2011-11-21

Schrödinger's Gun GMing: Emptying Your Hypothetical Box

Welcome to the GM Attitude Adjustment article in the Schrödinger's Gun GMing series!

I don't know how you run a game, so you may already be in a good headspace to use Schrödinger's Gun. You may reject these ideas as crackpot theory that won't work for you. I'm OK with that. Like I mentioned previously, this method will not work for everybody. Let me start by telling you how my GMing evolved and how I changed my mindset. For the full story of my gaming history complete with aimless rambling and wild diversions, I invite you to read the Wombat's Path series of articles.

How My GMing Evolved
When I got started with D&D back in middle school in the now-almost-mythical year of 1981, I didn't know where to look for other people to game with. So I gamed by myself, using a bastardized mashup of D&D and AD&D to provide challenges for my characters. The story was always the same: Meet monsters, beat them up, and take their stuff to level up and more easily beat up bigger monsters. That worked for me. The Keep on the Borderlands filled a creative need and gave me an outlet, and I soloed that module into the ground.

Then I started getting into theater and creating adventures for friends. I realized that sticking to my original Meet/Beat/Take storyline would only take me so far. So I focused on NPC characterization and interaction with those characters. The character interactions handled the aspects that teed up the adventures, but the dungeons were still very linear and very obstacle-oriented.

As I got into college and LARPing left its mark, I realized that rewarding adventures didn't need combat. How cool was it to talk the Duke into supporting your cause? My adventures turned social, but still mostly pre-determined in outcome. I knew that thing X would happen if they talked to person Y. I also discovered the theory of the Overworked PCs in this period, and I teed up a pile of linear plots for the players to prioritize for me. Multithreaded gaming kicked butt, but I needed a push to keep growing.

That push turned out to be Adult Life. I no longer have the time to spend on NPC design to the extent that I had in college. To save time I focused more on the story than the plot. I made a handful of generic encounters to reskin on a moment's notice. I broke plots down into pieces and let my players guide me on how to put those pieces together and what they wanted to do next. And now I'm organizing those thoughts and techniques under the umbrella I call Schrödinger's Gun GMing.

Assumptions
I am making some assumptions on my approach and where I'm coming from. Firstly, Schrödinger's Gun GMing won't work with all systems. I'm assuming that we'll use Schrödinger's Gun GMing on top of a "traditional" RPG with an all-powerful GM who operates within the rules but has the option of exercising Rule Zero. Many Indie rulesets have explicit rules for GMing and moving the story forward which make Schrödinger's Gun GMing moot.

I also assume that you're reading these articles with an open mind. If you believe you have already found the One True Way To GM Your Game, then I'm happy for you. I'm not here to attack your beliefs, since I don't even know who the heck you are unless you identify yourself in the comments. I'm here to ask some questions about GMing and the nature of RPGs, and I plan to show you some of the answers that work for me. I'll be glad to discuss these ideas, but if it boils down to a battle of strongly-held opinions cast as "You're wrong," or other binary or zero-sum language, then we've moved beyond discussion into holy war territory, and nobody wins a holy war.

Adjustment #1: Where does game reality begin?
Most RPGs feature modules or adventures that give a GM a scenario to run for the players at the table. Most of these adventures are linear, meaning you must do X before doing Y, and/or programmed, meaning choice A produces result B. Since most of the major player choices have already been assumed and programmed into the adventure, this frees the GM up to focus on encounter tactics and fleshing out NPC motivations. Very few published adventures break this mold, and some of those don't really provide enough GM tools to make the adventure sing.

We've been taught to accept that the published module already exists in our game worlds once we decide to include it in our games. Sure, we customize the adventure, change treasure, add trappings and hooks from our worlds to integrate it more fully, but that's fundamentally window dressing. Since adventures usually detail an exotic location, we accept that if we use the adventure then the entire location becomes a part of the game reality, even the parts the PCs haven't seen.

The same thing happens when we make our own adventures. We GMs impose our will on the story, which is fine, but in many cases we do it at the expense of the PCs' (and players') free will. We cut to the ending and pre-decide that there are only two outcomes for the PCs to choose, when in truth our hypothetical box overflows with possibilities.

In both cases we trust the prepared yet-to-exist reality more than we trust our players to help with the creative process. We shut out all possibilities except the very limited choices about what we want to have happen. No matter how you slice it, eventually this approach leads to saying "No" to your players.

