For those who have enjoyed the blog so far sorry that I haven´t been around, between college classes and thesis my RPG time gets thinner by the minute, for the new guys, welcome, be sure to check out the other articles!… lets get our hands dirty right away:
Last time I talked about templates (and if you haven’t read it, GO, NOW!!, its quite good modesty aside), I briefly mentioned that the mind is a ritualistic little machine, today I want to expand on that notion and talk about the GM using this little knowledge to blow the players out of their seats:
The brain is not only a CPU and a hard drive for the human experience, but also a regulator, see, if we were able to memorize every single piece of data input that comes from our senses you would have used all of your brains capacity in less than a month , so, we can say that the brain is selective, it chooses what it considers important and discards the details (like time or place) -no wonder zombies love it-, that´s why you get into fights with friends every time they tell a story about a party but you remember that it happened someplace else.
Stereotypes (you know, the kind of though that’s gonna get you stereotyped as a racist -lol-) are by default another way the brain economizes, its a process that allows to make judgmental decisions in situations where no other information is available, for example, being South American you might imagine me as brown skinned, short curly haired with a small mustache and talking like that guy from “that 70s show”…
Hello!
If you did, I don’t blame you, you didn’t know better, so your brain is gonna grab what it knows about South American culture and build an approximation, its natural and necessary, of course, some people will stick to those believe beyond any demonstrable truth -I don’t care if this guy is the next pope, he is a Latino, ergo, he must be a gang member- that’s when things start going downhill.. but I digress and this is not a political blog.
So… how does this ritualistic and economic body organ is gonna play in our favor?…
1. Stereotyping the GM style: you as a GM might be the alpha of the pact, but it does not make exempt of being just as ritualistic as everyone else, players understand this consciously or unconciously, for example: everyone who plays on my table knows that the bad guy is not really the bad guy, there is always someone else pulling the strings, I always have a mastermind hidden amonsgt a bigger conspiracy… knowledge is power my fellow GM and knowing youself is absolute power… so, stop reading now, grab a piece of paper (get away from the computer and grab a pen) and for the next ten minutes just focus on your last three or four adventures and look for patterns, things you do over and over again…
GO!… 9… 8… 7… 6… 5… 4… 3… 2…1
If you came up with anything at all chances are players already have done so as well, so this is what we are gonna do, on whatever game you are playing right now build an encounter, adventure or whatever involving this pattern, make it pretty obvious, dont hide it, let the players be on the safe zone, but as draw to the climax, bait and swithc it, do something so unexpected with the plot, something so crazy, that completly breaks that pattern, I promess you a WTF face from at least one of your players or your money back.
-Using my own example, I’m gonna work with the save the town from the orcs encounter from the last column, instead of killing the orc chief, he drops his satchel and runs away leaving the players with the note that reads “I will provide more alchemist fire once the village has been burned down”, as the players follow the trail of the note they find a retired magician living by himself on a cliff, as the players approach a voice projects from the house “I WILL NO LONGER BE THREATENED BY YOUR KIND ORC!” and with that a golem appears to protect the magicians house, it turns out the orc chief was the bad guy after all, he wasn’t burning down the village to get more magic fire, the magician sent the note to let them know that he couldn’t make anymore until after the attack, as they face the wizard smoke rises once again from the village´s direction-.
2. The neo effect: Ah movies… the proof that mankind has reached the end of the barrel… I havent seen terminator yet, but I believe that is gonna be something like this:
Pretty boys is leader of rebellion, some action happens, pretty boys loves pretty headstrong rebelious girl, more things get killed, something happens that goes against pretty boy agenda, he realizes that he must fight on and makes a harsh but heroic choice, the humans win with a sweet-sour victory.
Good guys win, bad guys loose, the chosen one saves the day, the nerdy girl becomes popular with a makeover, Hollywood is the master and lord of everything Trope, they will exploit the same thing over and over and over and over again with a new paint job each time.
