Take Care of Your Pet

In the ongoing theme that RPGs are complicated and new players need time to ease into them, I wanted to talk about goals that the players set for their characters. I was again putting the cart before the horse. Setting goals seems like a simple enough concept but it’s not. That idea is premised on the player understanding (at least subconsciously) that their character is a pet. A player character may be the first virtual pet (and then came Tamagotchis).

I don’t know if that makes immediate sense even to a seasoned role player so I’ll explain the concept a bit. When a player first is introduced to role playing, they make a character. To them this character is comparable to a piece on a chess board. They are moved around as the rules say they should be and little else. Unlike a board game piece, the player finds that their character doesn’t always do what they expect it to do. It sometimes does what they want and they are disappointed. Then it does well in a situation and the player is proud of their character. It is at this point that the player begins to think of the character as a pet. Not overtly, but they start to do all the things they would do for a pet. They start to think of it’s needs. They feed it, (if only with gold coins) and they may even put it to bed when it’s tired. Now they start to protect it and wonder if their character has desires. What does my character want?

It is only at this point that a player starts to think in terms of goals for their character. Before this, the game is simply an question of mastering the events that the GM presents. After a player starts to treat their character like a pet, they now can imagine virtual needs and wants beyond what is presented strictly in the rules.

This is not an automatic process. Long time players imagine that it is because it happens under our radar. We are not conscious of it happening and up until recently I wasn’t either.

Not convinced? Have you ever talked with someone that was really into their dog. The ones that make cloths for it and cook it’s food? You know what those conversations are like. Now replace ‘dog’ with ‘character’. Did you start to see it?

Imagine that someone’s cat dies, would you tell them “Hey it’s okay, just get another one”? Tell me if this statement is any different to a role player when their character dies “Hey it’s okay, just roll up another one.”

The important point is, that because it’s not a real living thing, a new player takes time to make the connection to their character. A furry dog or cat is easier because it’s soft and warm. Having a virtual pet is more like having a spider or a snake as a pet, not everyone accepts it as a “good” (or enjoyable) pet. I don’t know if telling them that it’s a virtual pet will speed their progression or turn them off before they intuitively make the connection. I’m hoping that identifying these stages helps a GM to understand what will make a game enjoyable to each player.

Footnote: The Utility of Understanding Characters Are Virtual Pets

I think this is a useful tool for discussing why RPGs are fun. Traditionally when non-players see the devotion that role players attach to their characters it seems strange to them. They don’t ‘get it’. The language isn’t fully there but explaining that a character is like having a pet and there are varying degrees of devotion that pets engender can help explain the situation. Just like a dog or a cat, we interact with this virtual pet and build up a history with it. Some people have lots of pets and they give some attention to each. Others have only one that they cherish for a long time.

What do you think?

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Clear Player Paths

One of the things that RPGs do not often do is to identify effective strategies for the players. This may be because different GMs can have differing styles requiring strategies to change. Without clear strategies, the players are left to try and divine what their best course of action is and this is yet another mental load on the player that can dissuade them from playing.

Identifying an effective strategy to the players makes things simpler. They don’t have to worry about being ineffective because they went about things the wrong way. This allows event the casual player to come in sit down, do something cool and go home happy.

There are plenty of players that love to explore strategies, for them having several unstated effective strategies in a game is really going to enhance their enjoyment of the game. For this article though I’m focusing on trying to ease in players that don’t immediately find discovering them enjoyable or may never find them enjoyable.

Simple Strategies For Your Game

So here are some easily understood strategies for players that you might consider having in your games.

Brawn

This is the classic big tough guy. It’s the most easily understood strategy and one of the first ones that beginning players reach for. The question is, is it effective in your game? Should it be? In a game world with medieval knights powered by muscles it should have a large effect. In Sci-Fi settings that’s not the case but a big tough guy might be able to carry more equipment and soak more damage.

Is there an advantage built into your game that takes this into account? In The Artifact, this advantage is there but I have to admit it’s pretty weak. Although that’s not out of place in the setting. Because of that, the fact that brawn is not the most effective strategy needs to be clearly identified.

Speed

Does the ability to move quickly give the character an advantage? Can they avoid danger with speed? This may mean running speed or the reaction time of the character. In higher tech settings, maybe vehicles play a big part in getting characters though dangers.

Is there some built in advantage for speed in the game? This is probably the first effective strategy most players discover when playing The Artifact. Reflex is an important attribute and a fast vehicle comes in very handy in our games. In some situations the players vehicles have been so fast, they were nearly immune to attack. Again, how this works for the player needs to be clearly identified.

