Monday, August 17, 2015

Here's the secret to GMing: its not instinctive. No more so than writing good code

Here's the secret to GMing: its not instinctive. No more so than writing good code, 

A friend was at Gencon, and saw some really great GMing behaviors. Just this morning, he asked what about some behaviors I have. Namely, how to ask players the questions that spur them to greater creativity.

And well, it is a pleasure and honor to be asked. I have a lot of impostor syndrome, and that sort of question helps push it away and makes me feel pretty awesome.

My own GMing style is from a conglomeration of games, advice, and thought over the years. And a lot of watching and thinking about how other people GM, to bring what they do into my own style.

First, some really fantastic early role playing. This GM was on the forge (and spoke very poorly of it), and ran games where he asked questions. I picked up on that. He also pushed hard for particular themes, and knew the direction he needed things to go.

Some of this I picked up for my own style, other of it I dropped. I was half-assing it for a while, with no real coherent thought. I knew I wanted my games to be less about any plot I came up with, and to bring in the players own creativity more. I struggled with that, but didn't have the vocabulary to describe what I wanted. I knew I didn't want hours of prep and plots and rails. I knew I didn't want laptops at the table, and I didn't want games that required that sort of math.

And then, two things happened. At a wedding, Ted Cabeen  introduced me to Fiasco. Not to put to fine a point on it, but Fiasco changed my relationship to role playing games in a fundamental way. I played a lot of Fiasco. For anyone reading who doesn't know, Fiasco is a GM-less 2-3 hour game that plays like a Cohen movie. This game is written by Jason Morningstar, and published by Bully Pulpit Games.

Things Fiasco does that changed my gaming: distributed decision making, facilitation and GMing separated, GMing is distributed (mostly), and -- perhaps most importantly! -- the situation the characters are in is developed on the fly in about 30 minutes before gameplay begins. Imagine that: the creative power at the table, directed by the game (and playset!) creates an interesting web of characters in a shorter time period than it takes to make a first-level 4e wizard.

Then play it through and absolutely wreck the characters. I've seen characters die from an unexpected shotgun blast, bleed from all the coke, or just do some dope with the hot girl in high school. And all of this emerged in play -- the plots and stories mattered, and the characters were vehicles for that. The characters are a disposable play piece, to be used and used hard. Like a dwarf's hit points.

I could talk for a long-ass time about Fiasco. If you've not played it, do so. Key thing is you setup relationships in motion, which will fall apart.

But, Fiasco was just one of the two games that changed my relationship to gaming. Fiasco has no prep, no GM, and (generally) no ongoing setup from one session to another. What about campaigns? What about the role of GM? What about world building? I was still struggling with this, trying to incorporate the lessons from Fiasco into traditional RPGs. Like Fate -- I ran a Diaspora game, which was delightful. I didn't know what would happen, and found out through play. Fate sets up relationships between the characters, and I tried to push towards that. It didn't quite do what I wanted.

Well, my friends, that's about the time I discovered Apocalypse World, by Vincent Baker. I don't remember how or why -- possibly through Dungeon World -- but AW games are the second great inspiration. AW takes the role of GM and treats it like another player at the table. That is, even the GM is playing a game -- and has rules! -- even if it is a bit less obvious. The players don't need to know this. At all.

Apocalypse World sets up a world in motion. It sets up -- during character creation! -- a set of PC relationships that are unstable and will fall apart. There are questions on the sheet that the players must answer. That is, in about 30 minutes, you've done some initial world building, have a set of player characters who have relationships to each other, and the characters have the tools to make lasting changes in the world. I think that's the key difference between AW and Fiasco -- in Fiasco, the characters don't really have the tools to make lasting changes. (I mean, sort of, but not really.)

Anyway, this is supposed to be about GMing. And it is: my GMing is a distillation of what I've found in these games. My initial GM taught me to ask questions, Fiasco taught me to setup unstable relationships, and AW taught me that the GM is a player, too.

What do i mean? What, the hell, do I mean by the GM is a player? Well, in Aw and its many derivatives, the GM does not have true ultimate power. Sort of. The GM has a few things that bind them:
1. Agenda.
2. Principles.
3. Moves.

I've taken the notion of GM Agenda and Principles and would use it in any damn game I run. Ever. The Agenda for Dungeon World (one of AW's more famous children) is:

1. Portray a fantastic world
2. Fill the characters’ lives with adventure
3. Play to find out what happens

That's it. That's the core of what the GM does during play. By the rules, every damn thing done by the GM flows back to one of these. 

Notice that last one -- play to find out what happens -- which means you, the GM, do NOT know what is going to happen. You don't come to the table with scenes in mind, or knowing who is going to beat up on whom. Once you do that, goes the reasoning, you're no longer playing a game and the players could just go read a book for as much agency as they have.

This is probably the most important principle in an RPG. This is what makes both Fiasco and AW (and derivatives) so good. This is the magic of RPGs -- the conglomeration of emotion and creativity from multiple minds. The convergence of pull from people that aren't me.

