
I found this note on another list and thought it might mix up some good conversation here. -pavel Sender: The Art Of Game Mastering discussion listDate: Sat, 8 Apr 2000 14:10:09 +0800 From: Lythurienne SunHawk Subject: Incompetent Players or Incompetent GM? To: TAOGM-L@ORACLE.WIZARDS.COM I've been having some problems with my group. I run an Imperial-China campaign, which of course involves some struggle with people in power. (Even martial arts movies involve important people.) Recently my players haven't been too happy. The goal of their current adventure is to find a way to depose the corrupt magistrate of a certain city; doing so will restore (most of) their good status with the Celestial Beauracracy. (When good-aligned characters torture someone for information, and later magically sedate guards and slit their throats, the gods generally aren't too happy about it.) I meant the adventure to be relatively short -- get a little info on the magistrate, get some concrete evidence, reveal his corruption to a higher-up, finish. However, this adventure has dragged on for 5 sessions with very little progress. It's probably my fault for mis-judging the preferences and abilities of my players; however, as far as I can tell, all of them enjoy -- and are successful at -- strategy games. These, obviously, can require extended planning. My reasoning was that they should therefore be able to come up with a good plan for completing this quest. I'm not sure if maybe the reason this has gone on for so long is because I'm making it too hard, and giving them too little information and resources to work with. Here is what one of my players e-mailed me about the game: >If you'll allow me to make a suggestion on your game, don't give us missions >that require planning and strategy, because we're really not too good at that. >Maybe some puzzle-solving, but that's it. If you'll notice, the caves with the >demons didn't require any planning at all, and we enjoyed that. Neither did the >bandit camp, or the future session with Lloyd, Mike, and Emi. This whole >magistrate thing just requires too much planning, since we can't exactly just go >into the palace and demand him to abdicate, and that's what's making it really >tedious for both you and us players. The result is that the players get bored, >and combat becomes the only way to break the slump, because they like to flaunt >their powers. I'm pretty sure that we won't get anywhere at all with your >adventure since toppling a monarch or ruler is just too complex a task for a >bunch of, well, treasure-hunters, and to be honest, I don't think I'll return >to your game anymore. I have found that my players are almost completely unsuited to this task, and, surprisingly, were unable to perform certain actions that would have greatly speeded up their progress. Let me explain. There exists one NPC who is very closely related to the magistrate. The PCs wanted to find out where he lived. (If they'd been successful in that, and in observing the inside of the domicile, they would have learned a great deal of useful information.) The easiest way to do that, of course, is to follow him. One of the PCs -- a fighter-mage -- took the priest PC in tow (to guard his back) and started following the suspect. He said, "I follow him, just far back enough that if he starts running I can catch up to him in a few steps. Also, I continually keep one hand on the hilt of the dagger at my belt." Did I forget to mention that this is a very suspicios person he's following? (I thought that the PCs should have known this by the evasive way he answered any questions posed him.) He noticed this guy walking a little way behind him with a hand on a dagger, and took a circuitious route to shake him off. Finally, my PC said, "Maybe he notices me. Okay, instead of just following behind him, I'll circle around the street, pretending to look at the stores around. I'll always move on when he does." So, basically, the PC starts shark-circling the NPC. Still with a hand on his dagger. Yep, thinks the NPC, of *course* this guy with a hand on his dagger isn't following me. He's only been walking behind me for the last 20 minutes while I walk all over the city. He only walks in circles -- wide circles, of course -- around me while I walk all over the city again. (He is, of course, thinking this sarcastically.) Meantime, the priest who was supposed to guard the first PC's back, went off on a tangent when he realized that the NPC probably knew he was being tailed. His reasoning was that doing so would make the NPC less suspicious. He stayed off the trail too far, and later tried to use Direction Sense to determine where the PC and NPC were. I ruled (reasonably?) that Direction Sense only allows you to determine what path *you've* taken, or where a direction (e.g., North) is in relation to *you.* In that time, the NPC went into the slums area of the city and set a "friend" of his (a "500 lb. big guy with muscles" kind of guy) on the PC w/ the dagger. He was merely escorted back to the marketplace, but the player lost his temper at the priest's player and the whole episode had *me* so frustrated that I shouted at him... I ended the session there. So... What do you think? Was I being unfair? Should I not bother making my players finish off this adventure? If I do make them finish it off, should I give them any assistant-NPCs? I'm really worried about this... :( -Sel ******************************************************* ____________________________________________________________________ For the largest MP3 index on the Web, go to http://mp3.altavista.com ____________________________________________________________________ ---------------------------------------------------------------- GMAST Home Page: http://www.phoenyx.net/gmast/
On Mon, 10 Apr 2000, Pavel Ivanovich wrote:
> I found this note on another list and thought it might mix up some good conversation here.
