I went around the table asking what games people would feel comfortable DMing for a short while. Crazy Mike suggested Werewolf, because he's the sort to always suggest Werewolf and then go into prolonged tangents about his other "awesome" Werewolf games that remind you why you stopped playing Werewolf a long time ago. Kyle plead disability on account of his dyslexia. Jason offered to come up with some D&D filler, and my brother Miles (who had never DMed at all before) asked if he could run Farscape on alternating weeks.
First-time DM? Blood in the water.
Miles took an intriguing approach to the game by setting it in a parallel continuity, where the setup to the show is the same (like the ship, supporting characters, and the villains) but the protagonists are replaced with our characters. So instead of the television show's John Crichton character, I was the game's resident human character, Jake Sebastien, a dopey scientific intern displaced in a tragic teleportation accident. The others had managed to roll up much more original characters than I had like a cowardly Sebacean con-man and a Luxan who liked throwing heavy things at people because his Qualta blade was broken.
If you haven't seen Farscape, I've officially left you in my dust. Bear with me.
The entire plot of the show is as follows: an astronaut falls through a freak wormhole into a distant corner of space and joins a crew of misfits and rogues, who spend every episode looking for Earth and running away from everything bigger than them.
For a few sessions we were having a blast. We'd managed to repel several crawling, tentacled threats from our ship and even managed to lure the nefarious Captain Crais into a galaxy-devouring necromantic death cloud of horror. See, Crais wanted me dead and he had an entire fleet of ships to do up the zipper on my bodybag, so killing him with such style was a good thing. Unfortunately, the aforementioned Cloud of Death was more a Cloud of Undeath, and once it had killed Crais and everyone in his entire fleet, it infected and reanimated them as an armada of shadowy spectral space pirates who still wanted me dead.
The next session saw us reaching a spaceport for repairs from our last encounter, where a group of very helpful aliens pulled myself and Jason's con-man aside for a discreet meeting. I was only hanging around Jason's character to make sure he didn't do anything stupid in the casino. His was the sort of character who takes the words "let it ride" and "double or nothing" as his personal mantras.
These aliens (the Zargons, if I remember correctly) offered to give us structural schematics of Crais' command carrier and even provided plans for a critical weakness in its reactor that, with the proper application of explosives, would end his menace once and for all. Just like Luke Skywalker and the Death Star!
Jason and I looked at one another, nodded, and never mentioned the plan again to anyone. The game folded on the spot, as Miles couldn't think of a single way to convince us to march directly into the waiting jaws of the Death Fleet, infiltrate a cruiser full of unknown reanimated shadow creatures, plant explosives on their reactor core (only the most-guarded room on the ship, no doubt) and shoot our way out. The poor guy had the entire thing planned out, too: maps, encounters, NPC stats, a full sci-fi dungeon, and we immediately ran away from it, fingers in our ears and screaming "la la la la we're not listening!"
I don't think Miles ever forgave us for that one, and even I admit it was a pretty dickish thing to do to him. How are you supposed to anticipate dangling a plot hook in front of your players, only to have their immediate reaction be "Are you kidding me?! What do we look like, idiots?"
But man, there was no way we were going to go charging straight at the Big Bad of the entire series, not for all the flarn on Minbar. The dude has frag cannons. Frag cannons, man! There's being adventurous, and there's attacking a major NPC at second level! That's just madness!
The best part of this story was the end. Miles had borne his anger like a real soldier, calmly accepting that we'd royally screwed him over and wasted quite a lot of his time. He started giving us our experience points, and when he was wrapping up, shouted "And for completely pussying out on my adventure, you get nothing! NOTHING!!!"
We still scream that at each other.
Dungeon Masters are like storytellers, only in an RPG most of the story is filled in by the audience and influenced by random chance, as their declared actions succeed or fail based on the roll of dice. Most of the funniest RPG tales you'll hear come from these catastrophic, unlikely runs of bad luck. A long-running game can easily be reduced to an unrecoverable disaster after lucky crits result in a TPK (Total Party Kill). These are funny stories, and we'll have some of those later on, but as a DM they don't interest me as much. You can't really do much about bad runs of dice. Crit happens.
The great appeal of RPGs is their sense of freedom. It's like being in a fantasy novel and being free to do whatever you want, go whatever you want, and say whatever you want to whoever you want. Videogames can't quite duplicate this. It's an interactive process, a chance to be with your friends and interacting with them to tell a story with their characters as the stars.
Dungeon Masters hate that.
DMs put a lot of effort into writing and structuring an adventure, often drafting maps, scripting out an epic storyline, fleshing out an entire kingdom's worth of characters, designing dungeons and populating them with treasure and dangerous monsters, and designing a plot worthy of their heroic deeds. And then you have to trust approximately six people you met in college to play along. In many cases, it's the storytelling equivalent of turning a pack of homicidal howler monkeys loose in a neonatal ward. And I do mean that almost literally in one case, where the entire party of adventurers started spiking orc babies like footballs. You really do learn a lot about people playing AD&D, sometimes.
Players love their freedom; many of them hate "linear" stories, often dubbing stories with no choice but to play along with the DM as "plot railroads." Some players see it as their responsibility to rebel against the plot train whenever they see one. These anarchists should be kicked out of the group immediately. I don't know why they bother gaming if they don't want any involvement in the story. It's almost as if they don't want anyone having fun.
