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Topic: Remarkable Player Apathy: Is it just me?
Started by: Eric J.
Started on: 6/5/2002
Board: Actual Play


On 6/5/2002 at 8:58pm, Eric J. wrote:
Remarkable Player Apathy: Is it just me?

Game: Star Wars D6 with modifications done by me.

Timeframe:1:30-3:00 {break} 6:00-11:00{Episode 1} 8:00-11:00(AM)

Characters: Vyroth Pthero (Human Slicer);Ray Wind (Near-Human friendly commander played by a newbie);Ron Wind (Near-Human content researcher-{Scratchware});Velona Mar (Human Jedi Knight)

GM: ME

Scenerio: In the old republic, near after Episode 2, the Sepertists are becoming a growing threat to the planet Aurora, a world that values it's independance from the galaxy at large. The adventure starts on one of it's space stations, Frost. The Friendly Commander is in charge of security and needs to protect the ambassidors from sepertists in 2 days. He's briefed and informed that the Republic is sending a Jedi Knight to assist him. She has extrodinary sense abilites and is very calm and serene. I messed up, big time, with Ron (the character), as I made him read books most of the time. The player chose his template, so I thought that he wouldn't mind. The slicer is hired to be the auxillary assistant camera maintenance provider. The security is almost impossibly well placed, and the Ambassidors arive, and are escorted to the diplomacy room. They are protected by 3 consecuative force-fields which can only be changed by computer, presumibly by security. The time comes and the room is flooded with poison gas, and they are trapped by what was designed to give them protection, the forcefields. I give the pary 15 rounds before the ambassidors die, with a minute to think about what they're going to do. Vyroth, the slicer decides to try to deactivate the force fields, but can't get all three. Securty is ausalted by a man with a vibroblade making it Ray's (the commander's) job to protect every one. The guy with the vibroblade has much more skill. The Jedi is trapped with the deligates and can't do much to protect them from the gas. The slicer finds it easier to deactivate all power in the space station and it works. The amabssidors are freed. The man with the vibroblade is thrown forward by a fragment grendade the commander uses. Similtaniously the gravity turns off. As the forcefields turn off, the Jedi thinks that the worst is over, but 5 seperatist infantry appear and fire at the Republic deligate and the Auroran deligate and the researcher is trapped in the library with thousands of floating books. The player had the hard desision of deciding which one to save. She saves the Auroran deligate. The body guards, assigned to protect the ambassidors kill off the seperatist soldiurs and the gravity turns back on. Ron (the character) was unable to save himself and dies. The Jedi confronts a Dark Jedi (the guy with the vibroblade) and he runs away again. Scratchware gets to use another template I made and get's the entire party into his ship (except Ron). They dodge fighters and crash land on the planet.

Now, how does this have ANYTHING to do with the title? Well several things.

First: Scratchware's character was killed by falling books when the gravity was turned back on. I found this humerous, because I caries a flare of poetic irony (researcher killed by books). I asked him, afterwards what he liked most about the session, and he said that he didn't like anything because his character died, and complained that I didn't carry over his experience.

Second: When they were crashlanding, Scratchware used some of his experience to save the ship. The jedi's player told him that he shouldn't have used experience to make his roll better because I, as the GM, wouldn't kill off the party, "because then his campaign would be ruined." This severelley ticked me off.

Third: The Jedi's player refused to answere some basic questions about how he felt that the session went. He is the GM, some of the time, and I asked him what experence he would most likelley retell or remember (as GM guidelines often times ask of you to do). He insisted that he would never post on the forge or anywhere else, "Why would I do that?". He has always insisted that "Fine. Kill off my character. It's just a game. It may be a game that I play for 14 hours but it is still a game." Yes. He IS correct but what kind of attitude is that?

Fourth: The player's threats to boycott my campaigns, that occasionally happen, usually when they don't like my decisions.

I'm sorry for making this so dissorganized, but it's hard to summerize something that took about 10 hours to make. Do your player ever have these kinds of reactions. Do they display any emotion whatsoever, besides humor? Mine don't. This was a reasonably researched and prepared campaign, but I can't shake the feeling that I'm doing something wrong. Thanks in advance.

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On 6/5/2002 at 9:37pm, Jake Norwood wrote:
Re: Remarkable Player Apathy: Is it just me?

Uh...wow...I don't know exactly where to start. I'll try here, but I'm actually a bit lost on things, so if my answer doesn't work for you, let me know...

Pyron wrote: First: Scratchware's character was killed by falling books when the gravity was turned back on. I found this humerous, because I caries a flare of poetic irony (researcher killed by books). I asked him, afterwards what he liked most about the session, and he said that he didn't like anything because his character died, and complained that I didn't carry over his experience.


First, you're doing the right thing by asking the players what went well. The thing is that no one cares what you think is funny, they came to play and live through their own fantasies, not to get killed by "poetic justice" or anything else. Now, I have no problem with players dying generally (I wrote TROS...), but I realize that it's a sensitive thing and not everyone can handle it. Scratchware, it seems, can't. Was there any reason for his character dying there? Did it add to the story or atomosphere?

Second: When they were crashlanding, Scratchware used some of his experience to save the ship. The jedi's player told him that he shouldn't have used experience to make his roll better because I, as the GM, wouldn't kill off the party, "because then his campaign would be ruined." This severelley ticked me off.


Is that a precedent you've set? Another thing to say works like this (I do this playing TROS all the time): If someone doesn't spend a force point, then you are all probably going to die. I mean, I'll roll and stuff, but chances are huge that you're all going to die? So, who wants to spend that force point (and, because it was a heroic thing, they'll get it back with a friend at the end of the game, IIRC). Be prepared to kill everyone, but let them know that's what is going to happen and give them a say in it.

Third: The Jedi's player refused to answere some basic questions about how he felt that the session went. He is the GM, some of the time, and I asked him what experence he would most likelley retell or remember (as GM guidelines often times ask of you to do). He insisted that he would never post on the forge or anywhere else, "Why would I do that?". He has always insisted that "Fine. Kill off my character. It's just a game. It may be a game that I play for 14 hours but it is still a game." Yes. He IS correct but what kind of attitude is that?


