Monthly Archives: April 2009

Player Contributions

Said while making snacks for the group …
Dave [player]: Hey, can I have experience points for baking cookies?
GM: Sure, Dave can have 200 experience points; Billee [his character] can’t.

[12 Aug 2009 Note: There’s an updated version of this post at Player contributions, Take Two.]

I first ran across the idea of player/character contributions when I started running the Amber Diceless RPG. The idea is simple: you get more points to build your character if you agree to do something helpful for the GM every game session. The exact details are left up to the GM and player to work out. I tried it as written in the rules, but soon met a major snag — getting players to follow through. Usually, I’d get enthusiastic contributions for 3-4 game sessions, then nothing. I tried giving giving out “luck” penalties — i.e. the player’s character would have strokes of bad luck for that game session — to those who didn’t live up to their agreement, but that seemed too punitive. Especially since most “non-contributors” just found they simply didn’t have time to keep up with it. Real Life™ would intrude.

Finally, I came upon an idea that worked. I honestly don’t remember if someone else gave me the idea or if I thought of it on my own. Instead of giving extra character creation points at the outset, I would hand out a small amount of experience points each game session I received a contribution. That way, no one would have to feel guilty if their child got the flu the previous week or if term papers were due, etc. Also, if a player who normally didn’t turn in anything got a sudden burst of inspiration, she could make a single contribution, without having to take on a long-term commitment she wouldn’t be able to keep up.

What kinds of things make good character contributions? Most of my games are very character-driven. Character backgrounds really do matter and will have an effect on the game as a whole. So the more I know about someone’s character, the better I can include them in the game. I generally hand out an optional character questionnaire to each player at the beginning of a new campaign. Filling that out and returning it to me is a favorite contribution for my players. Character portraits also count and, yes, I do accept references to book covers or movies as character portraits, as well as written descriptions; I don’t think this contribution should be limited to just those who can draw. As far as character journals go, each player can specify if his journal exists in-game (where another character may be able to find and read it) or out of it (just between the player and the GM).

Character journals and game session notes are definitely my favorite contributions to receive. I run “off the cuff”; frequently, my game notes for a particular session are a list of NPC names and possible locations. I make up most of the details during the game session and I find that if I stop to take notes, I lose the flow of the game. So having someone else in the group writing this stuff down for me is a huge help. That way, I don’t run into a problem of Bill But-You-Said-Last-Week-His-Name-Is-Fred, the baker.

I’ve also given out experience points for writing in-game newspaper articles, making topographical maps of an area or architectural drawings of important buildings, mapping genealogies of a country’s royal family, creating game “props” (such as a treasure map), … even writing an in-game academic dissertation complete with fictional bibliography and proper footnotes, penned by one of the PCs.

Basically, I’ll give out small amounts of experience for anything that is pertinent to the game and helps decrease my workload. How small? In Amber, World of Darkness, etc. games, I hand out one experience point per game session. On rare occasion, I might give out two for something that the player worked really hard at (see the academic dissertation above). For a AD&D game, I usually award 100 – 200 experience points, depending on how useful and detailed the contribution is. But in all cases, I have one overarching rule — a character can only get experience for one contribution each game session.

Of course, I’m the final arbitrator about what constitutes an helpful contribution and how much experience a PC gets.

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Recycling

I’m a big fan of recycling. I recycle everything I can, from cans to bottles to magazines, cardboard, etc. Heck, I even use blank areas of junk mail for game notes.

I also recycle games. I don’t mean putting game rulebooks through the shredder (they can have my books when they pry them from my cold, dead fingers); I recycle actual campaigns. I’ve moved extensively in my life (including three cross-country moves), which means changing gaming groups every three to four years. As a single parent, I don’t have as much time as I’d like to work on my campaigns. So, if I’m starting with a new group of players, I dig out my notes from a campaign I ran successfully in another place, have my players create new characters, and off we go!

One caveat with reusing old campaigns: you can’t expect the story to play out the same. Don’t force your new PCs to stick with the storyline created by the old PCs. I usually rename my campaigns, to remind myself that this is a different game with different characters. I usually end up reusing the first adventure, the NPCs, and the events that happen in the larger world (the parts outside of the PCs’ control). And be prepared for the new campaign to vary wildly from the old one. In one Vampire game I ran, the PCs were charged with the job of selecting a new Prince for their city from a set group of NPCs. The second group  chose the Gangrel I’d originally thought was one of the three top candidates on the list. The first group to play that campaign chose a Malkavian loner, who’d be selected because he wasn’t even present! As you can imagine, the two versions of the game had drastically different tones.

Still, it saves me a major amount of work. I already know the NPCs, so I have a pretty good idea of how they’ll react to new characters and new situations. This is one thing I particularly enjoy about reusing old campaigns — for me, reusing the NPCs feels much like visiting with old friends I haven’t seen in a long time. I know what’s going on in the world at large, so I only need to focus on changes made by the characters. This approach doesn’t work for everyone and it doesn’t work for every campaign. I’ve retired entire storylines because the last group to play them out created events that became so integral to the world, I couldn’t imagine events happening any differently than they did.

But if you’re pressed for time, it just might work for you.

Upgrading

After taking a look at the new AD&D, 4th edition, I’m reminded yet again why I don’t convert my games to the latest rules edition when it first comes out. Now, this isn’t a review of 4th ed. I’ve only leafed through it, so I can’t give you an educated opinion. The first thing, though, that did strike me right off the bat — it’s an entirely different game from the first three editions.

Which got me thinking. I’m famous (infamous?) in my gaming groups for insisting on running “obsolete” versions of a game. Heck, I’m still using second edition World of Darkness rules. The main reason, of course, is that I already know the system. I’m not having to flip back to review the rules every few minutes. I’m a bit of a Luddite, I guess, when it comes  to game systems. I’m loathe to give up something that’s working just fine as it is. Of course, the fact that my shelves are packed with material from the previous editions of a game and I’m cornering the market on out-of-print game books, may have something to do with it.

But it’s more than just not wanting to shell out $40+ on a system “upgrade” or not having to find unfamiliar tables. It’s also a belief that, in general, these older game systems are still good. They’re not like old computer games — you don’t have to worry about new hardware making your 1st ed AD&D books unplayable.  Don’t get me wrong – I do buy new games and run them. I’m always chomping at the bit to try my latest acquisition. But I also like to continue running the old games, too. (Though, I admit, my players did get me to stop running two different campaigns with two different editions of the game system at the same time. Something about not being able to keep the games straight. Whiners 😉 .)

Playing older games, I think, gives us a connection with the history of our hobby.  Yeah, there’s certain amount of nostalgia there — it brings back old memories of game sessions long past, when everything was new and exciting. Sometimes it’s fun to go back, to remember what brought us to gaming in the first place. Beyond that, though, there’s a reminder of how much gaming’s changed over the last 30+ years.

It’s come a long way.

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Welcome to Evil Machinations — a blog aimed specifically at RPG game masters. Come follow my thoughts and experiences in the world of “tabletop” role-playing games.