Reach

The ability to strike before anyone else can be a large advantage. Is there a built in advantage for this? Can a character build a strategy around being the first to act in most situations? Can they strike while out of reach of danger?

This is one of the core effective strategies for The Artifact. I need to state it more clearly. Every piece of equipment is geared for range vs effectiveness.

Others

There are other strategies that could be made obvious to players. For example, being highly perceptive may allow characters to avoid danger rather than stumble into it. Stealth is another common strategy.

Where are the mechanical advantages when playing the game? Identify them to your players, especially new players so that they don’t have to master the rules to be effective.

Thoughts or suggestions? Comment and let us know.

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Limit Your Player’s Options but Not Your Players

Expanding on the last two posts, I’ve written about how the limitless choices of an RPG may be too much for most people and as it’s overwhelming to them they never become players.

I have to admit, this is where throwing your players in a labyrinth filled with monsters starts to make a lot of sense from the perspective of the players. There is little choice, right, left or straight. Fight or run. That’s about all the choices and it settles the players into the mechanics of the game. The players get to say ‘Hey my pet character did cool stuff’ and they begin to identify with them. At some point they realize that there might be a more interesting world outside of the labyrinth. It starts off on the trip to buy a nice new sword. They actually start to play out the interaction of buying the sword, then they say ‘Where do we sleep at night? I want to reward my pet character with a nice warm bed to sleep on instead of a blanket on a stone floor.’ They began to realize their character would logically have needs and wants.

That only happens after they’ve run them around like board game pieces for months or years. Long time players assume the thought is natural. If I just tell a new player that their character is like a real person, they’ll understand. Sometimes they do and a new player is born. Most of the time they don’t, it really is too much for the person to grasp. They haven’t formed an emotional connection to a character (most times they haven’t even made a character yet) before they’re told they need to treat them like a real human (or real whatever creature they are).

Now this is a different argument than what I started with the last few days. I have talked about choices and limiting how many choices the players have to make. The thing that allows the players to make choices is having goals. If the goal is a better cleaving tool, then they need money. If they need money, they need to make or find that money somehow. We start throwing players into a much richer world than that and it’s very hard to imagine why the choices in this virtual world matter. We want to speed them along the path that we took but it doesn’t work that way. We’re skipping a thousand steps that we took, probably in our teen years that we forgot about.

So the question is, if they really don’t get the desire to make their own goals just by explaining them, how can they be helped? The answer, for the most part is to learn the way most role players probably learned. Slowly.

Learning slowly, growing slowly

In order to not overwhelm a new player, they need to be eased into making choices. They need to start out with things as simple as left, right, straight, run or fight. You could substitute a direction (up, down or right) or an action (talk or run away) but adding to the choices will quickly overwhelm the new player. In addition to this, the new player must be told what their options are to make it clear there is a limited set.

So how do you know when the new player is ready to take on more? They’ll tell you. When one says “There must be another way of dealing with this guard, I want to try talking to him.” you know they’re ready for more. Not a lot more, but they’re growing.

If one says “I’m going to try using the rope I have to cross this gorge.” they’re growing. Let them introduce the possibilities. Be ready with a way of going around the gorge and give them opportunities to see new possibilities for handling things.

The point is, give them a limited set of choices, make the choices obvious but don’t limit the players to the choices you present. Thus the title of this post limit your player’s (presented) options but not your players (actual options). When they want to expand, when they’re ready to expand, help them do so. In essence there are rails that the players can run on but when they see something they want that’s not on those rails, let them jump off and go get it.

The Apple Strategy

Apple Computer has an interesting strategy with their products. They know that customers think they like choice but in truth they want to know they’re getting a good choice. The best way to make sure of this is to give them only a few choices. Each one is almost the same as the last but cost more and more as you go up the chain. Each step offers a little more functionality and the highest step has a prestige bonus (the white one) so everyone knows you picked the highest step.

This is an excellent model for beginning players. Give them a few options, clearly delineates them as to cost and give the most costly one a prestige bonus (something shiny that proves they did it the hard way). Two options may be a little restrictive but three is usually a good number. Any more than that and the choices start to overwhelm the players. A GM has an advantage that Apple doesn’t. Once a player starts asking for a different choice, he can usually make it available in short order.

The Problem of Mixing

One problem that is perplexing is how to handle a new player who can only handle limited options who is playing with advanced players who are already making goals for themselves. This is a hidden danger because this is exactly the situation where I have seen new players bow out. They don’t understand the complex thinking of the advanced players and feel they never will. The experienced player can actually poison the new player’s desire to play.

