Showing posts with label tabletop day. Show all posts
Showing posts with label tabletop day. Show all posts

Saturday, April 30, 2016

Working with Player Choice, Catalyzing Chaos

In the mind of the game master, the world they created is a glorious clockwork machine filled with carefully constructed intrigue, adventure and drama.

Players, by their nature, want to play! They want to explore new worlds through the medium of the tabletop experience. Through all five of the player senses: touch, taste, sight, smell, and hitting things with medieval cutlery, players want to interact with everything. They are also people, as such they act about as predictably as the dice they wield.

Players may completely ignore the city the game master created, after having spent many sleepless nights researching civic infrastructure, and instead insist on setting sail upon the nearby sea. By some small slight or misspoken word, the players may just slay that all important NPC with a backstory that took up several three ring binders! They generally don’t do this maliciously it is simply in their nature to act in a way most exciting for them.

Some game masters might be utterly demoralized by this, harboring animosity for derailing what they had felt was a truly majestic story. This might come out as petty cruelties.  Or perhaps as despondent acquiescence to whatever the players feel like doing leading to a meandering adventure that eventually leads no where.

Myself however, I invite it. For me there is no greater pleasure than a collaborative story.

Being a game master is essentially a combination of author and actor, one must gain proficiency in both to run a successful game. This includes improvisation, in fact I would hazard to say that improvisation is key to the success of a game. Your players are essentially improvising every step of the way so it only seems polite to meet them in this.

Allow me to recount an example from my most recent game, a Halloween session of Call of Cthulhu. The players were all engaged in tea and desserts aboard the orient express. Seated at their table were two NPCs, an occult minded dilettante and a land owning hunter. The players felt they had reason to be suspicious of both of these characters and tailed both in their own ways.

Unknown to the players, the hunter was a restless spirit, given unnatural life by way of a boon of the underworld. This semblance of life had a time limit which I was keeping track of by way of an hour glass. The players of course had no idea what the hourglass was measuring, simply that I had turned it over when play began. I had intended the hunter to return to his cabin on the train and perform the rite that would keep him enfleshed. Having done this, he would participate with the players in the fight that would happen soon after against a monstrous creature assaulting the train. In this way, I hoped to keep the players somewhat more loyal to someone they had fought alongside as a greater reveal later when he turned on them.

What I had not counted on was a series of terribly good rolls as the players silently stalked the hunter and then jumped him in his room. They knocked the hunter unconscious and forced him to waste what time he had left to his spell. Upon waking they had intended to question him, which is when he transmogrified to his true, putrid, inhuman form.

In the first half hour of the game one of the major antagonists had been revealed and his method of disguising himself, the pips of a magically enchanted pomegranate, were stolen from him.

I hadn’t planned on this by any means, I had assumed the hunter would be found out far later in the adventure after some pre-arranged slip up or by way of deduction. His scenes and short narrative arc involving his villa had to be scrapped and needed to be filled in immediately as this was meant to be a one session game.

But I was so immensely pleased, because it meant I could start the game out in a far stronger way than I had intended. The players put themselves in occult danger immediately, facing down the hunter in his undead, cervine form in the tight confines of the sleeper car. Without knowing it the players had created a far more exciting scenario for their first scene than I would have written! Now they would be injured and rattled from the experience of seeing a man twist and decay before tearing through the window into the dwindling light of dusk.

I’ve had so many incidents like this, such as a dungeons and dragons session where my players were exploring a swamp and the random monster table demanded I send frogmen to attack them. My players were charmed by my descriptions of the beasts and decided to befriend them instead of kill them. They made good rolls so I let it happen. I felt like the frogmen needed a good reason to have attacked the players and reasoned that perhaps there was some clan war going on. The players had inadvertently stumbled into the middle of it and the frogmen that attacked them were starving and desperate.

What followed was a team of adventurers sharing their food with the beleaguered frogmen and giving them assistance in their war. On the fly I assigned two other major clans to be antagonists and gave the players the benefit of their surrogate clan being very amenable to trade and goodwill with the nearby city. The war wrapped up by the end of the session and now the players had some treasure, experience, contacts in the fledgling frogmen settlement and even a frogmen hireling!

