BNE - About Last Night: Apologies, Confessions, and Feedback
Posted: Sun Nov 29, 2009 7:01 pm
I’m not sure how to write this out formally, so I’m just gonna jump right in. Last nights Star Wars game did not end on a very high note. I noticed that at least half my players left the game frustrated, and bitter. I take some responsibility for this. As the GM I feel it is my duty to ensure that the plot progresses, a good story gets told, and most importantly everyone has fun.
I am not always able to do all these things unfortunately. I do attribute some of this to my lack of experience as a GM. I want people to know that I don’t take these responsibilities lightly. I think about them a lot, and I want to get better. So for my part I want to apologize. I’m sorry to my players who are disappointed with the way things turned out. From here I want to move on, and keep trying to provide a progressively better game, and I hope you guys will bear with me.
I guess I should address some of the over-arcing issues that lead to nights like last night. I want to touch bases with people and try to get everyone on the same page. This will (I hope) prevent frustration in the future.
Issue one is the arguing. It’s not just in Star Wars, but many of the games we play. I am as responsible as anyone, but it has to stop. We can’t keep playing games that are interrupted by half hour (or longer) arguments. It’s not conducive to a fun atmosphere. Cheyne kindly pointed out several reasons why this is occurring, and by pointing them out I hope to help mitigate such activity.
GM trust is one of the larger points he made. Basically, as players we have to trust that the GM is trying to tell a story, and has our characters interests in mind. We have to have faith that the GM is not actively trying to defeat, or kill us. This doesn’t mean that characters wont die, or that they wont lose a fight or two, but that such occurrences will only happen in order to develop the plot, or with just plain bad luck with dice.
Second, I think this group (me included) has serious control, and trust issues, and that we as players and friends are going to have to overcome these to some degree, if we want to play games productively.
Another issue that was mentioned was the familiarity we have with one another. I know it seems weird, but due to the amount of time we spend together doing this stuff we are more comfortable with one another. This means we are, as people, more likely to express opinions, and argue. I’m not sure how to fix this, except to say that we are just going to have to learn to deal with it in a more productive manner.
Lets see… As far as Star Wars goes I’m really excited about all the new rules we have worked on. I think the D6 system is better for them, and over all I think the game is more balanced. However, we have to understand, that we are essentially play testing these mechanics. They are full of typos, bugs, and misunderstanding. Please, try to keep this in mind. It means we will run into weird rules that seem unfair, and need to be fixed, and they will be, it will just take time.
When we run into these kinds of situations its best to try and resolve them quickly. I would say that the GM needs final say during a game. This lets the game continue, and gives everyone a chance to experience the mechanic. People should write things down if they really feel strongly, and address things afterward. This lets tempers cool, and lets people know if their fears/worries/complaints are justified in regards to the rule/mechanic in question.
Something else I want to address actually makes for an interesting, and fun exercise. After everyone left, me and Cheyne sat down, and started talking about our particular perspectives on what Star Wars was; how it felt, what different characters represented, and the overall ‘power level’ of the setting. Not surprisingly many of our ideas were different. The way we saw things was just not the same. This, I think, is at the heart of many of the issues people are having with the game. What I want, is to hear what each of you think Star Wars is. More to the point what are your expectations when you think about the characters, and the universe.
I’m going to start by telling you how I envision this setting. Keep in mind this is the view-point from which my game is being run. I am hoping that by doing this we can at least come to understand each other a bit better, and what is expected of us while playing the game.
I see Star Wars as a fine blend of cinematic, and epic heroics, coupled with gritty leg work, and ‘edge of your teeth’ victory. Most of my inspiration comes from the original trilogy, with the newer movies, and graphic novels a close second. I do take video games into account, but Steven actually convinced me to take them with a certain grain of salt as they tend to be a bit above the standard range of power, and effect of the rest of the extended U (they are in fact almost totally cinematic in a way I don’t think the rest of Star Wars is).
The reason I see Star Wars this way is that if you watch the movies they are full of failure, and dangerous battles. While I understand that a role-playing game can’t be full of constant failure, I do think that it means fights, and skill rolls should be challenging. The graphic novels and books tend to be even grittier, with character death, and constant struggle/hardships throughout. Even episodes 1,2,3 are filled with moments when seemingly powerful characters just have to run away, or try something different.
While I'm at it want to address Force users a bit as well. I know that a lot of people see Jedi pretty much like superheroes, as Cheyne puts it. They have magic powers, laser swords, and are depicted as being well beyond the average being. I do agree with this, but with less hero worship. I see the characters in the movies as the best of the best. Heroes that characters must aspire to become. I think that some of the problems people seem to be having are that they want to be those characters. While that’s fine, they must realize that they are aspiring to be that, not that they are (currently as starting characters) that.
