Showing posts with label setting. Show all posts
Showing posts with label setting. Show all posts

Saturday, May 8, 2010

Making your pitch, setting your tone

One important aspect of your game is the tone. Is it a light hearted comedy? Four colored comic book action? Batman style gritty realism? Generating a tone and adhering to it are both very important, and equally important is conveying to potential players up front what that tone will be.

Personally, I think the worst tone possible is a depressing, post-apocalyptic setting, or one in which the players are up against unwinnable odds, or playing in some other environment that is horrifically depressing. The best example of this that I can think of are the White Wolf games Vampire, Werewolf, Mage, etc. In them you play characters who are either in terrible situations (i.e. undead) or are fighting against opponents that cannot be beaten. In Mage, for example, your primary opponent is The Technocracy. The Technocracy rules the world behind the scenes, there is no beating them. Nothing you can do in the long run can overwhelm The Technocracy because they employ a kind of magic called Science that is powered upon a fundamental belief that science works. The more people who believe in Science, the more powerful it is. So guess what, mage; you live in a world that cannot possibly be changed in any meaningful way.

If you play Werewolf do you think you are going to be able to defeat The Wyrm? Think again. Vampire? Well, Vampire has a sort of cult following all its own. At least it did when I was in college when LARPers took it over and got to dress up in black and role play the undead making and breaking political alliances. Vampire might be the one exception in the White Wolf series because instead of their being an obvious major villain, the players themselves were villains (you know, for being undead blood suckers).

The point is, though, that when players are confronted with a world where they are pitted against an unbeatable foe, it can be pretty daunting. It is like my dislike of X-Men games. With X-Men games the opponent is the Federal government, mutant hunting agencies, racist groups, mutant terrorists, etc. There is no winning here. Your character is trapped in a nightmare world and the best they can hope for is to have a mattress to sleep on underground somewhere, hiding from hoards of racists bastards out to kill them because they are prettier than they are (ninety nine out of a hundred mutants are beautiful. It is the rare player willing to run the sort of freak of nature that would cause riots).

Your game does not always have to maintain the same tone. Perhaps you want to run a series of adventures with a humorous bent, or you wish to introduce more romantic elements. The tone is in part inspired by the players themselves as you strive to keep them entertained. For example, a player may wish his character to form a romantic bond with an NPC, if so then role play that out with them. Even if your game is not romance based it certainly does not hurt to have a romantic element to it, provided it is done in a tasteful manner and adheres to the rating system you and your players are comfortable with (I have always gone for a PG-13 rating in my games, although when it comes to gory elements I have slipped into "R" territory. But when it comes to sex, fading to black works best for both myself and my players). Sometimes a game needs to be shaken up a bit to keep it fresh, keep players interested. Do not be afraid to change up the tone a bit if you or your players are getting bored. Just bear in mind that if your players signed up for one sort of game and you start delivering another they may quit on you. Discuss dramatic changes with your players before you initiate them.

What about humor, you may ask? Funny is hard, and I cannot imagine any game that can be long sustained on it. All the same, I think a little humor never hurts. Some of Star Trek's greatest moments were funny ones (The Trouble With Tribbles, Trials and Tribbleations are just two examples). Just don't be surprised if your jokes fall flat, and do not take it personally if your players do not find them funny.

So when you design your game, think long and hard about the world you are creating. Do you really want to deliver an environment in which your PCs can have no impact whatsoever? A world where they are against unstoppable forces? A place where they are at best government stooges, at worst outlaw vigilantes with a price on their heads? Consider carefully what you deliver. My game has lasted over eight years in part because the tone I have provided is at times gritty, other times humorous. A place where sometimes the heroes do come across larger than life and make a difference in the world.

Saturday, February 13, 2010

Creator of Worlds

Once you have decided what sort of game you wish to run, and once you have begun making the NPCs that will populate it, your next task is to provide more information. Now you need to start world building. If you have decided to run a canon game (a game based upon an already pre-existing work of fiction) you may think your job is easy. "I am running a Harry Potter game!" you might say. "Anyone who wants to play a Harry Potter game already knows everything about Harry Potter!"

Not so fast. What if they have only seen the movies? Then heck, they won't know a whole lot about Nymphadora Tonks, now will they? It is right to assume someone who wants to play such a game will have a passing knowledge of the universe in question, but they will want to know, they may even need to know, more background (It may be prudent to give out spoiler warnings to players if they have not read or seen all the source material). Web sites like Wikipedia are ideal starting points for this information, but there are plenty of others. For example, if you are running a Star Trek game ditl.org has everything you could possibly need regarding ships and canon characters.

So, this just sounds like more NPC stuff, right? And this is true, a large part of your world's background does involve that characters that populate it. So let's move on. What else do you need? What about the home where your characters live, or the base they are operating from? Or the ship they fly through space in? What about the city where the campaign takes place? What do your players know about it?

World building is very important and as the GM you must provide plenty of detail to give it life. If it takes place mostly in one city or community, be it fictional or real, they need to have some idea what the place is like. Give them descriptions of the neighborhoods, a history of the city, background information about important historical figures that may have had an impact.

In Star Trek this is especially important. One of the criteria many players use to determine whether or not they join a game is based on what sort of ship is being used. Choice of a weaker science vessel implies your game will be more inclined to have games involving exploration themes, while using something more combat oriented would suggest your game will have more action. Prospective players need to know this up front.

Which leads me to the next item concerning world building; images. Fair use laws are pretty complicated (at least they are to me) so please do not take anything I say as absolute fact. The biggest issue regarding use of images found on the internet concerns profit; at FedEx Office, for example, we are not allowed to make duplicates of pictures found on the internet because that would mean we are profiting from it. Provided 1) your images copied are for private use, 2) not for profit and 3) you are not claiming to be the owner or creator of said images, then I believe you should be all right to use them for your game. If the owner does object, however, then it is imperative that you accede to their wishes and remove it. It is important to note copyrights; when I ran my Star Trek game I gave credit to Paramount.

I have used images of celebrities to portray characters, floor plans of mansions for bases, maps of cities to show the campaign city. And where Star Trek is concerned I have used images of ships, equipment, uniforms, etc. Players who have access to images and information have before them a more realized world and can better visualize it.

If your game is world spanning, or involves travel to other worlds or parallel universe or the like, then the players will want details, details, details. There is no need to write a novella, but anticipate questions, have answers prepared. Paint your world on a huge canvas using words as well as pictures. At the same time, do not drive yourself crazy trying to anticipate every single question that might be asked. If someone asks you for details about Madagascar, for example, and it has absolutely nothing to do with the plot at hand or the PC's background, then find out why the player wants to know. You have a life, players cannot expect you to be devoted so much of it to irrelevant details.

In my next post I will discuss the relationship between the GM and players and co-moderated games. Since it will be called There Can Be Only One, you may have a clue how I feel about the matter. :)