So, lets use the tropes to destroy players just like we did with your style, when you present a villain in your game use every single trope to make him look “weeevil”, he kicks puppies, dresses in black, has a curly mustache, wields huge amount of resources in mysterious ways, his enemies dissapear, call him rotten pete, whatever… just be sure that by the end of the night, players brains have proccesed this guy as the little devil on hitler´s shoulder that told him to start the holocaust…
Then make something happen around the guy, a big crime, just what the players need to make them bring rotten pete to justice, they find evidence, non-conclusive, but enough to make them even more suspicious… and when the showdown comes… BAM… the guy surrenders unconditionally, he is a little corrupt, mean spirited and frankly not the best neighbor in the neighborhood, but he is also a guy that would never kill, he is by no means a good guy, just a folk with “soft” ethics, and not the guy the players were looking for, meanwhile the real rotten apple has a drop on those pesky adventures that have been making questions…
- Using the orc town attack again, the orcs fall upon the village, the players fight to the best of their will, and in the end, during the showdown against the Chief, the only greenskin that speaks common, he curses the human for kidnapping the orcs children and selling them as slaves… WAIT WHAT?!, yeah, the town captain has been raiding the orcs village for months with mercenaries and selling their children to random evil empire, the greenskins just came to save their own, orcs just did what they know best, fight… serves them right for assuming this was just another trope… and the little orc babies in the town hall jail cells, just where the villagers took refuge-.
And yes wiseass this bait and switch is in and itself a trope, har har har, you though I wasnt aware.
For common tropes go to: tvtropes
3. The “that´s how its supposed to work” maxim: I have found that there are two types of munchkin, the “I hit and decimate” kind which build powerhouses that deal obcenes amounts of damage, and the “I never get hit” pansies, that take every single advantage to avoid getting hit, the first I can live with, the second I hate to my guts, because there nothing more obnoxious than rolling three hundred dices that wont do squat unless you top your roll…
So wimpy´mc´dodgie picks an attribute that avoids surprises, the next time you ambush the group trap them, inmobilize em, of what have you, just make sure that with that first attack you got them out of the way but unharmed, except of course wimpy´mc´dodgie, sudlendly his amazing advantage has him surrounded by a dozen mooks with weapons in hand, the others might have been surprised, but at least they are safe!… roll for initiative punk.
John Wick talks about this in a column at gaming outpost “Hit em where it hursts” where he creates a virus that specifically targets people with inmunity to diseases.
Not only with advantages, skills, combat stats, bend the rules and break them, there is always an exception its just a matter of knowing where to find them.
Be adviced, this is something to pull off once every few times, players buy advantages becauses they are bonuses, and using them against them is something fun and unexpected, but also disheartening in the long run.
4. If I have´em you have´em: Oh yeah, the sweetspot of ritualistic behavior… if you have stereotypical actions, so does the players…. figure them out and you are in for one of the best rides in your gamemastering experience…
Last saturday on my weekly game I made a scene for one of my characters, he is a dragon god reborn as a human psychic, the character has a huge heart but he is whimsical, moody and stuborn, in this particular scene the other players controlled the characteristics mentioned above, they started demeaning and insulting and degrading the character, the player kept rationalizing that he had more power than those sides of his character personality (and by doing so feeding the shadows of his real self), and it wasnt untill finally he asked for mercy and forgiveness that he found a new side of himself and awakened to a higher power.
See, I knew the player wouldnt ask for mercy, that he would try and get his powers back by force, that if I showed his character his moody side he would try to put himself above it instead of below, so I pressed him into a corner and made him change his pattern.
If a player always fight with two handed weapons shove him in tight corridors, if a players only relies to much in magic, curse his powers, the idea here is not to penalize the player, but to make him think outside his normal patterns, to break the ritual, to be creative, and reward them for it, he will be back to normal eventually, but in the meantime hes gonna have to find new ways to approach the problems sorrounding him, doing so helps the person grow as a roleplayer and as a human being.
Remember in the end you dont want to screw your players, you want them to break away from common rituals, and think outside the box.