Monday, 8 February 2010

Weekly Games: Mutants and Masterminds

First of all, I'd like to apologise to my players for dropping out last night. It wasn't the right thing to do, and I understand that, and it would have been better to talk to you all and explain things, I recognise that fact. But the truth of the matter is that I saw red, and I knew that if I had said anything, it would have been a screaming rant, and that wouldn't have helped anyone.

So I just quit.

No, I haven't quit the game, I have a huge storyline that I want to continue, but last night was too much, after a pretty rough weekend.

I won't go into all of the personal reasons for my poor state of mind, since it's not relevant. What is relevant is what happened last night that pushed me over the edge.

Simply put, it's two things. Firstly, I do not have much patience for players deciding not to act. It is not my problem, as GM, if you have three different directions you can go in and you can't choose between them. I don't want to railroad the plot. Any of the three would have eventually led to the right place, that's built into the plot already. "Optimum path" doesn't exist. There is no walkthrough. This is not a computer RPG, this is a game where the GM reacts to your decisions. If you go off track, I will adapt. The only "wrong" thing to do is to do nothing. But I'm prepared for that, too. But I can't say what's happening if I don't know what the PC's are doing (or not doing, as the case may be).

For the record, going to the US Naval Base is a good move. It might not be the best one, depending on your preferences and desire to get to the bottom of things, but it is certainly a step in the right direction. Please note, I'm only saying this now, after the decision was made. I will not say so in advance. It is up to the players to decide what to do and where to go. Definitely not me.

The second thing is to do with relevance. If I do not provide a piece of information, it is safe to assume that I have not thought of what it is. So, I know that the commander of the Naval Base is Captain Foster. I do not know what rank someone at the guardpost is likely to have. Nor do I care to take the time to find out, because it's not relevant to the story. Further, I doubt many civilians can recognise rank insignia for their own country's armed forces. So if I'd said "Two red stripes in a curved "V" shape on the left upper arm", I'd only tell you it was a PO 2nd Class with less than 12 years of service if your character has a military background or appropriate skills.

It wasn't relevant, as far as I could tell, since it was a walk-in character, not plot relevant, and I had a LOT of things on my mind at the time. Like writing up the introduction to Captain Foster.

I will note that the two things above actually point to something. If I'm trying to move the plot forward, being distracted by irrelevant details will only slow things down, which will only make the plot move slower, which will only cause even more delays in player decisions, because the information the players have isn't important to moving the plot forward.

Right now, this may all seem very mysterious to the players, but that's okay, because it's meant to be. I am prepared to say that this is actually part of the overarching plotline. This is not a side-quest, not a mini-adventure. This is the full-on main plotline. The characters don't know it yet, because I've been careful about what information they have. This part is all about gathering that information, and all will become clear, sooner or later.

Now, on to some thoughts, since I hate these posts to be pure ranting on my part.

Thoughts about playing online through a text-based medium, really. I'm still puzzling through how this all works. Learning to adapt my style of GMing to the environment. If I'm round a table with some friends, it's easy for them to tell from my expression and mannerisms when something is a distraction. Online, all the players have to go on are my words. I will always just lay out plot elements in terms of what players know, see, hear. I'm not a fan of explaining my reasoning until after the fact, or commenting on player decisions until the action is resolved.

I've reached the conclusion that it's impossible to deal with everything. With five or six players, all asking questions, some of those questions will be missed or forgotten. It happens in tabletop games. Just because I have a text interface doesn't suddenly make my memory perfect, or force me to notice something. The ability to PM me with questions does two things - it prevents me from reading posts in the main window, and it prevents me from writing descriptions. I hand out player-specific information via PM's, but I despise getting PM's that could be directed to me in the main window.

Why? Because it's another window I have to have open - I've already explained the 11+ windows I need to have up just to play this game, in a previous post - and it actively prevents me from paying the other players any attention. Any. It's not something I can sit to one side and deal with at the same time, because it's something that is demanding my attention there and then.

So, anyone planning to play an online game using a game system that isn't designed for it, and without custom software designed to smooth the running of the game, don't be afraid to ignore PM's from your players. If it is something that actually matters to the game, it can be said in OOC chat. Save PM's for secret information. Don't ever discuss game rules or characters once the game has begun. You are the GM. You adjudicate the rules. Once the game starts, your word is law. You may get it wrong - if you do, make a note, and don't get it wrong next time. But the important thing is to keep things moving.

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