Tuesday, October 27, 2009

Expectations: Player vs GM

I suppose the title may be misleading; I don't mean to discuss what happens when the players and GM play against each other (though that might be a fun topic for another post), but rather when the players' expectations do not match the GM's plans.  This very issue was the end of a game I intended to run a few weeks ago, before it even started, and it was an educational, if not slightly traumatic, experience.

First, a little background may be in order.  Most of my gaming is done online, via either chat program (more specifically, OpenRPG) or message board post.  It's safe, it's comfortable, and it fits in nicely with my 24/7 parenting schedule.  However, it has left me VERY out-of-practice when it comes to interacting with *ahem* real-life people.  To pull myself out of the less-than-occasional rut that creates, i do sometimes reach out (via internet communities, of course) and attempt to meet up, in person, with local gamers.  So far I have had little to no luck, only banding together with a couple or two and playing a few games before something conveniently comes up to prevent further meet-ups.

This time i found a semi-local ("semi" because I have to drive approximately 3 hours, round-trip) gaming store that offers open gaming space, which would logically boast both a neutral gathering place and a more diverse pool of gamers--and thus far, the arrangement has delivered on both counts.  However, the group seemed too good to be true, especially after some pre-game correspondence that revealed that all of them were up for anything.  One would think this was a very good thing, but it left me wondering what they wanted in a game.  And i never found out.

Through message board posts, we decided that i would run Armageddon, and i provided them with information on how to obtain the necessary materials for play.  I had a setting in mind, and a few ideas for adventures, but i wanted to wait and see what sorts of characters they created before committing to a solid campaign.  Little did I know, it seems they had it in their minds to wait until they knew what the campaign concept was before creating characters.

*facepalm*

I suppose my method works just fine for online games, where the players may post messages for a few days, making suggestions and requests and bouncing character ideas off one another before game day.  But in face-to-face games, it seems that people expect to do these things in person.  And let me tell you, i was terrified.

One long, painful story short, and a panic attack later, we decided it would be best if someone else ran a game, and i graciously bowed out.

Lesson?  Make sure everyone's expectations are very clear from the beginning.  If the players expect an involved campaign, have one ready.  If they expect lots of flexibility and player-driven storylines, be prepared to toss out your notes.

3 comments:

NulSyn said...

In real life games, the first session is always the "make your PC" and "Ask the GM about his game" session. I never EVER expect to play the first session, I expect to have my ideas for the campaign setting ready and prepared to help answer questions and create PCs.

Also I would be surprised if Armageddon was owned by most of the players. In real life games I find that asking players to buy, download, print off games they do not have, to immediately start a problem. Its just not the same as online, where everyone has the comp in front of them, and having tech at the real table usually ends bad. At the same time though, many a game has been ran with a single copy of the rules, though it can be extremely annoying.

But the best piece of advice I can give is, never EVER rely on the players for your settings inspiration. Sure use their ideas to fill/modify/tweak your ideas, but never wait on them, always have a detailed foundation before even knowing what the players are going to be.

hippie_mama said...

Well thanks Nul, this would have been excellent advice a month ago :P

Seriously though, i had sent links to a file for the book (i don't expect anyone to pay $70+ for a used copy of anything, especially a game they might not end up liking), and since everyone obviously had internet access, i erroneously thought they would take the initiative and find a way to at least learn the basic rules. But they didn't. And that's fine, but it would have been nice if they had told me that they expected to be taught in person. Also frustrating was that the one guy that *did* bother reading through the book came to the game with a Vampire: The Masquerade character with 34 pages of backstory, that he wanted to play. :|

The hippie kinda flipped her shit, i will admit that here and now.

NulSyn said...

Sorry I was under the impression they already knew Unisystem since it was what you were running, otherwise I would have given some advice if you wanted.

Besides Real Life Game.....come on DnD 4E with minis and lots of dice and tiles....you know you wanna!

XD