I was reading the post that discusses gay PCs and NPCs and couldn't help but note how often the issue of maturity kept coming up. In one of my previous posts ( Discourse on Gamers ) I was discussing the types of gaming I'd seen using High School to Doctorate to describe a progression. I made sure to include lots of disclaimers when using those labels since I didn't want to step on the toes of players that play the game differently, but now that I think about it and read those posts concerning maturity, I do think its more of a level of maturity over play style. I do think gamers that play at what I discribed as High School level, others call hack and slash, have some maturing to do within the game regardless of how old they are. And in SO many games I've run the majority of the players do play at that High School level. This eventually causes the Lowest Denominator effect in that since those players are not putting in the effort, the quality of all the players in that game begins to erode. The better - yes, BETTER - RPGers begin to play down and combat becomes - "does it attack?" "attack of opportunity" " me too" "what's its AC?" " I miss" " I hit. 8dmg." - stale, insipid, uninspired gameplay that is the antithesis of RPG. Role-Playing. Playing a Role. This involves by its very nature some level of acting as you take on a role. There is a fourth wall there that gets no respect and an immersion that is necessary to experience the game fully. In my opinion, which I'll defend with my own 20 years of experience, true role-playing is narrative style gameplay where mechanics become secondary to the plot and the story and the "play" that is being put on by the people playing roles. And in most core books it explicitly states how rules are meant to be bent and the important thing is to have fun.
Take the above "I hit 'im, etc." In narrative game play this becomes;
DM: The massive hulk of fur and claws rises on its hind legs to tower above all of you. It bellows a primal cry before it comes crashing back down to all four with an impact that jars your legs before hurtling forward towards you, teeth bared and mouth frothing.
Player 1: I spit on the ground and wipe my mouth with the back of my arm. I go to a side stance, clasping my battle axe in two hands like a club. My weight shifts back and forth from foot to foot as I sway with anticipation.
Player 2: My breath catches at the sight of the incoming beast. I swallow hard and brace my spear against the ground, leveling it at the creature's chest. My hands keep shaking but I tighten my grip to hide that and hope the others don't see it."
DM: The beast gallops towards you, a chaotic shapeless mass of hair and power and mean. It covers half the distance to you and now you can smell the stale dead of its previous kills. And then the world darkens as its huge shape comes between you and the morning sun, draping you in its shadow, and then its but an arm's lenght away..
Player 1: I brace my feet and twisting my hips and my back swing my hammer with everything I have letting out my own primal yell.
Player 2: I sidestep the beast as it comes close, my nerve breaking at the last minute, and jab at its side.
(there is some dice rolling. there was no reason for player 2 to sidestep other than his character has a background that doesn't afford the courage needed to stand before such a beast. because of it he won't get to double damage for bracing his spear against a charge. he takes a negative in game mechanics to satisfy the story telling. he actually does hit, while the barbarian misses and gets trampled by the oncoming bear.)
The mechanics have to be imbedded under the storytelling or it becomes a boardgame, or a video game. And if all this extra talking slows the game down - so what?! In a true RPG it is NEVER about the ending, about the outcome, it is always about the road before you and the getting there, smelling the flowers. In a good RPG game the party should be sad to kill the end guy because it means they are done with the session. The times around the taverns and the jokes around the campfires and the tense moments in the dungeons- Its not about getting to 18th level or who's got the most toys at the end. What does that mean? Is a character better for it? Does it mean anything? "Oh my character can kill your character - oh look (scribble, scribble), my character has a 14" member, bow before how manly I am." A meaningless pissing contest. Its the well played, interesting character, the funny one, or flirty one, or clumsy one, or even cowardly one, that is memorable and lives on in stories told laughingly to gamers around the table. You can sit there and boast about how much damage you could do or how you killed Tiamat - there is always another PC out there that's stronger and more powerful. On top of that you missed the point. Its the interaction with the other people in the game under the guise of this alternate personality that allows one to explore what is like to be in someone else's shoes, to think things through from a slightly different perspective. That's part of the true value of RPing and what will always set it apart from Computer RPGs which do boil things down to collecting XP and toys.
This is rant-like because I do think narrative style gaming is becoming more rare, because finding players that will put forward that much effort - or even understand why that's necessary, is getting hard. And as a DM/GM/Storyteller, I've spent too many years in the hobby to spend too many more games that become a dice rolling contest.
Am I wrong? Is it too much to try to get players to play up to the narrative style instead of playing down to where they are comfortable? Is it just me that feels this way?
Take the above "I hit 'im, etc." In narrative game play this becomes;
DM: The massive hulk of fur and claws rises on its hind legs to tower above all of you. It bellows a primal cry before it comes crashing back down to all four with an impact that jars your legs before hurtling forward towards you, teeth bared and mouth frothing.
Player 1: I spit on the ground and wipe my mouth with the back of my arm. I go to a side stance, clasping my battle axe in two hands like a club. My weight shifts back and forth from foot to foot as I sway with anticipation.
Player 2: My breath catches at the sight of the incoming beast. I swallow hard and brace my spear against the ground, leveling it at the creature's chest. My hands keep shaking but I tighten my grip to hide that and hope the others don't see it."
DM: The beast gallops towards you, a chaotic shapeless mass of hair and power and mean. It covers half the distance to you and now you can smell the stale dead of its previous kills. And then the world darkens as its huge shape comes between you and the morning sun, draping you in its shadow, and then its but an arm's lenght away..
Player 1: I brace my feet and twisting my hips and my back swing my hammer with everything I have letting out my own primal yell.
Player 2: I sidestep the beast as it comes close, my nerve breaking at the last minute, and jab at its side.
(there is some dice rolling. there was no reason for player 2 to sidestep other than his character has a background that doesn't afford the courage needed to stand before such a beast. because of it he won't get to double damage for bracing his spear against a charge. he takes a negative in game mechanics to satisfy the story telling. he actually does hit, while the barbarian misses and gets trampled by the oncoming bear.)
The mechanics have to be imbedded under the storytelling or it becomes a boardgame, or a video game. And if all this extra talking slows the game down - so what?! In a true RPG it is NEVER about the ending, about the outcome, it is always about the road before you and the getting there, smelling the flowers. In a good RPG game the party should be sad to kill the end guy because it means they are done with the session. The times around the taverns and the jokes around the campfires and the tense moments in the dungeons- Its not about getting to 18th level or who's got the most toys at the end. What does that mean? Is a character better for it? Does it mean anything? "Oh my character can kill your character - oh look (scribble, scribble), my character has a 14" member, bow before how manly I am." A meaningless pissing contest. Its the well played, interesting character, the funny one, or flirty one, or clumsy one, or even cowardly one, that is memorable and lives on in stories told laughingly to gamers around the table. You can sit there and boast about how much damage you could do or how you killed Tiamat - there is always another PC out there that's stronger and more powerful. On top of that you missed the point. Its the interaction with the other people in the game under the guise of this alternate personality that allows one to explore what is like to be in someone else's shoes, to think things through from a slightly different perspective. That's part of the true value of RPing and what will always set it apart from Computer RPGs which do boil things down to collecting XP and toys.
This is rant-like because I do think narrative style gaming is becoming more rare, because finding players that will put forward that much effort - or even understand why that's necessary, is getting hard. And as a DM/GM/Storyteller, I've spent too many years in the hobby to spend too many more games that become a dice rolling contest.
Am I wrong? Is it too much to try to get players to play up to the narrative style instead of playing down to where they are comfortable? Is it just me that feels this way?