Restarting a Role playing Group

By Mark Newbold

 

Never having been lucky or smart enough to have GM’d more than a couple of games I’m probably the last person in the world to be qualified to speak on this subject.  But as an occasional gamer of over fifteen years I think I’ve seen this scenario enough times to have a point of view on it, and perhaps a few tips on how to avoid the pitfalls inherent in restarting RPG groups.  Especially when covering familiar territory and familiar characters.

We all get into habits, and with long-standing roleplay groups there are inevitably times when certain characters and locations become regulars.  In any RPG this is the case, but certainly in my experience this is the case with Star Wars RPG.  We all played our games in the Setnin Sector, the very sector you read about on Lightsabre.  The RPG’s were based in large part on the books I wrote in 1982/83 and the audiotapes myself and Jonathan Hicks did between 1985-1988.  The RPG took these core ideas and massively embellished on them, making the universe that is today the Lightsabre website.  These games were hugely popular in Lichfield, and when some friends left for university in the late 80’s they even took some of the characters and gamed with them around the country.

But after a while we had run the course of the timeline, going further than Return of the Jedi had gone, further even than the Marvel comics had run.  My story Wrong Side of Hell was ten years after A New Hope, six years after Jedi, and we weren’t sure then either when George would do 7,8 and 9 or how far after Jedi it would be.  And, being continuity freaks we decided instead of continuing on through the timeline and drifting into the waters of uncertainty, we went right back to where we began and ran the timeline through again.

And again.

Three times, just so we didn’t tread on any toes, not that it would have mattered.  As a useful side effect of this, when Lightsabre was begun we had three RPG story lines, the audio tapes and written stuff, so five versions had to be whittled down, the best elements of each taken and forged into what exists now, the story of Goah Galletti being the best example.  He was originally just a young smuggler in the audiotapes, written pieces and cine film scripts.  By the time the RPG began he had a harder edge.  By the second run round he had become a killer and assassin, and by the third trip he was a genetically altered clone of the real Galletti.  Of course, with so much good material I couldn’t jettison any of these Goahs, so I took the young, eager to learn Goah, and through the course of the timeline had him become tougher as he saw more of the galaxy, THEN be cloned, and the clone grew tougher and tougher due to the unstable nature of swift cloning.  Even Jonathan liked the chronological choices that had been made to make Galletti fit the site.

Perfect.

But there was a problem in the re-running of the timeline.  As characters, for all intents and purposes, we had to forget what we knew because it hadn’t happened yet, but as gamers we were all too aware of what our people had done.  And treating the new games as prequels instead of sequels was tricky.  But, we managed it and had some amazing games, as you can see by our happy smiling faces…

 

 

Eventually the group games came to a close and smaller group games continued.  But we all knew that one day we’d want to start playing again, so it was time to re-examine what makes a session tick, what elements go into making a three-to-four hour RPG scenario work.  I’m sure my fellow gamers and GM’s would disagree with many of these points, but here are my own personal views on getting back into the swing of things.

 

Revisiting old characters

 

While some gamers play many, many characters I think that if they sat down and thought about it most would be able to settle on one character they were happiest playing, or were most satisfied by the characters achievements.  For my part, I have almost always played Jan Lomona because primarily I’m a writer and the RPG’s were a great place to test the character in situations and swipe ideas for stories.  So in my case, coming back to Jan is easy because I never leave him.  But for others, revisiting their RPG characters can be unusual.  With regular gaming you get into the character – how they talk, react, goes about their business.  And after a while the character almost becomes a template that anyone could play.  I know Jan is often seen as a smart-assed Romeo with a hot ship and certainly there are elements of that in the character but obviously I see a lot more than that.  Conversely I see more in Galletti than just a mean spirited assassin, more to Ranth than a Fett clone, more to Centaur than a square-jawed heroic archetype, but others might not. 

So, in a way, constant gaming with a character can make that character as real to the gamer as any other character in the Star Wars Universe (SWU).  Clearly, after the guy being around for 22 years I’m going to be more at home playing Jan Lomona than playing Han Solo, and I could portray the character better too.  Regular gaming with a character would bring the same results for anyone.  Our friend Andy Curtis plays a female mercenary called Luschia Arkensaw, a vital character in many of the sites stories, and I couldn’t imagine him playing anyone else.  The amount of flirting that goes on between Jan and Luschia is well known.  And dammit, Andy is a good-looking guy…

Ahem, anyway, I think you get my drift.  Coming back to old RPG characters is easier the more you’ve portrayed them.  It’s a comfortable starting point for the GM became he doesn’t have the baggage of dragging you through the usual getting-to-know-you stuff because you already do, and the games can get off to a fast start.  For the purposes of coming back to RPGing, this is more than handy.

