Confessions of a mostly competent GM

takyris

First Post
So my current game is in its fifth or sixth session now -- we lost one former player to night-school but gained another player, so it's mostly the same group, a bunch of geeks in their late 20's -- and I'm feeling weird about stuff. Not exactly bad per se, but I'm not sure where to go with things, and I'm trying to figure out how to modify my gaming style to fit whatever new dynamic is going on.

The Background
The group has been going since August of 2000, starting up a campaign to celebrate D&D 3E. We played a three-year D&D campaign that took party members from about levels 1-20 (some guys got killed and raised and weren't quite there, and some guys came in later, but at least one person started at 1 and ended at 20). After messing around with some one-shots for a bit, we tried to pick up a d20 Modern campaign, but I accidentally killed the party.*

Then we picked up a different d20 Modern campaign, and it ran fairly smoothly, but people were more interested in something historical. So we suspended that one (an X-Files-like paranormal mystery campaign) and began a new game. After some rules tweaks to D&D and then d20 Modern, we actually decided to go with Mutants & Masterminds with a fantasy flavor. We're almost done with the introductory adventure (about 6 sessions), and that's where I'm feeling weird now. Not bad, exactly. Just weird, and not sure about how my gaming style is jiving with the group. I've brought this up with folks, but the responses have been less than helpful (they're geeks, and... they're geeks).

The Game
Renaissance-era fantasy set in a floating city. I told the players to go for swashbuckling. I said "Three Musketeers". Swashes. Buckling. Cutting ropes, swinging from chandeliers, all of that, using low-power versions of M&M powers to do it -- Leaping, Swinging, etc.

Players and Characters

Tank: A former bodyguard who leaps liberally and can give and take a lot of pounding. He's probably the most physically swashbuckling person. He's played by a guy who seems right now to be enjoying the game -- no problems there.

Tinker: A scientist who uses gizmos and gadgets to accomplish the unlikely. His character is more or less than antithesis of swashbuckling -- he doesn't do anything in a "wow, cool!" cinematic style, but instead does it awkwardly with his gadgets -- but I sorta took a step back and went "Okay, this is the character the guy wants to play, and he doesn't inhibit the fun of others, so I'll shut up." He's played by a guy who is very technically creative and tends to make people a lot like this guy in any game we play -- he's played a utility sorcerer who specialized in tricks rather than damage (but could still do damage), a smart hero who built gizmos and had a lot of knowledge skills, and so on.

Assassin: A super-fast sneaky person who is almost impossible to spot if she's hiding (enormous Hide bonus, plus an ability to hide in plain sight unless viewers make a Will save) and who is also nearly impossible to hit (highest defense in the game at the moment). She's played by a new player, and she's one of the ones I'm having trouble with. She's not cheating or breaking things or being bad... but I don't think she's enjoying herself, and I think it's affecting others.

Noble: A charismatic young nobleman who can make minions shake in their shoes and hold his own in a duel. While I was initially concerned, this guy's player has just taken the ball and run with it, establishing his character's noble prowess and political power in no uncertain terms. While I was initially concerned, this guy is doing fantastic in the game.

Misc: A character with a whip and, theoretically, a lot of street smarts... only he hasn't used them. Or done anything, really. He's played by the player who has always pretty much been like this. In another thread, I talked about my nightmare DM, the guy who potentially has Aspergers** -- he doesn't take social cues properly, his character doesn't ever really do anything, and... well, he was best in the original D&D game as a straight-class dwarven fighter, because then, he could just hit stuff. Only he didn't. He'd win initiative and then say, "Gryff quick-draws his ax, and you get the feeling that if the twenty-foot-fall acid-demon does something threatening next to Gryff, that acid-demon is going to be introduced to Gryff's ax." And then I would shrug and use Acid Fog, and everyone would glare at the player for wasting his round.

The situation:

Initially, I pretty much made the game up on the fly, since I had some real-life fun going on then. Since then, I've started planning and plotting, but I'm feeling like the players are missing many of my plot-cues.

For example, they scout out a merchant's shop. The merchant is an azurite, a race of blue-skinned wizards who are known to be powerful. They find wards around the shop's walls, and are told (after making Kn:Arcane checks) that they might be defensive wards of some sort. So what do they do?