It's a bad one. We used to play with someone like that. We don't anymore.

On the other hand, it's possible that he didn't have a good time. He should have been more willing to help you out, but he might be a little upset that he's not running/ in control (a lot of GMs don't really know how to play, just how to run). The answer, I think, is group-authorship (Kickers, OOC info, whatever). Ask him where he wants his story to go. Ask him why he chose to play a Jedi--what's he trying to get out of it? Then give it to him.

Fourth: The player's threats to boycott my campaigns, that occasionally happen, usually when they don't like my decisions.


Maybe your group would be happier playing with someone else or in a different style of play. When they create their characters ask them why they chose their templates and what inspiration they have for them. Ask them where they want to go--not "in this adventure," but rather, "how do you see your character--Vader, Fett, Skywalker, Obi-Wan, Han Solo, etc. Then create adventures that are like that, allowing them to do "what they wanted to do."

I'm sorry for making this so dissorganized, but it's hard to summerize something that took about 10 hours to make. Do your player ever have these kinds of reactions. Do they display any emotion whatsoever, besides humor? Mine don't. This was a reasonably researched and prepared campaign, but I can't shake the feeling that I'm doing something wrong. Thanks in advance.


Maybe you're doing too much. Let them take responsibility for their characters and the games. I find that when the stories matter to the players, then they "get into it," no matter what. If the stories don't mean anything to them, then they won't. End of story.

I hope that this didn't sound too harsh, but your problem is a serious one (as far as gaming goes) as well as a common one, and somtimes the problems we have are both internal and external.

Jake

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On 6/5/2002 at 9:49pm, Ron Edwards wrote:
RE: Remarkable Player Apathy: Is it just me?

Hi Eric,

Man, your post is serious stuff. I have no easy answers, but I'm familiar with a lot of what you're describing.

Tell me if the following situation is at all like yours.

A man and a woman are dating. One person tells the other, "I love you, and I trust you to meet my needs."

"Okay," the other replies. Some time goes by.

"Hey," says the first person, "you aren't meeting my needs! I'm miserable! How could you do this to me?"

"Wait a minute," says the second, "You never told me what your needs were."

The first person bursts into tears and says, "If you loved me, you'd know without having to ask!"


GMs and players often get into this trap together. Someone in the group is basically saying, "Entertain me, but I'm not going to tell you how. If you don't know how, then obviously you're a lousy GM/player."

This whole attitude is not fair, and even worse, it simply doesn't work. Some form of accord has to be reached about (a) why we are all doing this in the first place and (b) the way we'll do it.

Best,
Ron

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On 6/5/2002 at 9:53pm, Jack Spencer Jr wrote:
RE: Re: Remarkable Player Apathy: Is it just me?

Hey, Eric.

Wowie Kazowie! What a post. You asked what you're doing wrong and I hardly know where to start. So I'll roll randomly.

Pyron wrote: ...I messed up, big time, with Ron (the character), as I made him read books most of the time. The player chose his template, so I thought that he wouldn't mind.


Whoa! you made his character read books all the time? SO basically Scratchware sat there the entire envening doing nothing because his character was off reading?

(edit: others made better comment about character death above so I'll leave it to them)

Second: When they were crashlanding, Scratchware used some of his experience to save the ship. The jedi's player told him that he shouldn't have used experience to make his roll better because I, as the GM, wouldn't kill off the party, "because then his campaign would be ruined." This severelley ticked me off.


OK, we seem to still be on character death here. Maybe we need more clairification. WHy did this tick you off?

Third: The Jedi's player refused to answere some basic questions about how he felt that the session went. He is the GM, some of the time, and I asked him what experence he would most likelley retell or remember (as GM guidelines often times ask of you to do). He insisted that he would never post on the forge or anywhere else, "Why would I do that?". He has always insisted that "Fine. Kill off my character. It's just a game. It may be a game that I play for 14 hours but it is still a game." Yes. He IS correct but what kind of attitude is that?

Fourth: The player's threats to boycott my campaigns, that occasionally happen, usually when they don't like my decisions.

Clearly your players aren't enjoying themselves. This may be why they don't display any emotion. They have no emtion invested into the campaign.

Boy-o-boy. I'm not even sure where I was going with this post but I think your play group has much deeper problems than you kill their characters. I think your group is playing more out of habbit than out of any real desire to play anymore.

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On 6/5/2002 at 10:29pm, J B Bell wrote:
I thought *my* play group had problems . . .

Wow.

OK, Eric. I hope you don't mind the critiques other people have handed you, because they're true. They don't mean you're evil or stupid or anything like that, but this looks like one of those groups that has probably played together a while, and has the fictional notion that there's "no one else to play with." I say this because "threatening a boycott" is the most asinine thing ever, and play groups that don't feel stuck with each other just don't do that. Boycotting a GM means nothing; a "boycott" is when consumers organize to ruin a producer's reputation (and possibly affect the bottom line) by publicly refusing to do business with that producer.

I'll try to cover stuff I see that has not been mentioned already, though it has had mention previously on other topics:

1. You are not stuck with each other. Frankly, if I were a marriage counsellor, I'd say "um, yeah, time for as amicable a divorce as you can manage." What you describe is very dysfunctional. There are other players and GMs out there, and they can show up in unlikely places. I've met people I'm sure I could have gotten to try at least one game at my gym, and just last night at a meeting of the Co-op Housing Federation of British Columbia Delegate's Meeting. All I did was mention that I like RPGs, and people were curious about it, because I wasn't defensive of my hobby. (I did not launch into complaining about how there are "no players" in BC.)

Anyway. Take that for what it's worth. Maybe you were upset and things are not as bad as they seem. But just knowing that walking away is an option, and an honorable one, for you and anyone else in the group, sometimes takes a lot of the pressure off that is causing so much heartache.

2. For God's sake, play something else. Just Monopoly or whatever. If your group can't even do that and maintain some fun and peaceful problem resolution, that is definitely it. If you find that you get along well, then the problems may not be really low-level social ones, and you might then try re-building trust with your players. Play an RPG that gets its fun from something besides nail-bitingly horrible consequences for failure, especially consequences that make it so that a player can't continue play. InSpectres comes to mind, but there are plenty of free ones out there too.