I don’t know, I’ve always approached this setting with a bit of wonderlust. Becoming a master Jedi is a dream to be fulfilled after many sessions. The exception to this would be a game in which the GM decided to start people with those die codes, which is fine, but that isn’t what we are playing. I try to think of parallels in other systems. Vampire elders, and neonates in WOD, epic characters, and standard adventurers in DnD, that sort of thing. I remember an old Star Wars game (under Gideon) in which I got to fight Boba Fett. I got to Absorb/Dissipate his blaster fire, and I felt like a freakin’ epic badass. That character had been played for about a year when that happened.
I guess what I’m saying is don’t get discouraged just because you cant do what Luke, Mace, and Obi-Wan can do. You aren’t supposed to be them. Beginning characters aren’t on par with a Jedi Knight, much less a master. It gives you goal to work toward, something to hope for, which is important to the setting imo.
I’ve gotten a bit side tracked I think. The grittiness of this setting is something else I need to stress. It is suppose to be hard. Even with 8-9D there are things you just can’t do. This isn’t Marvel. Powerful characters still have to worry about blasters, and stormtroopers, and such. In the game so far you guys have only met one opponent you couldn’t face, and you weren’t suppose to be able to. I’m sorry if that hurts your feelings, but powerful creatures exist in Star Wars, and you guys will meet them. Yes, many of them are stronger than all of you together (as you are now). I don’t see a problem with this, and think it is highly appropriate for the setting.
Let me give some examples. Luke confronted and lost to Vader several times before he finally managed to bring him down, and as soon as he did, he got his ass kicked by Palpatine. Han struggled through the first three movies, failing as much as succeeding whenever he did anything. Episode 1 starts with two Jedi (one, Qui-Gon a master) getting ambushed, and having to run away. I’m not trying to dissuade people from playing, or trying to upset them. I’m just saying this is what Star Wars is to me. It’s the feel, and crux, and the reason the epic moments are so epic. This is what I want my game to be.
I hope I’ve done what I set out to do with this message. I really want to hear feed-back from other peoples points of view. Not just about what Star Wars is to them, but also about their feelings toward the problems we, as a group, are experiencing. I want to keep playing games, and so do most of you. However something has to give. We can’t keep having hours of arguing every session. It’s ruining the games, and potentially the friendships.
So we need to work on trusting the GM, communicating, and attempting to see each other’s points of view. If anyone thinks of other issues we can work on please feel free to let us know. Problems can’t get fixed if we don’t address them. I hope this came across without any vindictiveness, or figure pointing. I want to stress that I am as responsible as anyone for these problems, and that I don’t blame anyone person. Again I apologize for my part, and truly hope can keep gaming, and having fun.
I am not always able to do all these things unfortunately. I do attribute some of this to my lack of experience as a GM. I want people to know that I don’t take these responsibilities lightly. I think about them a lot, and I want to get better. So for my part I want to apologize. I’m sorry to my players who are disappointed with the way things turned out. From here I want to move on, and keep trying to provide a progressively better game, and I hope you guys will bear with me.
I guess I should address some of the over-arcing issues that lead to nights like last night. I want to touch bases with people and try to get everyone on the same page. This will (I hope) prevent frustration in the future.
Issue one is the arguing. It’s not just in Star Wars, but many of the games we play. I am as responsible as anyone, but it has to stop. We can’t keep playing games that are interrupted by half hour (or longer) arguments. It’s not conducive to a fun atmosphere. Cheyne kindly pointed out several reasons why this is occurring, and by pointing them out I hope to help mitigate such activity.
GM trust is one of the larger points he made. Basically, as players we have to trust that the GM is trying to tell a story, and has our characters interests in mind. We have to have faith that the GM is not actively trying to defeat, or kill us. This doesn’t mean that characters wont die, or that they wont lose a fight or two, but that such occurrences will only happen in order to develop the plot, or with just plain bad luck with dice.
Second, I think this group (me included) has serious control, and trust issues, and that we as players and friends are going to have to overcome these to some degree, if we want to play games productively.
Another issue that was mentioned was the familiarity we have with one another. I know it seems weird, but due to the amount of time we spend together doing this stuff we are more comfortable with one another. This means we are, as people, more likely to express opinions, and argue. I’m not sure how to fix this, except to say that we are just going to have to learn to deal with it in a more productive manner.
Lets see… As far as Star Wars goes I’m really excited about all the new rules we have worked on. I think the D6 system is better for them, and over all I think the game is more balanced. However, we have to understand, that we are essentially play testing these mechanics. They are full of typos, bugs, and misunderstanding. Please, try to keep this in mind. It means we will run into weird rules that seem unfair, and need to be fixed, and they will be, it will just take time.
