Tuesday, April 21, 2015

Player Expectations

"This isn't what I thought it would be"
(Via Cracked.com)
There are a wide range of tastes and preferences among any group of individuals, and when it comes to RPG players, they are no exception. Knowing your audience and being clear about what your game is going to be is another way to put the principle of "DMpathy" into action. No tabletop campaign is the same as another, and if you give your friends the kind of game experience they like best, you will get the best out of them in return.

It is always a good idea to start any campaign with a discussion of what the players can expect. The discussion usually starts with the "elevator pitch" I have mentioned previously that sums up the basic concept of the campaign and some of the creative aspects you will include. But there are a few more fine details to consider before dropping the party into your newly created game world. These details will also help you decide which game system is right for the kind of game you are planning. If you already have a handle on what your group is into, great! If not, here are some important things to think about.

Tactical vs. Narrative Gaming

This is the first spectrum of gaming tastes your group is going to land on. Not everybody has to have the same preference to have a good time, and the most fun games are a combination of both, but it is important to know just what your group generally enjoys so you don't unbalance the game with a play style that they find tedious or annoying.

Tactical gaming is the type of game for players who want to overcome challenges. It is supported best by systems with very developed game mechanics. For best results you need quick thinking, organized notes, and some mathematical know-how doesn't hurt! I often compare this to the genre of tabletop play known as war games. It requires strategies, critical thinking, and solid design but provides a dynamic challenge for the competitive player.

On the other hand, some people just want to share the creative story-telling aspect of the game. Sometimes these have been called "Story-gamers" because they care little for the mechanics of the game rules and more for the tales they weave. This is the more 'cinematic' style, because it is more about the fast resolution of combat than the intricacies of the fight. But in the end there is a place for both elements at the gaming table. Finding the "sweet spot" of balance between the two is always worth the effort.

Setting and Genre


Your pitch should cover the main theme of the game you want to run, and give an idea of what genres of fiction your group will explore. It is important to be forthcoming about this, as it is one of the primary attractions to the game. Fighting the galactic empire or delving goblin-filled caverns may both be fantastical adventures, but are very different settings that appeal to different tastes and sensibilities. Mash-ups of multiple genres are excellent ways to spice things up and appeal to a wide audience, but that's not something to spring on your players unexpectedly. Sometimes it can work well, like chocolate and peanut butter. Other times it is more like peanut butter and mustard. Know the material you are attempting to blend and ask your players if it sounds good before you start remixing a setting like this.
Typical genre mash-up... cowboys in spaaaace

The Tone of the Game

The tone of the game is something that should be settled upon before things get started, but it is not set in stone. The tone of your game defines its 'flavor' and every player has a preference. Lighter and more humorous games are popular among people looking to hang out and have fun (this is called 'beer and pretzels' gaming after some of the most popular snacks.) On the other hand, some people like to get invested in the dramatic tension of the game like a good movie or TV show. Whether you choose to take a goofy or a serious tone, make sure all your players are on board and willing before you start the game, rather than making it an issue during the session.

Every game also needs an agreed-upon scale to balance realism and the fantastic. Is your action wild and frenetic like a John Woo flick or a pulpy adventure novel? Or is it gritty and realistic like Saving Private Ryan or a historical novel?  The players should also know what kind of power levels to expect. A magical realm could be inhabited by anything from magical fighters locking blades to god-like titans destroying mountains, so it is time to get specific.

The mortal dangers of the characters are another thing to consider. I will address lethality in gaming in a future entry, but for now just note that players should be aware of how brutal your game is going to be for their characters. Typically a player does not want to spend an hour conceiving the intricate backstory for an elven ranger raised by dwarves in a volcanic cavern just to get killed in the first passageway of your apocalyptic mega-dungeon. It's always better if your players know what they are signing up for so they can plan accordingly.

Lastly, there is the detail of adult situations. If you are playing with younger players this should be a no-brainer, but even adult players don't always agree on matters of violent or sexual content. Be sure you establish boundaries of what kind of behavior your posse is okay with. I like to use the old-fashioned movie rating system as a guideline, with statements like "This game is typically PG-13 in terms of mature content, but the players can use whatever four letter words they want." If your group isn't concerned about the content that's fine, as long as you know they are comfortable.

Making Sacrifices

Lastly, it bears repeating that if your gaming group is opposed to the concept of a game, don't force it on them. As much as you may want to run a certain type of game, it will be fun for nobody if your players don't feel like playing. Find out what they want to do, and identify shared interests that you would like to explore. Remember this previous entry about how you are writing and crafting encounters for the love of the game not just for your personal tastes. Once you and your players know it's the kind of game that you can all enjoy, that fun will start to spread across the game table. When you care about your players, they care about you. That's DMpathy!

Happy ventures!


SAMPLE CHECKLIST OF QUESTIONS BEFORE YOUR GAME BEGINS:

-In which setting and genre will this game be classified?
-Will the gameplay be very tactical (rules-heavy) or cinematic (story-heavy)?
- Is the game going to take a light and comedic tone, or something dark and dramatic?
-Should the players expect realistic action or something much more fantastic?
-Are the characters at very high risk of mortality? How final is death in this game?
-What kind of adult content or situations should be expected?

No comments:

Post a Comment