I’ve gamed since the mid ‘70s. My brother Davis was a huge comic book fan and really into that scene, so when he heard about Dungeons & Dragons (D&D) he started pestering my mom about it. Well, it just so happened that one of my father’s soldiers was shipping out on a hardship tour - though I don’t think they called it a hardship tour back in those days - to Korea I believe. Knowing of Davis’ desire to play D&D, this noble soldier, in possession of three or four little brown books (no box) offered them to my mom, as he wouldn’t have any need for them. I happened to be in the parking lot when she stopped by the barracks to pick them up. I remember it well for some reason. Its become one of those snap shot memories for me. I don’t know why. But that launched Davis and my older brother into the world of D&D. I joined later and I’ve played ever sense.
I began running
games in Heidelberg Germany in the early ‘80s. I would get together with my
pals and run endless hours of games . . . in between making out at the movies
and listening to music at the park. This really started a lifetime’s worth of
game mastering. I ran games almost every week from 1980 until I joined the army
in 1991. Sometimes, during my college years I ran three games a week. We played
a lot. When I got out of the army I picked up where I left off and ran games
until very recently. About a year ago I yielded the chair to Chris and Davis -
the latter of whom had just recently returned to the hobby after years of
wandering in the west, living in tents and drinking slop off of bar mats!
Yielding the chair
was good and bad. I hadn’t played any characters past third level since 1979,
when Davis was the master of the game. I was the consummate Game Master. I knew
the players. I knew the game we played. I changed or altered rules so regularly
that the books were almost useless. I knew the tricks of roping them in, firing
them up, calming them down, pissing them off. We were really like an orchestra,
and I was its conductor. Or so I thought.
At some point in
the late 90’s, I knew my game was slowing. I was losing my “game” so to speak.
It was harder to keep them interested. I could get it together for a few
sessions, and then I would lose them again. It was frustrating. It was in
conjunction with the growth of TLG, so I ascribed it to no sleep and little
thought to getting ready for the game. Davis wanted to start running the new Castles &
Crusades (C&C) game and Chris had some cool adventures he wanted to try
out. I had originally learned to game from Davis. In the old days, he ran the
game while I played. Reluctantly I gave up the chair. I was tired and really
didn’t have the energy to sustain anything. That was obvious.
Chris ran the table
for several months, 1st edition. Then as C&C took shape, Davis
took over and ran the table for about a month. The two of them switched on and
off for the better part of a year. Both started new games, with new characters.
Eventually Chris converted his game to C&C (it really is that much easier).
Davis ran us through Assault on Blacktooth Ridge and what is shaping up to
be Slag Heap and the Wicked Cauldron. Chris threw us into epic
settings in the far west of Erde (soon to be renamed: Aihrde) entangled on the
islands of Mogrl Lords.
Both Chris and
Davis are exceptional Castle Keepers, but they both have markedly different
styles from each other and me. Without going into particulars about how much
treasure, role playing, etc. they each do, I’ll quantify their styles by simply
saying the following:
Davis is so
impartial to the actions of the character that he is indifferent, the perfect
adjudicator. If your first level character accidentally kills the demon lord of
the snake pits, he doesn’t utter anything, but tallies up your experience. If
your 15th level rogue slips off of a 20 foot wall into a pit of
spikes he doesn’t react, but tells you to roll up a new character. Davis offers
no sustenance in the desert. You live or die according to your own actions and
the roll of the dice. It’s a hard game of life and death.
Chris, on the other
hand, wants you to feel the impact of the game. He wants you to be a part of
the story, to cut the rug of history. As with any good writer, he develops and
molds the storyline in tune with the development of the characters involved.
When the character changes, there are subtle changes to the script and the
story. He would not allow the demon to die, nor would he allow the rogue such
an ignominious death. Chris offers you aid in the desert and guides you down
the road. It’s a complex game of interaction and reaction.
I could see a
little of my own style mirrored in the ways they were running their games. I
tended to create scenarios without end, letting the players unravel the story
and adapt their solutions as endings to the finish the game. I wouldn’t
directly aid characters, but on the other hand I would change the roll of a
die, the affects of magic or spells, reaction of monsters or other happenstance
to fit the arc of the story. Death comes easy in my games, but too,
accomplishment is not at the discretion of chance. I thought I had found the
perfect mix of interaction with chance and play to make the story unfold for
any and all at the table.
But I had long
since grown torpid in my chair, unreactive to the players and what they might
be thinking or going through.
Once I gave up the
chair, it didn’t take me long to really warm to playing a character. I played a
romanesque fighter in Chris’ game. I blended with Chris’ style and game quickly
and was really enjoying it. We stepped into a simple canopy and before long it
had grown into an epic in the making. He is generous with experience and
treasure and we advanced to second and third level pretty quickly. I was really getting into it.
We switched to
Davis’ game soon thereafter where I played another fighter. The pace of this
game was much different. Entering the environs of the Blacktooth Ridge, there
was no immediate goal and we had to forge one for ourselves. We failed to get
cohesion but did cross the Hrueson River and assault the ridge. Davis has a
fearsome reputation as a Castle Keeper and we were very slow to attack the
enemy we did find. But once we got cohesion as a party, the game picked up and
we were having a blast.
