The "good story/good game" fallacy

Psion said:
I have long been an advocate of the notion "what's good for a novel isn't necessarily good for a game." I think after playing many years, that would be obvious to most veteran players, but it doesn't seem to be. I still constantly see complaints to the tune of "my book does this, the game can't, therefore the game is bad."
While I agree that's true for plots, (except possibly in single player games) it's not true for settings. One of my big complaints about D&D specifically is that it doesn't feel like a traditional fantasy setting of the kind you'd find in fantasy books. Although I'm also a big fan of not trying to emulate books exactly in rpgs for many of the reasons listed above in this thread.
 

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Had I mentioned lately how lucky I am to have such a good group of players?

No?

Well, I am and I do. All I can say is that it really depends on your group, what you can and cannot accomplish within the context of a game. But everyone needs to be willing to enjoy and sacrifice their moments in the spotlight, as needed. In a game with 4 to 8 players, everyone can't be the center of attention all the time. By the same token, it's incumbent on a DM to give a player that chance....if they choose to not take advantage of it, that's another issue, entirely.
 

Kamikaze Midget said:
Which brings up another that doesn't work that well: the badass artifact story. Anything with an ancestral blade of ultimate destruction or a moongem of celestial boom, or whatever.........no workie well.

Yep. Fed up with that too. Everyone wants to be the one to toss the One Ring into Mt. Doom, but I for one am tired of the "used to be better in the old days" style search for artifacts of great power, both in fiction and RPGs. I want my players to be those who hack off Vecna's hand and poke his eye out. My current homebrew is set in the "elder days of power".

This thread has got me thinking about movies that fit the RPG "teamwork" mold. Can't think of many. I will say that Pulp Fiction doesn't really have a main character. Sure, maybe Travolta, but his getting capped sure doesn't detract from the subplots and other characters. Hey, and there is even the door open for further stories about the rat bastards who changed their ways
:D
 

Excellent thread!!

I have to agree with WizarDru- depending on the group, any of these things can work. I've had captured pcs, unbalanced parties, etc. in games that I've both run and played in, and I've seen some of them fail and some of them succeed.

Any of these things can work as an element of the game, but I think a big part of what makes them successful is the dm's ability to juggle all the pcs so everyone gets their shot at the spotlight.

Heck, I've been running a campaign with a very high body count (at least at low levels) for about twenty years. There have been a lot of groups all loosely connected in one way or another, and I've yet to have anyone leave because of the rate of attrition of characters. :)
 

Teflon Billy said:
Yeah, I was just ribbing you:)

I, as a DM, often fall into a similar trap. When certain PC's give me something to work with, they tend to get more of my attention (which gives them more to work with) and so on and so on and so on...

But, seriosuly, what other way is there to go?

I have players--good players (Show up on time, have their own dice, clean up on their way out)--who, when asked to give me a background for their character show up with "Just a Normal Fighter" or "A wizard who wants more power" or some such crap.

In a case like that, the guy who shows up with something as simple as "Comes from a disgraced noble family" or "Hates the thieves guild becasue they killed his little brother" tends to get most of my attention.

What are you supposed to do with a player who shows up with a background of "Just, you know, a regular guy", they can be great in play (solving problems, tactically fighting etc) but as far as having the setting work with them, they are just null-quantitites.

I'm with you there. For me, it's not just that I want free plot hooks (though those never hurt). I want the players to *care* about the campaign. I want them to worry when something unexpected happens. I want them to have a look of shock when they are betrayed. I want them to jump up and cheer when they finally run the bad guy through.

I think that a lot of players don't do this because they don't want to get 'screwed over' by the DM. If I say I have a family, I'm going to have to go rescue them. If I have a mentor, he's going to send me on missions. If I have an enemy, he'll try to kill me. What they don't grok is that adventurers will be rescuing people, going on missions, and having people try to kill them anyway. Might as well be over something important.

