Let me tell you the story
of two gamers currently in crisis: Tom and Derek. Tom and Derek have
both reached the point in their lives where they have lost their love
for gaming. They still want to game, occasionally, the problem is, no
one wants to game with them. Furthermore, they assume that the fault
lies in the gaming community, not them, despite the fact that other
guys have to turn players away from their tables when they run
scenarios.
Tom is an old friend from
the club I joined when I was still a fresh-faced lad. Tom is fifteen
years older than me, which means he is old enough to be declared a
monument. Tom has always been a peculiar sort of gamer. I recently
told you about my friend Jack, who is the womanizer of rule systems.
Tom is Jack's opposite. He has two games in his repertoire: Age of
Sails naval and Franco-Prussian. That is it. He is the encyclopedia
of these periods, and if I ever have a question regarding Napoleon
III's army, I ask Tom.
In theory, the more you
know about a particular historical period, the more enthusiastic you
will will be about building a force or running a game for that
period. Most gamers understand that when playing a historical
wargame, you are not simulating, turn by turn, an actual 1:1 scale
battle. What would be the point when everyone at the table already
knows the outcome? An ideal historical wargame gives you the flavor
of the period, an accurate depiction of the strength and weaknesses
of each ship or unit on the table, but it also introduces an element
of luck, granting you the possibility (however slight), of pulling
off a few feats outside the constraints of historical reality.
The ideal wargame should
also be accomplished in no more than five hours. Why? Because I want
a damn conclusion! I've always hated setting up a big battle and only
playing 2-3 hours of game time, speculating on who might have won and
then picking up and going home. We won't even go into the attention
span of some of the newer gamers.
But Tom believes that a
good rule set should have a highly detailed chart for each ship or
unit in the game; otherwise, the rule set is simplistic and
ahistorical. He does not just want a game that gives you a feel for
the period; he wants a game that explores all the minutiae of
warfare, as true to a recreation of all the elements of battle as
possible. While this may be commendable in theory, it does not make
for interesting game play, especially if your opponent is not
decisive, has a hard time catching onto new rule sets or only has 4
hours to play. We're not in collage any more Tom! We have lives! Ahem
sorry.
Did I also mention that he
writes his own rules for both periods, and they are the only rules he
will play in his periods. Asking him to play a faster set of rules
that is quicker to learn and does not require a lot of charts is
asking him to compromise. He does not compromise. Tom pops by the
game store every once in while with his minis to see if anyone is
willing to play a pick-up game. He is always surprised and
disappointed when he gets very few takers. I see him less and less
each year. His health is not declining, just his love for the hobby.
Another gamer in crisis is
my friend Derek. Derek is younger than me, and, unlike Tom, his
gaming interests are varied. He will play historical, sci-fi,
fantasy, and board games. His true love though is role-playing. D&D
was his gateway into gaming, so he will always carry a torch for the
game.
Derek has no problems being
the DM. In fact, he enjoys the storytelling aspect of role-playing.
To Derek's credit, he provides miniatures for his games, giving the
theater of the mind a little dimension. He comes prepared with
pre-generated character sheets for those who don't want to go through
the rigmarole of rolling up new characters. He even brings a little
mood music from fantasy films and video games to play softly in the
background. It takes work, commitment, and enthusiasm to be a DM, and
I applaud Derek's willingness to do it.
In my experience, you will
always find people willing to play an rpg, but very few people
willing to run one. So with this rule being pretty tried and true,
then why is Derek finding it hard to get a group together to play in
his campaigns? The answer is quiet simple, he is not a good DM.
Unlike army-scale miniature wargaming, role-playing is all about a
player building a connection with his or her character(s). It's a
journey, and since it is more contained in scope than say, using the
King of War rule set to recreate the Siege of Gondor, its appeal lies
in building your character up, through a series of adventures, into a
seasoned warrior, spell caster, rogue, or healer. In essence, you
watch him go from boy to man.
At its best, role-playing
is the most immersive form of gaming out there, and a good DM has you
anticipating your next adventure. A bad DM will leave you with the
feeling that his role-playing sessions are a waste of time. You leave
the table with no enthusiasm for the few characters that survive the
mission, and you could really care less what the next adventure
brings. This is how you will feel after a game hosted by Derek. Trust
me on this.
Derek's main sin as a DM, a
little too eager to kill off the players and their faithful henchmen.
He tries to lure you into sudden death and tries to encourage you to
make stupid decisions, you can see the gleam in his eye. And when you
don't fall for his tricks, preferring to take the smart route by
running away and/or hiding, well he almost pouts. Now, I and some of
the Old Guard are use to Derek and know how to walk the knife's edge.
Heck, I use to not even name my characters till they reached 3rd
level. Of course we use to play Traveller were your character could
die as you rolled him up. But now Derek is having trouble recruiting
some of the younger gamers, who raised on these online games don't
really understand the concept of a player dying. They are use to
putting a lot of endless hours into their roles/stats and really
don't 'appreciate' being killed off. I won't go into what I think of
that but needless to say Derek's style does not sit well with them at
all. I suggested starting the kids at 5-6th level and
easing up on them a bit for the first session. (shocking, coming form
me) But Derek insists on 1st level otherwise what is the
point he says. 'Getting new players' I suggest. 'Never' grumbles
Derek.
Despite the
socially-awkward stereotypes about gaming, this is ultimately a
communal, social hobby. When you are running a game for others, your
responsibility as GM or DM is to make sure that your players are
learning the rules, getting a flavor for your setting, and ultimately
having fun.
In essence, Tom and Derek
have spent too much time being chiefs, and not enough time being
Indians. As consummate chiefs, they have neither the inclination nor
the humility to listen to their players' input, lest their own grand
vision for a game be compromised. And yet, their tribe is dwindling
in numbers, and they can''t figure out why.
It does not matter if you
spent all week preparing a scenario if no one shows up to play it. So
if you are suffering from the same malaise as Tom and Derek and find
that no one is showing up to your games, ask yourself this question,
“Did your players have fun the last time you ran a game?” If your
answer is “I don't know. I did not think to ask,” you are
doing it wrong.
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