Changing Mindsets
November 19th, 2009 Zen
This is a post about pen and paper roleplaying games. Turn back now if you’re not interested.
I have often struggled over the years to create a different flavour to my campaign experience. I freely admit that most of my games have thematic tones of evil and conquest, where I could quite easily exploit themes of corruption, intrigue, mystery, horror and so on. Somehow I always seem to return to my generic fantasy roots, wherein evil is trying to take over by spewing forth an army from the deep dark depths of hell or its fantasy setting equivalent. Even in my most original campaign plots, there has been an army of some description bent on invading where the players are currently located.
So too do my players get stuck in their own mindsets. I largely attribute it to the fact that, in GURPS, you are invincible. While many options for evisceration are available to players and enemies alike, somehow all my opponents end up as unrecognisable piles of meat on the floor. Most of my players, myself included, began on this system. There is a mindset at my table that the player characters can overcome, which is inspiring in books and movies, but usually leads to rampantly stupid acts of heroism that get people killed in roleplaying games.
When running a game of 4th Edition Dungeons and Dragons, I do like to appreciate that my players occasionally feel overwhelmed. I like them in the final few encounters of an adventure to discuss the possibility of high tailing it and have ‘maybe those villagers can defend from what’s left of the hobgoblins anyway’ conversations.That is of course before they inevitably fell a few foes and everything seems alright again. I’ve fallen into the trap of making things too easy and become a sucker for the good ending. I’d like to kill a player character, but the long surviving GURPS characters haven’t given me the taste for blood I needed in my early DMing days to help me become the cold heartless bastard at the head of the table that I should be.
Similarly, I can’t get my table sessions to have the right feel to them. I’m not talking about game content, but rather what happens in the course of playing the game. I’d like to start calling my players by their character names when their initiative comes up, but I just can’t. I always slip back into player names which I’m sure facilitates the table talk and meta-gaming that floods our sessions. Not that I mind it all terribly, we all have fun in the end - it’s just something that I’d appreciate.
I guess to conclude I should declare that “COOL STORY BRO” is not an appropriate comment or response to this article. I am aware that this post is entirely contentless, but these things have been swirling in my head for some time now. It’s good to put them down, and I hope I can’t find this article one day and reflect on how my campaigns have improved.
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