"No sweat. We're the PCs, right? Of course we got this!" |
Once upon a time, in a MMORPG in which I spent far too many years, there was a scenario revolving around the “Griffin Sword” – a legendary artifact around which the fate of the world revolved, etc etc. Several dozen players were wrapped up in the scenario for many months, jumping through many prescribed hoops to do so. Ultimately, the good guys won, involving the permanent sacrifice of a few. Ave atque vale.
This is where it becomes a cautionary tale.
Several years later, management in their infinite wisdom decided upon “Griffin Sword Saga II.” Lo and behold, the Sword was returned, this time in several pieces, and setting deity vs deity and player vs player – with the “evil” group seeking to reunite the pieces and forge the sword, and the “good” group seeking to prevent this.
I hated it.
For one thing, the scenario was heavily based around the city that was the game’s RP epicenter. There was no neutral ground – you either were part of the “Dark Alliance” or the opposition ... or else you were on the firing line between the groups. Being friendly with both sides was difficult at best, eventually impossible. Constant PvP, constant betrayals, constant backstabbing ... and the scenario was a constant presence. There weren’t many days off.
For another, there was next to zero player agency. As with the worst brand of OSR dungeon crawls, what gimmicks the players tried didn’t matter worth squat: unless the right person made the right guess at the right time, when the GMs running the scenario wanted them to do so. (If no GMs were watching -- a common occurrence in MMORPGs, after all -- then failure was automatic, and gimmicks pointless.)
Nor did much of the "plot" solve anything. There was a great deal of figure-this-out so that the players could move on to figure-that-out, interspersed liberally with find-the-dingus so that ... the can could be kicked down to the next stretch of make-work-for-the-sake-of-making-work.
Finally, I was the last of the original questers. I was very bitter that all that sacrifice and hard work came to nothing, meant nothing. It didn’t help that one of the characters sacrificing herself the first time around was my character’s mentor, her daughter my character’s one-time wife ... and that the player herself had died at the age of 40, just a couple years before.
And Round II lasted for FOUR YEARS.
Four years. That’s forever for a plot arc in tabletop. Online, that’s an eternity. Very few of those who were in at the start were still in the game at the end. Burnout was endemic, real life friendships ended, the city that was once a haven for roleplay was a smoking, depopulated hole in the ground. I don’t even recall how the scenario ended, but there sure wasn’t any sense of triumph. Just exhaustion, ennui ... or people having long since left the game for greener pastures.
Several of my blog posts give my philosophy on GMing – what to do, what not to do. But the first and foremost rule remains: we should all be doing this to have fun. And the keystone of this is player agency.
More than anything else, I feel this is why people roleplay. So very many of us have little agency in our real lives. We do what our bosses tell us to do, how they tell us to do it, when they tell us to do it. The clerk or the manager shrugs and says that it doesn’t matter what reason you have for not having done X or having X documentation in your hands: without it, your request is rejected, so sorry. Cast a vote for national office, and you’re just one ballot among millions. The rent just got doubled, pay it or leave, we don't care. Our ability to change our zero-tolerance world isn’t often more than trivial: to dye one’s hair, to get that tattoo, to wear a black top instead of a white one.
(Spiffy. We’ve struck a blow for freedom and individuality. Just like all the hundreds of thousands of other people who’ve dyed their hair turquoise. Go us.)
Only yes: in a RPG, you get to change the world, in ways great and small. You get to defeat evil. You get to right wrongs. You get to punch out the opposition. You get to save lives. Your choices matter.
A GM in for the long term cannot, cannot, must not ignore this. If the players can’t make real choices which lead to meaningful, lasting outcomes ... that’s how you turn an eager group into a “meh” group, sitting back and waiting for you to pull the puppet strings.
How best to do this? Less storytelling: to the degree they are a passive audience, the players lack agency. Sometimes they make boneheaded decisions. Let them make them all the same. Less fudging: if you’re tweaking the action to produce the “right” results, the players lack agency. Sometimes they roll critical failures. Sometimes the bad guys roll critical successes. Let them cope with it. Less Mary Suing: If the Awesome NPCs are bailing them out (or calling the shots), the players lack agency. They ought to be doing their own problem solving, and if they’re not good enough to cope, the adventures need to be less strenuous.