One guy goes in the front door and tries to distract the merchant, and the sneaky assassin chick breaks into the back room. She's immediately set upon by guards, who use a magical device to spot her despite her hiding abilities (which I'd done in a previous encounter quite obviously, showing her that she couldn't hide from the azurites -- they have peoplefinding magic). She beats up the guards. The azurite merchant is coming back for her. So what does she do? She uses a trick that everyone at the table thought was a bad idea to try to trick the location device. (Her footprints were appearing in glowing silhouettes behind her. She hopped around the room a bunch of times to try to throw off the azurite -- who already demonstrably saw her even without the glowing-footprint magic in a previous encounter.)

The azurite comes into the room, glowing with magical energy, sees her, and says, "What are you doing in my shop?" The assassin chick decides that what I meant to say was, "I challenge you to a duel to the death, and nothing shall save you from my wrath," and charges him, despite the fact that she's essentially a high-defense rogue -- good if she can take someone by surprise, lousy in a straight-up fight against a warrior of comparable level.

Moments later, she's spasming on the ground as an area-effect electricity attack whacks her. (In M&M, area attacks are the bane of fast, high-defense people, since most high-defense people are using Evasion. The M&M version of Evasion lets you use your Reflex save instead of your Damage save to avoid damage from attacks -- but it doesn't work against Area-Effect abilities, since you already use a Reflex save to halve the incoming effect already. Yes, they should have named it something else, since its use is almost exactly opposite the D&D version.) She keeps getting damaged and stunned, and as the GM, I'm feeling bad, because, well, she can't beat this guy -- but I was really hoping that it wouldn't end up coming to a fight.

Eventually, the other party members arrive, and one of them thinks to TALK with the azurite... whereupon they realize that they've got the wrong guy. They want a different azurite merchant. They find out where his shop is...

...and do almost exactly the same thing.

To be fair, instead of breaking in, this time, they send the assassin chick in to try to get information out of the guy. She is good with disguises, so that goes well... but she has a Cha of 10, and no ranks in Bluff... so her attempts to trick information out of him (who has a Sense Motive of +18) do not go well. He activates defenses, slams the door telekinetically, and again, it's assasin-chick versus azurite-merchant-she-can't-possibly-defeat. I could have had him not have area-effect magic, but, well, that would be pretty stupid of him. I could have had him try something else, but... he's got Super-Wis and Super-Int. He has a +10 on Int and Wis checks. He's not a stupid guy. He's a wizard-type guy who specializes in magical devices that protect and damage.

The party actually sort-of succeeds in their goal by getting a particular item from this guy's room, but assassin-chick is disabled at the end of the fight, and will be in bed for a week. Her player is complaining that she was useless... which is undeniably true, since there was no way she could have taken that guy, and she never figured out a way to use her stealth abilities against him.

Above and beyond that, the only person doing anything with their character concept is the noble, who split off from the party and was doing some political intrigue on his own while everyone else got pasted by the azurite.

What I think the problems are:

With the tinker: He wants a different game from the one I'm envisioning. He's not actually interested in swashbuckling. It's not insurmountable, and I think, as problems go, that's low on the list.

With the noble: He confessed to me after last night's game that he wasn't having fun until he split off from the group. I don't know where to go with that, other than to note that yeah, his character really bloomed when he was off on his own, doing political stuff instead of breaking into the house of the guy no one in the party could take in a fight and then getting into a fight with that guy. On one hand, it's possible that he had fun because he got some personal spotlight time, but on the other hand, it's possible that he had fun because he alone was playing in a way that was conducive to the swashbuckling stuff I'd imagined.

With the Asberger's Guy: Business as usual. I'd like to come up with plots that cater to this guy's character concept, but... he never does anything. Less of a solveable problem than a general sigh.

With the assassin-chick and her player: I'm really worried about this one. From a character perspective, she's immensely powerful, with exactly two weaknesses. 1) If I take away her stealth, things get ugly, and 2) If I hit her in such a way that she can't use her Reflex save to avoid damage (which, in M&M means hitting her while she's denied her Dodge bonus or hitting her with an Area Attack spell, which uses a Reflex save to halve incoming damage, but then forces a normal Damage save against the damage once it's halved), she's toast.