When we run into these kinds of situations its best to try and resolve them quickly. I would say that the GM needs final say during a game. This lets the game continue, and gives everyone a chance to experience the mechanic. People should write things down if they really feel strongly, and address things afterward. This lets tempers cool, and lets people know if their fears/worries/complaints are justified in regards to the rule/mechanic in question.
Something else I want to address actually makes for an interesting, and fun exercise. After everyone left, me and Cheyne sat down, and started talking about our particular perspectives on what Star Wars was; how it felt, what different characters represented, and the overall ‘power level’ of the setting. Not surprisingly many of our ideas were different. The way we saw things was just not the same. This, I think, is at the heart of many of the issues people are having with the game. What I want, is to hear what each of you think Star Wars is. More to the point what are your expectations when you think about the characters, and the universe.
I’m going to start by telling you how I envision this setting. Keep in mind this is the view-point from which my game is being run. I am hoping that by doing this we can at least come to understand each other a bit better, and what is expected of us while playing the game.
I see Star Wars as a fine blend of cinematic, and epic heroics, coupled with gritty leg work, and ‘edge of your teeth’ victory. Most of my inspiration comes from the original trilogy, with the newer movies, and graphic novels a close second. I do take video games into account, but Steven actually convinced me to take them with a certain grain of salt as they tend to be a bit above the standard range of power, and effect of the rest of the extended U (they are in fact almost totally cinematic in a way I don’t think the rest of Star Wars is).
The reason I see Star Wars this way is that if you watch the movies they are full of failure, and dangerous battles. While I understand that a role-playing game can’t be full of constant failure, I do think that it means fights, and skill rolls should be challenging. The graphic novels and books tend to be even grittier, with character death, and constant struggle/hardships throughout. Even episodes 1,2,3 are filled with moments when seemingly powerful characters just have to run away, or try something different.
While I'm at it want to address Force users a bit as well. I know that a lot of people see Jedi pretty much like superheroes, as Cheyne puts it. They have magic powers, laser swords, and are depicted as being well beyond the average being. I do agree with this, but with less hero worship. I see the characters in the movies as the best of the best. Heroes that characters must aspire to become. I think that some of the problems people seem to be having are that they want to be those characters. While that’s fine, they must realize that they are aspiring to be that, not that they are (currently as starting characters) that.
I don’t know, I’ve always approached this setting with a bit of wonderlust. Becoming a master Jedi is a dream to be fulfilled after many sessions. The exception to this would be a game in which the GM decided to start people with those die codes, which is fine, but that isn’t what we are playing. I try to think of parallels in other systems. Vampire elders, and neonates in WOD, epic characters, and standard adventurers in DnD, that sort of thing. I remember an old Star Wars game (under Gideon) in which I got to fight Boba Fett. I got to Absorb/Dissipate his blaster fire, and I felt like a freakin’ epic badass. That character had been played for about a year when that happened.
I guess what I’m saying is don’t get discouraged just because you cant do what Luke, Mace, and Obi-Wan can do. You aren’t supposed to be them. Beginning characters aren’t on par with a Jedi Knight, much less a master. It gives you goal to work toward, something to hope for, which is important to the setting imo.
I’ve gotten a bit side tracked I think. The grittiness of this setting is something else I need to stress. It is suppose to be hard. Even with 8-9D there are things you just can’t do. This isn’t Marvel. Powerful characters still have to worry about blasters, and stormtroopers, and such. In the game so far you guys have only met one opponent you couldn’t face, and you weren’t suppose to be able to. I’m sorry if that hurts your feelings, but powerful creatures exist in Star Wars, and you guys will meet them. Yes, many of them are stronger than all of you together (as you are now). I don’t see a problem with this, and think it is highly appropriate for the setting.
Let me give some examples. Luke confronted and lost to Vader several times before he finally managed to bring him down, and as soon as he did, he got his ass kicked by Palpatine. Han struggled through the first three movies, failing as much as succeeding whenever he did anything. Episode 1 starts with two Jedi (one, Qui-Gon a master) getting ambushed, and having to run away. I’m not trying to dissuade people from playing, or trying to upset them. I’m just saying this is what Star Wars is to me. It’s the feel, and crux, and the reason the epic moments are so epic. This is what I want my game to be.
I hope I’ve done what I set out to do with this message. I really want to hear feed-back from other peoples points of view. Not just about what Star Wars is to them, but also about their feelings toward the problems we, as a group, are experiencing. I want to keep playing games, and so do most of you. However something has to give. We can’t keep having hours of arguing every session. It’s ruining the games, and potentially the friendships.
So we need to work on trusting the GM, communicating, and attempting to see each other’s points of view. If anyone thinks of other issues we can work on please feel free to let us know. Problems can’t get fixed if we don’t address them. I hope this came across without any vindictiveness, or figure pointing. I want to stress that I am as responsible as anyone for these problems, and that I don’t blame anyone person. Again I apologize for my part, and truly hope can keep gaming, and having fun.