If we assume that nothing is real until experienced by the PCs and by extension the players, then we can see why running prepared adventures causes all sorts of problems. Either the GM needs to stop the game and get more details about what's coming up next thus abdicating control over the game to the artificial reality of the prepared adventure, or the players decide to take a left and go completely off the rails, leaving the GM floundering to improvise a way back into the adventure to make all that time spent preparing for the adventure worthwhile. Both speak to a lack of GM preparation (though in different areas), and neither makes for a really great adventure. In any case, the gaming group has blown through the limits of the adventure and only a talented improvisational GM can keep the game moving forward.

As nice as it is to have some linearity to a prepared adventure to give the illusion of control, I think it's much more sane to realize that game reality doesn't start behind the GM screen, it starts when the players interact with the game world. Thanks to Kobayashi Maru players have cultivated the habit of choosing options that don't exist. So why spend hours of design time for something that might never come up in the game and therefore might never become real?

I'm not advocating trashing all the encounters you have written up already, nor abandoning detailed adventure writeups altogether since you will still have major complex encounters to run. Rather try to relax the rigid enforcement of causality between encounters in a traditional published adventure that leads to denying your players' creativity. We'll get more into this later when we talk about design, so please bear with me for a bit.

Adjustment #2: The players make game reality as much as the GM does.
This follows naturally from the previous adjustment. If no players have experienced something in the game reality, it does not exist in the game reality. The GM may provide the setting and background, but the players give the story its spark of life. Without players, a GM is essentially a frustrated novelist with a great world with great story seeds, but those seeds read like a history book and not like an adventure.

Unpacking this idea could take dozens of pages, but let's hit a few relevant highlights.

1) The players through their PCs can change game reality by choosing what to do next, even if you haven't prepared for that choice. Honor that power and make their choices meaningful. This concept ties back to Always Say Yes. Don't play a shell game and offer them a choice that doesn't matter unless you have an in-game reason for it. If they decide to talk instead of fight, let them and see where it goes. Don't move the dungeon half a continent away simply because you decided that's the party's next adventure even though they want nothing to do with it. When we get done, you'll have pieces of that dungeon you can fit into whatever craziness they lead you to next on their journeys.

2) The PCs allow the players to interact with the game reality. The PCs must have a reason to care about the game reality, and it's a good idea to give them things to do immediately, from the point of character creation. Create PCs that have personal plots to follow, and resolve them during the course of the game. It makes the PC more real to everybody at the table and gives the player a deeper involvement with the game world. Let the player decide what sort of plot interests them and they'll be hooked.

3) Listen to your players. They will tell you what they want to do next. Not listening to your players invites them to not listen to you, and you end up antagonizing each other instead of making great stories together. Players who engage with the story and not just the game rules want to explore, create, and get involved in the game reality, and the symbiosis between player and GM produces some really great story ideas.

Adjustment #3: Many disparate plots, one integrated story.
You can have one overarching plotline that everything in the game flows from. But if that's the only thing happening in your game world, it won't seem real to the players. One plot makes a one-shot game, not an RPG campaign. I'm a firm proponent of giving the PCs way too much to do and letting the party decide what they should focus on or how they should divide themselves to deal with multiple priorities. If every adventure lines up for the party easily, it will feel very linear and the players won't invest as heavily in the game. If your players aren't invested in the game, they won't let their PCs find reasons to get invovled with the main plot of your game other than "I guess we need to do this adventure next."

I have had many great gaming experiences come out of debates over what plotline the party should follow next. I have heard of incredibly creative solutions to keep the party together come out of these debates. Discovering new ideas, learning to work together with friends and strangers, and getting fired up to solve problems and move the story forward gives me all the motivation I need to play RPGs for the rest of my life.

Not all plots need to involve the fate of the world. Plots exist in several different scopes. I'll get into the different scopes in the next article, but every character, PC or NPC, has at least one personal plot that they could use help with whether they know it or not. Personal plots provide great depth of character. After all, would Indigo Montoya be half as interesting if he didn't have the six-fingered man to chase throughout The Princess Bride? Would he have been driven to become the best swordsman in the world? Would he have met Wesley and signed on to the group plot of rescuing Princess Buttercup? And isn't that character much more fun to play with than just a fighter with a scar on each cheek?

On the Difficulty of These Adjustments
Some of these ideas seem counterintuitive. After all, what the heck am I supposed to do if the adventure I've chosen to run isn't real? I agree, some of these ideas can hurt if you're not used to thinking that way. I encourage you to relax and keep an open mind. Look for ways that these ideas can inform your current game, and come back as we start exploring how to use Schrödinger's Gun GMing at your table.

