Pages

Saturday, September 10, 2011

The Story's The Thing

What's all this bogus crap about old school not being about stories? I hear it everywhere from grognards far and wide. So much so that it makes me think I, as a relative grognard myself, need to address the issue and perhaps offer a tiny bit of perspective.

All role-playing is about story. Meeting a barkeep, investigating a forgotten tomb, searching for a lost magic item, hunting down a rogue troll. Whatever the hook there's a story behind it. And in my opinion the story should be pretty damn compelling, otherwise why waste your time on it? I think the problem people have with story is certain types of game that contain a prewritten story by the GM the players are "forced" into. That the introduction, buildup, climax and resolution are all predetermined by the GM and the players are just assigned parts in the drama. This is not RPG story it's crap of course, as players have free will. The story should be generated by the players, but in my opinion the GM has more responsibility than simply playing a neutral narrator.

It is the GMs job to know that the barkeep has a lame daughter he is dying to marry off, a mother-in-law that is trying to steal his tavern from him, and is secretly involved in an underground smuggling ring with the local thieves guild. That he has a habit of taking drugged snuff when he's nervous and to relieve his suffering from a rather vicious case of the gout. Spend very much time in his world and your pulled into a drama that extends far beyond trying to get information out of him from across the bar.

And that tomb hasn't just sat there waiting for you to loot it. It is currently serving as a goblin's lookout station for a coming excursion into the nearby farmlands. These goblins wan't nothing to do with the greater reaches of the tomb, but they know a way through all three levels to the caverns which allowed them access. Messing with these greenies might get you passage right through the tomb, and moreover allow an easy escape hatch should you need it. Or shadowing their doings, may uncover their intents to raid the surrounding farmlands. Farmlands currently under lien by a rather nasty and deviant lord who is having his way with the local teenage daughters of the populace. A lord who is placed nicely for the kingship should the king continue to take his evening meals in the company of his seneschal who is in the employ of the local assassin's guild.

And that magic item. Yep you guessed it. The magic item is being sought by the man at arms who is a son of one of the farmers. A magic item he hopes to use against said sicko-lord to protect his sister and the rest of her young friends from the lord's machinations.

There is no grand epic I'm planing here with these little examples. They are just life in a rather brutal fantasy realm that everyday people live and breath within. Get mixed up in all of this and you can't help but get involved in the lives of all those affected to a greater or lesser degree. These personal stories, some more or less important in the overall scheme of things, are the lifeblood of good adventure campaigns. They make things much more real and engaging. Old school philosophers are fond of referring to swords & sorcery fiction as the model for early gaming and that is a good reference indeed. But take any one of those stories and what you find is richly developed plot and undertones and an engrossing story in which our hero was swept up. Otherwise those stories would never have sold.

True, there is a difference between those kinds of stories and the sort of high fantasy save the world or universe type of thing. Maybe that's the kind of story that sticks in the old school craw. When you have invested in your heroes so much that if they die your whole world goes boom, well, then that's poor planning. The fact is the GM also controls the gods of the world. And those gods are smart. They can see the future. They know that people die and that they aren't always able to just bring them back to life, or deus ex machina their chosen heroes' butts out of danger. No, gods have a backup plan. That's the way real life works. And rarely if ever are we talking about the end of the world. We may be talking about a major world change, but that's good too. It just might make the players lives a little harder, but oh well--that's the price of failure.

Hitler might have won WW2 and then where would we be? Speaking German for one. Or maybe Japanese. The world would not have ended, but it would have been different. Sauron might have won the battle for the ring. And we'd have orc mayors and goblin lords to deal with on a daily basis. Middle Earth would have been a dark and malicious place. But it would have still been there. Just take the Shire as an example when Frodo and the guys got back home. Pretty nasty place, eh? But a good chance for another adventure! The fact is high fantasy just isn't realistic. And I mean beyond the magic and spells, and enchanted items and fantasy races and the like. I mean in basic human nature, basic politics, life itself. Just because we have all that magic and those fantastic beasties doesn't mean our essential nature changes much. Otherwise we have little to relate to in terms of a fantasy landscape. High fantasy goals and objectives are rarely carried out by one person or a small group of people. they are massive efforts that often climax in a spectacular bang. Sort of like Seal Team Six's role in killing Bin Laden. Never would have happened without alot of previous ground work.

So are there no stories in old school gaming? Of course there are stories. Gaming is full of stories and they make the game interesting and compelling. They are in fact essential. But it is never a GMs job to force a PC along a certain story arc. Sure, if you get involved with that barkeep you may end up having to deal with the thieves' guild and worse, the assassin's guild trying to kill off the king. At the least you are going to get mixed up with a lame daughter looking for an easy catch or an abusive mother in law. And those little factors may haunt you for some time, popping up again and again at the most inconvenient of times. But there's no forced storyline there. There's just unavoidable  everday reality happening to your character. And just like real life, sometimes reality sucks.

When I started gaming this sort of storytelling came naturally to me. Only once did I create a story driven campaign and though it was truly epic it never felt quite right. I sort of felt like everyone was running downhill on a railroad track just waiting till the train stopped. It was really the only game I've ever played that way. Noone died either. I'm not sure if I felt that everyone was too valuable to die, or I just wanted everyone to get to the end. But that didn't feel right either. But that's not even "story" so much as it is a script everyone has to follow. That kind of game is not what I mean when I say story. When I say story I'm talking about the backdrop, the setting with all its intricate details and goings on regardless of the PCs lives. The purposes of others and our own intersect on a daily basis. At times we are at the whim of forces greater than ourselves, and at others we steer the ship. And always we are immersed in the stories of everything going on around us. The GMs job is to give meaning and life to the world. And that, my friend, requires stories -- lots of them. Ultimately PCs have free will. They choose where they go and what they do. It is my job to be ready for whatever direction they head. For you can bet they are walking into a rich, story laden world wherever they go. And soon their story becomes an intertwined part of the greater fabric of that world. And whether their story lasts past a single day or not is up to the fates, not the GMs devices.

