What are you supposed to do when you
are not on the same page as your players, metaphorically speaking? As
a DM I run into this issue more often than I would like, partly
because of my gamer ADD and partly because my players have a set of
expectations when they come to the table to play D&D. Sometimes
it's a stylistic difference, and part (or most) of the group is on
board with the way things are going, like the more socially oriented
games I have been playing with my overwhelmingly female group, where
the guys playing are outnumbered 2:1 or more usually; sometimes it's
more about the game I want to run, like the number of times I have
tried to run a game that was more grounded in actual medieval (or
ancient or Norse, whatever) myth and reality and had it not quite go
as well as I'd hoped because the players really just wanted to "Play
some 'regular' D&D".
This can be a problem for me,
personally, because it leads to frustration and burnout on my part,
as DM. I start to think the players aren't having a good time and
that makes me not have a good time, which then turns the whole thing
into a self fulfilling prophecy. I am also a little annoyed by the
whole "Regular D&D" thing, it as though, just because I
try and put a little verisimilitude into my home-brewed campaign
worlds and avoid the cookie-cutter sameness of the published
"Standard" D&D worlds, from Greyhawk and The Known
World (Mystara) to the Forgotten Realms, the primary campaign areas
in those worlds are like a renaissance festival with a large
fantastic component; it's like they took the entirety of Western
Europe from the Fall of Rome through the Age of Exploration (minus
the guns) and threw them in a blender and then added Orcs.
Now, before the fans of those settings
jump on me, I have loved each of them; and once you get off the
beaten path, they start following the same patterns of verisimilitude
that I do by stealing real Earth cultures and their mythologies and
making them work in their fantasy settings. I loved Kara-Tur but it
may as well have been a map of Asia with Japan on it twice. The Grand
Duchy of Karameikos was just a Byzantine Greek take over of Slavic
territory, for the most part.
I digress though, and maybe ramble a
bit, my question here is why do I spend so many hours building a
realistic campaign setting, a world with a lot of internal
consistency, when all of my players would be happy with just playing
in Greyhawk or Mystara, and some would seem to prefer it? Now, some
of them are setting junkies, some of them loved Rokugan for instance,
but some would be happier if there was just a town that appeared
outside the dungeon when they needed a place to spend their gold. The
greater campaign world means little to nothing to some of my players
and I have a hard time understanding that. Town doesn't need a name,
or more than a handful of token, nameless NPCs; it's a place where
they are (relatively) safe to rest up and refurbish between
adventuring expeditions and I think there's a problem with that. Is
it my problem though?
Am I expecting too much out of my
players when I present them with an entire world based on an
extrapolation of what Gaulish and British society would have been
like if it had flourished for another couple of centuries, rather
than being wiped out by the Roman empire and driven to the "Celtic
Fringe"? Or is it too exotic to have a setting based on
Arthurian Myth and other medieval legends, complete with all of the
Christian trappings? How about the Norse pseudo-historical setting I
have running right now, where they have already run into creatures
out of Norse myth? I have one player that wasn't interested in that
one, so he sat it out. 9th century Scandinavia was too far outside
the realm of what he wanted for "regular" D&D. Which is
kind of funny now, because, despite it's historical start, the party
of Vikings is now trapped in an ancient Dwarven mega-dungeon complex
on a mysterious moving island in the north Atlantic.
Do I like to use fantasy analogues of
real world cultures, sure. The past is a great story. Adding in the
myths of the people that you are putting in your world to make them
more fantastically real only makes sense if you are playing a fantasy
role-playing game, I do it all the time. TSR did it all the time too,
with greater and lesser effectiveness. Authors do it too, Harry
Turtledove used Romans traveling to "Videssos", which was
just a Constantinople stand in with magic. Turtledove got his start
as a medievalist specializing in Byzantium, information I got because
he was my college advisor's brother's college room-mate, it came up
one day when she saw me reading one of his novels. Anyway, if
stealing cultures from Earth's history is OK for the professionals at
TSR and famous authors like Harry Turtledove, why shouldn't I do it
too?
Or is there something about D&D
that needs to be generic, western European fantasy based to make it
appealing to people? Oriental Adventures wasn't super popular, it has
always been kind of a niche D&D fandom. I assume that Al Qadim
and Maztica and other exotic, non-European based settings are too.
The ancient world doesn't seem to fare too well either, I've run
games more than once in settings based on Rome and rarely had them
last for more than a couple of sessions.
People just seem to lose interest in
the exotic. One shots are fine, campaigns are not; is this everyone's
experience?
You are letting your story get in the way of your players' stories. It's theirs that matter. You are simply a facilitator for their telling of it.
ReplyDeleteBoth player and DM participation is necessary for a good experience with pen-and-paper gaming, in my experience. If either party thinks only their contribution at the table is important, the game will not work the way it should. If that's your style of play (player or DM), what you're really looking for is Skyrim, not D+D.
ReplyDeleteI think you just need to beat your players more. I recommend an axe handle beating. A baseball bat leads to more broken bones and that just slows down the game and makes it harder for them to role dice. An axe handle will do more bruising damage and make them appreciate a well crafted setting, and then you can still use the baseball bat if the axe handle doesn't work out.
ReplyDeleteI'm guessing the ones that just want generic Town as a safe place to restock for the crawl are video gamers in spirit and not role players...that said, and despite the fact that we are co-developing an intensively detailed campaign world setting, I believe (as you know) that the story is the thing, and the setting just the backdrop for the story. I've always assumed that we were about 1000% percent more interested in the story of Garnia than anyone else would be...at least in gaming terms...the novelization and shared world anthologies might have broader appeal.
ReplyDeleteRE Garnia I figure that while our detailed histories are going to be interesting making the present as developed and playable as possible is going to be the key...
oh, I also agree that more frequent beatings may be the order of the day...
Clichés are tedious in almost any other medium, but they are the bread and butter of rpg's.
ReplyDeleteNuanced worlds are largely scenery... but you have to dole out the pieces slowly. Note how the Firefly series used entire episodes to introduce the Reavers and the show what the Alliance worlds were like. Pace yourself!