Coming up...
In the next article we think about Plot Scope, keeping track of events in your plotlines, and setting the initial condition of your game's plots. Since it's Thanksgiving here in the States, I probably won't publish anything else in this series this week, so be sure to keep an eye out next week.

Thanks for reading!

Go to the Schrödinger's Gun GMing Cover Page.

2011-11-17

Schrödinger's Gun GMing: Ready, Fire, Aim.

Welcome to the Cover Page for the Schrödinger's Gun GMing series of articles. I'll update this page and provide links to the articles as they're published.

Executive Summary: Objects and events only become real when they're observed or experienced, in this case by the PCs. Once something becomes real, it must impact the story in some way, but that impact may not be immediately obvious. Schrödinger's Gun GMing shows you how to build a GM toolkit and prepares you to maintain a coherent story arc through sessions of improvisational play. With this method, the reality behind the GM screen isn't pre-designed and immutable, but a quantum cloud of possibilities waiting for both the GM and the PCs to define events, make choices, and create the story through playing the game.

The Articles:

2011-11-15

Schrödinger's Gun GMing: Who'd want to arm a physicist?

Welcome to the introductory article in the Schrödinger's Gun GMing series!

I intend to describe one possible approach to GMing that works for me. Any implication that this method teaches the One True Way To GM is purely in the mind of the reader, as it will not work for everyone. No single method will. I only hope that you find an idea or two that speaks to you and leads you to improve as a GM. Please steal these ideas and use them in your home game. I'd love to hear about how these ideas worked or didn't work for you, so feel free to comment and I promise to respond. If you want to expand on these ideas in your own blog, do so but please link back here.

The Problem: The Grass Is Always Greener...
I'm an improvisational GM more than a planner, so I tend to fly by the seat of my pants when running a game. However, trying to run a long-term plotline in a sandbox environment presents huge challenges. How do you hook together scenes into a cohesive story when you run with an idea a player shared with you five minutes ago?

If you tend to excel with planning and other design-time tasks as a GM, the situation seems even more bleak. What if the characters decide to punt the whole quest and head to the arctic tundra to build an Ice Castle? Sure, you can fall back on your social contract and break the fourth wall. "You see a blinding white plain cris-crossed with a gridwork of blue lines," has worked for me, though it's far from elegant.

How do you get the best of both worlds? How do you make a solid story arc out of short-term improvisational scenes? How do you plan for your players taking a hard right away from your prepared plotline and into Left Field while keeping the arc intact?

Enter Schrödinger. And His Gun.
Let's deconstruct Schrödinger's Gun so we have an idea of what it means. Schrödinger's Gun mashes together two other tropes: Schrödinger's Cat and Chekhov's Gun.

Schrödinger's Cat (TV Tropes link) tells us that anything not directly observed exists in a weird "Yes To Everything" state. In the now-classic gedankenexperiment, Schrödinger takes a hypothetical cat and puts it in a hypothetical impermeable box. Then he puts a randomizer in the box that may or may not break a vial of poison to kill the cat, and he seals the box. He posits that the cat is both alive and dead until we open the box to discover in which state the cat actually ends up. Schrödinger doesn't think about the mess in the box that'll need cleaning in either case, but it's a gedankenexperiment with impossibly ideal conditions and thus a forgiveable oversight.

In gaming, you will have an infinite number of outcomes in your hypothetical box, all equally and absolutely true, but none of them become real until the PCs experience one of those outcomes. The glory of playing an RPG happens when the game future has no strings attached. Everything is possible, but nothing becomes real until it happens during the course of the game and adds to the PCs' story.

In short: Observation and experience define reality.

Chekhov's Gun (TV Tropes link) tells us that once an element enters reality it needs to be used. If Chekhov wrote a stage direction referencing a gun on stage in Act I, he would make sure to fire it before the end of the play. In my mind, you don't need to actually fire the gun, but you must use it in some way - as a threat, as a flashback story, as a crutch making a literal Swords to Plowshares story, whatever. This trope snuggles closely with foreshadowing as seen and overdone in many mystery TV shows today - the insignificant character introduced early on gets unmasked as the mastermind behind the whole crime at the end of the show. I think Chekhov meant it as "don't include unnecessary elements in your story," but the interpretation has gotten more liberal over time.