I could keep going on here, but that's my most concrete suggestion.

--JB

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On 6/5/2002 at 10:30pm, Paul Czege wrote:
RE: Remarkable Player Apathy: Is it just me?

The jedi's player told him that he shouldn't have used experience to make his roll better because I, as the GM, wouldn't kill off the party, "because then his campaign would be ruined." This severelley ticked me off.

You, Eric, are in the middle of power struggle with your players to rival the Middle East peace conflict. Each side is set in white-knuckled determination to deny the other what it wants and needs to be happy. They can ruin your game, and you know it. You can irrelevantize their characters, and/or make them look ridiculous, and they know it.

And believe me when I tell you, it won't end through escalation. It will only end when one side makes a substantial overture toward the other side. And because they can't possibly coherently make an overture to you, it has to be you. This is what that overture looks like:

When you prep for the next session, and at all times when you're running it, keep one thing in mind: my job is to do the things that cause the player characters emerge as significant. The player who chose to create a researcher didn't do so because he wanted the character to sit around reading books all the time. He did so because he wanted a character whose significance emerged from out of being a researcher. Your job is to do whatever it takes to make that happen. Strange books bound in jedi skin need to be translated...whatever. Look at each character. Think about each player, the character they created, and what they most enjoy in movies and books, and do whatever it takes when you're prepping and running the game so the things that are important to the player (not reading books or whatever that you think is important to the character) are things that occur and cause the character to emerge as significant.

Good luck,

Paul

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On 6/5/2002 at 10:48pm, Blake Hutchins wrote:
RE: Remarkable Player Apathy: Is it just me?

Yark. Pyron, I don't exactly know where to start either. Sounds like it ended up as a horrible experience for everyone. I think you're asking the right questions, so hopefully our comments and feedback prove helpful. Warning -- It's your game, Pyron. As you read, please remember my ideas and comments are offered from a desire to help. If something I say pisses you off, take a deep breath, stick a pin in my URL, and e-mail me.

OK, I'll start with this: When you recount experiences in Actual Play, please-please-please don't give us the huge infodump of "and then, and then..." story. We're interested less in the details of the story or plot and more in what significant things happened during play, in terms of how the rules worked, the decisions the players made, what techiques seemed to work, etc. The blow-by-blow retelling of game events tends to get muddled and hard to parse in a hurry.

I say this because the meat of what you're concerned with had nothing to do with story and everything to do with group dynamics and in-play decisions of group members. Dunno about you, but when I hit a breathless whomp of a paragraph like your initial plot summary, my eyes glaze over, my mouth fills with stomach acid, and the keyboard makes a nice grid pattern on my face.

OK, having restated the obvious, I can breathe a bit easier.

Let me break out the elements of what I see: (a) a random, deprotagonizing death of a player character, (b) negative player attitudes, including what I'd call open baiting of the GM, (c) post hoc resentment of game events, (d) a character whose concept was at variance -- or even in opposition -- with the thrust of the game, (e) inter-player sniping, and (f) a mission-based plot that appeared to be on rails.

Finally, I see sheer fatigue playing a part in all this, since ten to fourteen hours is IMO a (forgive me) fuckin' insane amount of time for a session. I mean *snort* yeah, OK, I'm not a young whippersnapper or a CON 18 RP monster like say, Mike Holmes or Valamir (see thread on 2 hour sessions), but Holy Mother of God in a boxcar full of chocolate jimmies, I'd have been a freakin' zombie by the end of that session, brain-scarfin' appetite, bad breath, the works.

Random player death. Scratchware's guy died in a meaningless, random, "failed to save" kinda way. There's been a lot of discussion on the Forge about how players can be empowered or disempowered during a game, and the general problem here is that Scratchware didn't die "heroically" as a result of a decision he made. Consequently, Scratchware's player is likely to feel cheated. Doesn't matter that you liked the irony. I submit character death should result as a consequence of player choice. Just doing the "save or die" routine is like telling someone they got crushed by a stone slab ten feet into the dungeon.

Negative player attitudes. If I have a player who says something like "don't bother with X, because the GM won't really do Y," that puts you in a helluva bad spot, doesn't it? Talk to the player who said that, and don't play with him anymore if he keeps up that sort of behavior.

Post-hoc resentment of in-game events. To be honest, I think Scratchware has some justification for feeling burned, given how his first character ended up. Saying it's just a game is a distancing reaction on his part. On the other hand, I read you saying you're pissed because you worked hard to set up the game and the players didn't appreciate it. Instead of roleplaying seriously, they joked around and didn't react to the cool stuff you set up for them. I suggest you all revisit why you're there playing in the first place, get your goals out on the table. Scratchware's player might like mystery-oriented games, for example, and others may hate them. If you come at the game like it's YOUR story, YOUR show, and expect the players to be grateful to run through it like good guinea pigs, you're going to encounter conflict. Mission-based games tend to be linear. If your style of play pushes linear plots and doesn't let players deviate to pursue their own choices, I think problems like the one you've described are going to come up, vitriol and all.

Overall, my hit here is that your guys act up because to them it just ain't that important to be emotionally invested, maybe because they don't feel they have much control over gameplay, maybe because they're not into Star Wars. Talk to them. Get their feedback. The fact that one or more (unclear from your post) of these guys threaten not to play with you because they're pissed at how you ran the last game -- dude, that's a signal if there ever was one that a persistent disconnect exists.

Apples and anvils. Worse, Scratchware's player built a character that just sounds wrong for the genre, let alone the specific gameplay you'd set up. I mean, who wants to play a non-action character in Star Wars? When you pushed him to read books, that's just shuffling him offstage, it seems to me, while other players got to do the interesting things. Again, some frank planning ahead of time might fix this. If it's Star Wars, you don't wanna play retiring bookworms. If it's Call of Cthulhu, you aren't going to play a superhero. Make sure characters are appropriate to the kind of game you're running.