Friday, September 9, 2011

A Sad Letter: Game Club Canceled

For those who are interested, this letter went out to club members today:

Dear RPG Club Member,


I regret to inform you that the VJH RPG Club has been canceled for this year. I have run this club for 6 years straight now and have loved every minute of it. RPGs are a big part of my life and bring me great satisfaction. I have also truly enjoyed helping so many students learn to enjoy them as well. Unfortunately, professional demands have grown so much over the past two years that I simply don't have time to run a regular RPG club at the school. However, all is not lost.

Working closely with Mr. B. who runs Wild on Hobbies (our favorite local gaming store), I will be a part of a regular game scheduled to run at his hobby shop once a month. Details haven't quite been decided, but a group of 4 or 5 Game Masters are going to be running games at the store. There will be at least one RPG game a week run by various GMs from around the area. Check with me, Mr. B. or at the hobby shop for more information.

I also highly recommend getting together with your friends and gaming among yourselves. This is the way I gamed for years growing up. You can buy gaming rule books online or ask Wild on Hobbies to order them in for you. You can also download plenty of rules free from the Internet. Whatever the case, please continue to pursue your gaming interests. Don't let the club's cancellation curb your enthusiasm. As The Knights of The Dinner Table always say “The Game Must Go On!”

Thanks,

Mr. Jones
 
Lots of heavy sighs, sad faces and disappointment. Breaks my heart really. But hopefully they'll find the strength to carry on the flame for themselves. And of course they can always stop by and talk with me about games and gaming between classes. Feel like I'm reliving my own high school experiences when the principal kept us from having a club due to that stupid 60 minutes report.
 
More to come soon.

Thursday, September 8, 2011

Quitting Gaming ... Not!

Not entirely anyway. What I have had to quit is the gaming club. And if you'll bear with me I'd like to vent about it. Gaming and life often intersect in unpleasant ways.

If you follow my blog at all you probably know that I am a gaming activist in my school and community. Which isn't really saying a lot because it's a pretty small community. Mainly I have dedicated the last 6 years or so to running our local school gaming club. It is by far the most active club at our school, and maintains the highest active membership. As of right now we have 17 members and about 4 pending applications. And that is actually a fairly low count. We are usually in the neighborhood of about 25. I do almost all of the DMing and run as many as four groups a week. Yeah. It's a big job. Especially since most of the members are 14 to 15 years old. Can you say _lots_ of drama?

At any rate I have loved doing it, in spite of the difficulties and the demands on my time. I don't get paid anything for the time I put in which is about 10 to 12 hours a week. It is, for me, a bonus my teaching job allows me. It's a definite and desirable perk to the job. Unfortunately teaching itself is, well lately ... crap. No, that's not exactly true. Teaching is great. But the pressure on teachers is becoming unbearable. Someone asked me recently if being in the military or teaching was more stressful. I didn't even hesitate: Teaching hands down. It's always been this way really, and I try not to complain. There are great things about the job, and of course making a difference in kids lives is certainly rewarding. However, it just keeps getting a little worse every year. We have been given so many extra things to do over the past three years or so that I simply am not getting it all done. And now they are micromanaging our classrooms to the point that I can barely breath, let alone teach. As the year started I worried that I might not be able to do it all. But I just told myself that every year seems to start this way. Just stick it out and everything will work. You simply can't give up the gaming club. But it has come to the point that by the end of each day I am absolutely hammered. I stay till five or six every night (2 to 3 hours after quitting time) in meetings, collaboration and trying to catch up on all of my grading, lesson plans and paperwork. I have had a headache by day's end everyday since school started, and I feel like I have been run over by an emotional Mack truck. I'm in no mood for anything but going home and collapsing.

Yeah I know, you may think I'm being overly dramatic, but I'm not. So, I've made the regrettable decision to stop the club this year. I'm going to have to explain to the kids that due to professional demands it just isn't possible for me to continue this year. However, there is one bright spot in all of this. My good friend and fellow teacher runs the local hobby shop and has about five guys lined up (of which I am one) to run one FRPG game a week on a five week rotation. Now that I think I can do. One game session a month is much more doable for me. Not as much as I would like of course, but it's doable. And thankfully I am going to be able to tell all 17 broken hearted club members that they will be able to game; it will just be at the hobby shop instead of school. Which is fine and actually better in a number of ways.

So, yeah ... life is like this sometimes. All gamers age and most of us grow up. And by that I mean we get jobs, married, careers, families and other responsibilities that come with life. If we're lucky gaming gets worked in there a little bit too. Truthfully I've been super blessed the last 6 years to be able to run this club for so many local kids here in our community. To be able to share gaming with so many new gamers and watch the fires in their eyes, the laughter in their voices and see that sense of belonging, of finding something you really love to do shine in their countenances. And heck, I got to game an awful lot too--that aint half bad. Right now my gaming has intersected with my career in a sort of unfortunate collision of time or the lack thereof. So I've simply got to cut back.

It'll be alright though, I'm sure. My gaming life has made it through much worse trials than this. And for those of you who may be wondering. The fact that the club wanted to play Pathfinder (a game I'm not too keen on) didn't figure into my desire to close the club at all. Okay, maybe a little ... no, just kidding. Pathfinder is a fine game for those who like it. But you can bet your bottom dollar the game I run at the hobby shop is gonna be on my terms. Gritty, hard hitting and scary as hell. But boy is it gonna be fun!