We skirted back and
forth between the two games. I was really into playing the characters and
hadn’t really thought about getting back behind the screens in a good long
while when two events occurred. They
happened almost in tandem, one in Chris’ game, the other in Davis’, that made me look on my time in the
chair very differently.
Chris found us
frustrated one night. We were, as a group, very tired and the past couple of
sessions had played witness to some great role playing and a bit of the
mysteries of the storyline being revealed. These sessions were really cool, and
revealed Chris’ true gift in telling a story. But the role-playing was far from
finished, and we were far from a cohesive group with any kind of plan. So on
this particular night we were all a bit hungry for some combat. It was long in
coming. Chris had to work through some themes to get us on the right track. He
subconsciously took control of some of the characters, mine being one of them,
and began moving them about the field. This rankled a bit with me and the other
players and we objected. Chris was
thrown into a quandary and he began looking for role playing patches to get us
on track. This heightened our growing frustration and we reacted poorly. We didn’t
do Chris’ game justice nor give him much room to move. He was forced to
continue manipulating the circumstances in order to keep the arc. By the end of
the evening it was a slaughter fest. Anything, including Davis new character,
was fair game for us all, and we did not bother to role play in situations or
try to figure things out, but rather we killed monsters on site and fled from
one situation to another. I was much to blame for this, as I tried to role play
my character regardless of the story arc. This caused more confusion. Chris
tried to keep us on track by revealing the epic themes and other material, but
it just caused confusion.
We ended the
evening with much joking and cussing and promised that next week we would give
everyone a break and pick up the assault on blacktooth ridge.
Davis’ game
suffered a similar fate. Our characters had left the ridge and become entangled
in the problems south of the river. We had no maps at the start of the game and
were far from human habitation, deep in enemy territory. The player who played
the ranger, Mac, wasn’t there and Davis did not NPC his character. So we were
in the trackless waste, pretty much on our own. We wandered and wandered. For
18 days of game time we wandered in the woods, meeting almost nothing, utterly
lost and without purpose. Davis, true to form, let this unfold as if it were
real life. And as in real life, we were pretty much done for and lost. We all
became a little frustrated and just as in the previous week, I noticed the
players (me and Todd in particular) getting antsy and start to react to
everything. When we did encounter something the ferocity of our pent up rage
stunned even Davis as we all recklessly fought to get into the fight!
That is when I had
my game mastering epiphany. It wasn’t about Chris’ style or Davis’ style, or
even my own. It wasn’t about the way the games evolved or were evolving. All of
us are past masters at this craft and our good games far outweigh our bad game.
The epiphany concerned the players.
I found that I was
thinking, for the first time, like a player. I had finally shed that arrogance
of mastery that comes with riding people’s emotions and plundering the wealth
of my imagination to enwrap a group of gamers in a world of tremendous make-believe.
I was now a singular entity trying to unravel someone else’s world of make-believe.
And I was bored. Twenty years of running games tumbled before my eyes and I
thought that here is the answer to the riddle. To quote a history professor I
once had “to truly understand them, you must step out of your own shoes -
imagine a tall, mustachioed, white hair gentleman stepping out of his shoe -
and put yourself, put your feet, into their shoes - imagine him stepping back
into his shoes.”
What frustrates the
player? Its not the big things. The themes, the direction of the game, the
whole host of concerns that you, as a good Castle Keeper have, that matters
most. Though these matter, what matters more is what frustrates, what guides
and what drives the player in the game. The small things matter: hitting in
combat, finding your way, or healing your character. Having enough treasure to
re-equip. These are things that keep them in the game and allow them to endure
the unfolding canopy that is your game.
For me the greatest
example of this can be found in the specialization ability of the fighter. It
always confused me. Why would you allow your character to become dependent on
one weapon? In my game, combat is so brutal and fast that if you dropped your
weapon, its best to not worry about it, but pick up or pull out the nearest
thing to you and batter away at your enemy. Life comes to the bold. I never
thought much about the probability to hit or what that +1 might mean to the
player. That is, not until I played a fighter who could have really used a +1
on any number of occasions. The frustrations a player can feel from not hitting
repeatedly can build up to a crescendo and leave them so frustrated that they
are doomed to doom the game. I came to understand that after a year of playing
a character, (fighters to be exact), and now it is always in my mind . . .
particularly when I’m behind the screen.
Keeping the Castle
is a skill much akin to the feudal lord. And as was true with the ideal of
feudalism, is true in the game. The Castle Keeper must never forget what is
most important to the characters, to the players themselves. Though they may
love to unravel the great mysteries, solve the riddle, overcome traps and slay
the demon lords, what they are most concerned with are having the basic tools
to accomplish the job. This is not to say that you must give them what they
want in order to keep them playing. On the contrary, doing that would only
frustrate them into boredom. It is to say, that as a Castle Keeper, you must be
aware of what your players’ characters need to actually play the game.
3 comments:
Thanks for that story!
Given the "my fourth character in Davis's campaign" comment in one video, I'm wondering if you've had one make it past 3rd level yet.
--Jeff
This is the first critique / outside observation of my games that I've read, and it is tremendously helpful. I wish I'd read it before CK'ing Kain!
One thing that I would add, and this is a failing of mine in the CK chair--don't try to use the players as if they were merely characters in *your* story. It's everyone's story. The advice back in the AD&D days was, give every class a chance to "shine" in each adventure.
Post a Comment