Inter-player sniping. Personally, I'd hate it if a fellow player -- aka bizatch -- started second-guessing my character's decisions based on rules interpretations. Did you defend Scratchware's choice? One way to handle that might have been to tell the guy who quibbled with the force point expenditure to quiet down and then give Scratchware two force points at the end of the session.

Linear mission stuff. Generally speaking, if you've got a gauntlet in mind for the players to run through, a path they can't really leave, you're railroading. When folks are getting railroaded, their decisions don't have any impact beyond the tactical, and they become hamsters in the wheel. While a lot of people enjoy that style of play, your players may not, particularly if you're heavy-handed (don't know if you are, but as invested as you are in your plot, you may have come off harder than you realize).

This is tough stuff, to analyze what you're doing and try to adapt to make things better for yourself and your friends. Railroading is easy to do, unfortunately. You'll find a lot of help here about what to look out for and what you might do to avoid it.

So before I get off my horse here, I'll reiterate that everything that happened seems to stem from the following problems: (22) lack of agreement among players and GM about what expectations each individual brought to the gaming table, (67) a linear, likely railroading plot, and (9.23) random events deprotagonizing a character and disempowering/frustrating the character's player.

Thoughts? Pyron, you still breathing out there?

Best,

Blake

(Edited to clean up some slop in my text.)
(Edited a second time to say I agree that the core issue is power.)

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On 6/5/2002 at 11:08pm, Bankuei wrote:
RE: Remarkable Player Apathy: Is it just me?

I'd like to elaborate on a point made earlier:

When you prep for the next session, and at all times when you're running it, keep one thing in mind: my job is to do the things that cause the player characters emerge as significant.


Step that back and make the golden rule: My job is to make sure all the players(including myself) are having fun.

To quantify that, of course if someone has decided that they're not going to enjoy the session no matter what, if they're tired or in a bad mood, there's nothing you can do, BUT, aside from that, your goal is to try to help everyone have fun.

This means you have to burn your backstory, watch your favorite NPC get slashed in half even though you wanted a reoccuring character, watch 3 hours of prep time in writing and stats never get used. This is what you have to do, period.

The GM traditionally has all the power, but can only succeed in making the game fun by giving it up. Why are your players double guessing what you will and will not do? Simple, they sense railroading, they feel they have no power. They're not playing, they're listening to your story, and occasionally rolling dice.

Let's look at what you're playing: Star Wars. Star Wars is not about realism, its about kicking ass and looking cool. Books crushing someone is not cool. Sacrificing your life to save someone from the badass with the double lightsabre is cool. Death in Star Wars has meaning, and its rarely based on realism in any fashion.

Your goal is to give the players the Star Wars experience, which means that they're the heroes of the story, and they kick ass. You set up scenes where they can show you how much of heroes they are. You don't have them fall to their doom cause they missed a jump roll, no, they slide down into a shaft and find themselves hanging from the bottom of the city! The basic rule of action heroism is that failure only makes it worse, but it never makes you dead(unless its self sacrifice, in which case, it really is a success).

The main reason you're finding that your players aren't talking much after the session, is because you didn't listen well during the session. They feel betrayed, because everything they tried to do got stonewalled and overpowered, so now their view is, "Why say anything? It won't make a difference." Now you've got broken trust, and that's a serious issue.

My recommendation: 1) go play some other sorts of games, like card and board games where the power is balanced. 2) Let someone else GM for awhile, take notes about what you like, what you don't like, and compare to how you do. You'd be amazed at how much you can learn from watching other people.

Chris

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On 6/6/2002 at 3:54pm, Eric J. wrote:
RE: Remarkable Player Apathy: Is it just me?

WOW.......................................
WOW...............................................
{sigh} {brethe slowly}...
My gosh... That makes PERFECT sense. All of it does. I tried railroading because of bad campaigns in the past. I will sumerize what I think most of you are saying.

1: Your players are in a gripe for power.
I say: Now that I think about it DAMN RIGHT.

2: You should try playing other games, and try a little less. Play games that are more balanced.
I say: We take regular breaks at the right intervals. A fact is that we played Magic: The gathering at the session durring breaks. I started playing a month ago (with less than 100 cards total), and with a deck with only 1 Rare, I can beat Scratchware over 95% of the time (who has been playing for over 2 years and has 1000 cards). He actually has started modelling his deck after mine and is now trading rares for some of my commons in an attempt to get better. Yeah... We actually tried playing Risk and Risk 2210 awhile ago and I mastered each and we stopped playing... I don't think that this helps the problems.

3: I should boot the Jedi (some of you).
I say: His only fault is being unresponsive to my questions. I should have given him more controll.

4: I should try to communicate better with my players.
I say: I've tried. They've been unresponsive, but I'll try harder.

6: You feel that my session was a complete dissaster.
I say: I tend to exagerate. One player called what I did a "Damned cool scenerio." The slicer liked his role, but didn't like how I de-protagonized him. I think that this is a response to the different playing styles.

7: I don't want to re-read everyone's post, but I know that someone said something like, "You sound like you've been a group for a while. You need to know that you can find more people."
I say: You can either read minds, or you're some kind of a genius. The problem is that, as much as I've gone throughout my entire clique( what they call a group of friends in Nebraska) teaching about RPGs; they are all newbies and can't usually come over. I have most of the people who can come on a regular basis. There is a hobby store that regurally plays RPGs but I haven't tried that yet.

8:You viewed Scratchware's role (life and death) as negative.
I say: He did die senselessly, but I didn't roll a single die. His job was to research. I forced him, as that was his job, but it was ultimitelley his choice. This was my fault. I hadn't made him a major part of the conflict so I decided to give him a challenge. Excape from a library with no equipment and no light. He failed to survive. Oh, and technically I didn't deactivate the gravity. That was the slicer... You also must understand that at this point I was motivated by the power struggle that DEFINITELLEY exists. I wanted to make an example of what can happen if you fail. I'm not justifying my motives.

Now for a few points to ponder:

1. I tried this style, as other ones had fallen flat in the past.

2. I thought that the adventure went well.

3. You are all very empathetic and I thank you.

4. I am wondering what movivated you to make so many (long) posts in such a short time. Is this problem common to many newer gaming groups?

