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Showing posts with label Jackanory. Show all posts
Showing posts with label Jackanory. Show all posts

Friday, 21 July 2023

It's not Jackanory


The T-Shirted Historian is right. Roleplaying is interesting when it allows events to take their own shape. If it's just going to be a story told to you by a GM then why bother even rolling the dice? There are other media that do that kind of storytelling better.

Professor Barker used to say there were no NPCs on Tekumel. Most narrative systems lean right other in the other direction, privileging player-characters to the extent of having them the only ones to roll for actions. In that kind of game, the PCs are intended to be the stars of their own show and the NPCs merely extras. 

We've talked about this before and everyone will (quite rightly) make their own choice. And most players now do seem to favour the tell-us-a-story form of roleplaying; I can't even find a group these days that's interested in my and the Historian's preferred style. (Told you I'm Biffen, not Milvain.)

But it goes beyond roleplaying styles. Consider the ambush scene in a movie. The first bullet misses one of the characters (probably just after he's made some comedic quip) and our heroes all dive for cover. That's The A-Team or a tongue-in-cheek knockabout action flick starring The Rock. If the bullet hits then we're watching a grittier movie entirely. Carpenter or Scorsese or Boorman, maybe, if the character survives. If he's maimed or killed then we could be watching something really uncompromising.

What about if the player-characters' enemy makes the roll, sets up an effective ambush, and then scores a nasty hit on one of the PCs? Well, too bad. They knew they were walking into danger, right? A character could get shot at any point during any firefight, so why should the opening salvo be any different? 

The point is that the story isn't what the GM decided it should be before the game starts. The story is what actually falls out when those intentions meet dice rolls and player choices. The death of Joe Lynch, a long-running character in our Iron Men campaign, came about because of a really bad roll during what should have been a routine skirmish against a small group of petty brigands. It was pure dumb luck -- and led to one of the most memorable games in that campaign. If the GM had come up with a get-out-of-Sheol-free card, in the moment we might all have been relieved (especially Tim Savin, who played Joe) but we'd have been cheated out of something great.

However, it's crucial that players have been given the choice to opt in to a disinterested game universe. When I am playing I insist on dice rolls that affect me being out in the open so that the GM can’t fudge it and let me survive a bad roll. However, when I'm running the game I probably wouldn’t let an opening shot from a sniper kill a player. So really it’s a case of personally wanting no favours or second chances, yet I will give them to players if I think the roll is too unfair. Any player who says they want the dice roll out in the open earns my respect; the rest can keep their plot armour.

You get the same kind of choices in prose fiction. Some people lap up cosy murders. (No other appalling crime is ever cosy; just murder.) Others prefer the darker writers, like Ian Rankin or Georges Simenon, who are less likely to hold a nannying protective hand over their characters. Or you might turn to In Cold Blood or You Could Do Something Amazing with Your Life (You Are Raoul Moat) if you appreciate that real life (or unsentimental roleplaying) throws up far more interesting and varied stories than authored fiction ever can.

As the author Joyce Carol Oates puts it:

“My belief is that art should not be comforting. For comfort we have mass entertainment and one another. Art should provoke, disturb, arouse our emotions, expand our sympathies in directions we may not anticipate and may not even wish.”

Recommended reading

Oh, and as Columbo used to say: just one more thing. Whenever I write a post like this, someone will pop up and complain that I'm being dogmatic, and that they like escapist roleplaying with a GM who's out to tell them a story they'll like. Well, I already said that everyone will and should make their own choice. Blog posts are opinion pieces, not diktats. If you want your roleplaying games to be the equivalent of mass entertainment then perhaps you'll opt for the cosy option. If you think of roleplaying as an art form, you might demand more of it. Your call. (And yes, all that should go without saying, but I've been doing this blog for over a decade now and I've learned that some people just can't manage to parse a half-dozen paragraphs.)

Friday, 25 September 2020

Let me be ruled by laws, not by men

"It is the spirit of the game, not the letter of the rules, which is important. Never hold to the letter written, nor allow some barracks room lawyer to force quotations from the rule book upon you, if it goes against the obvious intent of the game. As you hew the line with respect to conformity to major systems and uniformity of play in general, also be certain the game is mastered by you and not your players. Within the broad parameters given in the Advanced Dungeons & Dragons volumes, you are the creator and final arbiter. By ordering things as they should be, the game as a whole first, your campaign next, and your participants thereafter, you will be playing Advanced Dungeons & Dragons as it was meant to be. May you find as much pleasure in so doing as the rest of us do!"
That's Gary Gygax's idea of roleplaying. I'm in the opposite camp. Like John Adams, I want to be ruled by laws, not by men, and I don't like autocrats. The "story" of a roleplaying game is there to be discovered by the players. It might well be different for each player. Roleplaying is not is one person telling everybody else a story. You want to do that, go write a novel. If a player points out that the rules contradict the story you'd got planned, don't throw your toys out of the pram. Embrace it. There's another story waiting to emerge, and probably a better one than your not-even-a-novel.

When Gazza grumbles about barrack-room lawyers, I'm guessing a player called him on his own rules. I don't mind that. I'm glad of any group that includes a rules maven, as I can never remember the rules even when I wrote them myself. The ideal rules are capable of covering any eventuality and might only rarely get looked at. You can have a great game (and usually a better game) when there are hardly any dice rolls. The rules are only needed when they're needed, an impartial court of appeal that any player can turn to so that the referee at the end of the table doesn't get too big for his or her boots.

"But I want to be told a story!" What are you, five? Still, OK, that's fine. À chacun son goût. Personally I would always rather have an outcome delivered by my own choices and by dice rolls than one prearranged by the referee to fit a plot, but you don't have to invoke the rules at any point. If you're happy to jump through the referee's story hoops, sit back and enjoy it. Seems like you'd be Gary's ideal player.

An honest cop doesn't carp about a guy knowing his rights. Running with that analogy, we all hope to live our lives without recourse to the law, and most of the time we can. But it's good to know, if you're innocent but on the spot, that laws exist that ensure you're treated without fear or favour. And even if you're not innocent, in fact; only a brute or a twit dreams of a world where cops mete out their own justice without deferring to the law.


We don't live our lives accepting government by somebody who says, "Never mind the rules, I know what's best." So why would we play games that way?

Saturday, 8 December 2012

Jamie unleashed

I would have loved Jackanory as a kid if Jamie had been on it. You don't know what I mean, I guess. You're too young. Or you aren't British. Storytelling like it used to be: no special effects, just the raw magic of words spun into narrative spells around the fireside. Well, okay, around the TV. Same difference.

Here's Jamie in thundering form on the Guardian website, captivating the nation's youth by teaching them how to be evil. True moral guidance is what it is. Nobody said which flavour of morality it had to be, did they? Oh, they did? Too late now.

The gore-coloured, twistily imaginative background picture is by Freya Hartas, who is a whole lot nicer to look at than Jamie but didn't get the gig because her laugh is sweet (deceptively so; she's actually very wicked indeed) rather than the obviously villainous guffaw of our Mr Thomson.

Oh yes, it's Thomson, by the way, not Thompson. But it wouldn't be the Guardian if they got something like that right, would it? Shouldn't knock them, though. The Grauniad is still Britain's best paper, after all, especially for books coverage, and here to prove it is Jamie's (and Dirk's) pick of the funniest reads.

A Dirk Lloyd audiobook should be out next year - narrated by Jamie (who else?) and you'll also be able to read the first in our new series, Starship Captain. But before we're quite done with 2012, you'll be wanting to see what's in the Fabled Lands Santa sack for this Yuletide. A couple of things, actually. Tune in on Monday for the first of them.