Ron Edwards and me brawling on a raft - or how I play my Onderland gameThere was a recent brief discussion in another thread concerning player or GM fiat and the narrative approach to gaming, so I decided to share with those interested, some of my thoughts on how I run my sandbox Onderland campaign. I snipped what you will read below from an email sent earlier this year while in a similar discussion. Note: This is NOT a poke at anyone else's style of play as I don't think there is such a thing as "wrong" gaming. Gaming I do not care for...meh, okay.
The most important thing to remember is to not assume that the PCs will succeed at any point during the adventure.
As a referee, your job is to be completely impartial during game play. You have absolute power at the game table and can bequeath success or mandate failure at any time. Doing either of those things ruins the game, as both give no incentive to play well.
Do not fudge the dice. Ever. Luck is a part of the game, and the dice are there for a reason. Resist the temptation of sparing characters that fail or even die due to “bad luck†or a “stupid die roll.â€
Would it be acceptable to tell a player that just rolled a stunning success that you’ve decided, just because it’s more fun, that the die roll doesn’t count and he instead failed? I don’t think so. So why would ignoring the dice to favor players be acceptable?
Good game play will tip the scales of fortune and those that rely on pure luck deserve what they get – either way. At the same time, if an incredibly lucky roll derails the entire adventure and gives the players a quick victory, it should stand. It needs to work both ways. When the dice go badly for the players, they should be thinking of how to not let a roll of the die be the sole determiner of their fates. And when the dice go a little too well for the players, the referee should note what he needs to do to prevent a single die roll from determining the course of an entire adventure.
Traditional games (pen and paper) are all about the players (and referee) learning to play better over time. Demand and reward player excellence and the game will be more challenging in the long run.
So what are the consequences of deciding to play this way?
The party is just lost and sitting around because they didn’t find the secret door that leads to the next section of the dungeon? Tough. It goes unexplored.
The party missed a vital clue and has no idea where to turn next in a murder investigation? Tough. The killer gets away.
There are too many options to choose from, and the players are disorganized and can’t agree on an option and look to the referee for guidance? Tough.
This only works if the referee is willing to realize that sometimes, all his work on an adventure is going to be wasted. The players are sometimes going to be unwilling or unable to see it all. The referee must contain his ego and resist the urge to introduce some way of being able to show all his work off. And the referee must not take the unused, unexplored parts of his adventure and plug them in elsewhere, as this negates the choices the players have made that led to them, intentionally or not, failing to explore the areas in this particular location.
Playing this way also means that the game can “stop†at any time because a battle wipes out the PCs, or some other disastrous result that means the mission will come to an abrupt end. Oh well. Of course success is always more fun than failure. But if failure is not an option, then the success is but an illusion, it’s fake, it’s a lie. And by taking the attitude that the end result determines the fun of the game, then suddenly the process of playing the game is not fun in and of itself.
I don’t need to say anything about how stupid that is, do I?
Every adventure must have situations that directly and truly threaten the lives of the characters participating. If there is no true threat, it is not an adventure, it’s a tour.
I'll go so far as to say there should be situations designed specifically to kill characters. A monster that's way too tough. A trap that's going to claim a victim. Save or die. These sorts of things. Every. Single. Time. The key is to put these "expected death" situations in places where it isn't necessary to encounter them. The players must
choose to engage in these areas and situations.
Every adventure must have meaningful choices that the players must make, and these choices must significantly alter the flow of the adventure for them to have any meaning.
The absolute key to good gaming is the ability of players to choose their character’s actions. Any adventure which dictates what a character thinks or feels or does (barring magical enchantments, of course) is a terrible, terrible adventure.
The choices made must be real choices. “Floating locations†of the “Well, whichever inn they stop at will be where the adventure happens†sort is not a real choice, it’s a mere illusion. This is worse than railroading because it is dishonest in its methods.
Choices should not only be offered, but forced: Things are happening, and the players have to do something, and none of the options seem to be all good. Of course, if they choose to not do anything, they’ve still made their choice and the consequences should be different (and more severe!) than if they’d done something.
A player-driven adventure (such as TroS) challenges the now-common philosophies of good adventure pacing. Common wisdom today states that if the action has slowed and the players either don’t know what to do or don’t want to do anything, the referee should make something happen to give the players something to react to. I feel that this ruins the pro-active element in the game, and creates a disincentive for players to control their own destiny.
But what do you do if all the obstacles described above actually stop the party?
You do nothing.
If a player complains that he’s bored and that nothing is happening, look at him and say, “I agree. So are you going to do something or not?â€
It is not the referee’s job during a session to provide excitement for his playing group. His job is to administer the setting and resolve character actions. If the characters are taking no action and are not interacting with the setting, then the referee has literally nothing to do. The players are wasting his time.
But when the players go looking for adventure… you’d better have some for them to find…