5. I am seriously thinking of disbanding my RPG group.

6. Thanks.

7. I will try, in the future, to be more of a protagonizing bunny

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On 6/6/2002 at 4:01pm, Ron Edwards wrote:
RE: Remarkable Player Apathy: Is it just me?

Hi Eric,

"Protagonizing bunny ..." I love it. A goal we can all aspire to.

I think that nearly everyone who's role-played for any length of time is familiar with many of the details you provided. The empathy is sincere and based on personal experience. So yes, your situation is common. (I'm curious about your thoughts regarding the last section of my GNS essay, actually.)

In the interests of full disclosure, after reading your first post, I private messaged a few people (just some that happened to be logged on at the time) and asked them to help. It struck me that despite our various tastes in role-playing, we all agree that a functional social contract, and what I like to call Balance of Power (although Fang thinks that's too negative) really matters. Therefore I decided that getting as many different angles expressed was a good idea.

Best,
Ron

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On 6/6/2002 at 4:23pm, contracycle wrote:
RE: Remarkable Player Apathy: Is it just me?


4. I am wondering what movivated you to make so many (long) posts in such a short time. Is this problem common to many newer gaming groups?


It certainly rang big, raucous bells in my head. I don't think its necessarily limited to NEW groups - my group had been together for like 4 years before we hit this point, and I felt it as a steady degradation of our play.

Thing that made the biggest single change: two of us said "fuckit" and tried playing with a new group. Came back with our eyes bugging out and startled to see how the other half lived. Things got better after that.

One of my favourite/unpleasant memories was of an argument as to whether or not a kitchen maid with a bucket of spuds-in-water could really have made it to a door in X seconds. This was finally resolved by a live demonstration, with bucket, water and spuds, in the back yard. Fortunately mess = funny so humour lightened the contentious moment.

Thoughts: don't play till your too tired to walk and talk: play focussed, to-the-point, punchy sessions. I learned an old rule of showbusiness this way: Always Leave Them Wanting More. Learn to be cruel about this.

Ditch us vs them, and even fairness. It might have been Fair in a sense to kill scratchware, but it evidently wasn't fun. Fair is less important than fun even amongst gamists (who can IMO be satisfied with an illusion of fairness). This is one reason I tend to prefer fuzzy rather than precise systems - more "give". Being fair also demands more of you - your integrity, your sense of right and wrong. Fuck all that - Fun is all that its about and if you have to lie, cheat and steal to make it fun thats fine. You'll find you care less about whether it was "Just" for scratchware to die under a hail of books if you embrace the Fun-over-Fair approach.

Thats all I can think of. Overall, our group (indeed a group of buddies rather than gamers specifically) survived, and still plays (but not with me, for different reasons). There are still some bad habits - if you're lucky you'll catch em earlier than we did. Good luck.

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On 6/6/2002 at 6:10pm, Eric J. wrote:
RE: Remarkable Player Apathy: Is it just me?

Thanks, every one. I can relate to your scenerio, contracycle. They were arguing on how to move in zero-g. They said that you could blow air through your mouth and that newton's third law would take care of the rest. I said that the mass to do so would be so insignificant that it wouldn't matter. They argued with me. Oh, and there are problems that you're addressing that I don't see there. I made it my mission to stop at the correct dramatic moments last adventure. Times: When the gas was flooding the room. When the Jedi revealed himself with. "Before you is the man with the golden blade." Response: "Vibroblade right?" I walk downstairs. I felt that the campaign was quick and punchy. I even set a time limit on their actions and gave them 15 rounds. You could say that we don't play long sessions. We play many sessions that are close together. I'm going to start ANOTHER campaign next week, and I swear that "Damnit! I'm eventually going to get this right!" I think that I have the situation handelled for now, and will post when we have our next session. Thanks again.

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On 6/6/2002 at 7:24pm, Scratchware wrote:
None

Okay, what we need here is some player feedback for them to hear. Here I go..

First of all, I had a lot of fun playing as the researcher until I died. Sure, I didn't get to do a lot of stuff but I got to roleplay about 5 sentences and eat waffles with my twin brother, the commander. I was thinking that I could have become some sort of important person like a philosopher (seeing is how I had 5D+1 in philosophy). I thought that it would be fun for a change because I usually don't play with non-combat oriented characters. And it was... Until I was killed by some freaking books. How pathetic is that?

Second of all, Doug (the slicer), was constantly bickering and interrupting gameplay, insulting me and saying "Shut up! Let me talk!" when the camera was not on him. He has an arrogant attitude towards me even though he is 3 years younger and is a worse roleplayer than me. Exampe: Back when we played D&D, he punched his commanding officer and got him jailed. He escaped and was jailed 6 more times before the campaign was scratched. He just annoys the living daylights out of me..

Third of all, we only had enough for 1 Pepsi a piece and that was during our break when we watch Star Wars episode 1. That is just not enough. And we needed more pizza...

A point I need to make is that we ALL love Star Wars. It's just we have arguements and things go wrong and we don't know what to do so we just leave..

Hopefully we can get this fixed.

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On 6/6/2002 at 8:11pm, Walt Freitag wrote:
RE: Remarkable Player Apathy: Is it just me?

Third of all, we only had enough for 1 Pepsi a piece and that was during our break when we watch Star Wars episode 1. That is just not enough.


You're right, and that explains a lot right there. Dehydrated people = bad decisions. Inevitably.

The cure is a glass for each participant, and pitcher of water, within reach of everyone and never allowed to be empty. Never game without them.

- Walt

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On 6/6/2002 at 8:19pm, Paul Czege wrote:
RE: Remarkable Player Apathy: Is it just me?

I was also particularly struck by the 1 Pepsi limitation. It really does sound like a recipe for disaster.

Paul

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On 6/6/2002 at 8:33pm, Valamir wrote:
RE: Remarkable Player Apathy: Is it just me?

Now see, that's just very odd to me. Most groups I've gamed with regularly in my life (i.e. all but 1) had a strict rule forbidding snacks and beverages at the table at all, on the grounds of "less time crunching and slurping, more time paying attention and playing".