One of the GM principles is "Sometimes, disclaim decision making". And another is "ask questions like crazy". I find myself combining these. 

Here's an example: I've got a player at Thursday Night who comes at things from a very different perspective than my own. He always pushes the genre line, as we've started calling it. He seeks out the weird, and all his answers are towards that. In a WWW game (another AW hack!), the championship match was held on an oil derrick. He joins it by coming in on a submarine, with a dozen fans dressed as him.

It was amazing. It was so close to being out of genre, while exalting in how weird it was.

When I first met him, I got pretty frustrated with him. Then I stopped trying to control everything and asked him the questions where I wanted truly bizarre answers. Now, he is one of my favorite players. 

This goes to a meta principle of my own: push your players to be the best themselves they can. Accept who they are, and enjoy the hell out of it.

When I want an answer that's emotional, I know which player to turn to. When I need one that's about strategy, I know who to ask. Basically, know your players strengths and push towards them. I wind up not making a lot of decisions --- instead, I ask the player who will provide the category of answer that I want. Or, sometimes, just the player I'm looking at. I provide a framework, and let them know what questions to answer when. I try to get the best out of each of them, based on where they truly excel.

What sorts of questions? provocative ones. Reading straight out of Apocalypse World, start simple and, as time goes on, ask for immediate and intimate details of the lived experiences of the characters. Then add your own details, and bring it back into the game later. And use it to inform your own developing sense of the game world.

Things like "What do her lips smell like?", or "Where does it hurt when you open your mind to the psychic maelstrom?" Or, for wrestling, maybe "The crowd goes crazy. What do they chant when they see you?"

Whatever the questions are, they should be directed and targeted to engage a player. Use a bit of psychology here -- and know it is trial and error. I've asked questions that don't work, where I've misjudged the players or the scene. Move on.

I can write more about this, if there's interest. I can also recommend some books -- Fiasco and Apocalypse World are the most obvious. The GMing section of AW is written in an intentionally dense style, and some of its children have easier to read -- and very good! -- GM sections. Dungeon World, World Wide Wrestling, and Urban Shadows all have really great GM advice.

I guess that's it for now.

14 comments:

  1. Awesome explanation, I would love to hear more.

    The shared narration aspect of DW and the explicit goals to make the PCs the stars of the unfolding story are what make it shine for me as a player. I've played with a GM who tried to impose more of a GM-authoritarian model on the game and it took all the shine off wicked fast.

    As a tangent, this style of shared-narrative game doesn't work for all groups of players. I had a game (it was 4e D&D, but I'm not sure DW would have saved it) fall apart because all my players wanted week after week was a fun rollercoaster ride. No matter how hard I tried to get them to take control over the world they refused. Yet they came back week after week wanting to play (so I'm pretty sure they weren't just bored out of their skulls and being polite to me). It was immensely frustrating and after about two years I threw in the towel.

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  2. Eva Schiffer Yes, indeed. I've had AW games that did not work, due to differing expectations between me and the players. I remember turning to a player and asking something, and got back the response of "Shouldn't you tell me that?". That game didn't work, but did let me experiment with minimal risk. So, that was good.

    I've also had Fiasco games that don't work. One where a player tried hard to win -- the board game instinct kicking in.

    Not everything works for every player and GM and game. Finding players who want the sort of game you want to offer is another skill -- or at least sometimes happens by luck.

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  3. My initial GM taught me to ask questions, Fiasco taught me to setup unstable relationships, and AW taught me that the GM is a player, too.

    Great summary William Nichols and thank you especially for the insight about identifying your players strengths and directing questions to them accordingly. Like all great ideas it seems obvious in hindsight. I'll be using this one tonight. :-)

    Regarding "setup unstable relationships" - I find this needs to be done in a way that suits the sort of game everyone wants.  
    - If it's PvP or based around inter-party tension, then the relationships between the characters need to be unstable (e.g. Fiasco, Apocalypse World).
    - If the players prefer co-op PvE, then it's the characters relationships with their world that need to be unstable (e.g. Dungeon World, D&D)

    An example of this is my local gaming group, where the driving force in the group loves PvP, while the rest of us prefer co-op PvE but enjoy the occasional PvP game.  This gets resolved by the avid PvP'er GM'ing co-op campaigns most of the time (he gets to PvP while we're co-op'ing), interspersed with the occasional one-off (e.g. Fiasco) or 2-3 session PvP game.

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  4. Gonna come back and read this carefully when I have more time....

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  5. William Nichols​​​ My AW experience is so similar to yours - the GM's agenda list in particular was like golden rays of sun shining down from a cloud-filled sky.

    I had just finished an Unknown Armies campaign that had caused some serious divisions between myself and some of the players, due to the protective bubbles I placed on my favourite (and major character) NPCs and some plot-happy railroading. I realised the downsides of these approaches, but wasn't sure of how go about fixing them.

    Having kept an eye on The Forge and Story Games, I kept seeing this game called Apocalypse World crop up. Vincent Baker​​​'s name was known to me, but I hadn't played any of his games. So I went out on a limb and ordered it.

