Sandboxes, pacing, improvisation and expectations: part 2: your players are unique snowflakes a.k.a. psychographics are lame

All the posts in the serie here.

Picking up where I left last time

This post was supposed to be about players psychographics and what drives them and how to deal with that but the topic has been discussed, dissected & bled dry so many times I don’t feel the need to even go near it.

Instead I’d like to go meta on that and spend a couple of words on the relationship between your players and your game. If this sounds like utter poppycock to you, leave a comment:

  • they’re all different: different people means different needs means different things they get out of playing, and different ways of moving in social spaces. If you’re friends with them, cherish the thought that you know how to handle them in meatspace and realize that it takes great people to completely separate what happen in game and what happens around the table, because by its own nature of gamespace is subversive and used to behave in ways not possible in real life. Don’t pidgeonhole players in the usual G/N/S or whichever taxonomy they invented this month: as you have 5-10 people and not 5-10 hundred thousand, you can afford to treat them as unique snowflakes. This allows you to put treats and challenges in your game for all of them. It’s not so much work…
  • on a more general level, in all games, but in RPGs evermore so, every participant is perfectly able to spoil the fun of everyone else, so partially responsible for everyone else’s fun. Don’t play with dicks, and don’t be a dick yourself. This applies even more in sandboxes as there’s no shame involved with derailing the plot, killing important NPCs or torching villages.
  • ask them for feedback: what makes them tick and what ticks them off about how you and other players play. There are some games I’ve run lately which seemed totally lame to me but, after soliciting feedback from my players, were great fun. To get better you need to learn from your errors and your successes, but to tell them apart you need feedback. Also, when things happen at the table take a note (mental or otherwise) of how people react: feedback asked might be not totally genuine for a number of reasons, so understanding how they react to events is very important. Think ethnographer.
  • you’ll see patterns of behaviour: for example, my group never scouts any location. Never ever, and their retinue has a number of rogues. Yours might always scrutinize every corner of every room for treasure, or they might always play wiseguy with all NPCs. If and how you want to use this knowledge as DM is up to you: plot is a metagame element usually absent from sandboxes (at least in its traditional sense of “predetermined string of events that are the focus of the attention”) but you can always metagame in other directions.
  • knowing what they want is easy: ask them! They probably don’t need exactly what they want, but it can be a nudge in the right direction. In general in a sandbox they’ll pursue activities they like (think Pavlov’s dog) and avoid what they don’t, so if they never scout it might be because they don’t like it or because they don’t like falling back or running away (also known as: I’m insecure and I don’t want to fail also in gamespace).

So, yes, you created your world and it’s a shining and beautiful gem but to remember to think of how your end users will interact with it.

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from the bookshelf: Tumbleclicks

I’m a big fan of choices in games. Possibly rich and meaningful, “real” choices. Choices that can actually force you to change strategy. Going for versatility over reliability for example. As I’m in the process of writing a number of spells to supplement or replace the standard panoplia from B/X, I came up with this to “almost” replace knock, hold portal and the like, as it does almost the same things but, well, takes more time to work, if if works at all. Plus it’s bound to make my cousin really happy, since he’s really really into charme- and compulsion-like spells:

Tumbleclicks – Level 1 MU

Range: self

Casting time: 1 round

Duration: 3 rounds + 1 round/level

The magic user will be able to speak the forgotten metallic language of locks, clockworks and other metallic mechanical contraptions. This will allow the caster to impart to locks and mechanical devices simple orders such as “lock”, “unlock”, “stop” and the like.

The only problem is that the clicks pronounced must be tuned to a specific device, and the caster has a 1 in 6 chance to finding out the specific intonation for a given device every round. Once the specific tone for a device has been found the magic-user will be able to use it again successfully every time if the spell is active, even during a subsequent casting.

Only a single order can be issued per round.