The 1 group that violated this tenant tended to play many hours straight with little being accomplished and had virtually no depth to either plot or characterization. My conclusion was: allow in 1 distraction and it just snowballs from there.

Walt and Paul...were you being tongue in cheek, or are beverages really that instrumental in your games?

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On 6/6/2002 at 8:37pm, Paul Czege wrote:
RE: Remarkable Player Apathy: Is it just me?

Most groups I've gamed with regularly in my life (i.e. all but 1) had a strict rule forbidding snacks and beverages at the table at all...

I hear this is how it is when Jeremy Irons runs sessions of CoC...he won't have it otherwise.

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On 6/6/2002 at 8:41pm, Scratchware wrote:
RE: None

That may be the case for people who can't pay attention. But we can't concentrate unless we have snacks. First of all, we don't slurp! Who can eat and drink like that? It is so sick! We just have some pizza and if we are lucky, we get some pepsi. I don't see how this can be disrupting gameplay. The times we don't have food, in fact, the complaining that we don't have food disrupts more than if we do.

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On 6/6/2002 at 8:42pm, Eric J. wrote:
RE: Remarkable Player Apathy: Is it just me?

A few things:

Pepsi dehydrates you, not the inverse.

We had 3 freaking pizza's!

There were 5 people + my 7-year old brother and sister.

There were only 4 pepsis so I forewent one.

The pepsi belonged to our Peruian only spanish-speaking housekeeper,
who gives without any hesitation and won't accept any money.

I didn't want to give out pepsi, but you kind of forced me.

I am still looking for a way to pay her back.

We had other things to drink.

My house is the spot for RPGs almost every week. We have 9 pizzas for the month. If we eat 4, then we only have enough for one more session. If we eat 3, we have enough for 2 more sessions. I cannot supply infinite pop, and do not expect Scratchare to do so.

Scratchware; my brother probably thinks the same thing about you. You are the one who, as a cleric-mage (second lowest possible HP using the basic classes), charged 3 hobgoblins without using spells. No, Doug did talk out of turn. Now we can get into disscusion about the aspect of Ron's essay dealing with personal problems...

I'm sorry, but this hits a personal issue that I won't discuss here. I have no money. I try to resolve them fairly, without favoring any one, but this only reinforces the suggestion to get another group... This brings up a concept that I must start another tread on. I try not to make judgement based upon personal problems. In fact, I gave the newbie the most experience this session.

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On 6/6/2002 at 8:47pm, Scratchware wrote:
RE: None

Eric, Jesse is extremely intelligent. He is by far the best "newbie" we have ever had in our group. His whitty comments come from no-where and blow us away... I don't know how he does it.

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On 6/6/2002 at 9:10pm, Clinton R. Nixon wrote:
RE: Remarkable Player Apathy: Is it just me?

Criminy. Are we really discussing soda at the gaming table?

To bring this (slightly) back to topic, the whole soda discussion (which baffles me) is a good representation of the lack of any kind of social contract. Players and GMs should all know before a game what's expected of them, and go so far as to put it down in writing if they have to. When thinking about this, the following questions are useful:

Gameplay questions
Who is responsible for running the game? Is it the same person every week?
Does that person decide the game to play, or does the group as a whole, or do we decide a different way?
Do we want long campaigns, or short ones, or single-session games, or does it matter?

Participation questions
Do we want games where the majority of decision making power is in the hands of the GM, or in the hands of everyone?
What should each player bring to the game each week?

Metagame questions
Do we eat at the game? If so, do we eat during, before, or after the game, or do we take a break in the middle?
Who is responsible for food? Does everyone chip in, or is one person responsible for it?
Same question, but for drinks.
How much out-of-game chit-chat is allowed? Do we set aside time before the game, or can people can during the game, and if so, how much?

There's tons more questions that can obviously be asked, but there's a start. It might not be a bad idea for Pyron's group to sit down and go through these.

As a last note, and a side one, I think the idea that the host for the game (the person whose house you're playing at) has to provide drinks and food is fucking reprehensible - especially when you're in high school and broke. Chip in, people, or in an ideal world, buy your host some drinks and food, especially if they're also the GM - they're doing a lot of work.

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On 6/6/2002 at 9:17pm, Eric J. wrote:
RE: Remarkable Player Apathy: Is it just me?

They try. I've provided 3 pepsis in many sessions in the past. However, you are right. I am a strong disbeliever in "implied rules" as I veiw that as an oxy-moron. I will, next session create a document for a social contract, stating your ideas and others. (That is, if we have another session.) Oh, and Scratchware is right (he basically quoted me). One of Jessie's sayings: "Life is like a bowl of peaches. It's yellow and slimey, and goes bad if you leave it on the counter too long."

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On 6/6/2002 at 9:41pm, Le Joueur wrote:
Just to Quibble

Pyron wrote: Pepsi dehydrates you, not the inverse.

The myth that caffeine in soda dehydrates is unfounded, there's more than enough water in the soda to make up for it. (Just don't take caffeine tablets without drinking something, that will dehydrate you a little.)

Fang Langford

p. s. And the inverse is you dehydrating Pepsi.

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On 6/6/2002 at 10:01pm, Scratchware wrote:
RE: Remarkable Player Apathy: Is it just me?

Um.. HAHA! It is the freaking carbonation. Not the caffiene.

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On 6/6/2002 at 10:20pm, Clinton R. Nixon wrote:
RE: Remarkable Player Apathy: Is it just me?

Earlier, I was very calm. Now, as a moderator, I ask you one more time to cease any discussion of the merits of soda.

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On 6/6/2002 at 10:21pm, Walt Freitag wrote:
RE: Remarkable Player Apathy: Is it just me?

Most groups I've gamed with regularly in my life (i.e. all but 1) had a strict rule forbidding snacks and beverages at the table at all, on the grounds of "less time crunching and slurping, more time paying attention and playing".


Snacks and soft drinks at the table are one thing; water is another. It's a nonessentials vs. essentials comparison. I mean, players would also spend more time paying attention if they were forbidden bathroom breaks or for that matter all that annoying constant breathing, but quality of play wouldn't benefit. There's a reason that when you see top executives or consultants or board members or negotiators around a conference table they always have pitchers of water right there on the table (or at least, on a nearby side table).

