In my continuing series, I discuss The Play's the Thing, a player advice column by Robin D. Laws that ran in Dragon Magazine in the early years of D&D 3rd edition. The point of the column was to help players improve their games for their own enjoyment and that of their fellow players. In addition to reviewing that advice, I'll be providing my thoughts on how it works in actual play.
Last week, I talked about how you, as a player, can deal with problems in a gaming group. The steps I outlined were:
- Identify the problem.
- Identify the problem's causes.
- Figure out, and learn to respect, the other person's point of view.
- Solve the other person's problem another way.
- Present the problem with a possible solution.
- Be prepared to compromise.
This week we'll focus on step 1 and how you might proceed to solve some common issues.
Trouble at the Table
Issue 298, August 2002Expectation Gaps
One of the more common yet underrated issues in gaming, expectation gaps develop when the players and the game master (GM) do not share the same viewpoint about the campaign. In some cases this might be a matter of the GM focusing on a part of the game you don't enjoy or neglecting a part of it you do. For example, you love engaging in in-character dialog with every NPC who comes along but the GM wants to push the plot forward and ruthlessly cuts off any such "digressions".Another form of expectation gap, which I've encountered personally in my Transhuman Space game, occurs when the genre assumptions of the game are unclear. In my group each player had a different vision for the meat of the game from techno-thriller espionage to absurdist travelogue to high-speed space combat to cyberpunk dystopia. Some of it worked together, others not so much.
When you have an expectation gap, figure out if part of the group agrees with you or if you are the one out-of-sync with the group. Once you identify whose expectations differ from your own, you can better talk to the relevant parties about it.
In the case where the game's focus is important, I suggest working with the GM to incorporate more of the scenes or action that are of interest to you. At the same time be prepared to indulge the other players and the GM in their own interests.
For cases where the main game assumptions are unclear, I would be very upfront with it. Suggest to the GM that the group as a whole spend a short bit of time before or after a game session discussing the core assumptions of the game together. Open communications are key if you are resolve basic misunderstandings about the shared world you are exploring.
Favoritism
Another common game problem is where a GM favors a particular player. This is often unconscious, the natural extension of trying to help out a friend or loved one. The GM might fudge rolls for them or, more subtly, steer the plot in a direction that favors their character.This can be a particularly difficult problem to deal with. If you seem like you are questioning or attacking their friend, you will likely alienate both the GM and the other player.
The best way to handle this is to focus on how the favoritism is affecting the game. Point out how the favored character is overshadowing the other player characters (PCs) or how the bonuses given the favored character are unbalancing the game.
Be aware that the GM might have good reasons for favoring the other player: they might have been dragged into the game by a significant other or otherwise be a reluctant participant. Thus the GM might be giving that player an edge or allowing them to break some rules to encourage them to become more engaged.
If the favoritism is merely temporary you might just let it slide. Otherwise try to be sympathetic in your approach. Suggest ways to level the playing field that does not involve weakening the favored player. For example since most RPGs are cooperative, you might suggest the GM spread the bonuses to the other players. In a tactical game, where game skill competence is important (like later versions of D&D), perhaps you might suggest that someone act as an in-game mentor to the player character until the player learns the ropes.
In any case try to remain sensitive to the relationship between the GM and the player and do not try to give even a hint of "us versus them".
This particular problem only becomes worse with romantic involvements. Tread very carefully here. Generally when I've seen these sorts of issues develop with romantic partners, I've just walked away from the game entirely. It's not worth it.
PCs in NPCs' clothing
When the GM favors himself by creating a nonplayer character (NPC) for himself, he enters the territory of the dreaded GMPC (game master player character). This character, gifted with powerful or at least optimal abilities, allows him or her to steal the spotlight from the other PCs.Classically the GM adds an NPC to the party as a new member, possibly under the pretext of shoring up some weak spots within the group or to aid in the current story. Then that character proceeds to outdo the other characters at every turn.
We'll talk more about how to handle such delicate issues next week. But basically start by talking to your fellow players to be sure you are all on the same page, then politely discuss the matter with your GM using a tactic that appeals to their style of GMing.
Specialty Trampling
This problems reveals itself when one PC intrudes and takes over another PC's specialty. This could be the wizard using his spells to make the thief superfluous or one character learning enough magical lore to reliably take over the occult expert's niche in the group.Solving this problem is less difficult than others since the parties involved probably never considered that they would be stealing the spotlight from your character. In that case you should be work up a compromise that allows both of your characters to shine. Perhaps the wizard can different spells or perhaps he can augment or provide support for the thief's stealthy endeavors.
Spotlight Hogging
A final common issue and one close to the heart of the scenario I mentioned last week is spotlight hogging where one player demands the focus of the game to be on him or her or simply dominates the group through force of personality. This steals the focus of the game from the other player characters and is similar to the GMPC.Luckily in this case it should be easier to get the GM on your side. Make sure to discuss the matter with him or her and then determine a way to rein back the spotlight hog, something that you will need to do routinely until they are able to change their habits. In the case of dominant personalities, they might not even be aware that they are doing it.
Some possible solutions include convincing the GM to deliberately spend time on each character separately so that each gets the spotlight, talking to the player outside of the game and letting them know about their tendencies, or even getting the GM to focus only on the other characters with the idea that this PC will create his own opportunities.
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