't want to pursue that story-line.  It's not just thieves, right?

Basically it is a heroic game, I would hope that players would be motivated through the Reputation System and general cooperation to try and make a positive change in the game world.

Maybe I am blowing it out of proportion, but still, was curious what others would do about a situation like this.


Uh ... this is basically playtesting of your own system, right?

Because if I've got that right then what I would do about a situation like this is say "Alright!  Valuable playtesting!  The Reputation System isn't gripping people strongly enough to immediately drive them towards heroism.  Now I'm going to keep playing, with eyes wide open, and see whether it gradually brings them around.  If not then I probably need to redesign the system, taking these new insights into account."

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On 2/14/2006 at 5:42pm, Sydney Freedberg wrote:
RE: Re: [LoL] New Player and New GM equals bad mojo

dindenver wrote: Thieve's are disruptive to a normal group......it is supposed to be a heroic game....I would hope that players would be motivated through the Reputation System and general cooperation to try and make a positive change in the game world.


What's "a normal group"? What's "heroic"? What's "positive?" And how are your players supposed to know?

It sounds like your Reputation System is supposed to show players the answers to at least two of those three questions. Except the message didn't get across (this is Tony's point), which could mean any of a number of things:
- Your players and GM didn't really understand the Reputation System. This implies that they're not paying attention, or your rules aren't clearly written, or both. Since you're writing the game, the burden is on you to make them excited enough to pay attention -- so this is on you, not them, either way.
- Your players and GM understood the Reputation System, but they didn't care. This implies that they just like different stuff than you do, or that the Reputation System's rewards for doing things "the right way" are too small compared to the rewards of doing things "the wrong way" (e.g. scamming people out of money). Since you're writing the game, the burden is on you to make them excited about doing things "the right way" -- so this is on you, not them, again.

[quote ]the character would know that they had a power used on them and alert the managementm....


Okay, let's assume that's true -- it's your game world, you're probably right about it. But, again, how are your players and GM supposed to know that? As above, either your rules aren't clear and they didn't understand this (and it's your job to make them understand), or your rules are clear and they just didn't care (and it's your job to make them care).

...causing some osrt of continuing plot complication.


What's wrong with a continuing plot complication? What's wrong with unheroic elements in a heroic story?

Think about Star Wars (you've seen the original Star Wars, right?): Han Solo did shady stuff before the first movie even started, he got in trouble with Jabba the Hutt, and it kept dogging him through all three movies until he and his friends finally faced that part of his past and dealt with it. Was this "continuing plot complication" something that ruined the main, heroic theme of the movies, or something that made the main, heroic theme even more cool?

the new player just got an idea and the new GM didn't see anything wrong ....If I were GM'ing, I would have used this opportunity to better explain the setting and the theme of the game to the new player.


Let me get this straight:

I'm a new player in your group. I come up with an idea I think is cool -- "hey! Let's scam some cash off people!" Now:

Alternative Reality 1: Your wife is GMing. She says, "fine!" We spend the rest of the session doing the scam.

Alternative Reality 2: You are GMing. You say, "no." (Or you talk to me about how risky it will be, and how much "continuing complication" it will create, until I give up -- same thing as "no," just slower). We spend the rest of the session with you "explain[ing] the setting and the theme of the game" to me. I don't get to do my cool idea.

I'm sorry, but I think I'd rather play with your wife as GM.

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On 2/14/2006 at 5:49pm, Eero Tuovinen wrote:
RE: Re: [LoL] New Player and New GM equals bad mojo

What to do about the situation: depends on whether you're the game designer, GM or a player. Different responsibilities and privileges.

That being said, it seems to me that insofar as this isn't what you'd like the gameplay to look like, one could say that there's a problem with your game design. Had the new GM read the rules? If so, did the rules instruct the GM to intervene this way or that in a situation like this? Likewise, is there any rules or procedures the players are supposed to follow that, when applied, lead towards a heroic game?