Sure I take this more seriously than most, probably because of my experience with 48-hour-long LARPs. We used to have to schedule downtime in the rules to force people to eat and drink, or else they'd dehydrate themselves to the point of disorientation. Tabletop games don't usually have this problem, but when you start talking about 10 or 12-hour sessions, some of the same issues apply.

- Walt

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On 6/7/2002 at 12:45am, Eric J. wrote:
RE: Remarkable Player Apathy: Is it just me?

There is another problem. I have a friend who we've tried playing RPGs with. Unfortinitelley, he is a super-gamist. I know that you shouldn't label people using GNS, but if you knew this person, you would make an exception. The problem is that he is not just a gamist; he is well... Evil. He enjoys killing things as well as having, what he would call competition, with the other players. He brags about his equipment before we play (I enjoy relieving it every time I'm a fellow player with him). I am seriously thinking about excluding him. I guess I can be his friend without role-playing with him. Can't I?

Edit: And yes Scratchware, this isn't you. This is Cody.

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On 6/7/2002 at 3:16am, Ron Edwards wrote:
RE: Remarkable Player Apathy: Is it just me?

Hey,

"I guess I can be his friend without role-playing with him. Can't I?"

Bam! There it is. THERE it is. I knew if we just talked things over, and chatted, and all that, that sooner or later it would appear.

Yes, you can. Friendships that only exist so that the role-playing can occur are not friendships at all; they are all sorts of other things, none of them good.

In other words: "You have to play like I want you to or I won't be your friend any more." Or, "You have to treat me like a friend or I won't be in your group." Both of these are blackmail, and neither leads to a functional social situation for the actual play. In order to play, one is accepting shitty and fun-less play.

Now, I'm not saying you are in this situation. But I'm describing it in its worst form so that you can see where even a glimmer of "friend?" "fellow role-player?" ambiguity can go, if left unresolved.

Basically - be friends with people you like and trust. Role-play with the people you enjoy role-playing with. You won't be role-playing with all your friends. Some of the people you role-play with won't be your very best friends. But do not, not let anyone use uncertainty about friendship be a lever in a game-play power struggle, or use cooperation/rebellion in a role-playing situation be a lever in a friendship.

Best,
Ron

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On 6/7/2002 at 7:06am, Bankuei wrote:
RE: Remarkable Player Apathy: Is it just me?

Sorry I missed out on some of this, but to bring back some important points:

4: I should try to communicate better with my players.
I say: I've tried. They've been unresponsive, but I'll try harder.


Communication is a tricky issue. It's a matter of 1) listening and trying to make clear what someone else is telling you, and 2) making what you're saying clear to someone else. But, do realize, I put them in that order for a reason.

"We want to play Star Wars!" = "We want to kick ass, you can throw reality out the door." The question you should ask yourself whenever you are setting up a scene is, "Is this something I would see in a Star Wars movie?" If the answer is no, then you need to rethink it. Trapped in a library in zero G? Boring. Fight scene in a library in zero G? Fun.

He has an arrogant attitude towards me even though he is 3 years younger and is a worse roleplayer than me.


Arrogance, or most attitudes that aren't group-friendly are bad in anyone. Age and ability are irrelevant, period. Ego divides groups all aspects, and part of that is taking the "I'm better than you" attitude in everything. You're really either fun to play with, or you're not.

I know folks who are awesome roleplayers who I'd never play with, ever. I know folks who are great people, I get along with great, but I wouldn't play with either. This attitude from any players about judgement is pretty immature and tends to cause problems. I think Ron's said it before; Most "gaming" problems are just people problems.

Chris

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On 6/7/2002 at 7:23am, Eric J. wrote:
RE: Remarkable Player Apathy: Is it just me?

I must laugh at this, just a little. It is that you missuderstand Scratchware. In our world, 3 years is quite much, and their are other aspects. He's my little brother. I can't get a learner's permit, but in less than a month, Scratchware will be able to drive a car by himself. Scratchware is shorter than my little brother. My little brother is empathetic but competetive, especially with Scratchware. Scratchware tends to take this as hostillity. I bang my head on the desk, as this only proved that Ron's right (is he ever not?) and that I better look for a new gaming group...

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On 6/7/2002 at 9:02am, contracycle wrote:
RE: Remarkable Player Apathy: Is it just me?

When we play at a mates place, he always cooks. We work toward a midpoint break in a 4-6 hour session and he tootles off into the kitchen. I like this a lot - partly because the break is very convenient for me to get my shit together again, partly becuase it is a proper break, partly because we get fed. Take this opportunity and learn to cook :) - it will be useful later, you'll all be healthier and its cheaper. And your folks will probably love you for it.

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On 6/7/2002 at 12:41pm, Clinton R. Nixon wrote:
RE: Remarkable Player Apathy: Is it just me?

contracycle wrote: When we play at a mates place, he always cooks. We work toward a midpoint break in a 4-6 hour session and he tootles off into the kitchen. I like this a lot - partly because the break is very convenient for me to get my shit together again, partly becuase it is a proper break, partly because we get fed. Take this opportunity and learn to cook :) - it will be useful later, you'll all be healthier and its cheaper. And your folks will probably love you for it.


This sounds like a Naked Chef episode coming on.

Seriously, though, this is a good idea. I made pizza for my group a couple of weeks ago, and they thought it was great. It was a hell of a lot cheaper than ordering two large pizzas to the tone of $30, too.

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On 6/7/2002 at 2:56pm, Mike Holmes wrote:
RE: Remarkable Player Apathy: Is it just me?

Pyron wrote: I have a friend who we've tried playing RPGs with. Unfortinitelley, he is a super-gamist. I know that you shouldn't label people using GNS, but if you knew this person, you would make an exception. The problem is that he is not just a gamist; he is well... Evil. He enjoys killing things as well as having, what he would call competition, with the other players. He brags about his equipment before we play (I enjoy relieving it every time I'm a fellow player with him).