I felt like I'd shown the group that stealth wasn't currently an option against the azurites -- that was part of my design for them. And they just kinda charged in there anyway, which was bad, and set things up so that stealth-gal was stuck alone with that guy for a few rounds while everyone else went, "Hm, bolts of lightning coming from inside... we should probably go help her." This sorta tossed teamwork out the door until the assassin-chick was already twitching on the ground with smoke wafting from her hair.

In future adventures, the obvious solution is to do more planning and have a range of bad guys that are less powerful but more balanced against the party. There should be somebody who will likely see the assassin-chick, somebody who can hit hard enough to give the tank a challenge, somebody who can do area-effect stuff to hinder or hurt people, and someone who is hard to hit. Given that right now, I'm hearing "Man, my character is useless, nothing I do works," though, I'm worried that designing encounters that accomodate the strengths and weaknesses of the team isn't really going to work.

With the overall feel of things: I'm feeling profoundly that I missed the target in terms of setting up a Musketeers-like game. I offered plot-hooks that made sense in Musketeers-type games, and people reacted to them about as non-Musketeerically as possible. It's like all the years I spent playing D&D with them and showing them how to be careful and stay on their toes and not fall for obvious tricks and traps have blown up in my face, and in a swashbuckling game, it's not about taking the safest course... it's about the drama and the excitement and such.

Example: Evil cardinal asks you to work for him.

Swashbuckler 1: (double agent) I would be honored. Let me know what I can do to serve you. (Starts rolling Bluff checks)

Swashbuckler 2: (honorable) I'd never serve a venomous dog like you, Evil Cardinal! Mark my words -- I'll be waiting for you to slip up, and when you do, I'll be there!

My Players: Wait, what kind of work? Can you be more specific? There are some things we'd rather not do, but I'm sure we'd be happy to do some other things. Also, your speeches show that your political ideals are based on some stuff we don't entirely agree with. If you'd just be reasonable about this, you'd see that there's no reason we can't all work together cooperatively and honestly.

Last session, I had to threaten the party with ninjas to get them to do something. "Okay, guys, I'm bored. If the plot doesn't advance in some way in the next five minutes, I'm going to attack you with ninjas." This wasn't just me being cruel and shoehorn-y. This was them spending the entirety of my side-plot with the Noble PC talking about their strategy and their plan and what to do and how it wouldn't work and how one person wasn't going to do anything and... so on. Maybe I should've let them spend the whole night doing that, but... that's dull. That's boring. And based on results, it didn't end up turning their losing plan into a winning plan.

This is the problem I don't know how to solve. Heck, I rewarded the guy who turned himself in when he discovered he was wanted by the authorities, because he was confident that he could work from within and buck the system. It turned out that he was right -- this was the Noble guy -- and he's learned as much while confined to his apartments as the party has while traipsing around the city getting into pitched battles with wizard-merchants.

I just don't know where to go with this one. If I want a musketeer-type game, then either the players have to agree to make dramatic choices rather than careful ones, or I have to force the drama on them despite their best attempts to avoid it -- which leaves me feeling like the Hand of Plot. I could flick it in and try to play an ordinary game, not a cinematic one, but frankly, I have no interest in a "we act carefully at all times so as to minimize conflicts and problems" game anymore. I don't want to run a game like that.

So... fundamentally, not end-of-the-world stuff, and no need for me to kick anyone to the curb or anything -- or get kicked myself, I believe -- but I'm feeling like I'm getting some kind of resistance to the gaming style I wanted, and that'd be fine if people had said that wasn't what they wanted to play, but people were happy and jazzed about this. So I don't get the disconnect -- whether they try to swashbuckle but then go into "Safe Mode" as soon as they perceive a threat, or whether they don't actually know what swashbuckling is and need to watch some musketeer movies or... what.

Thoughts?

* I'd envisioned a persistent setting, and I'd tried for realism by creating grunts that I'd planned to keep at their existing level for the rest of the game -- so that initially, grunts would be hard, but eventually, grunts would be easy. The grunts were magically-created monsters that appeared in certain situations. The party thought they had figured out where the grunts were coming from (a spot in the middle of the island) and decided that the best thing to do would be go to that place and blow up that device. They got swarmed by grunts. It wasn't a TPK, but only 2 of the 5 escaped, and we started a new campaign.