If the perceived problem is orthagonal to the rules (that is, the rules do not address the issue), it seems you have your work cut out for you in designing rules that cause the kind of play you want. Likewise if the issue is addressed, but that address is inefficient. I suspect that even at best the latter is the case; your game seems to be rather traditional in allocating GM duties, which means that the GM can do exactly as he pleases in this kind of situation. You'll note that (apparently) you didn't intervene in the situation yourself during the game. Why not? Probably because it's the GM's pregorative to intervene or allow this kind of stuff, right?

That latter is an interesting question: if you thought that the management should have interrupted the scheme of the character, why didn't you cause that to happen? Are other players made impotent in your rules in this kind of situation? It seems to me you stumbled on quite tricky a problem here; if a player disagrees with how the GM runs a situation, there's no recourse anywhere. You the player just have to take it. Whether this is a lack or feature of the rules depends on your expectations.

What I'm coming to, however, is that even if your game explicitly said somewhere that the GM should punish villainous action, for example, I doubt even that would be efficient. A traditional GM is fundamentally overburdened by the routine of running a game; a novice GM has little chance of running additional plot-control measures on top of adjucating the rules. That's why it takes so long to learn to GM. From this perspective the problem is not in your rules or the GM, really, but in the whole idea of a GM; it simply takes time for a GM to learn the craft, and there's little you can do if you insist on traditional power duties.

From your answers I gather that your main solution to getting players to play heroic characters is GM instruction; you yourself would have blocked the events in the game and instructed the players in proper heroic values and the purpose of the game. Do I have that right? If I do, would you say that the reason the new GM didn't do this is that the game doesn't have rules to that effect, or that the game has the rules but the new GM didn't follow them? In other words, is the course of action you describe for yourself a part of the game's rules, or is it just how you prefer to run the game?

--

Thieves, an interlude: if you don't think thieves make good characters, why is there the option of playing them in your game?

--

From your description I imagine that the GM was slow in establishing situation in the game, and that's why the new player took initiative in this manner. Do I have that right? How does your game system address that interminate moment when everybody sits down to play, characters at ready, and somebody should start the adventure? Who does it? How? How do you make sure that the adventure will be heroic?

It seems to me that the player in question had initiative, which is a good thing. Perhaps you should be considering how to direct players to heroic endeavours instead of villainy? Alternatively, you could lose the preconceptions and work on supporting villainous choices, too.

--

What I would do in this situation if I was the game designer: I would ensure that my rules make it easy to start heroic adventures, and give some reason for doing so.

What I would do in this situation if I was the GM: I would validate the player's action; if we were supposed to be playing an adventure game, then I'd probably portray consequences in the manner of a trickster story, with light heart and ironic posture.

What I would do in this situation if I was a player: I'd play counterpoint to the initiative the other player took; perhaps my character would try to solve the crime, or he'd come along and become a sidekick of the master criminal.

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On 2/14/2006 at 6:19pm, dindenver wrote:
RE: Re: [LoL] New Player and New GM equals bad mojo

If you thought that the management should have interrupted the scheme of the character, why didn't you cause that to happen?

  lol, funny thing was, we started on this train of thought of the new player looking for ways to use his Dominate Technique. His first few suggestions, I explained why they weren;t such good ideas. And then he latched on to the idea of using it on the cashier and by then I was tired of being a negative nelly, so I just said, "I don't think so".
  Then, I had to go to the bathroom. I was only gone a minute or two. When I came back the wheels were in motion and his victory was all but assured.

  You asked a ton of questions. But I think you did point out where there was a disconnect. The rules for Dlominate are kind of loose. And it does not specify, one way or the other, if the target is aware of the fact they are being Dominated. This was the first time the power had been used in play, so the issue had never come up before. I'll go back through the Techniques and really try to iron out the descriptions.

  As to the overall arc of the rules, they reinforce heroic play to a point. There is support for Villainous play. And it does not require Genre rules or optional rules or anything like that. They key difference is that players vie to accumulate Negative Reputation instead of Positive.

  I don't feel that it is a GM authority issue. By and large, in the case of scene framing, the game is supposed to follow more like Improv, with the GM being a Judge between two opposing directions of action when there is a disparity.