    That game blew my mind in so many ways, and the GM's Agenda just made so much sense.

    Don't protect NPCs - if the players kill them, they kill them. But how will the NPC's friends and allies react? It's simply a seesaw of reactions from the players and the Fronts involved, that builds up until the entire thing comes to a cataclysmic head, and then shit gets real. That realisation was really rewarding, because it changed my entire perspective to become player-centric: the players drove the plot, not the NPCs and I.

    Ask questions - ask leading questions, even. Do the players truly intend to follow through, even if it upsets the status quo? Are they sure about that course of action? How exactly do they do that? It was also really fun to ask the players for details: do you always carry a gun? What does (the Skinner) smell like? What scars does (the Brainer) have? Asking the players allowed them to paint in details, and the world grew much richer.

    Play to see what happens - this one especially was so damn liberating! No, I don't need to know what happens next. I don't need to have a plan. I don't need to have everything plotted out. All I had to do was think about how the fictional world would adjust or react to the players' actions. That's all. Single best piece of advice in the entire book, especially since my entire role-playing experience - as both player and GM - up until that point had been one of the GM having a more-or-less structured plot that the players could influence slightly but would still ultimately progress as scripted.

    My next campaign (which was AW) had half of the players from the previous one. They loved it, they loved their agency, and they loved that the consequences they faced were all their own damn fault.

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  6. Brendan Quinlivan You made my heart go all a flutter and filled me with feels!

    More in a bit.

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  7. Michael D That's about right. Fiasco got rid of a lot of bad habits I'd acquired, and AW replaced those with good ones for long-term gaming. Or, really, hours and hours spent gaming with people who know how to be awesome taught me good behaviors.

    Which is something I basically overlooked, despite my own insight regarding how to ask questions: I have been lucky enough to have amazing gamers who let me play with them.

    Silly games, serious games, weird games. Gamers whose GMing skills leave me in awe; gamers who I can learn from. Reading is all well and good, but practice is what counts.

    And, honestly, I don't think I'm the same caliber GM as many I've played with. I'm lucky enough to have, in my regular groups (you should all know who you are!) GMs and players who are glorious.

    Here's an example: just last week, I was in a game of Urban Shadows (AW hack, urban fantasy), and the GM wanted to give the Oracle visions into the future. He said, outloud, something to the effect of "I wish i had a way to just give you more visions.", and around the table, almost as one, we, the players said "announce future badness". This is a GM move from AW. I've no idea if it is exactly in US, but something like it must be.

    That moment showed a level of trust that is really rare in games.  In treasured it for days.

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  8. Brendan Quinlivan I got more for you!

    This is very similar to the same issues I had. I'd either overprep, or drastically under prep. Before Fiaso and AW, I didn't know how to ask leading questions to get the sort of gameplay I wanted. And you're absolutely right -- leading questions are ridiculously important. 

    I remember a game in something like the World of Darkness, where we were fighting monsters in WW2. Which is to say, nazis with supernatural powers. Heavy stuff.

    The GM had plots that were heavy to along with it, but most of the players wanted superheroes punching hitler. That sort of disconnect in expectation was pretty common in WoD games, and I never knew how to deal with it. 

    Then AW and Fiasco. The playbooks in AW structure the expectation of the fiction for the players in a really important way. And not a one of them is an emotionaless murderhobo superhero. They all have feelings, and should all be played as real people.

    Glorious. Hx -- while hard! -- makes sure every character is connected in an important way. Bonds are becoming more important in the children games (of some sort, at least), and that keeps alive the central tension: you get xp for changing relationships, and the strength of your relationship (sort of) determines how easily you can help or hinder.

    Those things really change the nature of the game when compared to traditional games.

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  9. I've gotten a lot of mileage out of changing and strengthening relationships in DW. They bring in a PC bonding aspect that's fascinating and very fulfilling for me.

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  10. (As defined through shifting bonds, I mean.)

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  11. Yeah, Eva Schiffer ! The changing of bonds through the game keeps it going. If the Barbarian always thought the cleric was weak and puny, but amusing then it'd get dull fast. The shifting balance in the relationships pulls them in difference directions, almost as much as the fronts.

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  12. I'm really glad that Fiasco had such an impact, and that I was able to play a small part in what clearly brings you such joy.  Now if only I remembered how the end of said Fiasco game went.....  :)

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  13. William Nichols​ Ha! The similarities of our problems continue: I also would either over-prep or under-prep! In fact, I would typically over-prep in setting up the campaign and its plots and subplots, and then under-prep once actual play started. I remember driving from work to session stressing about the plot for that session. Since AW, though, I've never done any prep beyond setting up the initial Fronts, and it's glorious!

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  14. Brendan Quinlivan Right! My traditional gaming prep was to make a railroad. Then, as the players went off it, my prep felt like a waste of time. Now ... fronts are such an amazing gaming technology. Setup the moving pieces and watch everything change!

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