** Can I just note that taking a condition for people that lack social skills and naming it something that sounds like "assburger" is really not helping the situation?
 
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Erm, it sounds like perhaps you started at too high a level. I haven't seen M&M but if you've got hide in plain sight-like abilities they should be around double-digit level. With a radical change in play style you need to ease into it. Start with more amateur characters, fighting street toughs instead of fireball-lobbing mages.

Ninja girl is being tossed out in the open where she's the focus of attention; had there been 2 or 3 other people breaking in she might still have gotten by in the confusion. She needs to be informed of the value of a distraction and how the rest of the party can get involved in her sneaking.

Get your whip-weilder a proper mechanic-based motivation, something kind of berserker-rage like. Every time a fight breaks out he has to make a Will save or join in. Poof, his character is forcibly involved. Cheap, but it'd force him to act.

Put the politco in a position where the actions of the party impact him and its in his interest to get involved in planning. Could be he uses his solo time to acquire information.

And I'd just talk with the techno and ask him to be a bit more pro-active to keep things moving.

Your BBEG is fairly effective on his own turf, making frontal assaults difficult. IIRC, swashbucklers rarely use frontal assault, more of a snatch'n grab. In which case you're looking for a diversion. Say the BBEG has a monthly poker game; here the Asperger, politico, and techno attack him just outside his shop so his guards rush out; meanwhile the ninja goes in the back for the gizmo.

It may be time to introduce a combat-poor NPC that can provide helpful information or suggestions of tactics that are more survivable. A one-legged warrior who has similar motives might not be a bad choice, or an elderly mage (arthritic, with tinnitis so he can't cast much) who's had most of his life's work stolen by these BBEGs. This gives you a Gandalf who can help out in a pinch but 99% of the time is just there to rally the troops.
 

Well, first, you might just want to ask the players if they're still interested in continuing, and if not, you could just try a different game.
Or you could try something to try and make the game more the pace of your players.

But, from what you've said:
Not all of your encounters need to challenge each of the players -- there should be some encounters where the assassin-chick gets to be an assassin and have it work, and there should be some encounters where somebody sees her, sounds the alarm, and the tank leaps in to save the day.
You also might want to hold off before asking if your group wants to continue -- and just try to design something that it seems like the characters will have more fun with. Maybe go a bit contrived -- you had something else in mind with those azurites than your party did, so maybe go for something that is pretty basic what is going to happen.
And if "safe mode" is bothersome, start giving out xp, hefty xp, for being a proper swashbuckler. Or, ask your players who was the most swashbuckly, and have them award the xp.
G'luck!
 

Sounds like your party is falling back on the old tropes or play style that they are accustomed to. So if your players have been the overly cautious types then you get exactly that. Swashbuckling is not about being cautious, its about winning the day through panache and daring.

What you need to do is to show them that they can act with panache and daring without getting their butts handed to them. Over cautious players usually tend to be over cautious cause they learned to be - in other scenarios or campaigns, they get beat down for being impulsive and daring. Therefore, they over-analyse, over-plan and 'over-' everthing in response, not realizing that a good plan is not necessarily plans planned to the 'nines' with multiple phases. It can be a simple plan that takes into account the knows, accounts for the unforseen and is easy to implement.

So....solutions

1. Have the party fight some swashbuckler types. Clobber them with flipped tables, hurled mugs, yanked carpets, the boot in the face from swinging on the chandlier. Fast action, great visuals. Show 'em how it is done.

2. Set up situations in which they don't have the time to debate/plan to the extreme. The coaching carrying Buckingham and the assassin leaves in 20 minutes and they are still halfway across town - need to get there before the coach leave....the assassin was just seen entering the palace - act fast before he reaches the king.....that sort of thing. Swashbuckling campaigns are as much about pacing as the other tropes one associates with swashbuckling. Hand onto your hat, sparky, 'cause it the ride is just starting...

3. Have a look at the Book of Iron Might from Malhavoc Press. Lots of ideas on creating maneuvers and stunts to make any D20 game more cinematic...and therefore, the book is great for use in a swashbuckling themed campaign. Make a maneuver for yanking the carpet out from someone's feet, or rolling the barrel down the street at the cardinal's guards....

