Saturday, June 25, 2011

[RPG] A New Direction?

I’m not a team player- at least, not in an RPG. I tend to play characters that have a “hidden agenda”, who like to work behind the scenes, and who are tight-lipped about their motivations.





TheDude noted that I tend to be happiest in games with lots of overlying themes, where I can blend into the background and “do my own thing” without a lot of attention being directed at me or my character. Specific types of games that he mentioned were conspiracy, gritty future, cyber, dark, or some variation of those.



I do enjoy those types of games quite a lot, but I also love the “four color” superhero type of game. My subtle manipulative obscura don’t really fit into the “cape” types well, and as a result, I have struggled while playing in those games.

I knew that playing in the Superhero games I like so much was a struggle, but I hadn’t quite connected why until TheDude helped point out the obvious to me. Superhero games require a lot of openness, sharing of information and implicit trust that are completely contrary to the “under the radar” way I like to operate. 
Some of the most challenging and fun roleplaying I’ve done has been when my character has been trying to keep a separate life, but has been forced into a central role despite all protests and lack of qualifications for the position.

I love these sessions, where I’m forced to work harder to try to cover my tracks, but be part of something bigger as well. I love the duality of “not too much” information, but “not too little”, either.



It was with that thought process that I began to believe that I might be a good GM after all, despite all my trepidations and questions of confidence. The question began to develop in my head –


“How do I transition from a player to a GM?”

I love sharing stories and developing ideas. I love writing and telling stories, and developing great depth. I find bringing compelling characters and rationale for actions to be well worth the effort.

Now, how to bring that out in others?

But it slowly started to roll into my thoughts, in small whispers and snippets of ideas; I already do.

I excel at making others look good. I’m absolutely best when helping others bring out whatever works of art, creations of excellence and genuine inspirations might lie inside them. I’m an excellent muse, the wind that pushes others into greatness.




I’m interested in learning how to “organize people” for some of my professional goals. The ability to get 6-8 people to follow direction, cooperate and perform team activities for 4 hours at a time could be a great asset in some of the fields for which I have interest.

If I could work on those management skills (which need at least some development) while doing some of the things I am really good at, I might have a chance as a GM. Combining my natural talents, best abilities and areas for growth in a hobby oriented situation seems like a great way to achieve the best of both worlds- and maybe have some fun, too.

Uh, did I mention I like to overthink things, as well? 


6 comments:

  1. All the best GMs are sneaky buggers. It unnerves me how much Star Wars d20 time I spend creating increasingly elaborate safety mechanisms for my droid and his owner, and how many of those involve betraying their ostensible colleagues to someone or other...

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  2. I suggest you prepare a short adventure (one or two sessions) and run it. Better yet, offer to run it in say...two weeks, THEN prepare the adventure. That will keep you from over thinking it too much.

    Keep the scope of the adventure and the size of the party small. Like maybe 3 players, a map, and a couple of pages of description.

    If the game goes well, you can expand it. If it goes badly you can fix it or junk it and try again.

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  3. My number one advice to anyone wanting to GM is to simply give it a try. The second is not to expect perfection. Ever. Try and try again, as the saying goes. Game mastering isn't black magic or quantum physics. Just do it :)

    Also, don't over-plan your first games. Leave some room for yourself to maneuver, and adjust your prep-level as you start to find your form.

    As for overthinking shit, that's all well and good, as long as it doesn't lead to inertia.

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  4. "I’m not a team player- at least, not in an RPG. I tend to play characters that have a “hidden agenda”, who like to work behind the scenes, and who are tight-lipped about their motivations."

    Egad, as a player these sorts can drive me crazy, and probably not for the reasons you would think.

    I don't care about them having other agendas, as long as they don't run counter to mine or the group's.

    It's not even necessarily the secret part. Again, if it's a secret that doesn't affect us, who cares?

    It's that it lowers my esteem for that character that I otherwise could consider smart and competent. If it's early in the campaign, individual goals may not come up. But once enough time has passed and bonds have formed, it seems stupid not to share. You run around with a bunch of kick-@$$ folks who regularly risk their lives for you and you've decided NOT to tell them about your problem/plan? That's insulting, and your inability to believe we would commit to your goals puts your commitment to our goals in question. In a good team, individual goals BECOME team goals.


    "I excel at making others look good. I’m absolutely best when helping others bring out whatever works of art, creations of excellence and genuine inspirations might lie inside them. I’m an excellent muse, the wind that pushes others into greatness."

    See, now this part makes me think that you ARE in fact a good team player. And would be a good GM. Know what the players/characters want to do and help set those situations up for them to take advantage of.


    "I’m interested in learning how to “organize people” for some of my professional goals. The ability to get 6-8 people to follow direction, cooperate and perform team activities for 4 hours at a time could be a great asset in some of the fields for which I have interest."

    For this, your laboratory should be your fellow players, as a player. Take charge, get things done and moving forward. You can be formally in charge, but even if you're not you can do this. As a GM, once you've gotten people to agree to play, agree on a game, show up, make suitable characters, and pay attention your work as far as organization is pretty much done. It's good practice, but that's the completion of the project. How organized the characters want to be in-game is their job. IMO, etc.

    Good luck!

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  5. I never make elaborate plans for the gaming sessions that I run. I develop a central theme and a couple of side plots, and I wing the rest.

    Tom

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  6. Playing with passion it is one component. Having fun while finding out strategical tactics works even better. GM is at sight.

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