I. Dear Reader
I find that broadly there are at least two kinds of GM advice – and they have a very different philosophy underpinning them.
The first kind of advice aims at all costs to maintain verisimilitude. It’s a solution that you can implement without breaking the players’ immersion in their characters. This can just be stuff like Matt Colville explaining that if your players are taking too long discussing plans, guess what, orcs attack! We’ve all probably played a game where people were going in circles and not able to decide what to do. If it looks like we’re not able to decide, we’re probably going to be relieved if the GM makes something happen to break the deadlock and prompt us back into the action.
(Historically, this kind of thing was taken to egregious lengths like Gary Gygax saying if players start acting uppity, have a rock fall on their head. It’s mostly gone now but reddit tells me that Cyberpunk Red which came out relatively recently still says something similar.)
The second flavor of advice involves breaking character and talking to your players directly. I know “talk to your players” is a mantra repeated so often that autocorrect suggests it as soon as you type the letter t. At its worst, this advice is vague and unhelpful. We’ve all considered talking frankly to people in our lives, we just find it awkward and hard and annoying. But, but, but – at its best, just describing the problem as you see it and escalating it from a character discussion to a player discussion will make it go away instantly. Like magic. (If you’re not sure what that means: In a previous issue, I discussed Jason Tocci’s excellent advice on escalating conversation in this way.)
And since the theatrical flavour of advice has the weight of history on its side and transparent advice keeps getting boiled down to mantra form, I thought I’d write down some examples of situations and some alternative ways to handle them:
Situation 1: The players are marines discussing whether to dive into the alien lair and recover their stolen engine (their main goal) or go and see if another missing team of marines is okay. There is only 45 minutes left and this is a one shot.
Theatrical: The other marines suddenly come on the radio and say, “hey we’re okay, please complete the mission.”
Transparent: “Hey, folks. There’s 45 minutes left. If we don’t do the alien lair now, we won’t be able to do it at all. Is that fine?”
Situation 2: The players are low-level fantasy nobodies who have a famous wizard friend. They’re about to tangle with some medium-level bad guy and decide to call in their wizard friend.
Theatrical: When the players try to contact her via a telepathic phone call / spell, she sounds breathless and says she’s busy doing something way more important like fighting a dragon.
Transparent: “Hey, folks. If we get the wizard in, she’ll absolutely make this fight a cakewalk. We won’t even need to roll initiative really. Is that what you want? Or would we rather have a fun fight?”
Situation 3: The players were having fun exploring when they meet a cool NPC (an android! an elf! an android elf!) who has this interesting backstory with an urgent, earth-shattering hook. They go along with the android elf because it seems more important but immediately look like they’re having less fun.
Theatrical: Narrate how the android elf meets a group of other android elves and have the elf say, “Hey, now that I have these folks helping me, you can leave it you want!”
Transparent: “Hey, folks. Talking to you as players here, do we want to stick with this whole android elf plot here? It does mean that we won’t do any open-ended exploration. Which would you prefer?” If they want to ditch the elf plot, you could just retcon it entirely or do the theatrical solution.
All of these situations have happened at my table. They’re all relatively low stakes and I think whichever way you handle it, it’ll probably be fine. But that said, some situations absolutely work better when done transparently so if you’ve never tried the transparent way, give it a shot. If immersion matters a lot to you, try it at the end of the session.
Yours two-long-posts-in-a-row,
Thomas
PS. The theatrical options often still require the players to willingly suspend their disbelief and go with it. If a player didn’t play along, they might just say “I thought their radios weren’t working, otherwise we could’ve just contacted them before. Why can they suddenly contact us now?” or “Oh, the wizard is fighting a dragon right now. We can totally wait. There’s no reason we need to fight the bad guy right now.” And sometimes I can’t shut off that part of my brain either so I won’t judge. But if there’s a way to sidestep that situation even coming up, I’m going to take it every time.
II. Media of the Week
- It’s an Alex Roberts double-bill today. Here she is talking about what is special about playing 2-player RPGs and recommending some:
- And also, on the Dice Exploder podcast, she’s there talking about “pity points” from Kagematsu, a game about women in a town entreating a samurai to protect them. The game is out-of-print but the discussion on the podcast about playing with power dynamics (gender, GM-player, etc) is good listening.
- Please consider joining 100+ other patrons and support the newsletter on patreon to help keep me going.
- If you’ve released a new game on itch.io this month, let me know through this form so I can potentially include it in the end of the month round-up.
III. Links of the Week
- Old post from A Knight At The Opera about Xorvintaal or the Great Game played by dragons using the world as a board. It’s a great campaign framework and I would love to use it somewhere.
- On tumblr, a good post about hard and soft moves and why they shouldn’t just mean “how bad is the consequence”.
- On EnWorld, Morrus chronicles the implosion of Evil Genius Games which raised a bunch of venture capital, ran a crowdfunding campaign for games with big IPs, courted some buzzword Web3 trends, got into a legal case with Netflix, and seems to have lost most of their staff amidst a toxic work culture.
- Space Biff writes about the importance of “repeatability” (or replayability) in boardgames and how some times, the best thing a game can be is a great (or uncomfortable) one time experience.
- There’s A TTRPG For That recommends a list of clockpunk and dieselpunk games.
- Dicebreaker covers the solo game, From Midgard to Eternity, about the life and death of legendary vikings and
From the archives:
- On Githyanki Diaspora, a great post about the problem with perception checks and how to do them better with three examples. (Issue 9, Oct 2020)
IV. Small Ads
All links in the newsletter are completely based on my own interest. But to help support my work, this section contains sponsored links and advertisements. If you’d like your products to appear here, read the submission form.
- Outliers, Samantha Leigh’s award-winning solo journaling game about trying not to lose your job as eldritch forces stymie your research, is crowdfunding now to print a quirky softcover edition!
- Quality Assurance (QA) is a 12 page one-shot for Mothership set during a disaster on an orbital station. A very special robot accompanies the Crew as they try to recover a piece of valuable hardware before it, and everything else onboard, is lost.
- Perfect Momentum is a new diceless bossfight TTRPG zine from Slade Stolar and Scablands Press! Four immortal heroes hunt down and destroy giant machine-monsters in a post-apocalyptic world.
- Snake Wolf 3 : Stratosfiend Mega-Dungeon for DCC is here! Answer the psionic call—chasing a man who dared touch a God; through the Shattered Woods, Washington DC, and the FACILITY.
- Behind the Magic, a fantasy mockumentary game, is now live on Kickstarter. Play as incompetent heroes who try to save the world (and probably fail). Check it out!
- Explore an ancient alien bioengineering factory, adrift in space, from within its organs in The Stone-Flesh Gift, a 40-page living ship module for the Mothership RPG crowdfunding right now!
This newsletter is currently sponsored by the Bundle of Holding.
- Grab a bundle of the first three issues of beautiful fantasy adventure magazine, KNOCK!
- Get a bundle of Sig: Manual of the Primes and Sig: City of Blades, Spelljammer-inspired, planar fantasy games.
Hello, dear readers. This newsletter is written by me, Thomas Manuel. If you’d like to support this newsletter, share it with a friend or buy one of my games from my itch store. If you’d like to say something to me, you can reply to this email or click below!
Leave a comment