I think my new philosophy will be that I *will* screw with each and every character. By giving me a background you are specifying how you want me to mess with you. If you don't give me a background, then I'll pick it out. Then you might have happy suprises, like suddenly remembering that you are wanted in this town for cow molestation or something. :)
 

maddman75 said:
I'm with you there. For me, it's not just that I want free plot hooks (though those never hurt). I want the players to *care* about the campaign. I want them to worry when something unexpected happens. I want them to have a look of shock when they are betrayed. I want them to jump up and cheer when they finally run the bad guy through.

I think that a lot of players don't do this because they don't want to get 'screwed over' by the DM. If I say I have a family, I'm going to have to go rescue them. If I have a mentor, he's going to send me on missions. If I have an enemy, he'll try to kill me. What they don't grok is that adventurers will be rescuing people, going on missions, and having people try to kill them anyway. Might as well be over something important.

I think my new philosophy will be that I *will* screw with each and every character. By giving me a background you are specifying how you want me to mess with you. If you don't give me a background, then I'll pick it out. Then you might have happy suprises, like suddenly remembering that you are wanted in this town for cow molestation or something. :)

I so agree with this. It makes the game so much more exiciting when the DM uses your background. I have never felt screwed by the DM mainly because while bad things have happened to my character because of her background good things have happened too. When the DM brings things like this into the game it gives you a more personal connection. So if you have to rescue the man you love from cluthches of the evil guy when you do it gives the game a little more umph.
 

Kahuna Burger said:
The unbalanced party.
The moral evolution.
Rough and gritty/high body count. There are other examples of good stories that most rpgers already realize won't make a good game. Anything involving keeping something about the main character from the readers and slowly letting them understand what the story is really about won't work where the "readers" and characters are the same. Mysteries can be used, but aren't going to work the same way as they do in the stories. Any of the great paranormal stories where character abilities are unpredictable and able to be 'pushed' in times of great need are mechanically akward. etc.

I think most or all of these things, and other things mentioned (like PCs being captured) can work well in a roleplaying game - just perhaps not in a D&D game. D&D as written centres very much around the accumulation of wealth and power. This means that less wealthy and less powerful PCs seem inherently 'not as good'. I've run many PBEMs with PCs of widely varying power levels - genres including sword & sorcery, crime, sf and a few different sorts of horror. They worked great... unless I tried to use the D&D rules for them! The plucky but physically weak female fighter who had been perfectly viable in my homebrew d6 system suddenly seemed worthless in D&D - because she had STR 8.

I was reading the game supplement 'Sorcerer & Sword' yesterday, it has a good discussion of 'actor stance' (thinking like the character, what we usually aim for in D&D) vs the 'author stance' or 'narrative stance' of the Sorcerer game (thinking like the author of a work where our PC is the protagonist). I realised it was the source of much confusion and unhappiness I'd felt re GMing the Buffy the Vampire Slayer game, because I didn't understand the game. I was trying to apply actor-stance to an author-stance game. In Buffy it's _okay_ if your PC is weak (a White Hat), unhappy, frustrated, gets captured by the baddies, even dies - that's not you losing the game, it's you playing the game!


QV my catch-all reference post below; it has a discussion of what can & probably can't work in any RPG:

From: Andrew Rilstone <andrew@aslan.demon.co.uk>
Newsgroups: uk.games.roleplay
Subject: "Mature Themes"
Date: Thu, 4 Jun 1998 00:13:05 +0100

Can Role-playing games deal with Mature Themes
by Andrew "definitely not a columnist" Rilstone

Some things are liked by children but not by adults. Some things are
liked by adults but not by children. An awful lot of thing are liked by
both children and adults.

"The Care Bears Movie" is in the first category; "Mrs Dalloway" is in
the second category and "Star Wars" is in the third category. (It isn't
true that all children like "The Care Bears", but it is, I think, true
that all people who like "The Care Bears" are children..) We could
therefore say that "The Care Bears" is immature and "Mrs Dalloway" is
mature: but what would we say about "Star Wars"?

I agree that "immature" is not a particularly useful term in this
discussion.

What characterises the for-the-sake-of-the-argument "immature" stuff?
Answer: it can be enjoyed at a very immediate level, with little effort.
It is, to use the technical term, in-yer-face.

