For many of us, gaming is a pastime, something we can do to
escape the humdrum quagmire of our rather mundane existence. For a few hours,
we can sit down at a table—virtually or in real-life—and we can create fictive
worlds and relationships with others. The idea is that everyone is doing this
because they are having fun, but as GMs, how can you tell if your players are
having fun? And if they aren’t, how can you fix that?
The answer to these questions may seem obvious. “I know my
players are having fun because they are laughing and joking and smiling,”
answered one DM friend of mine. The problem is that through these signs your
players are not always telling the truth. Certainly, in that moment, they may
well have been having fun, but for others this can be a social camouflage they
use to avoid attention.
“I can ask them if they are having fun,” said another
friend, who went on to say, “I have a good rapport with my players and they
would let me know if they weren’t having fun.” Great rapport definitely goes a
long way, but remember that most people do not want to hurt their friends
either. I know for me, I have blatantly exaggerated the amount of fun I was
having because I wanted to save my friend and myself the embarrassment of
having to say, “Dude, I hate your game.”
Some of you may be asking, then, “ok, if I can’t trust what
I am seeing or what they are saying, how can I tell if they are having fun?”
The answer to this question starts before the game even begins. It starts with
a pre-game Q&A that you do with the individual players.
This is something that I have been experimenting with for a little bit now. When I first started running games, it was all about me. I had a story that I wanted to tell and I wanted my friends to provide the characters. The problem for this was there would be times, and they were a plenty when I first started, when the characters would want to go one direction inside the story and I needed them to go a different way. Of course, as a GM I would force their decisions to still take them where I needed them to go. The harder they pushed, though, the less fun I could tell they were having and I know the frustrations were detracting from mine as well.
This is something that I have been experimenting with for a little bit now. When I first started running games, it was all about me. I had a story that I wanted to tell and I wanted my friends to provide the characters. The problem for this was there would be times, and they were a plenty when I first started, when the characters would want to go one direction inside the story and I needed them to go a different way. Of course, as a GM I would force their decisions to still take them where I needed them to go. The harder they pushed, though, the less fun I could tell they were having and I know the frustrations were detracting from mine as well.
The answer to my quandary came about from my own academic
interests in cognitive theory and roleplaying. One of the things that we know
about aesthetics and the study of why we read fiction, it is that our brain
likes response and reward systems. We even use it as a way to socially pattern
ourselves, providing kudos and positive rewards for good work, and admonishing
not so good behavior with criticism and negative responses. If we, as GMs, work
smarter, by using a similar system, we can produce hours of fun for everyone
involved alongside memories that will outlive the game itself.
The first thing we want to understand is what constitutes
positive rewards for our players? We want to know what their wants, interests,
and needs are. I generally hate this terminology, as it is also what many folks
use to determine sales pitches, but the fact is that it works. A few things to
consider are:
- What does the player want to get out of the gaming experience?
- What are they interested in exploring during the game?
- What do they need in order to have a fun experience?
Understanding what the player wants to get out of the gaming
experience helps us put in perspective what the game means for them. For me,
when I have the opportunity to game, it means that I am taking a break from
work/school/personal life to get away and relax. This means that I don’t want
my time wasted with unnecessary distractions that aren’t related to the
experience. My frustration triggers are excessive out of character discussions
during designated game time or when the story isn’t moving forward.
Taking a moment to understand what the player wants to
explore recognizes one of the historic uses of roleplaying—a safe place to
question and consider things that might be bugging me in the real world.
Lately, I have been interested in exploring other genders and making sure that gender
or race are actually important within the game. This does not mean that I need
the games I play in to be filled with gender rhetoric or racism, but rather I
want the choices I make about my character to matter within the story. If I am
playing a bearded dwarven female, I am ok with being mistaken for a man and
consider how that might affect me.
Balancing what people need in order to have fun helps to
make sure that you are giving each player a little something that is just for
them. One group I have been with does this by giving them some sort of in-game
item on (or around) their real-world birthday. It is recognition that they are
important. But also understanding what kind of situations are rewarding and fun
for the player is useful too. I have friends that love riddles and puzzles, not
something they can simply roll a dice and figure out, but something engages
them as players to figure out. For others, they like role-playing scenarios
where their choice of words can have direct impact on the game. For me, I want
to feel like my character is real and my decisions matter.
A way to help figure these things out is working with each
player during character creation. I enjoy writing character backstories, as
they help set the stage for my character and help me figure out how they fit
into the world. I recognize that not every player is going to want to do that,
but if it is something you want your players to consider, look at giving them
some kind of reward for doing it. An example can be an heirloom item—something
they start the game with that comes from their background. The more information
given about the backstory and how the character came to possess it, the more
the heirloom can be worth. Remember,
rewards can encourage players. If you do this though, make sure to recognize
that players are going to come from different comfort levels with writing. You
might get someone like me, who details their character from birth to the
beginning of the game, or a player that might only provide a list of events.
While they are generating their character, ask them about
questions about what they, as players, want to get from the game. Remember if
you ask make it relevant in the game. The worst thing you can do is ask
questions and feign interest in the answers and then do nothing with them. I
would also recommend asking what the character wants to get out of the story
too. What sort of short-term and long-term goals do the players have for their
character? Because I like to work with pre-generated adventures, these short
and long term goals provides ways I can reward the players and provide
experiences they will have that is different from what someone else running
that game will have.
Keep notes about the characters and what they are working
on. I have found that keeping a GM document for each player is useful. I can
use this to create side events, vignettes, and long-term story arches for each
player and keep them separate. I can also use those to keep track of how they
react when they get to interact with their storylines. If I throw out an NPC
name that they interacted with during a one-on-one event and they light up, I
can make note of that. If there is no reaction or clearly negative reaction,
such as body language shut down or aggravation, I can make note to adjust how I
am presenting information. Be sure that you are sharing the attention across
all the players—everyone wants some time in the light.
As discussed in a previous post, be sure to set aside time
are regular intervals to take the pulse of the group. This is a great time to
talk about what the character is doing inside the game. Have they met their
short-term goals? Based on what has been happening in the game, are their new
goals they would like to start working towards and are there some that they
want to abandon? Because it can be easier to talk in terms of the character,
versus the player, you can also ask if there are different things the
characters might like to see happen in the story? This can be especially useful
if you have players that can be non-confrontational, who might not speak up
about what they need or want. Be prepared to adapt to the information you get
and experiment with new approaches.
Most importantly, as the GM, you need to do these things for
yourself too. Why are you running the game and what do you want to get out of
it? Take some time after the game to reflect on what happened, what went well,
what didn’t go well, and review the in-game notes you made. Find a balance that
works for you and your players and you will find that each of you are getting
the rewards that makes the game engaging and fun and driving you to look
forward to the next game.
Awesome read, lot to take in and gives some solid DM advice!
ReplyDeletewell written, i saw this online video about roll playing games, and the guy said how someone will sit for hours for that one shot, swing of the sword, where they save the day or contribute to the team. work the story and let them be the big damm hero. I like to let my players go where they want, i dont play with a set mission, i have many diffrent stories and let them choose what hook they want to bite. they might run from the mission i played out in my head all week and create thier own. I think thats the best part of rpgs, its not super mario brothers where there is on one story or map to play, you can go anywhere you want.
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