More and More

Each time I sit down to write about this, I keep coming up with more that needs to be explained or discussed. I’ll have to let this topic spill into next week.

Anything click with this idea? Anything not work in your experience? let me know in the comments.

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Choices

RPGs are all about making choices. Players love being given agency and autonomy. This is the core draw of a table top RPG.

It may also be the reason very few people play them.

Continuing the thought from yesterday, letting your players have control of what they will do is the holy grail of good GMing. Give them what they want, let them be awesome, never say no.

This philosophy is poisoning RPGs. How can I say this? You probably have used these mantras and had your games become more enjoyable. They became more enjoyable for you, but what about that guy that tried out sitting in on the game to see if he’d like it and then didn’t come back? He’s the majority. He didn’t enjoy it and we assume he didn’t “get it.” You probably asked him why he didn’t like playing and he probably shrugged, not knowing what to say.

A lot of people see us sitting around the table and think “That’s really nerdy.” Take the same group of people and have them play a board game and people don’t think “nerdy” they think “They’re having fun.” Why?

Let’s decode this language. “Nerdy” means that the people involved are putting in more mental effort into a task than most people would. That means people are looking at people playing RPGs and saying “That’s really hard.” They don’t always want to admit that to you or themselves so they disparage it with “Nerdy”.

So why are RPGs hard? We have one page RPGs, on the level of game complexity and reading they’re simpler than most board games. If keeping track of a fantasy world is too much mental effort, there are plenty of one shot adventures, no memorization required. In all the games, no matter how simple or complex rule wise one thing that makes all of them mentally challenging.

Choice

Choice is great when you know what you want. It lets you get what you’re after. We assume that given choice people will decide on what they want. It would seem the reasonable thing wouldn’t it?

The problem is that people don’t often know what they want to do. In the context of a game, we imagine that throwing out infinite possibilities makes the game more enjoyable, and it does, for a select group of people who know what they want. For the rest of the people in the world, they sit down to a game and want to be entertained. They don’t particularly care how but having to work hard at making choices is not entertainment and they see RPGs as having to work hard.

I now recognize that this is where I’m going wrong with some of my players. I have some that know what they want out of the game. Others, just want to have fun, they’re not personally after a goal. They’ll go after a goal if you set it in front of them and it looks like it’ll be fun getting there. They wouldn’t have picked it for themselves out of the air though.

This isn’t just RPGs, it’s everything. I think this is one place that Apple Computer has really gotten things right. You offer one or two options, if you have an option that costs more (the white one) then people feel really good about themselves for choosing it.

Barry Schwartz wrote a book the Paradox of Choice. Heres a video of him talking about it.

If you don’t want the lead up skip to about 8 min to get to the core ideas.

This is also the biggest difficulty in this. Some players will enjoy the choice, others do not. Choice has to be offered to the players that do want it and the players that want to be guided need to have fewer choices. It’s not a one size fits all proposition and that makes GMing much harder. Tomorrow I’m going to try and come up with some ideas for how to handle players that want choice and players that don’t.

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Simplicity

I’ve been mulling over how to get more people interested in RPGs. This isn’t anything new for this blog but I haven’t talked about it in a little bit. So lets get back into it.

Things Like RPGs

Video Game RPGs are common enough and most video gamers wouldn’t hesitate to play one if you plopped one down in front of them. Board games in some ways are like RPGs and are commonly accepted as a family fun kind of game. I was thinking about these two categories of games and mentally comparing them to RPGs.

One of my first theories was that a boardgame is more acceptable to the average person because it is less complex. That sounds pretty compelling when comparing a 200 page book to a board and a three page pamphlet. You might think “Aha! RPGs need to be less complicated and then they will be acceptable.” That however has already been done. There are plenty of one page RPGs out there. If the solution was lowered complexity, we’d be there already.

Then I thought about video game RPGs. Even though they’re called RPGs, they’re usually more “Adventure Game With Some Choice” (AGWSC?) and I think that’s the difference. When you play an video game RPG, some really have very little choice if you want to progress through the game. You have to do what the king or old man wants you to do or you won’t progress. Even MMOs are a series of hand holding steps. They tell the player exactly what their next step is. The player’s enjoyment comes from having the skill to perform those actions using the game controls. In some situations the player is challenged by the strategy or having the dexterity to accomplish the task.

Conclusion?

What if all our fears about giving the players the maximum amount of choice is wrong? What if compelling stories are with the players at the helm are the problem? What if, (and i’ve broached this subject before) if done in the right way Railroading is exactly what new players need to get comfortable. When I think about it, most of my new players, for the first few games are asking “What do I do now?” They’re not used to deciding for themselves. I think about my first games, when I was introduced to RPGs. There was very little choice. I was lead along, guided. Only later did I discover the value of choice.