Adventures stories, cartoons, super-hero comics, action movies, slap-
stick comedy, shoot-em-up computer games, "pop" music, dungeon bashing
RPGs: they all involve primary colours, loud noises, relatively
straightforward morality, instantly memorable melody or beat; simple
jokes that generate immediate belly laughs; violent confrontations with
clear resolutions fairly simple language; lots of exclamation marks.
Kids can enjoy, understand and consume this sort of stuff easily and
uncritically. And--here comes the point--most adults enjoy it as well.
Further more, most of the for-the-sake-of-the-argument mature stuff has
many of the same characteristics. It's okay for classical music to have
memorable tunes, it's okay for "serious literature" to have thrilling
stories with chases, escapes and explosions, it's okay for sophisticated
satirical comedy to make you laugh.

"Mature" art, then, doesn't necessarily delete the in-yer-face pleasure
of childish stuff, but it adds something else as well: more subtlety of
characterisation, say, or social commentary, or stylistic brilliance.
The instant-hit we get out of an "immature" story may be delayed,
watered down or even removed altogether; to the extent that the
book/film/symphony may be "difficult", hard to read, not much fun on the
first attempt. However, the "deeper" pleasures of the "difficult" work
are such that we press on with it. The book improves with each reading,
we end up saying "it changed my life" or "it really opened my eyes" or
"those characters are always in my mind, as real to me as my own
family".

Maturity implies growth: it would be foolish (childish, even) to say
"So-and-so is immature because he likes "Bugs Bunny" movies." It would
be reasonable to say "So-and-so is immature because at 35 he *only* like
"Bugs Bunny" movies; his tastes have not progressed since he was
eleven."

Those with "mature" taste, can, on the whole, still enjoy and appreciate
"immature" things; but those with "immature" tastes often find "mature"
taste inconceivable. They are very likely to say "No-one really enjoys
Salman Rushdie/Ingmar Bergman/Virginia Woolf. They are just pseuds,
PRETENDING to like them because it makes them feel clever. They would
really rather be watching Terminator II."

Many RPGs are in-yer-face; provide instant thrills and excitement,
simple morality, violence, explosions and lots of exclamation marks.
There is nothing wrong with this. However, very few RPGs deal with
social comment, realistic characterisation, human relationships and so
on.

We have games based on martial arts movies, where the fun comes from
thinking up ludicrous stunts and smashing large numbers of bad guys. We
have games based on space opera movies, where the fun comes from, er,
thinking up ludicrous stunts and smashing large numbers of bad guys. We
have horror story games, where the fun comes from the adrenaline-thrill
of going into darkened rooms where there might be terrifying monsters--
horror comics, almost fairground ghost-trains. We have many, many,
macho-military games, where the fun comes from tooling up with an
enormous weapon and pretending to rush headlong into battle against the
enemy, and, er, smashing large numbers of bad guys. Games are usually
predicated on an escape from danger, a conflict with a baddy, the
solution to a puzzle or a combination of all three: rarely with
resolving a relationship, changing a social situation, gaining in self
knowledge. Arguably, the "cybergoth" tendency has introduced the theme
of growing up or coming of age, but it does it through an adventure
story medium.

Quoth Michael Moorcock:

"Very few adult characters exist in pure swords-and-sorcery stories.
They are either permenant adolescents like Conan, actual children like
Ged in "Wizard of Earthsea", youths like Airar Alvarsan in "The Well of
the Unicorn" or quasi-children like the hobbits in "Lord of the
Rings."....Innocent, sensitive, intensely loyal and enthusiastic, given
to sudden tantrums and terrors, impressionable, sentimental and
sometimes ruthless, these characters very rarely show mature human
responses to their environment, their fellow creatures or the problems
they face."

Remind you of any PCs you know?

Perhaps, in this sense, we could say that the role-playing hobby is
"immature": it deals with a narrow range of easily accessible story-
types, and has not grown or progressed (in this respect) significantly
since its inception.

Is role-playing capable of dealing with the more "mature" subject
matter, or is it by its nature limited to dealing with adventure
stories?