  When I GM, I try to let the players do what they like and just have the world react according to the setting. With new players, I try to give instruction and warning before they do anything that might end up in the game turning out to be "not fun". Certainly, I am not some kind of dog trainer (I don;t think you implied that I was, just trying to be clear) that leads every player on a leash through the possible/acceptable actions and outcomes. But in the case of a new player. Who has never role played before, I would take extra time to set the right mood and precedence.

  As to my emphasis on Thieves as inappropriate characters for most groups, it comes from the fact that the thieves have skills that most players don;t buy, or don;t buy much of, like Stealth. Imagine the movie "Italian Job", now imagine every character is a Boxer, suddenly it becomes a different movie, no? A highly complesx and intricate caper becomes a Farce. Don;t get me wrong, it can be done. And witht eh right group, it can be insanely fun and interesting. But, I feel that it is an advanced role that requires a certain amount of player skill/maturity to pull off without taking a disparate amounf of game time or derailing games into "How are we going to bust the Thief out of Jail/get him resurected"...

  Thanks for taking the time to read this thread guys, it is definitely giving me something to work with!

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On 2/14/2006 at 7:57pm, Adam Dray wrote:
RE: Re: [LoL] New Player and New GM equals bad mojo

I don't think the loose rules for Dominate are the problem. The problem is that you want your game to be all things to all people and yet you don't want people to play your game in certain ways. Can you see how you can't have it both ways? When we asked you, weeks ago, "What is your game about? What do the characters do?" this is what we meant. The answer is that you hope the adventures are heroic, yet you put in support for villainous anti-heroes.

I also get the feeling that you were GMing from the back seat -- not letting your wife do her thing on her own. You basically say, paraphrased, "everything was going great till I turned my back on those pesky kids, then they went and did something I didn't like." Well, if you hadn't been there at all, that's how they would have played your game. If you're going to be a player in your own playtests, don't also be the GM. Let the mistakes be made, take notes, and see why your game leads people to do what they do, even if you don't like them.

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On 2/14/2006 at 8:54pm, dindenver wrote:
RE: Re: [LoL] New Player and New GM equals bad mojo

Hi Adam!
  Well, I don;t think I am trying to make a game that is all things to all people. Yeah, I put in rules for what happens to your character when you do something bad, but let's face it, even the good guys sometimes do something bad...
  I think I understand your point, but I don't think it is valid here. I know what I want the players to do. And I know how far I want to take the rules in order to push people in that direction. I feel that I am pretty close to that point. I admit that some tweaking might be in order, but I don't think that is why this situation occured.

  As to backseat Driving, I don't think that is the problem here either. I've been the player, not GM, in our Thursday night games for over a year and I have learned to let go and be a player. Also, I work from home Thursday nights, so it is hard for me to do much more than play. When the new player bandied about the idea of using Dominate on this or that character, we all were pretty much kibitzing them with suggestions as to why that was a bad idea or why it needed some work before the character tried it. I have been giving GM tips to my wife, but I have tactfully waited until the session was over and so far my comments have been welcomed.
  Thanks for reading this Adam!

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On 2/14/2006 at 9:25pm, Paka wrote:
RE: Re: [LoL] New Player and New GM equals bad mojo

dindenver wrote:
  I think I understand your point, but I don't think it is valid here. I know what I want the players to do. And I know how far I want to take the rules in order to push people in that direction. I feel that I am pretty close to that point. I admit that some tweaking might be in order, but I don't think that is why this situation occured.


Here's the problem.  The player wanted to play a Thief.  You had to step up and bargain him down to a different choice.

Why is taking a Thief, that I am assuming is a valid choice in the game's rules a problem?  Is there anything in the rules to let GM's who have your book without you at the table that a Thief is going to be a problem character and why is it a problem again?

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On 2/14/2006 at 9:31pm, TonyLB wrote:
RE: Re: [LoL] New Player and New GM equals bad mojo

dindenver wrote:
  As to backseat Driving, I don't think that is the problem here either. I've been the player, not GM, in our Thursday night games for over a year and I have learned to let go and be a player.


You so really haven't.

