Showing posts with label goal-setting. Show all posts
Showing posts with label goal-setting. Show all posts

Monday, October 31, 2011

Goals, Part 2


Last week I talked about the different kinds of goals we have in games, with a focus on D&D. But not all goals are created equal. There are kinds of goals which don't necessarily take into consideration the interests of other players, or which cut off opportunities rather than creating them. I want to outline what I think some of these kinds of goals are. I also want to take the time to look at why, although they could be reasonable goals in certain settings, they're not constructive for a co-operative role playing game like D&D.

Scope
Pete the Pirate pines to perpetuate a peck of piracy amid a pack of poorer places. This means that Pete the Pirate needs to buy a pirate ship, hire a crew, and commence some serious piracy. Gary Gnome gaily grants that it's his goal to get great gobs of glittering gold, garnets, and gum, by giving and getting in the great game of trade. Building an intercontinental merchant network means that he has to muster capital, travel to various places inland and across the sea, hire associates, and make friends. Walter Warblade wishes he was a worthy warrior; weary of his woad he wants a wicked whip and wightskin armor to wear while working as a worldly warrior-king. To do this, he might need to find a special craftsman, earn a kingdom, and certainly slay a wight or two. Each of their character goals seems perfectly reasonable. However, there's only one problem. They're all in the same adventuring party. Pursuing their goals (which are all very interesting) means either breaking up the party or convincing the rest of the party to go along with one set of goals (and abandoning their own). Goals with a problem of scope then, are character goals which become game goals without the consent of the rest of the group. And that includes the GM. In an aquatic game, the entire party making sure they're amphibious and abandoning the water for an adventure on land can be interesting, but places the GM at the mercy of their goals. Ideally, no one ought to be at the mercy of the game goals of another, because doing so pushes them into a game that they didn't buy into, and aren't interested in, hence the necessity for compromise.

Level Gaining
Some goals are harder to express in a game like D&D. For example, le Gimli wishes to master the ability of making a flurry of blade attacks in a few seconds. That's neat, but it makes for a bad character goal, because it's basically a statement that involves gaining levels. Gaining levels is already a metagame goal that is assumed in D&D. You could have a fun D&D game in which no one gains levels, but it'd be the exception, rather than the norm. Furthermore, there is nothing specific that le Gimli could do to achieve that goal. It demands a general result, because the rewards aren't based on in-game advancement. It doesn't motivate. A better way to state goals like this might be to work toward some kind of in-game achievement, whether that's being high priest, pokemon master, or world quidditch champion. These things allow for progressive results, and motivate a character toward some specific pursuit, whether that's doing services for the church, seeking out other pokemon trainers around the world to challenge them, or playing a fucktonne of quidditch in a league.

Consumption
While a character is the sum of his goals, goals ought not to be the sum of a character. While it's interesting in a literary sense to have a character who is utterly consumed by his need for a single goal (such as Ahab or Arthas), or to interact with such an individual, it is exceedingly difficult to BE such a person in a cooperative game. Both Ahab and Arthas caused incredible grief to those around them, eventually alienating everyone, and ultimately coming to a bad end. Similar to the evil character in this respect, the consumed character has an expiry date, though instead of betrayal and death, it's usually more to the tune of a fierce argument and someone storming off.

Too Few
How many goals are too few? The simple answer is when there aren't enough of them. Think of how many goals you have, long term and short term, whether they're graduating, finding a job, or just surviving the day. It's more important to think of them in terms of the categories. You can't even play the game without metagame goals, so none isn't an option, but one or two doesn't seem like enough to declare intent with a character. Game goals on the other hand, seem more likely to be sparse, as they involve negotiation with all of the people involved, but again, having none or only one or two seems inadequate, because ideally you do want to shape the game. Character goals are either the hardest or easiest to come up with, but they're also the most pivotal and the most personal. None means that a character has no meaningful desires. One means that theirs is all-consuming, be it the lust for power or the desire for ice cream. Two makes one bipolar in a way. For these, it appears that frankly, the more the merrier.

Too Many
In talking about too few, we must also talk about too many. How many is too many? When there's too many. When goals stop becoming manageable, conflict with each other in ways that aren't interesting, or are taken up and discarded willy-nilly. What's the point of aspiring to something if, next week, it's gone? There's certainly room for a dilettante character, but a dilettante's goals are synergized by their desire to have more goals than average. Too many metagame goals often result in a jack of all trades who's really a jack of no trades. The consequence of too many game goals is perpetual boredom or a game full of pirate/prince/mountaineers where the whole scope of the game changes every week. And too many character goals usually just means that none of them can be accomplished, since all of them ought to be pursued. Part of the joy of playing D&D is playing people whose lives are somewhat less complicated than our own, with all of our goal-related madness.

Following the Story
Going along with the story is not a goal worth having. Flat out. It's a denial of agency, and a commitment of a willingness to be entertained rather than an investment in participating in the game. If someone just wants to go along with the story, they should probably go play a videogame. Read a choose-your-own-adventure book, or just read a regular book. The point of a cooperative game isn't to go along with the story, but to create the story. Even in a linear campaign which limits the scope of the players' decisions, there are still decisions to be made. Just like D&D isn't about one single character, it's also not about the GM's vision of a tale of epic fantasy. If you're interested in that tale, just ask to hear it sometime, instead of presenting the illusion of participating in it. This isn't to say that there isn't some sort of buy in required, that's what game goals are for, but just going along with the game goals isn't playing the game. In a game about tactical, strategic, and dramatic decision making, the story follower has chosen to be a spectator.

A key thing to remember about the above goal strategies is that they're not always bad in every way. In various mediums, they make for excellent goals. But in the context of a cooperative action/adventure roleplaying game, they don't always work very well, though even then, they can be made to work with the right leverage.