In game terms, when something enters your story it needs to mean something at some point. A nameless NPC who gives false directions when the PCs first arrive in town could be the head of the local Thieves' Guild. Or an insane priest who survived the Catacombs of Madness and snapped at the loss of everyone else in his party. Or she could control the trade caravans in and out of town and the party needs to deal with her to get work as caravan guards. Or she's very well connected and tweets out that there's fresh blood in the compound so every hustler puts a target on the party.

In short: No detail remains insignificant or irrelevant for long.

The Theory Behind Schrödinger's Gun
In mashing these two concepts together, you can change the meaning of anything unrevealed to the PCs to alter or support the story. The faceless NPC demonstrates this beautifully. You introduce someone to give directions. The party treats that person poorly. Later the party needs something from the town, but you decide to complicate their lives by "promoting" the nameless NPC to the head of the town guard who happened to be off duty when the party arrived. No harm, no foul, just a nice twist for the PCs to deal with at a cost of merely updating your notes about the town. The nameless NPC was just an extra until you decided to change that person and use the previous interaction with the party to add something significant to the story.

Once the PCs experience something, you can't change it or you drift into retcon territory. You can change why it happened or how it happened or what a person does for a living if the PCs haven't discovered that information yet, but once something is revealed it needs to impact the story in some way. Not all impacts need to shake the foundation of your campaign, but it needs to mean something to the party.

Schrödinger's Gun has been called RailSchroding because of the ability to make the story go where you want through behind-the-scenes manipulation and alteration of unknown information. The classic case of this takes the main plot and has it follow the party to pop up as a result of any crazy choice they make. There's only so much you can get away with by claiming "It's destiny," and sometimes the players need a break, especially if your main plot threatens the world in a deadly serious way. I'll try to steer clear of situations like this, but RailSchroding can rear its ugly head using this approach. Avoiding it requires some GM attitude adjustment, which I'll cover in a future article.

In short: You can't change what the party knows, but you can change anything the party hasn't experienced or discovered yet.

Why Call This Thing Schrödinger's Gun?
Over a year ago, I read The Angry DM's series of articles about Project Slaughterhouse. If you haven't read it, Project Slaughterhouse sits between encounter design and campaign design, and gives you a way to deal off as many encounters as you need in a specific environment, then allow you to change the character of the environment when the virtual encounter deck runs out. So if you're fighting kobolds in the sewers, sooner or later you're going to run out of kobolds to fight and something else will move in to fill the void they left. It's a very cool approach designed for use in a city or other contained area with several zones containing factions vying for control of the area. And it totally rocks as an environmental management tool. But can it be adapted to function as a story management tool?

In Project Slaughterhouse Angry refers to Schrödinger's Gun, and the concept and name completely stuck with me. I asked for permission to expand on his ideas and use the name. He told me that he got it from TV Tropes and to feel free to use it. I hope to do well by him, even if I'm not explicitly designing a way to pull off a TPK every game session.

I'll also adapt and extend the idea of the 5x5 Design Method created by DaveTheGame to provide a framework for story elements. There may be other ideas and methods out there that fit well with Schrödinger's Gun GMing, and I'll refer/link to them as they come up in context. I may end up doing a link page/bibliography as well.

If I can borrow a shoulder from giants such as these, I think we'll end up with a decent system.

The Bottom Line
Here's the thing: a GM requires a certain amount of grey area to operate effectively. If every detail has been defined and prepared in advance, a computer would do a better job of adjudicating the game because a flesh-and-blood GM would spend every session looking up details. If you start with a blank slate, you'll need to invest so much work into creating your baseline game that you won't have the time or clarity to create deep story lines - story depth takes time to layer events and a story that reaches back into your game world's history to really pull off. There's a middle ground that will let a GM prepare to improvise and create a great game using a balanced approach. That's where I want Schrödinger's Gun GMing to live and thrive.

I hope this introduction has whet your appetite for more details about Schrödinger's Gun GMing. Please stay tuned for ideas you can actually use in play. And if you have a question about how to apply Schrödinger's Gun, get in touch, and if you're willing I'll use your situation as a case study in a future article.

Thanks for reading!

Go to the Schrödinger's Gun GMing Cover Page.

2011-11-14

Decrapifying

Warning: This may not be game-related at all. Consume at your own risk.

So our go-live date at work has been pushed off by at least 3 weeks. While this is good for the project, it flattens a lump of stress and stretches it out for another few weeks. Between this and my laptop not playing nicely with the train's WiFi most of the time, my posting has suffered.

