True
confession time, I’m a gamer. Have been for close to 40 years and
it’s a hobby I still enjoy. There’s something about making a
character, writing background, and rolling dice that makes for an
enjoyable evening. In that time, I’ve played the whole gamut of
games, including a big foray into minis, collecting the Ravenloft
setting books for 2nd Edition D&D [more on this
later], and my current love of narrative RPGs [FATE and Dungeon World
as examples]. I work for a game distribution company [board games,
RPGs, that little CCG called Magic, and other stuff you might find in
a card or game store. I always thought about being in the “industry”
and my job gives me a good overview of how it functions, for better
or worse depending on the day. That’s my background and frame of
reference for the next bit.
My
approach to gaming has always been more about the story than the
min/maxing of characters. Even as a GM, I wanted to tell a story of
the characters and worked to frame that around the bigger picture of
the world. Looking back, it was an unfair thing to do to my players.
I was trying to get them to dance to my jig without giving them
enough motivation or insight on how things worked. And that’s on
top of trying to plan for what players will do. The logical and
sensible path? Hell no, we’re going to cut through the Swamp of
Sinking Death and tackle this Mire Lich Drake we keep hearing rumors
about. At 3rd level no less. I’d rather herd cats and
leads me to my current outlook on games and running them.
It's a simple rule that I work by: Let the
players choose and adapt on the fly.
Back in the day, I’d have set up a grand
scheme and a bad guy with big plans, then set the players to go fight
him/her/it. And off the rails they’d go, chasing whatever seemed to
grab their interest at the moment and ignoring the plot. Even if I
presented it with bells, whistles, gold, and magic, they were doing
their own thing. That lead to more than a bit of frustration on my
part and theirs. They had no investment in the story and I had all
the investment in the story. Most of my campaigns were short-lived as
a result and never satisfying to the extent I wanted.
A few
days ago, Wizards of the Coast announced they were releasing a new
Ravenloft module/campaign setting for 5th edition. I’ve
been watching the recent books and not bought them for variety of
reasons. This one might get me to spend a bit of cash to support my
favorite hobby. There’s something about it that makes me just want
to dive back in. Somewhere I have the original module along with the
sequel [which had nothing to do with the Strahd]. All this got me
thinking gaming and how story figures into the hobby.
Narrative-style
games aren’t new, but they’ve enjoyed a spike in popularity over
the last decade. It gives control to the players to tell their
character’s story. Dungeon World goes to the point of not having
the GM roll any dice. Sure, the GM will still need to build the world
and create interesting people to interact with, but he or she is no
longer the sole source of story. Each side collaborates in the game
and both are better off for it. Letting go is hard, but well worth it.
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