4. If the party is ponderously over-planning, have others beat them to the objective. Maybe that same group of swashbucklers who playfully trashed the party in the bar the other night....and who keep showing up to rescue the damsel or stop the assassin before they do. Get some friendly competition going that will get them spur them to be faster and daring than their competition.

Some ideas...
 

The thing with swashbuckling games is a lot of the time the trouble just comes to them. It might be forced, or whatever, its about the drama not the logic, things don't have to make sense. Some times people get mistaken for others, or they walk in to the wrong place at the wrong time, or the right place at the wrong time, or the wrong place at the right time, etc. Sometimes they have enemies that are unaware of because they are friends or family to people who also share these enemies. You can pretty much just keep throwing plot points at them and not give them a lot of time to react. Take some cues from soap operas or the like. The characters backgrounds in swashbuckling games generaly drive the action, and there are always consequences to actions. Having problems with assassin-chick, perhaps her former mentor has turned evil and she needs to try and save him or stop him, morality plays are always good in this genre. Maybe the former mentor is good but a rival student is evil and trying to cause problems for her, friends/family start dropping like flies all around with no clue why? Maybe a ball is in order, where everyone has a chance to shine, political intrigue at court, strrange dealings, maybe a mysterious murder or theft. Maybe some spywork, etc.. A ball can give you an opertunity to set up all sorts of information to the players. Maybe the tank slights a prickly noble and is challenged to a duel.

I also think the tinker is a perfect character for swashbuckling games, this is the guy who can invent differant firearms, or grapple guns for characters to use on missions, he can try and create devices for scuba, or hang gliders, the essential leonardo davinci type thats very much apart of the genre imo.

Sorry for the long winded reply, but this is what of my favorite genres. There is so much potential for these sorts of games, if everyone is willing to go with the flow and ham it up a little bit. Maybe do some searches for witty banter and create some hand-outs for your players also, to help them out in that area as thats also a big part of the genre. Perhaps your players just need to watch some movies to get a feel, like any of the numerous versions of the three musketeers, brotherhood of the wolf, on guard (le bossu), the scarlet pimpernel, rob roy, and a host of other movies or novels. Just some ideas, hope its helpful.
 

You might want to try putting things off for a session or two and showing them some movies or TV shows that have the kind of action you are looking for and telling them that this is the sort of campaign/feel you are looking for. Swashbuckling movies are pretty easy to come by and you might want to check to see if you can find some Jack of All Trades episodes on Bit Torrent. If you are trying to go for a particular feel for the campaign it does help if you clearly state to the players what you are trying to have the campaign be like.

I ran a "Friday the 13th" adventure for my Champions group at one point just as a break after finishing a story arc. Since everyone was familiar with those movies and how they go, everyone was willing to "play along". Split up, go make out with the attractive hitchhiker who showed up etc... all the "stupid" things that characters do in those sorts of movies. We all had a great time and it was in many respect probably one of the best adventures I ever ran.
 

Well, looks like you're going to have to hit a balance or let somebody else DM. If they're having fun one way and you want it another, something either gives or breaks. It doesn't sound undoable. Swshbuckling and the Three Msuketeers is pretty much all the style of "Drama, romance, darma, fight. Drama, romance, drama, fight." Let them have their drama and then hit them with the swashbuckling and surprise encounters that only have one possible flow:
The cardinal asks for their help and they refuse. (drama)
The girl shows up and asks for help for her father who is imprisned. (romance)
They sneak into the prison and free the father. (drama)
As they're sneaking out, they're surprised by the evil cardinals men and they fight. fight)
The father explains what's going on. (drama)
A evil noble tries to tempt the party's noble (romance)
They muck about trying to figure out who is on who's side. (drama)
They discover that an assasin is trying to kill the king at this very moment and must rush to save him. (fight)

Let them fiddle about and have fun and then present them with the action swashbuckleing that you want in a way that can't avoid. When the action hits, it does so with dozens of the cardinal's men running into the room or the assassin moving in for the kill. Keep the plot open to allow for their drama and move the NPCs into a new position to create more action. ...and if you want them to take a specific action over all others, don't hint. Give them a Wis roll to make and then tell them that the only way to do this is to do "X". if you'd made it obvious that if the noble was to turn himself in, he'd be assassinated, he problby woldn't have done it. If he did anyway, the assassin strikes and he has to escape to survive. etc. etc.
 