Look at this pattern:  Player A wants to do something.  Player B tells him why he can't.  Repeat.  Repeat.  Repeat.  Player B gets up and goes to the bathroom.  When he gets back, everyone is having fun.  Player B immediately discovers that their fun derives from the fact that they have done something that he would have vetoed if he were present.

I recommend in the strongest possible terms that you arrange playtests which you do not attend.  In fact, let me state my strong terms:  If you do not do this I am utterly confident that your game will tank when played by anyone not personally trained by you.  I think people will testify that I have personal experience in this regard.

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On 2/14/2006 at 10:03pm, Joshua BishopRoby wrote:
RE: Re: [LoL] New Player and New GM equals bad mojo

dindenver wrote: When the new player bandied about the idea of using Dominate on this or that character, we all were pretty much kibitzing them with suggestions as to why that was a bad idea or why it needed some work before the character tried it.


What exactly were these suggestions?  That he didn't have enough Power Points to activate the power?  That he might get caught?  That he might invalidate his character concept?  That it might derail the game and bore the other players?

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On 2/14/2006 at 11:07pm, dindenver wrote:
RE: Re: [LoL] New Player and New GM equals bad mojo

Hi!
  Tony, I'll PM you and ask how to set that up. I have no idea.

  Josh, Most of the player's objections centered around us being in this town for another day and not wanting to get caught/worse just so he could try his new doodad.

  Just to be clear, I didn't raise a stink or anything. But after it was all done, I wondered how we got there. I don't think it's the end of the world or anything, but I did try and ask some questions to figure out how that happened. Try to get at was it just a random idea or was there something in the system encouraging this behaviour.

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On 2/14/2006 at 11:29pm, Valamir wrote:
RE: Re: [LoL] New Player and New GM equals bad mojo

Of course there was something in the system to encourage that behavior...you put the Dominate Power in the game...

You can't put powers in the game and then be shocked when player's use them.  I mean really...if I had the Dominate Power in real life the first thing I'd do is figure out a way to use it to get mad cash...ok...well...maybe the SECOND thing...but really, why is it so astonishing that a player would do that?

Don't put it in the game if you don't want players to use it. 

Honestly one of the silliest game designer statements I've ever read on these boards is "Well, in my opinion, Thieve's are disruptive to a normal group."  Dude...YOU put the thief into the game...and then you don't want players to actually use it?

Here's a hint...find a way to make thieves in your game fun and not disruptive...or ditch 'em.  Any sense of "I put them in there because people expect to see them, but I never really want one in my campaign" needs to be eradicated from your mind or your entire game design effort is a collosal waste of time.

And I mean that in the most constructive way possible.  Design the game YOU want to play and make rules to support the way YOU want to run it.  If you don't like thieves in your games...don't put them in your games.  If you don't want players dominating NPCs...don't put that power in the game. 

Game design tip #2:  take the total number of pages you have written about your game right now.  Divide that by 3.  You'll be ready to start serious playtesting when you cut your page count down to that 1/3 number.  Why?  Because then you'll be forced to decide...to REALLY decide what it is that's important to you and what you're trying to accomplish with this game.  I don't care how good a game designer you are, I guarentee 2/3ds of what you have written is shite.  That's not insulting, I apply that same rule to me as well.  Cut Cut Cut Cut...when you go to a steak house you want the best cut of meat...when you go to a game store you want the best cut of game.  Force yourself to make the hard choices you need to make.  If you're sitting on stuff in your game that you don't use all the time (and I mean all the time not maybe-once-someday) ditch it.  Cut it.  Dump it.  Its a malignant tumor in your design and you need to get it gone.

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On 2/14/2006 at 11:59pm, dindenver wrote:
RE: Re: [LoL] New Player and New GM equals bad mojo

Hi!
  I did not let the player bring a thiefly character.
  There is no "Thief" built into my game. It's classless. Andonly one skill that could only be used by a Thief (pickpocket)

  As to your second point, I'm doing my best to edit it to be the game I want to play. I've added some stuff, I've deleted some stuff. It's shaping up rather nicely. I'm typically not very verbose, so in all likelihood, I need to add, rather than delete. But I will take that under advisement and see what can go.