Role-playing is, by its nature, a dramatic medium. At its core is a
verbal exchange between player and referee: the referee says "What do
you do", the player says "I do such and such" the referee says "Such and
such happens, what do you do now" and so on, for as long as people's
attention holds out. Therefore, things have to be happening all the
time. A character can't just sit at home hating the evil Octoplonks,
being consumed by his hatred, but not doing anything about it. That
would be perfectly acceptable in a novel, if the writer's wit and
understanding of human nature was sufficient to keep you interested, but
it can't happen in a movie, a play--or, I would contend, an RPG.
In a play, one of the "things which happens" can be a long conversation.
People can and do run RPGs in which players and NPCs sit around and talk
to each other. But in both cases, the conversation has to have a point
to be of interest: something has to happen in it. Fred the Fighter and
Wally the Wizard sitting around in the bar saying "Nice day at the
battle?" "So so-can't complain. Another ale." "Thanks. Did you cast your
spell okay." "In the end. We had some hassle due to staff shortages"
would be boring as hell. Fred the Fighter confronting Wally the Wizard
and demanding to know why he (apparently) betrayed them the evil
Octoplonks could be extremely interesting and dramatic. Does it follow
from this that when role-playing games try to stop being adventure
stories, they simply become melodramas instead?

I am not convinced that it is harder for players to think of interesting
and dramatic dialogue ("You fiend; you betrayed us, Eric the Cleric died
because of you") than it is for them to think up interesting and
dramatic stunts, tactics, or fight manoeuvres. Phil Masters argued that
a game which was purely predicated on characters "talking about their
problems", while theoretically possible, would in practice not be
feasible because of the demands that it made on the players. To make an
Ingmar Bergman RPG, you have to be as good at writing and acting as
Ingmar Bergman. I think that this is a fallacy; you might as well say
that in order to play "Feng Shui" you have to be as good at
choreographing fights as Jackie Chan. All RPGs are, considered as drama,
hideously inadequate and inferior to the literature or movies they are
based on that doesn't stop us from playing them.

There is a great wodge of "serious" literature which can't possibly be
imitated in RPGs. I would suggest:

All psychological studies
All "slice-of-life" drama
Nearly all travelogue
Most fatalistic tragedy
All literature in which ordinary, dull events are made interesting by
the wit or stylistic flair with which they are described.

This leaves a large range of literature which is dramatic (things
happen) but which is also mature (the gratification is not instant; the
themes discussed are sophisticated) which RPGs could perfectly well
emulate. The entire cannon of Shakespeare comes to mind. I've often
thought that the Prince Hal trilogy would make a damn fine RPG.

I would suggest the following strategies:

1: Continue to run action-adventure, but regard the derring-do as the
matrix within in which the real plot--the story of how the characters
grew and were changed by their experiences-- occurs.

This means allowing time and space in your gaming sessions for your
characters to have an off-stage life. If your game shows how a Prince, a
Fat Knight and a couple of low-life thieves went off to fight the
Octoplonk on a back-water planet, then make sure they have time to
contemplate and react when one of their comrades is killed. Force them
to play out the funeral, or break the news to his girl-friend. Don't
drag them on to the next bit of the "scenario".

Think of characters in terms of their personality types, be it ever so
stereotyped, rather than their weapons skills. We care that Character A
is a gung ho patriot; Character B is a battle hardened veteran and
Character C was nearly a conshi: not that A had 2 more hitpoints than B.

Think of scenarios in terms of characterisation events, rather than
action events. Don't say "This time, I've planned a really tactically
interesting battle for them to fight"; say "This week, they'll be
another battle, much the same as last week. The twist is that the
sergeant will be shot in the back, so the raw recruit will have to take
charge of the squad..."

A war story may not be the most sophisticated narrative in the world,
but it's more mature then simple geek-bashing.

2: Consider expanding the range of genre material that we play in. I
know, I know, I've said this before: why are our characters exclusively
over-the-top super-heroes, and never down-to-earth human beings
temporarily drawn into an interesting situation? One of my great un-run
games ideas is "tell the story of a hugely dramatic fantasy war against
the dark lord from the point of view of the foot-soldiers, beginning
with a bunch of peasants getting pressed into service, and ending with
them coming back to their village, wooden legs, eye patches and all." I
have never been able to work out a good reason why we can't run a game
where the main character is a lawyer, a medic or a social worker. (There
are large numbers of TV series and novels based on these themes. But we
only run games about super heroes. Immaturity?) Heck, there've been
precious few police or detective RPGs.