 

Revisiting old scenarios

 

Now this can be a minefield.  More than once when we played through the timeline we would hit upon familiar moments in our then very loose history.  We knew that certain things would be happening again.  The job to Ferrerea, invasions of Glann Cipples Fortress, Lomona getting the Berone Sunrise painted bright yellow with pink flowers on it (don’t laugh – it happened).  Of course, as a player you have the problem of knowing what should happen but the character playing it as if it doesn’t.  And for the GM it’s not much better.  He/she has to keep it fresh, throw a new slant on proceedings but still maintain a recognisable feel to the game.  Or if they are feeling evil, doing something totally different.  Of course, this is only relevant if you are running through a set timeline.  But as Star Wars fans, we are always very aware of the timeline, and so even if you are playing the set, official characters you know you have to go through Geonosis, the Clone Wars, Yavin, Hoth, Endor and all the other battles.  And that brings with it certain expectations and limitations.  But above all, unless the GM isn’t paying service to the demands of the group, there lies the risk of the game becoming stale and running over old ground.

 

Not rehashing

 

So, what is a GM to do?  An idea would be to stay loyal to the story that is laid down, but to approach it from a different angle.  Every game has a narrative structure, even though sometimes it may seem to be hidden until the very last scenario.  So even if the players aren’t aware of this, the GM invariably is, and so has the opportunity to re-run the game from a different point of view.  Instead of the players attacking in a space battle they could go in on a ground front.  Or instead of all six players sticking together, they could split up.  Same people, same situation, different scenario. 

And if you are lucky and get to co-run an awesome site like Lightsabre you can cherry pick all the best bits and make up an official timeline…

 

Keeping it fresh and bringing something new to the table

 

These would probably be the most vital elements in revisiting RPGing.  For both the gamer and the gamesmaster, it’s absolutely vital, especially when an RPG group has been together for so long.  For instance, in various states of assembly, our core RPG group has been together since 1987.  Longer if you include the D&D group myself and Jonathan Hicks used to attend after school hours back in 1984/5.  As a consequence, many hundreds if not thousands of hours have been spent during that time RPG-ing, and I know that Jonathan especially used to log crazy hours as a GM, sometimes running three groups a week and almost always leading the games from behind the stat sheets.  But, after a certain amount of time everyone gets stale, and runs out of ideas.  And a sense of repetition sets in.  So, new injections of ideas, new group members, new locations and characters, even physically playing the game in a new location, anything to keep it fresh.  Which leads nicely on to the next bit…

 

Keeping GM satisfied

 

I’m sure this is a hugely underrated part of the regular RPG session.  Just because the guys who brings the dice bag and the ideas is running the game doesn’t necessarily mean he’ll be satisfied by it.  By design, GM’s are constantly looking for satisfaction.  From running a successful campaign, to crow barring elements they want into games, there are a multitude of different things.  But to us gamers, we often don’t see that.  He is running the game for us, so it’s up to him to keep us satisfied, and that’s true, to a certain extent, but the GM needs to bring something away from the game more than a bit of extra experience (which he always will, because no two games are truly the same.  On Monday you might be smack on in character, on Friday after a crappy week at work you might just sleepwalk through it, altering the balance of the game).  GM’s need to be able to pack the game away at 11pm, check out the satisfied smiles or listen to the chat about the game and also feel a sense of  accomplishment and enjoyment.  Otherwise, what’s the point?

 

Keeping players satisfied

 

And the flip side of the coin, detailed in depth throughout the previous bullet points.  If the players aren’t happy they’ll soon find reasons not to be able to come to the games, or will chat throughout, throwing the ‘reality’ of the game out of the window.  Sure, passing notes or stepping outside of the room is great, if you’re discussing the actual game and the intricacies within, but if the topic of conversation steers away from the scenario then there are big problems.  And don’t forget, in a dynamic relationship between players and GM, it’s not only the GM who makes the game flow and keeps players happy.  There are fellow players and the roll of the dice that have a huge effect.  Oh, and those daft decisions players and GM’s sometimes make…