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On 2/15/2006 at 12:00am, Joshua BishopRoby wrote:
RE: Re: [LoL] New Player and New GM equals bad mojo

dindenver wrote: Most of the player's objections centered around us being in this town for another day and not wanting to get caught/worse just so he could try his new doodad.


What's so bad about getting caught?  (He asked innocently.)

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On 2/15/2006 at 12:27am, dindenver wrote:
RE: Re: [LoL] New Player and New GM equals bad mojo

Hi!
  We were in a small village of only 500 Trolls. We were leaving with a caravan in the morning. So we had to be on our best behaviour for a few hours more. And I don;t think the players quite understand just how powerful they are, they might have been afraid that they would get overwhelmed.
  I guess the prob's I have are as follows:
- First real action of a new Roleplayer was not so heroic in our heroic game
- Whether or not my game encourages this sort of banditry (of course I put Dominate in there to be used, but was hoping that it would be used against evil)
- Whether or not I gave the GM enough tools to decide the outcome in a way they prefer (after talking to her, I feel that it went they way she wanted)
- Whether this is a "dangerous precedent" or a larf
  So, that is where I am coming from...

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On 2/15/2006 at 12:44am, Paka wrote:
RE: Re: [LoL] New Player and New GM equals bad mojo

dindenver wrote:
Hi!
  I did not let the player bring a thiefly character.
  There is no "Thief" built into my game. It's classless. Andonly one skill that could only be used by a Thief (pickpocket)


If you didn't want the skill to be used in the game, why is it in the game? 

If you don't want the players to use Dominate against each other, how about some rules depicting great risk or consequences for doing so.

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On 2/15/2006 at 1:31pm, nsruf wrote:
RE: Re: [LoL] New Player and New GM equals bad mojo

dindenver wrote:
  As to the overall arc of the rules, they reinforce heroic play to a point. There is support for Villainous play. And it does not require Genre rules or optional rules or anything like that. They key difference is that players vie to accumulate Negative Reputation instead of Positive.


So how did the reputation rules come into play in the scam scene? Or if not, why not?

From your objections to the scene, I gather that you want the rules to encourage heroic behaviour - or at least force a conscious decision between good or bad behaviour. So why did this not happen? Could it be that your reputation system is basically "tacked on", instead of being an integral part of the rules? What I mean is: does a character's morality have a direct impact on his actions, or does the GM have to remember to even invoke the reputation rules as an afterthought to a scene?

For example, I consider the humanity rules in the old Vampire, the sanity rules in Call of Cthulhu, or the honor rules in Hackmaster to be basically "tacked on". Each of the games claims to put a lot of emphasis on the subject, but instead of making it an integral part of resolution, they use vanilla task resolution and leave it to the GM to maybe add or subtract a few points once things are done. Since this basically amounts to extra book keeping and has no meaningful impact on character effectiveness and tactics, it tends to be forgotten.

If you really want these decisions to matter, try to make them the first thing a player considers before deciding on a course of action, instead of the last. E.g., you could have a "morality score" that adds to your chance of success for good acts andis  subtracted for evil acts (negative morality enhances evil). Or even use attributes based on morality ("selfish", "loving", etc.) instead of the usual physical/mental competence stuff.

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On 2/15/2006 at 5:53pm, Valamir wrote:
RE: Re: [LoL] New Player and New GM equals bad mojo

- First real action of a new Roleplayer was not so heroic in our heroic game
- Whether or not my game encourages this sort of banditry (of course I put Dominate in there to be used, but was hoping that it would be used against evil)
- Whether or not I gave the GM enough tools to decide the outcome in a way they prefer (after talking to her, I feel that it went they way she wanted)
- Whether this is a "dangerous precedent" or a larf


Good summary.  Fortuneately I think there is a pretty easy solution to all of it.  And that is to give your reputation system some real teeth.  Perhaps you could summarize how your reputation system works now for us.

I'm thinking off the top of my head that reputation should have an immediate and heavy impact in the game, so much so that if you gave the player the option to increase any one of their characters attributes, the one they'd be most likely to increase is reputation.  To that end you have to make sure that having a high reputation has as much effect (or better...more) than having a high strength or high dexterity.

