Two days ago on Twitter, Justin Achilli, author and developer on Vampire the Masquerade 20thAnniversary Edition and Hunters Hunted II, posted the following:
Conundrum: too much autonomy or too much structure? As a player, where do you thrive?
— Justin Achilli (@jachilli) August 5, 2013
When gamers talk about structure in
an RPG they usually describe it in terms of GM railroading. Essentially the GM or Storyteller is applying
too much structure, and the current feeling on gaming is that less structure is
better. No one wants to be railroaded
from encounter to encounter with few choices about how those encounters are
overcome or the outcome of those encounters.
However, the most basic type of an RPG is just that. A basic dungeon style adventure is going to
have hallways and rooms with traps and battles against monsters. Go into a room, defeat the monster, collect
the loot, choose a door and continue onward. Many Dungeons and Dragons games that I have
run were simply that. I may have added
an interesting plot to give the players a reason to be in that dungeon, but
honestly, it was just a simple dungeon.
The
current trend, as I have seen, is for games to be more open world, especially
with RPGs. Players of MMORPGs or table
top RPGs loudly proclaim their dislike of linear style games. MMORPG players say that a particular game is
a theme park, meaning that the player is expected to go from place to place,
quest to quest, just the same as everyone else.
However, what they want are open world games where players have control
of where they go and what they do. In an
open world MMORPG, a player could level his character through questing,
grinding and killing NPCs, crafting, exploring, or any other method. A classic theme park style MMORPG is World of
Warcraft; while the most popular open world MMORPG would probably be Eve
Online. In terms of table top RPGs, a
classic dungeon crawl game would be a game that emphasizes structure and linear
game play; on the other hand, a game where the Storyteller/GM just reacted to
player’s actions would be more autonomous and sand box style game.
Players
will often complain about Storytellers who don’t allow any variation on the
plot that the Storyteller must tell. On
the other hand, I believe that players suffer just as much in sand box style
games where they have no direction from the Storyteller. I’ve seen too many Dungeons and Dragons
campaigns where the DM allowed players to “make their own fun” usually to the
detriment of the village, villagers, their livestock, and the nearby forest,
not to mention the campaign. Even when
the players don’t become murderous mad men, players will get bored without a
plot hook or something to do.
The other side of this problem is understanding
what the Storyteller wants out of a particular game. As someone who is almost always the Storyteller
of a game, I don’t want to constantly react to the players, but neither do I
want to predetermine their every action.
I want something in the middle where I can introduce plot points and see
how the players react and influence the world around them. I get a chance to tell a story where the
players are the main characters. They
inhabit the world that I create. They
explore the dark alleys and sewers or the penthouse havens of the
powerful.
I structure a session as a group of
scenes in which the players are presented with a dilemma. Either that dilemma is of my creation such as
the players are ambushed by a Sabbat pack that has recently moved into the city
or I create a dilemma that is a response to a player’s action such as when a
player is asked to deliver a note to the Nosferatu Primogen because he owes a
favor to the Toreador Elder.
My belief is that a chronicle should
be more structured at the beginning and slowly the Storyteller allows the
players more and more autonomy as the chronicle continues. By having greater structure at the beginning,
the Storyteller can guide the players better and show them how the world
operates. Each Storyteller is going to
have his or her own style of running a game, some may prefer more socially
focused games while other prefer that every difficulty is solved with a shotgun
and lots of yelling. Without some
direction, players will flail about looking for something to do often at the
expense of the longevity of the chronicle.
The
reason that I recommend this approach is because when I was taking classes in
Education, my professors suggested that more structure at the beginning of the
school year would make classroom management easier throughout the rest of the
year. It’s much easier to set strict
rules at the beginning so that players know what to expect and the consequences
of their actions are. For example, I
prefer to run chronicles with low stakes.
The world isn’t in danger of ending, but the players’ favorite elder
could be in danger of losing his seat on the Primogen council to a
usurper. My games are investigative in
nature and I like chase scenes, combats that finish in two to three rounds, and
I reward players who circumvent dilemmas with clever thinking rather than
players whose solution to most problems is decapitation. Other Storytellers have different styles,
none are wrong.
I
think the most important thing that players and Storytellers can do is to
discuss what each wants out of the game.
Some people enjoy raiding dungeons and gathering more loot. Others want in depth political machinations
that would make Machiavelli blush. Some players
require more structure while others want more autonomy. Most players will fall somewhere in the
middle of that continuum. They require
structure and goals beyond their characters’ individual desires but also want
the freedom to solve encounters in the way that makes sense to them. They want to feel like their decisions have a
significant impact on the world their characters inhabit. They don’t want things to happen because the
Storyteller thinks it should happen that way; rather, they want what happens
next to be a logical continuation of events based on their characters’
actions.
The sun is down. I'm up. What trouble will I cause tonight? |
Structure or autonomy, which do I
prefer? I guess I prefer a little more structure
than some gamers. I’ve played in too
many games where I’ve had no idea what to do because the Storyteller/DM hasn’t
given us any plot hooks. However, I
certainly don’t want to play in a game that’s nothing but one long track and
the Storyteller is a train conductor. I’m
not like all players, and some players enjoy games with no structure at all
just an open world that they can play in.
The best advice that I can give is
for players and Storytellers to discuss what kind of games they enjoy. Find out how much autonomy and structure do
the players and Storyteller prefer in their games. Each group is going to be different. Listen to what others have to say and be
willing to compromise so that your game will be a game you enjoy with your
friends and adventuring party or coterie.
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