I don't know, man. It sounds like your players are confused about what you expect from them and what makes a game swashbuckley. I'm a little confused about what you want from them too.

Like this...
takyris said:
It's like all the years I spent playing D&D with them and showing them how to be careful and stay on their toes and not fall for obvious tricks and traps have blown up in my face, and in a swashbuckling game, it's not about taking the safest course... it's about the drama and the excitement and such.

...and this...
takyris said:
If I want a musketeer-type game, then either the players have to agree to make dramatic choices rather than careful ones, or I have to force the drama on them despite their best attempts to avoid it -- which leaves me feeling like the Hand of Plot. I could flick it in and try to play an ordinary game, not a cinematic one, but frankly, I have no interest in a "we act carefully at all times so as to minimize conflicts and problems" game anymore. I don't want to run a game like that.

...Don't match up w/this.
takyris said:
For example, they scout out a merchant's shop. The merchant is an azurite, a race of blue-skinned wizards who are known to be powerful. They find wards around the shop's walls, and are told (after making Kn:Arcane checks) that they might be defensive wards of some sort. So what do they do?

One guy goes in the front door and tries to distract the merchant, and the sneaky assassin chick breaks into the back room. She's immediately set upon by guards, who use a magical device to spot her despite her hiding abilities...

You want them to be daring, care-free swashbucklers, but when they charge in w/no plan they get toasted? It sounds like your players are pretty good at reckless impulsive endeavors. Now in D&D the whole charging in alone should have resulted in some serious character death, but not so in this game.

Why didn't the villain escape on his hot-air balloon, or take the ninja prisoner? Taking female prisoners is very appropriate to the genre. Of course it's logical for the smurf-wizard to area-zap her, but since when do villains do logical stuff? I'm sure if they had met w/some success or even less defeat, they could have kept up their spirits. Meeting w/a D&D style asskickin' is gonna send 'em back into D&D mode.

I think you need to make your Plans & Plots a little more recklessly. Don't let the things you plan be "cannon" until the PCs actually see it. You know[/] the ninja can't beat the villain, but why does that have to be true? Why couldn't he have turned out to be a wimpy mage? Know what I mean?

You should be ready to make more stuff up on-the-fly.
That's the swashbuckling GM spirit right? :)
 

Wow. Great responses. Thanks!

Not all fights should be challenging: Good point, and I left out some fights with ruffians that were good chances for the PCs to show what they could do. A couple of players got into the showy swashbuckler stuff, while others tried to be as efficient and straightforward as possible.

No time to plan: Another good point. What that really means is that I have to have tighter planning.

Villains not min-max-efficient either: Wow. Duh. I was partly screwed because I didn't have time to make the merchant wizard and had to play him based on what I knew -- but yeah, he needs to be using crazier, cooler stuff. And he needs minions that stick around longer. :)

I do stand by the plan failing, though. The plan involved sending someone with a +0 to Bluff in against someone known to be intelligent, insightful, and dangerous while everyone else waited outside.

Getting folks to watch movies: Yes. Or at least letting them know in no uncertain terms that my plan is not to force efficiency from them.

I've gotta watch myself, too. If people act efficient in what I perceive as a conscious attempt to kill the excitement and make things safe and logical, then I feel I have to up the ante to make things challenging, since the plan had been "not challenging" before. But that just encourages them to do that. Hrm. Self-training. Always fun.
 

Just a side note, and a bit of a nit-pick... did you go for the AoE attacks right away, with the merchants? Really, until they've seen dual-suspension ninja girl in action a bit, seen her be really agile and dodge a few attacks with ease, they wouldn't really have the motivation to bust out the area spells that she can't avoid. I dunno, just particularly for a merchant an initial reaction of "Hmm.. there's an intruder. I should blast my own shop to smithereenes in order to deal with this situation" seems a bit off.


Anyway, just a comment from the peanut gallery. :p
 

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