3: Explore the free-form genre. Freeforms are a wonderful idea; a
totally different structural approach to role-playing, in which subtle
(not in-yer face) characterisation and action-free drama are at a
premium. Unfortunately, they seem to have become frozen into a limited,
game-play structure in which masses of characters walk around a room
swapping information cards and playing diplomacy. But they could still
be salvaged as a sort of living theatre.

All this is based on the assumption that we want our games to be more
mature. Someone, possibly with a name beginning with "W" is likely to
say: "But I don't want social comment and realistic characterisation.
After a hard day learning my 6 times table, I just want to come home and
blow away some Orcs." And I will not put my hand on my heart and swear
that I disagree.
--
Andrew Rilstone andrew@aslan.demon.co.uk http://www.aslan.demon.co.uk/
*******************************************************************************
"At last, the 1998 show."
*******************************************************************************
 

S'mon said:
QV my catch-all reference post below; it has a discussion of what can & probably can't work in any RPG:
Nice. Covers a lot of the high points. Not exactly approaching the issue from the same direction as most of the posts in the thread, but it is thought provoking. I forwarded it on to my group.
 

Well, here are my thoughts on what KB brought up. Feel free to disregard.


The unbalanced party.

People mentioned that this can work well with a Superhero type of game. I can imagine it working for D&D. The thing is, it won't work for the standard D&D campaign (4 PCs in a dungeon crawly environment). But I can see it working in a very character development centered game.

An example of this: Justice League. How do you make adventures for a group that has a superman type in it? Give each party member something to do (except for Aquaman. Let him die)

Imagine the campaign about the noble samurai and his entourage. The samurai may be higher powered (in combat and social skills) but his assistants can do stuff that he could never do. The courtier could be excellent in political intrigue, the ninja could be the "stealth and poison guy" (and maybe assassin)
and ronin could be "Mr. Investigation".

What I mean to say is that it would require a lot of GM attention and planning. I'd imagine each adventure, each campaign to be a multi-faceted gem with each player getting his/her share of glory each time even though the Samurai could easily toast any of them. I can't imagine doing this myself (yet) though but I've seen a few GMs that were able to pull it off. (I played Stealth and Poison guy)

The moral evolution.

Well, its already been said that moral evolution can be a side-story instead of a main point. If it is a main point, I'd think that it would be an NPC with the PCs guiding his path. Imagine a BOED campaign where PCs have to battle evil and help mortals resist temptation (or achieve redemption).

It depends on the players. I'd imagine that most don't like support roles. I guess I was blessed with nice ones that were willing to go along with the story.

At the end of my campaign, I held two adventures dealing with the consequences of what the PCs did. The second (and final) adventure was centered mainly on one PCs de-evolution into evil. By the end, he had turned from an honorable and gentle paladin into a hard-edged guy who would do ANYTHING for the cause of good, even kill his own wife and child.

By no means did I force his corruption, though I did put a lot of hardship in his way. He made that choice by himself and by the end, surpised everyone (except me, who had anticipated most of the endings to the game) by his actions. During the game, his companions tried to comfort his character and tried to sway him back but his murderous acts at the end spelled his ultimate descent into darkness.

Rough and gritty/high body count.

Once again, it's really dependent on players, GM and playing style. Some players like going through hell itself to survive. Some GM's like putting difficult challenges that the PCs have to go through, sometimes surviving only by the skin of their teeth. Some playing styles use an adversarial-like relationship between PCs and GM without the hate and anger and only with the love of story and challenge.


I agree with KB's main point though. Just because it makes a great book/show/movie/etc. doesn't make it a great adventure. I would add that it takes a certain mix of GM, player and playing style to achieve the best kind of adventure (the one you end up raving about for years after).

One more thing:

why are our characters exclusively over-the-top super-heroes, and never down-to-earth human beings temporarily drawn into an interesting situation?

Normal human beings? Ever played Call of Cthulu? :)
 
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