On Achievement 
This is the most important thing about goals. I like the S.M.A.R.T. guidelines, but there's other ones, and if they're followed, then goals are going to be attainable. This means that you have to think about what happens when you get what you want. This isn't forty years ago, where the dreams of player characters are merely things to be crushed underfoot by the traps and monsters of a cackling dungeon master. These things are doable, and there are consequences for doing them. Furthermore, they are victory conditions. When you achieve them, you are winning at D&D. In some cases, they represent actual victory conditions, because they lead to a character retiring (which is an expiry date, but not necessarily a bad one because ideally the goal will be very long term and represented in many stages). More likely, they lead to the acquiring of more goals, which takes you back to last week.

There's a lot that can be said about goals and the nature of them, and it's something I'll definitely come back to, but I think this is a good foundation from which to work. What do you think? How do you handle these kinds of goals and work with players to make them constructive?

Saturday, February 26, 2011

GMing Goals

After some delay, I decided to make my first real post about GMing goals. It's a lot of work, but what's it for, when you really get down to it? I want to explore the overarching goal, some smaller goals which contribute to it, and how to attain them.

The Big Goal: Run a game where everyone is able to have fun. 

Of course. It doesn't matter whether you're playing D&D, Spirit of the Century, Descent, or even Vampire, the end goal ought to be a game where everyone is able to have fun. A game where everyone has fun is better, but it's not something you're in charge of. If Tammy's dog got run over last week, and she's still broken up about it, she might not have fun no matter what you do, and attempts to get her to have fun could result in less fun overall.

So what goals are going to help create a game where everyone can have fun? A lot, but here are the ones which seem most important.

  • Create a vital setting
  • Cultivate a vibrant style
  • Create a safe space
  • Treat players with respect

Create a Vital Setting
Why? A setting that seems alive, with events happening all around, as well as with the player characters gives players more options. The idea that things are happening off-camera helps create an immersive world, and immersion increases people's ability to have fun. 

How? A sandbox GMing style works well for this, with pre-established chains of events that the PCs can influence by interacting with them. Creating a rumour mill or toown crier network throughout the setting will allow PCs to hear of events going on in distant lands, which may prompt them to go there. Semilinear styles can work for this as well, allowing you an avenue with which to pitch adventures to the party. 


Cultivate a Vibrant Style
Why? An adaptive style with good descriptions of scenes is going to speed up play and keep people involved. Short, visceral descriptions allow people to ask more questions, and you won't run the risk of them getting bored. Boredom is the fun-killer. It is the little death that brings total distraction. 

How? There's an old saying, "Show, don't tell". All players have to rely on for what the world looks like are their imaginations and your description. You're not in charge of the former, so make the latter as good as possible. And better does not mean longer. Use visceral terms, or common sympathetic elements (I could do a dozen posts about those). Write down little snatches of descriptions you might use, and give yourself a word limit for them. Or practice by stopping periodically throughout your day, looking around you, and just describing what's going on in as interesting a way as possible. 


Create a Safe Space
Why? This is second only to treating players with respect. Roleplaying games are about theatre and escapism as much as math and mini combat. People are acting out, pretending to be things they're not, whether that's elves or villains. That's a big part of what makes it fun. But people are less inclined to do those things if they think they'll be judged negatively by their peers for doing it, whether that's by people outside the game thinking they're nerdy, or other players making value judgments about their character decisions. This isn't to say that criticism shouldn't be valued, but that it should be framed constructively, and the basis for it ought to be examined. If someone wants to play the villain, or do a bit of gender-bending, why shouldn't they? If you're playing Rifts, D&D, Mage, or Call of Cthulhu, you're already imagining things which are way stranger, and not batting an eye. 

How? Look to the needs of your players, and balance them with the logistics of the gaming group. If people are getting self-conscious about being nerdy, try to avoid playing in public places. If they love moving around and being wildly animated, try playing somewhere with a bit more space. Most importantly, try and cultivate a safe space within the gaming group by maintaining a positive and encouraging view on people's ideas, no matter how strange they seem. People who are comfortable will be more immersed in their characters, and thus more immersed in the game, which means they'll be able to have more fun. 


Treat Players With Respect
Why? This is without a doubt the most important one. Sure, there's a time and place for adversarial GMing, but if you're trying to have a character driven game (and you probably are, because if you're looking for the player-driven tactical game, you should all probably go play World of Warcraft, Team Fortress 2, or even Risk. They'll supply those elements in spades) you need to respect your players' choices. Nothing kills someone's fun faster than the stonewall "It doesn't work" or the sense that their choices don't matter. Everybody's guilty of this now and again, and all you can really do is try and be conscious of it. Players are not your enemy. They are not whiny babies who want more points. They're people you sit around and cooperate with in order to have fun. If that's not the case, you might be playing the wrong kind of game. 

How? Lots of little ways. Follow the rules, for instance. Players rely on the rules to tell them what the world is like, so try and follow them as best as you can. Try and find ways for people to be able to do things, rather than ways that they can't. Burning Wheel is really good for this, establishing stakes before dice are rolled. Spirit of the Century as well, with its negotiation mechanics, allows people to examine what they want from an encounter and then everyone tries to find a way to reach it. View your players as shareholders, rather than adversaries. They have a stake in what you do, and you have a stake in what they do. That makes their considerations relevant, and if they know that you're behaving that way, it creates an atmosphere where they can have more fun. They'll trust you, and as long as you don't betray that trust, you can get a fair amount of leeway. 

These are just some of the minor goals that can help you achieve the major one, and I could really do a post on each one, but I wanted to start with an overview.