I've been gamemastering for a very long time now, at least
nine thousand years, and during this time have discovered that it is
impossible for me to do everything most believe the archetypical
gamemaster is supposed to be able to do. Perhaps it is just me but it
seems that if I utilize all of the rules, describe all of the surroundings
in detail, roll for initiative for every turn for every NPC, and follow
all of the other one billion things I'm supposed to it would take decades
for a simple fight inside a Stuffer Shack to play itself out, not to
mention the fact that I would be insane before the session was over. In
order to combat this problem I decided to quit gamemastering Shadowrun and
become a D&D halfling. Just kidding! What I really did was develop a
gamemastering style which takes some of the burden off my shoulders and
places it where it belongs: on the PC's.
An example: If a player asks if there are any scalable walls
bordering an alley, I'll let them know. If they don't, I won't. Sure I
could simply state that there are scalable walls and thus save them the
time it would take to ask the question but when you consider the hundreds
of little traits a single alley possesses you realize there is no way the
gamemaster could possibly describe them all. What if the player asks if
there are any chunks of asphalt lying around? If I say "yes" does that
mean I should have described it before hand? Gee, then I should also state
that the license plate on that runabout up there says "ILUVDOGZ" and that
it's windows are tinted black and that somebody has installed an Buick
emblem on the hood and that this emblem has some of its chrome chipped
off. Forget it. I'll let the runner know they're in an alley, let them
know if there is anything obviously weird about it, throw in some color
and the weather and the rest is up to them. Why should I mention doors if
they're not looking for them? Perhaps they don't even care about doors.
It'd be an incredible waste of time.
Still, a problem arises when various NPCs begin to utilize
aspects of a given area which were not described to the players. If a NPC
is involved in a fist fight and they pick a crow bar up off the ground the
player's usual reaction is one of anger over the fact that they were not
told of said crowbar and, if they had been, they would have picked it up
themselves. Well, all they had to do was ask. All the player would have
had to do was ask "Is there anything on the ground I could use as a club?"
and I would have said yes, there is a crow bar. And even if I hadn't said
yes then it would also mean there isn't any crowbar for the NPC, either.
My primary defense when a player accuses me of not describing
a location thoroughly enough is, since the player didn't ask me what they
were looking for, descriptions must not be that important to them. As far
as I'm concerned, if the PC didn't ask me if there are any scalable walls
then they weren't looking for any scaleable walls. If an NPC ends up
dropping on them from a wall and the PCs did not pick them up through any
perception rolls then I'd assume the players were not on the alert for
anyone coming from that direction. In fact, if there was a group of PCs,
they should always have one of their members checking above their heads to
see if anything's there.
Now does this mean I'm ditching part of my responsibility as a
gamemaster? Well, that depends on what you define as the gamemaster's
responsibilities. I've usually divided gamemaster and player
responsibilities into two categories, although there is a lot of grey
area:
Player's Responsibility: Keep their character from getting
killed.
GM's Responsibility: Kill the player's character.
Now before all you players get upset and firebomb my apartment
let me say that the word "kill" can be replaced with "hurt", "take
advantage of", or any number of terms. Let's face it, the GM's job is to
make the PC's life difficult. If it wasn't we wouldn't have wonderful
entities like security guards armed with machine guns. We would have
people standing at the door, eager to help the runners carry their stolen
merchandise. This is why I believe it is the player's responsibility to be
on the look out for people scaling walls. It is something they should be
concerned about. Meanwhile I'm concerned over whether or not my guy on the
wall can successfully jump them without getting his own head blown off.
I never have any idea where anything is before the PCs get
there anyway, which I believe is a good thing. It seems most of the
published adventures and many of the scenarios gamemasters write up have
everything placed exactly where they're going to be during a run before
the game even starts. This doesn't work for me because I never, ever plan
a run in detail. Ninety percent of the time I'm using a half page abstract
describing the goals of the run and a few of the important locations
involved along with one or more of my NPC lists and that's it. I can't
even imagine going so far as to draw up a map. I mean, sheesh, what if the
NPCs decided to go out for burgers and a shootout occurred at Mr. Bun as
opposed to some Z section warehouse? I guess many GMs would keep their
NPCs in one place, probably a place designated before hand in some
multi-page description of the run's plot. My NPCs are never that
cooperative. Sometimes I think they control the game, not me.