In the games I’ve run there are some fundamentals I’ve always stuck to:
  • Learn what your individual players think is fun or cool then make that happen.
  • Every critical success should yield something exciting. Player wants to woo the red dragon with his charisma to try and get out of being fried? He rolled a 20? Well now that player has to deal with the intimate interests of an ancient red dragon, I certainly hope he keeps scrolls of fire resistance handy.
  • Avoid saying no whenever possible, this tends to make players feel stifled and slowly will breed resentment.
  • Use redirection whenever possible in the place of just saying no. Tell the players what they can do rather than what they can’t do.
  • Be ready for your players to be creative, to ask weird questions, to do weird things. Try to practice your improvisation with writing exercises, read as much as possible in the genre you want your game to exemplify.
  • Also be ready for your players to obsess over incredibly inconsequential stuff and immediately write off vitally important details. If necessary, just switch them around, they will never know the difference and you don't need to waste time having heart palpitations over it.
  • Understand what you think is fun, what you really want to get out of the adventure, let that be your guide for how you run the game rather than the specific crunchy details.
  • Make any detour your characters drag themselves into feed your story. Try to imagine the threads of your story, your villains or your heroes, how far out do they spread?
  • Never feel like the fantastic set pieces you create are wasted if the players don’t get to them. You can always adjust the details and fit it in somewhere so don’t worry about losing that gorgeous prose you prepared or that really exciting character you’ve been rehearsing for days.
You are the game master, the storyteller, the dungeon master and ultimately the host. The only way for the players to have fun and ultimately to experience your story is through you. Your players have to contend with the challenges you lay before them, but for you the challenge is to engage with your players and create a fun experience with them. It can be a little more difficult than rolling to hit armor class zero but for me the rewards have always been incredibly satisfying. 

#TabletopDay - My fav tabletop games



 Do you like freaking enormous games that take all day to play, an hour to set up, and that you'll probably play wrong for a while but you'll still love?? The Arkham Horror is for you! The base game is already big--so big that I wound up buying more dice to play it regularly*. But now there are several expansions that make it even more epically huge (which I haven't gotten to play yet, much to my woe), and it's easily and all-day thing if you want it to be.

But it's so cool, you guys. Even though the last time I played I wound up mostly Lost In Time And Space.

Here's what I most love about it:

  • It's a whole story--there's so many things to track and follow and work around
  • It's not competitive, it's collaborative--there's no point in being mean to the people you're playing with because it's all of you against the board, and the board will probably win anyway, so work together
  • It's got lots of little tokens and bits and stuff to mess with and read and move around
  • Dice!
  • It's freaking gorgeous, dudes.



If you're in the mood for a faster game that involves jokes about sheep and wood, this is the one for you! It's not complicated, how it goes is mostly about how well you pick your original placement, but it's super satisfying collecting resources, trading with neighbors, and building things up. There's a number of expansions, too, so you can get bigger and fancier stuff going on, and it's easy to learn.

Also, it's all modular--the board changes every time you play!


Back when we were kids, we lived overseas in places where there wasn't often TV and where cable hadn't been invented yet. We read books, or we played games--all those classic family games like Monopoly, Candy Land, Life, Trivial Persuit. But my fav was always Parcheesi.

It's cooler than Sorry, though basically the same sort of game. It's less likely to be missing pieces than Chinese Checkers. Our copy had really nice wooden pieces that felt nice in our little-kid hands and looked like candy. It's easy enough for kids to play, but fancy enough that adults can play, too, without feeling dumb. It just always felt really classy to me, and I still love it.


What're your favorite games? Share in the comments and I'll start a list of games I need to check out!

 *Well, my friend bought them for me. They have my name on them. I love them.

#TabletopDay - The meanest game of Uno you will ever play


Uno is one of those games you learn when you're a kid because it's easy and it's fun and it's not too fussed about how many people play it. It's also mean. Like, seriously, the only physical fight I've ever gotten into was over a three-person hand of Uno--the other two, my best friends, teamed up to skip or reverse on me for twenty minutes straight and the only time I got a go was when I had to pick up cards, so I kicked one of them. She hit me, so I hit her back, and then she bit me and tore my nightgown with her steel-enforced teeth. 

Good times.

Anyway, Uno is also one of those games where you have lots of house rules* AND one where there's lots of variation-decks so you can mix it up.

My brother and I recently created the meanest house rule ever, and it will murder your game and make all your friends hate you, and it's awesome.

It's this:
  • If someone drops any Draw card on you, you can avoid having to draw those cards by playing ANOTHER draw card that matches, and the next person has to draw the cards listed on BOTH cards. 
The best part of this rule? There's no limit to it. When we were playing, we had a hand that circled twelve times and the last person had to draw more cards then there were in the draw deck, and we wound up adding a second deck to the game!

It's hilarious, you guys, everyone waiting for the time when there's no more Draw cards and someone has to pick up the whole deck. Everyone holding so many cards that they can't find the ones they're looking for because their hands are too small to fan them out properly. The wails of the lost as they take forever to get through all the cards they're holding.

It's the best house rule ever.

What're your best house rules?


*Ours are: You keep drawing when you don't have a match until you find one you can play, no matter how many you have to draw. If you go out of turn, you have to draw five. Sometimes we have random stupid things you have to say every time someone plays a certain card; depends on how dunk we are.