I'm thinking things like:
Allies:  As your reputation increases important people want to be your friend.  Gain both more allies and more important allies as your reputation goes up.  People who WILL help the character to the best of their ability (in full expectation that the character will also help them).

Cheap Goods: One of the best parts about being a celebrity is all the free stuff people give you.  Perhaps the easiest way to account for that in a game is just to make things cost less for those of high reputation.

Legal Aid:  Every body knows the rich and famous don't have to obey the same laws as everybody else.  With a high enough reputation jail terms and time in the stocks can be dealt with with no more than a trifling fine.

On the down side you can reverse many of these.  Instead of allies willing to help you have rivals wanting to get you or blackmail you.  Instead of Cheap Goods things cost more because no one wants to deal with you and you have to bribe shopkeepers to not throw you out or use the black market.  Instead of Legal Aid, you're wanted and the authorities actively pursue you.  The fines to avoid jail time are enormous and will likely bankrupt you.

You could probably think of better ones more closely tied to your setting.  Point being, make reputation something VERY useful (I recommend doubling what you're first inclination is with regards to how useful) and then make guidelines for obtaining reputation that adhere to your standards of heroic play.  Players will see reputation as something valuable, they will do what they need to to get it. 

Its then a relatively simple manner to outline how different people/cultures/factions in your world react to different levels of reputation.

Something like that should take care of all of your above issues, and set your game apart as something more than normal fare.

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On 2/15/2006 at 6:15pm, Joshua BishopRoby wrote:
RE: Re: [LoL] New Player and New GM equals bad mojo

nsruf wrote: If you really want these decisions to matter, try to make them the first thing a player considers before deciding on a course of action, instead of the last. E.g., you could have a "morality score" that adds to your chance of success for good acts andis  subtracted for evil acts (negative morality enhances evil).


Or have two scores: Righteousness and Cynicism.  Every time the player rolls the dice, they must say whether the act is righteous or cynical, and the opposite score acts as a negative modifier to the chance of success.  So your high-righteous guy has difficulty bringing himself to parlay with the assassins, and the high-cynic guy has trouble saving the day without demanding a cut for himself.

The specific mechanics of it are irrelevant; what matters is that every roll the player has to think about whether he's being a hero or not.

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On 2/16/2006 at 2:31am, Noon wrote:
RE: Re: [LoL] New Player and New GM equals bad mojo

dindenver wrote:   The new character walked in, and hypnotized the cashier to give him a bag of silver. Another character created a distraction and she decided to let it go down successfully.
  I was shocked, but she wass happy and he was happy, but it just seems wrong to me...

I know you were in the bathroom, but when you got back, were there any signs of rapid planning and social feedback having happened? Like the players were sort of looking at each other like they'd hatched a plan together and felt pretty damn pleased with themselves as a group (including the GM)?

Rather than rules, I'm wondering about the actual agenda.

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On 2/16/2006 at 3:17am, dindenver wrote:
RE: Re: [LoL] New Player and New GM equals bad mojo

Hi Cal!
  No, was not a real plan. In fact, I remember asking (my char is a Monk and didn't partake of the gambling so I couldn't do anything about it except kibbitz) "What if he gets spotted using his power?" And only after the new player had started figuring out what he needed to add/subtract from his roll did another player, who's char was already gambling, volunteeered to be a distraction.
  My char wasn't there and I figured my Wife was the GM, so I stopped objecting. It seemed like the new player was more interested in taking Dominate out for a spin than telling a cool story or accomplishing an in-game goal. I guess if he has been playing San Andreas, this was pretty tame in comparison, lol

  Om a side note, I think the Rep system will prolly do it's bit. He'll take a hit and if he is jerky "in game" then he'll have to go through the no man's land of low rep (most chars start with between +6 and +8 positive rep) until they start reaping the perceived benefits of negative rep.