And while I'm on the subject, whatever subject that may be, I
must say that, aside from the PCs, the NPCs are the most important aspect
of shadowrun, or any role-playing game for that matter. And, in my
opinion, the plot is way, way, way down at the bottom of this list. Since
when does one find a plot in life? And since when has anybody WANTED a
plot in life? Life would be terrible. I hate knowing what's going to
happen. Fortunately, we hardly ever know what's going to happen. Hell, I
can hardly ever remember what has happened and is happening, let along
even begin to consider what's coming up. In order to illustrate this
principle I've typed up an example of a random day in my relatively
mundane life. First I've written it up in what I'll call "plot" format,
structured in basically the same way one might write up a shadowrun
timetable. Second is what really ended up happening. Bear with me, there
is a point buried here somewhere.
7am |
Wake up. |
7:00-8:00 |
Get ready to go to
work, shower, eat breakfast, ect. |
8:00-8:30 |
Ride subway to
work. |
8:30-12:00 |
Work at computer
services. |
12:00-4:30 |
Teach. |
4:30-10:00 |
Work at computer
services. |
10:00-10:30 |
Ride subway home. |
10:30-12:00 |
Write. |
Midnight |
Go to sleep. |
Ok, so that was nice and simple. If it was a shadowrun simply
replace each line with "Meet Mr. Chan" or "Pick up weapons." Now here is
what ended up happening:
7am |
Woke up.
Mistakenly turned alarm off instead of hitting snooze button. |
8:00 |
Woke up. Dressed
and out the door in less than 5 minutes. |
8:45 |
Arrived at work
late because a generator had blown up on my subway line, thus leaving
many stations without power. |
11:30 |
Had to restrain
myself from beating the hell out of obnoxious computer user.
Additional consultants called in to relieve tension. |
12:10 |
Late to teach
because food truck messed up my cheeseburger order. |
12:40 |
Encountered
wonderful computer crash while utilizing Avid editing system during my
class. |
1:30 |
Computer back on
line. |
1:32 |
Computer crashes. |
2:15 |
Computer back on
line. |
2:15.48 |
Computer crashes. |
3:00 |
Send everybody
home. |
3:00-4:30 |
Kill time by using
Avid editing system which mysteriously came back to life mere minutes
after class was disbanded. |
4:30 |
Get to work. |
4:45 |
Get smashed in the
face by an extremely large woman's extremely heavy book bag as she
blindly swings it over her shoulder while getting up. |
4:50 |
Begin to hear
things. |
5:00 |
Begin to see
things. |
5:05 |
Feel nauseous. |
5:10 |
Write semi coherent
message to boss explaining situation, requesting pay for the rest of
the evening, and a bunch of other things I could never remember. |
5:30 |
Ride subway home. |
5:45 |
Over shoot stop by
several stations. |
6:00 |
Ride subway home. |
6:05 |
Get home, take
aspirin. |
6:10 |
Fall unconscious. |
So, what was the point of all this, other than to add another
page to this article? Nothing ever goes as planned. Therefore, if you plan
anything, and stick to this plan, you are in denial of reality. Moreover,
it's simply a bad habit. I was once playing a PC (I'm sure we all remember
the day: The world spun backwards. Oh, yeah, I didn't mention I never get
to be anything but the gamemaster. Well, now you know.) In any case, I was
playing a PC and was trapped in a building, I believe the gamemaster was
using a published adventure, and I decided to escape by blowing a hole
through the wall and into the building beside me. The gamemaster just
froze. He had no map for the next building and had ABSOLUTELY NO IDEA what
to do. He planned himself into a corner and had no idea how to get out.
Well, enough babble. Stop by next week for another spattering
of Shadowrun philosophy. Something profound. Something enlightening.
Something that will make sense. See ya. |