I want to write, but there's a Prismatic Wall between the ideas in my head and the will to forge the words into something intelligible. So I'll tease off a few ideas here and go back to give them shape in future posts.

The Schrodinger's Gun Approach to GMing
This is how I roll. This is a look inside my GM toolbox and tips on how to keep game elements and plot points flexible enough to plunk them into a sandbox game. Yes, there's the danger of presenting PCs with choices that don't matter, so that'll be something I'll try to deal with when I write it up. I don't know how big it'll be either. I may have one big intro post and a bunch of other focused posts to follow up. We'll see how it goes.

The Traveller Arc of Mini-Adventures
I got halfway through the OSR Challenge in September and got sidetracked by Winter Is Coming. I've got most of it stubbed out and titled, I just need to get it done. I may gather these and put them all under one cover and provide it for easy download.

Phobias and Irrational Hatreds
Inspired by A Night in the Lonesome October, I've had this kicking around in my head for a while. In looking at how big it's getting, I think I may pitch it to Dragon before the submission window closes. Not sure it'll fit what they're looking for, but it's at least something different that may interest people. We'll see what happens.

RPG Editor-At-Large
Yes, I'm making a run at becoming a freelance RPG Editor. I'm starting to organize an online presence and other marketing jargon like that. I also have a couple of small projects lined up. I want to help people produce better games, and if that means there's a tiny payday in it for me, so much the better. I don't think this'll pay the bills, at least not for a long time, but an income to defray the costs of my gaming addiction would help out, I think.

The Adris game continues, but I fear I won't be able to run another game until January. The holidays fill up with obligations in a hurry. I'm looking forward to PAX East next April. Hopefully I can pick up a 3-day pass in the next few weeks, even though I won't even be there on Sunday since it's Easter and all.

So I just wanted to let y'all know that I'm not dead though there are days it feels like it may be a step up. Hopefully more soon.

Bizy. Bak Son.

2011-11-02

[RPG Newswire] Lights Out!

For those of you not in New England, we had 10 inches of heavy, wet snow this past Saturday (29 Oct 2011). Since the leaves are still on the trees they caught more snow than usual and fell all over the place, and it feels like most of the area lost power. At one point 600,000 homes were without power in Massachusetts alone. The cleanup is still ongoing - my mother's whole neighborhood is still dark and nobody has dealt with the downed trees blocking two key intersections in the past 3 days.

My house was without power for about 36 hours. I got the generator running, but I need to figure out how to hook the well pump and fridge in before the next power outage. Unfortunately, the server hosting my DNS records went dark also, and is still dark as far as I know. Which means this blog went dark. And if you tried to email me between Sunday and yesterday, chances are good I didn't get it. We're back up now, which is why you're reading this post at all, and I've moved to a different DNS service that will hopefully provide more resistance to failure.

Here's your gaming thought for the week: What natural disasters could befall your PCs in your game world that would change the playing field for them? What systems do they rely on and how would they deal with a disruption to those systems?

And while I'm thinking about recent topics of interest, here are a few things that may interest you:

  • A Night in the Lonesome October is an RPG Blog Carnival run by Jeff, a fellow gamer and fellow father. If you're looking for horror-themed RPG content, go take a look. I hope to finish my Phobias for 4e article soon. I know it's incredibly late, but the power outage threw my schedule off completely.
  • The At-Will Blog is all done. If you're looking for great D&D 4e content, inspiring skill challenges, and solid optional rules, go there. Quinn and his team put together something great with over 400 posts, but circumstances have changed and it no longer makes sense for him to run. Ryven put together a more technical epitaph for the site which explains some of the reasoning behind calling it quits.
  • Sarah Darkmagic wrote up a review of the Pathfinder Boxed Set. It does some great things to teach novice GMs, so check that out. Also stay tuned for more very cool things coming from that particular corner of the web.
  • Monte Cook continues to give the online D&D community chat fodder with the Legends & Lore series of articles. At this point it's clear D&D 5e is in the works, and it's interesting to see some of the thought processes and decisions going into the next edition. This week's article is about how RPG rules need to straddle the middle ground between concise but dry rules, inspiring fiction, and idea toolkit. That's a tall order for any book, let alone one being judged by a diverse and vocal fan base.
The WiFi connection on the train is getting flaky on me, so I'll go with this. Do you find an article full of nothing but links useful or annoying. Please comment below or cast your official vote by adding a comment on your PayPal donation email.

Keep an eye out for Phobias and Irrational Hatred, coming soon to a Gaming Den of Iniquity near you.