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On 2/16/2006 at 7:07am, Noon wrote:
RE: Re: [LoL] New Player and New GM equals bad mojo

dindenver wrote:
Hi Cal!
  No, was not a real plan. In fact, I remember asking (my char is a Monk and didn't partake of the gambling so I couldn't do anything about it except kibbitz) "What if he gets spotted using his power?" And only after the new player had started figuring out what he needed to add/subtract from his roll did another player, who's char was already gambling, volunteeered to be a distraction.

That is the sort of real plan I'm refering to, when one player hears what another player is doing and chips in what resources/tricks they can, to help out. When you found out the other player volunteered, did he tell you? Did he have a bright spark in his eye and spoke about it quickly, like this came to him in a natural and fluid way?

  Om a side note, I think the Rep system will prolly do it's bit. He'll take a hit and if he is jerky "in game" then he'll have to go through the no man's land of low rep (most chars start with between +6 and +8 positive rep) until they start reaping the perceived benefits of negative rep.

With the information so far I'd bet he starts giving to charities or doing 'good' deeds, not as a way of depicting a hero or telling a good story, but as a way of micro managing his reputation so as to remain 'safe' while honing his reward reaping skills despite the impediment of the rep system.

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On 2/16/2006 at 3:01pm, c wrote:
RE: Re: [LoL] New Player and New GM equals bad mojo

Hi Dave,

You mention in your first post that half your players wanted to play Thieves. You say your game is skill based and not class based, this lead me to two thoughts that I didn't see mentioned.

1. Something about the skills of the Thief makes those skills either seem cooler, or something about the system suggest those skills may be more effective.
2. Your playtesters may have no interest in being heroic.

I'm also curious, are you using a stat plus skill type system of resolution? For instance pick pocket + dexterity or some similiar idea?

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On 2/16/2006 at 5:35pm, dindenver wrote:
RE: Re: [LoL] New Player and New GM equals bad mojo

Hi!
  In order to gain reputation, all you have to do is help others. To maintain it, all you have to do is not harm others (or more accurately, not get caught).
Gaining Reputation requirements Table
Reputation--Witness--Witness Involved--Effected Not Involved--No Reward
-10 to 2-----------Y----------------Y/N-----------------------Y/N-------------------Y/N
3 to 5--------------Y------------------Y------------------------Y/N-------------------Y/N
6 to 8--------------Y------------------Y-------------------------Y---------------------Y/N
9 to 10------------Y------------------Y-------------------------Y-----------------------Y
Witness – The minimum way to gain positive Reputation is to have a witness that can recall the helpful deed.
Witness Involved – If there are witnesses that had a stake in the aid provided, the word will be spread further and wider, and higher Reputation Stats are possible.
Affected Not Involved – If the character was able to help and prevent the effected witnesses from having to exert any effort, the gain in Reputation will be even better.
No Reward – The only way to gain the ultimate levels of Reputation are to help without any desire for apparent reward.
  It effects interpersonal skills. It moves slowly, so micromanaging is not required. But it does effect the game world. And being in and around 0 (so called neutral) has no benefits...

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On 2/16/2006 at 8:16pm, c wrote:
RE: Re: [LoL] New Player and New GM equals bad mojo

Hi Dave,

If that was directed to me, I don't feel you answered my question. Perhaps I'm missing something? It did make me wonder something else. You say that the highest level of reputation can only be gained by the character helping someone without thought of reward. What I would like to know is who judges this criteria?

If the Gamemaster does then you can have a serious situation of deprotagonization if the Gamemaster says the condition hasn't been met when the player thinks it has. If the player judges then it's not really a condition as the player will receive the award when they say they receive the award.

Forge Reference Links:

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On 2/16/2006 at 9:07pm, Sydney Freedberg wrote:
RE: Re: [LoL] New Player and New GM equals bad mojo

This is an interesting system. But Clyde's right: if the GM is the only person who decides whether or not the criteria are met, this could easily become "get a reward for doing what the GM likes and get punished for doing what the GM dislikes."