What do you think? Is this train of thought madness? How were your first games?

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This Isn’t The End

Over and over again I’m hearing that RPGs are dying. Here and there you get a report of a game store shutting down and it’s the end of RPGs. The Hasbro designers of D&D are ready to give up.

Whatever. If a game store struggling or shutting down was an indicator of industry health, then that must mean that the food industry is failing because I’ve seen dozens and dozens of restaurants shut down in my town. In fact, the booze industry must be failing because I’ve seen some bars shut down!

No, that’s not why they shut down. Small businesses fail all the time because they have limited resources and the owner, no matter how talented does not have the business experience of a major chain store. If someone in the family gets sick right when there’s a lull in business, it can wipe them out financially.

There’s this fear that RPGs will become a model train hobby where only the older, financially able hobbyists will be able to stick with it. For the record, if you wanted to have an awesome RPG experience you can do it for free. Right now. The only way I’d give any credence to the model train idea is if RPGs were continually getting more complicated. If anything they’re getting simpler.

There’s fear that only older players are sticking with the hobby. In our group of players only my wife and myself are over thirty. Most are in their twenties and a few are in their teens. My kids are just starting to sit through a game (they usually wander off in the middle).

I’m going to cap this off with this thought. Where are the numbers? When anyone says RPGs are dying, they don’t have any numbers to show. I want a graph that shows how many gamers there were in the 80’s, 90’s, 2000’s and now in the 2010’s. Now I’m going to turn that burden of proof back on myself. There are 66,000 members over at rpg.net. Some of those may be bots, some of them may be inactive, but that’s enough people to populate a small city and that’s one forum, one venue. GenCon Indy had a record breaking attendance of 36,000 people. I was there and they weren’t all a bunch of 30+ guys. Yes some of them were there for board games but I’d have to imagine most board gamers that were there crossed over to the RPGs a few times in their lives.

Now remember, a good number of the people that attend Gen Con are the people that are highly dedicated to their hobby. That means for every one attendee there is some multiplier of hobbyists that don’t attend. Is that figure at least one in ten? It has to be at least that. Could it be one in one hundred? Possibly and I’d put that number even higher. Three million plus gamers? Absolutely, and that’s my low end estimate.

Now you tell me you can’t carry on a business with three million customers.

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Points of Disinterest: Episode 12

This is one of those technologies that looked impossible. In Star Trek, Bones would wave a tricorder over the patient and be able to tell what was wrong with them. Then there was the salt shaker prop that he would either scan over the patient or occasionally hold it still over a problem site.

The disbelief comes from trying to imagine how to make such a tiny device that could penetrate the body and “scan” it. X-rays are far too energetic to be generated by such a small device. And where was the receiver to make a picture from the x-rays? MRI machines are enormous and bulky. Ultrasound may not be a bad option but even that’s far fetched to have it function the way it is used in the shows.

That hasn’t stopped people from trying. One company Scanadu is developing an internet based device that uses a search engine to check images of symptoms and a database of connected systems to help diagnose medical problems. It’s even supposed to handle urine samples.  In theory the tricorders on Star Trek could have functioned by being connected to the ships computers and sensors than independent scanning devices.

Another possibility, if the technology advances from it’s current state is artificial smell receptors. Imagine that little salt shaker, sucking in air and reading all the molecules that pass through it. If a dog can smell cancer then a sufficiently sensitive artificial nose should be able to detect the same. What if it could smell bacteria and viruses? It’s not an impossible concept. What about smelling a build up of proteins around a wound site? That could also be possible as long as the sensors are sensitive enough.

So in seventy years, could the tricorder exist? Where I used to think no, now I might have to say yes.

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Corporate Character Art

One of the big ideas in the upcoming Tortuga Sourcebook is giving more ideas for corporate characters. One of the ideas is to have a character that the PCs would come to know and rely on for finding their next job. This character could be a PC or an NPC but they’re a little closer to the classic corporate man, so we figured they’d be running around in expensive suits. This is the art for that section.

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Minion Art

It’s late. I had a busy day. Yadda yadda but here’s some art. I have a section on minions in Tortuga so I needed some art for that section.

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More Tortuga Art

I need to get artwork done for the Tortuga sourcebook so to motivate me I’m going to try and do a piece a day for the week here. Here’s my first piece. I’m cheating here because I already started this one and just finished it up today.

This one is for the sections on Champions, people considered loyal enough to be given technology that comes from technology left by the Old Ones. This guy would be a Chezbah champion.

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