After all, rejecting the plot hook essentially rejects an entire session and you've forced the DM to ad-lib almost everything as the players pursue other, usually petty and selfish goals. It's a gamble for players to force this issue, as it normally angers the DM greatly and results in a sometimes boring, often disastrous session. Many players are good enough to play along with the story, but any DM has to understand that players value at least the illusion of freedom and will often aggressively assert themselves in rebellion if they feel like a puppet.
A good DM will take steps to compensate for this. The trick is to write the same linear plot as before, but make it look like they have choices when they really don't. You have to play to their motivations. Good-aligned characters are easy. You don't really need to do much to talk a Paladin into jamming a sword up a dragon's ass. It's what he lives for. It's the Chaotic characters, particularly the assholes who rolled up a Chaotic Neutral type who will give you endless headaches by saying things like "I'm sorry, my character just wouldn't do that."
And they wouldn't. Finding a motivation that interests every character can be hard, because you'll be surprised how many times one character will throw his hands up and refuse to go on the dangerous, world-at-stake quest on the grounds that it's not his problem. You might chalk it up to a defiant player-- and it can be, but you have to try to appeal to their sense of role-play. Most characters have better sense than to storm a dark fortress or to openly defy an evil archmage. They're not stupid. And don't try to dangle the promise of loot in front of a thief. There's loot, and there's being roasted by a breath weapon before you can spend it. Rangers and druids won't care about the preposterous taxies levied by a greedy king.
Players can be difficult, but they're just playing their characters. But there are ways to get players interested and keep them pursuing your story with dogged determination, to the point where they actually hate any distractions. Here are the ways I've found to keep the group dancing to your tune:
- Figure out what the players want to do - I know, an obvious answer, but rebellion is a sign of discontent. Just asking them why they're dissatisfied can be a very helpful reality check, as well as a painful one because it's hard to hear how you're failing them as a storyteller. Oftentimes a change of game can help, as people can easily tire of a gaming genre. As far as I know, this tactic has never worked. Actually, just forget about it.
- Dark Secrets & Overriding Goals - One of my biggest pet peeves as a player are characters who just walk into the tavern and don't even have a name written on the top of their sheet. People often refer to these players as "the elf" or "the wizard," because they have no defining characteristics other than that. I hate characters with no past and no motivations beyond "seeking their fortune." It's boring, and it's weak writing. You wouldn't watch a movie about some schmuck without any real reason for living and adventuring. I don't require that players write full essays about their past, but I do at least request that they define some painful, dark secret from their past or some major goal that they want to accomplish. If they tell you why they're putting their lives at risk or what they're running from, you can often make these backgrounds linked to a common enemy.
- Make it Personal - Revenge is a very simple motivator, and an effective one for RPGs. Find something the players love, destroy it, and design a quest around getting it back or pummeling the bastard responsible.
- Stealing their stuff - You would be amazed how well this works. Players their magical swag and their hard-earned money, and will track any sorry son of a bitch who manages to steal any of it to the far corners of the world, taking the most insane and suicidal risks necessary. Honestly, there is no better motivator than having some cackling maniac ride off into the night with their horses and backpacks in tow.
- That damn lying blacksmith - Shopping and information gathering are tasks most players take for granted, so when betrayed by a commoner players will be horrified. The prospect of being outsmarted by a simple 0-level NPC is a slight to their honor that must be repaid in blood. Be it as simple as faulty armor, cheap weapons, or crummy food, they will be back to take it out of that lying shopkeeper's ass. Likewise, it's fun to have a shopkeeper notice a party flaunting a lot of money and setting them up with a band of brigands later. Instant adventure springboard.
- Acting under duress - Despite what you've seen in Escape from New York, forcing a party to work for an evil NPC under the threat of a curse, poison, or death to a hostage is about the worst thing you can do. Not only is it a total cliché, layers will rebel against it without fail. If you remember the Schwartzenegger movie Commando, you'll see how quickly that plot went off the rails.
- Wuss Villains - Sure, gigantic hulking dudes with insane strength, scary helmets, a terrifying grasp of black magics and incalculable cruelty are fun to slap around. You can design great campaigns around them. But tough-guys who are willing to stand and fight don't exactly have a lot of longevity. If you really want to get a group interested, make the villain the biggest chickenshit in history. Nothing irritates a group more than some pissant loser that they know they can obliterate, but who just won't die. Darth Vader? Yeah, okay, but that Prince Humperdinck needed a beating! Recurring villains are hard to pull off because PCs hate to leave loose ends, but that's exactly what'll keep them hooked.
- Vorpal weapons - Players will do anything for vorpal weapons. ANYTHING.
- Stealing their vorpal weapons - See above.
- Homicidal Howler Monkey - See above. You want one too. Admit it.
- Stealing their homicidal howler monkey - Those BASTARDS!
- Make the villain a paladin - Nobody likes paladins. Even player character paladins want to gut the smeggers. Few things are more satisfying than foiling the machinations of some smug, self-righteous git who thinks you're evil just because you spike orc babies like footballs. The hell does he know?