Just to be clear on the theory, he makes Gamist decisions. Fine. Nothing wrong with that. He is also, apparently a Powergamer. That's a classification of player who makes Gamist decisions almost exclusively, and likes to accumulate power through them. Know what? Nothing wrong with that either. The problem here is a conflict of style. In this case it's incompatibility within Gamism, I'm guessing. But that's not the point. The point is that it's a definite incompatibility.

Interestingly there is a derogatory term that you may or may not have heard applied to this sort of player. Munchkin. This term was coined because of a common occurrence at game conventions. Players would show up expecting non-competitive or even cooperative game play from the other players. But then one kid (actually occasionally an adult) would show up wanting to competitively powergame. This one incompatible player often was enough to make a shambles of the session. Due to the typically young age of such players, the term Munchkin stuck to describe it.

And often the complaint is legitamate. That is, the player doesn't realize that the incompatibility exists, and may in fact find his "opponents" discomfort pleasing. This is a failure to understand that competition is only fun if everyone is participating voluntarily, or failure to have the responsibility to help everyone have a good time. And it is true that younger players fail to see these things more often than older players. Just a matter of experience. Call it the South Park phenomenon.

Perhaps all you need to do is discuss this with your friend. Maybe he is ready to accept the sort of responsibility to play in a fashion that will make everyone happy. If he refuses, then you do need to play without him. The only other option would be to switch to a system that supports powergaming, and have everybody else play that way too.

Have you looked at Rune, by any chance?

Mike

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On 6/7/2002 at 6:29pm, Eric J. wrote:
RE: Remarkable Player Apathy: Is it just me?

I've heard of munchkin. In the forums where I'm form it's the only term they seem to be able to use. I could probably change his playing style, but then he wouldn't be having fun and, to me, that's just as bad. It's not just his gamist tendencies, either. He's almost evil, in his playing habbits. Even with his lack of experience, he seems to be unable to grasp the concept of playing a character that doesn't cuss (curse). I'd also make a clarification of Cody vs. Powergamer. Powergamer anticipates what skills he'll accumulate as he advances in levels. Cody, whose character is without knowledge of the purchose, insists that he'll find my R2 unit and destroy it... I'll just not game with him. Oh, and I've not looked at Rune. Would you describe it for me please?

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On 6/7/2002 at 6:58pm, Mike Holmes wrote:
RE: Remarkable Player Apathy: Is it just me?

Pyron wrote: I could probably change his playing style, but then he wouldn't be having fun and, to me, that's just as bad.
Not change him, talk to him about it. Real person to person communication.

It's not just his gamist tendencies, either. He's almost evil, in his playing habbits. Even with his lack of experience, he seems to be unable to grasp the concept of playing a character that doesn't cuss (curse).
Again, you can ask him to tone it down. Have you?

I'd also make a clarification of Cody vs. Powergamer. Powergamer anticipates what skills he'll accumulate as he advances in levels. Cody, whose character is without knowledge of the purchose, insists that he'll find my R2 unit and destroy it... I'll just not game with him.
Which is why I said competitive Powergamer, as opposed to cooperative powergamer.

Oh, and I've not looked at Rune. Would you describe it for me please?


http://www.atlas-games.com/rune_index.html

Mike

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On 6/7/2002 at 8:35pm, Eric J. wrote:
RE: Remarkable Player Apathy: Is it just me?

I have talked to him about it in the past, and he promised to role-play better. Unfortinitelly, he doesn't adapt well to other gaming styles. He remakes the same character over and over again. I'm not insulting him (exept about bragging about his equipment). I'm just trying to enforce the fact that he's just not congruent with our group.

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On 6/7/2002 at 9:19pm, Valamir wrote:
RE: Remarkable Player Apathy: Is it just me?

Well, if you've made all of the overtures you're prepared to make and it still isn't working, there's nothing wrong with applying the boot. Just do it in such a way as you don't burn any bridges. He'll either find another group better suited to his style to play with or he won't. Periodically, you may want to invite him to game something with you, and maybe you'll want to invite him back full time, and maybe you won't. And maybe he won't want to. But there is no rule that says you have to keep playing with someone whose play you can't stand. If he can't handle that...well, sometimes life is harsh.

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On 6/13/2002 at 1:11am, Wart wrote:
RE: Remarkable Player Apathy: Is it just me?

Pyron wrote: Thanks, every one. I can relate to your scenerio, contracycle. They were arguing on how to move in zero-g. They said that you could blow air through your mouth and that newton's third law would take care of the rest. I said that the mass to do so would be so insignificant that it wouldn't matter. They argued with me.


Grrr, arguing about how gameworld physics works is one thing which frequently irritates me in games. (SF or otherwise). It slows the game down and ultimately contributes little-to-nothing to the game.

A GM I know has a little clause in the game contract for the live action freeform he's currently running, along the lines of this: "the game world is not the real world, if I say something works in a certain way then it works that way, even if I say that fire is cold". I like it so much I'm going to incorporate it into all my game contracts from now on...

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On 6/13/2002 at 1:39pm, hyphz wrote:
Rune

Pyron wrote: Oh, and I've not looked at Rune. Would you describe it for me please?


Rune is basically designed as an out-and-out hack'n'slash game. All players play vikings who like to kill things and pillage treasure. You score points by killing things with which you buy special abilities (but there are no levels - it's just 'I'll buy this, for this many points').

The big twist is that the players are competing against each other for the most points. But you don't get any points - in fact, you lose them - for attacking other players; it's all about stealing other people's kills. There is no single GM; every player takes a turn to run, and when they do run, they're competing too based on the adventure they provide. The 'runner' loses points for killing PCs, but he scores highly for *nearly* killing them, and he scores scads of points for providing interesting features in combat (terrain, etc.) that makes the difference between the players surviving and not doing so.

It's a fascinating idea, but I didn't like it much. Because of the GM competition, there's a rule that every adventure must contain nothing except skill rolls and combat and must never, ever, have a branch or a puzzle. Also, the section in the rulebook that describes the design of adventures and the rules used to ensure they're balanced is filled to the brim with contradictions and unclear descriptions. (I never did figure out what the difference between a Standard roll and a Singular Rush roll was.)

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