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Why the Long Face? Gamesmasters love to throw their players the occasional
curveball. By the same token,
Gamesmasters hate receiving curveballs – of any description. Mark
Newbold investigates the phenomenon known as the inwardly collapsing roleplay session… Many will deny this has ever happened to them. Some will shrug it off casually, but no GM
could ever hope to look you square in the eye and tell you that they’ve never
had a game go tits up on them. If they can then maybe they’re in the wrong
profession. International spy,
world-class poker player or high-ranking politician is more their thing. The point is, by the sheer nature of the past
time no game can ever go exactly the way a GM, gamer or casual observer wants
it to go because there are far too many random elements manoeuvring the
game. Dice rolls, rules
interpretations, bad days at work, irritable bowel
syndromes, take your pick. If anyone,
let alone a GM, could accurately predict the outcome of an RPG session then
fame as a clairvoyant awaits (someone out there knew I was going to
say that…) Any game that is so perfect that a GM or player can honestly say “That
went exactly as I hoped it would.” is either reading from a script or is
a lousy player because the whole core of roleplaying is the unexpected
occurring, be it on the decision of a GM or the random role of a dice
surprising even a GM. And goodness
knows I’ve seen some surprised GM’s. Case in point: - A friend playing a character
so despised by the GM and everyone else in the game that death became the
only reasonable destiny for the character.
So a briefcase full of detonite was swapped
for the real case and left in said characters possession. And, by pure blind luck he got into a
situation where he had the chance to roll to survive the blast. Needing 18 on three d sixes he rolled three
sixes, with his plus two in dodge, making twenty. He survived with barely a scratch… The GM was livid, the players amazed and the
gamer in question was smug as a bug in a rug (yes, I said smug). It must be said that a few games later he
found himself in such a difficult position that he decided to turn his
blaster on himself and commit suicide, therefore snatching the GM’s chance of
getting revenge on him through an NPC…and annoying the GM even more. Now, I mention no names (although you all
know who you are) but as a participant in this early 1990’s scenario I
watched with amazement and pleasure.
For a brief time it almost seemed as if the flow of the game had moved
away from the control of the GM and into the purely random domain of the
dice. Obviously the gamer had a large
part to play, and surely anyone lucky enough to roll 20 with three dice
deserves some credit. And this seemed
to continue for a while – even down to his decision to top himself before he
could be murdered. Good on him I say
(although the GM still bristles at mention of this game). And that’s my point. The GM was trying to keep control of the
game but through no fault of his own it slipped away from him. And this can happen for a number of
reasons: -
So as you can see, from this side of the table a GM has many
pitfalls to avoid. But
character/story/plot-based ones are problems he has to deal with himself,
like the gamers. And dice rolls? Everyone has to deal with them, so why
should a GM be any different? So, why the long face indeed?
We all have problems to deal with in a regular session, be it in or
out of the game. GM’s have the
annoying constant battle of pleasing gamers while PC’s have the problems of
following the flow of the game and dealing with the rolls of the dice. So all this proves is one thing… It’s best to stick with what you know and let everyone else’s
problems remain everyone else’s problems. |