Also, while it makes sense that characters can only earn or lose points in "Reputation" from things they do that people find out about, that doesn't map to "heroism" very well. Think of how much of the most heroic action in The Lord of the Rings or Star Wars happens without witnesses, with only two or three people alone together (Luke, Vader, the Emperor; Frodo, Sam, Gollum) -- not all of whom even survive. A "did anyone see you?" system doesn't encourage people to be heroic in such situations; it encourages "don't do good deeds, when no one's watching you!"

Maybe you have another system where players get rewards for doing the right thing when no one's watching -- Inner Strength points, or whatever. But if Reputation based on witnesses is all you've got, then you're actually encouraging unheroic, cynical play.

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On 2/16/2006 at 11:21pm, dindenver wrote:
RE: Re: [LoL] New Player and New GM equals bad mojo

Hi!
  Sorry Clyde, that rep post was for Cal.

  Prolly the second option. One of the Thief wannabes always tries to play evil in our campaigns (sometimes well, sometimes not so evil, but never in a way that is disruptive to the group). The others I am not sure about, except to know that they are not 100% on the heroic vibe (more anti-hero-ish). It strikes me as odd mostly because my book has a whole page explaining why Theives aren;t alkways a good match in most parties, lol In fact, some of the players have made Warriors with tons of Thief skills, lol

  Yeah, it is Roll, plus skill, plus Ability mod, plus circumstantial mods vs TN/Opposing roll

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On 2/16/2006 at 11:46pm, Joshua BishopRoby wrote:
RE: Re: [LoL] New Player and New GM equals bad mojo

dindenver wrote: One of the Thief wannabes always tries to play evil in our campaigns (sometimes well, sometimes not so evil, but never in a way that is disruptive to the group). The others I am not sure about, except to know that they are not 100% on the heroic vibe (more anti-hero-ish).


Are you sure your friends should be playing this game, Dave?  It sounds like you're trying to make some guys who only like Vanilla Ice Cream try out your Caramel Ripple Fudge.

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On 2/17/2006 at 1:07am, dindenver wrote:
RE: Re: [LoL] New Player and New GM equals bad mojo

Hi!
  We got a pretty good group. It's a mix though. We all naturally pick different kinds of characters.
  Even when we did an "Evil" campaign in Blood of Heroes, we were not too bloothirsty or particularly evil. We were more of evil masterminds, manipulating the world through plot and sabotage...
  Tom is the guy we can trust to make an evil/anti-hero character in our games. I think it stems from his Punk attitude and general dislike of authority.
  Lawrence is  new, I dunno where it's coming from. I told him Tom already had a Thief and he didn't feel like making a second, so we didnl't get into the whole we're all heroes shpeel with him. Which I now regret.
  The other guy is one of my on-line playtesters and I think he just did it to be different.
  Cheryl (my wife) always makes a upright good guy (good gal?) and when we all voted to play a second evil campaign she was never very open to it (in fact she was the GM for our one evil campaign).
  Pat is the ultimate casual gamer. He plays what everybody else is playing. His chars are creative and easily motivated by money, lol
  Eric is an old-school wargamer. When it comes to RPGs, as long as he gets to beat something up every two or three sessions he's happy. I think he usually makes chars modeled after himself. So they are usually intellectuals with combat potential (moinks, mages, etc.).
  Nate is sort of passive/aggressive. He never says what he wants. Even when he GM'd Exalted. He's a good guy though, and is good at finding math glitches, etc.

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On 2/17/2006 at 3:09am, c wrote:
RE: Re: [LoL] New Player and New GM equals bad mojo

Hi Dave,

I thought you might be doing something like attribute + skill. The reason I asked is I was thinking that if you want to promote Heroism why not make an attribute called Heroism. Heroism could be your only attribute, and you define when it can be used. For instance:

Heroism can be used when:

• You help others.
• You fight evil.
• You do something reckless, like swing from the chandalier
• You know what you want on this list better than I do.

This would mean that you wouldn't have to try to force players to be heroic, they could be bad if they wanted, but when they were bad they would be only as effective as a normal human. This could also help tone down the need to keep track of reputation, as the players could invest in their heroism which will determine how heroic they want to be. I think if you did something like this you wouldn't have to convince anyone not to make thieves. Thieves would be suboptimal, unless they were like Robin Hood.

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