>
> -pavel
>
> Date: Sat, 8 Apr 2000 14:10:09 +0800
> Sender: The Art Of Game Mastering discussion list
>
> I've been having some problems with my group. I run an Imperial-China
> campaign, which of course involves some struggle with people in power. (Even
> martial arts movies involve important people.)
> Recently my players haven't been too happy. The goal of their current
> adventure is to find a way to depose the corrupt magistrate of a certain
> city; doing so will restore (most of) their good status with the Celestial
> Beauracracy.
(snip)
> It's probably my fault for mis-judging the preferences and abilities of my
> players; however, as far as I can tell, all of them enjoy -- and are
> successful at -- strategy games. These, obviously, can require extended
> planning. My reasoning was that they should therefore be able to come up
> with a good plan for completing this quest.
> I'm not sure if maybe the reason this has gone on for so long is because I'm
> making it too hard, and giving them too little information and resources to
> work with.
>
> Here is what one of my players e-mailed me about the game:
>
> >If you'll allow me to make a suggestion on your game, don't give us missions
> >that require planning and strategy, because we're really not too good at that.
> >Maybe some puzzle-solving, but that's it. If you'll notice, the caves with the
I think that what is said here is plain obvious! For this player at
least, strategy isn't one of his strong points and is, in fact, quite dull
for him!
> >demons didn't require any planning at all, and we enjoyed that. Neither did the
> >bandit camp, or the future session with Lloyd, Mike, and Emi. This whole
> >magistrate thing just requires too much planning, since we can't exactly
> just go
> >into the palace and demand him to abdicate, and that's what's making it really
> >tedious for both you and us players. The result is that the players get bored,
> >and combat becomes the only way to break the slump, because they like to flaunt
> >their powers. I'm pretty sure that we won't get anywhere at all with your
> >adventure since toppling a monarch or ruler is just too complex a task for a
> >bunch of, well, treasure-hunters, and to be honest, I don't think I'll
> return >to your game anymore.
Here there's two choices dependent on what is going to happen hereafter:
1- The GM stays as he is with the campaign, probably risking loosing
his players as they follow the one above (that is, if his opinion is the
general opinion). If that's so the case, than nothing to worry.
As one infamous person here in Portugal once said, we're "Proudly
alone" and we're better that way...
2- The GM stops the current campaign or changes the solution as to
turning more appealing to his players, subjecting himself to the whims of
his players (good? not good? ...). If this is the case he could still beg,
grovel or blackmail this player to continue in the game. Or he could just
show him how the game has turned...
>
> I have found that my players are almost completely unsuited to this task,
> and, surprisingly, were unable to perform certain actions that would have
> greatly speeded up their progress.
(snip)
>
> So... What do you think? Was I being unfair? Should I not bother making my
> players finish off this adventure? If I do make them finish it off, should I
> give them any assistant-NPCs? I'm really worried about this... :(
>
> -Sel
It's really , in my opinion, not a question of being unfair... To me,
being unfair is putting a task in front of your characters that they can't
pull out with their current skills. That's being unfair!
What happened, and if the GM REALLY wasn't knowledged of his players
aptitudes and tastes (which he should have), was that a game type popped
up that turned out to be boring... That doesn't mean the death of the
party! It's an opportunity to the GM, as a GM, to prove himself as a good
GM in bad situations to his players.
Yes, one possible solution is to give the characters assistant-NPCs. But
it's one that I sure wouldn't use! Why? Because what's in question isn't
the fact that the characters can't finish the plot, but the fact that the
players aren't having a good time!
My other possible solution was to turn the plot to the players
taste... How? Get the players email for a starting point. He considered
the demons and the bandits camp as good. He doesn't like planing and
such. So much required in this current plot...
(In the next, Im going to assume the demons and bandit camp were more
hacking and slashing, since I can't guess what type he was really refering
to... If it wasn't... Just take the next as an example)
The GM could get the magistrate to commit a REALLY BIG mistake exposing
[all] his operation(s). So now it's to the Law to arrest him, but the
magistrate has an backup plan prepared for his escape and somehow the
players are aware of this.
They could now turn this plan to the proper authorities rapidly ending
the story here! Or, they could go after the magistrate facing some thugs
on the way, 'til they get the Big Boss. What they do with him is up to
them... They could turn him to the police or they could slash him just
right there... Still restoring or not their good status with the Celestial
Bureaucracy!
He is a bad GM, in my opinion, if he stucks to the current plot and
makes his players play it! Force your players into what you thing is right
is NOT GOOD!
But with his post he shows he cares. Making him a POSSIBLE good GM. If
he so much likes that style of play, drop his current players and find
others who like it as well.
Just my input,
Ric
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