Mary K. Kuhner
2006-11-21 18:52:50 UTC
A small rant on things which seem abundant in games (published
and otherwise) but don't work for me at all:
--Plot-driven illness, injury or death that ignore the system's
healing skills and/or magic. For example, the messenger who
runs up to the PCs, gasps out a message and drops dead--despite
the fact that the PCs would naturally heal him, and that such
healing would naturally, in the system, work. Or the sudden
death of the king throwing the kingdom into chaos, even though
the presence of Raise Dead is well established and it's clearly
available to people like him.
I guess this is just a specific form of:
--Plots stolen without modification from other settings where various
abilities just aren't available. Lords who assume that walls will
keep people out, when they should know that flight is a common
ability. Mysteries that ignore easy access to mind reading or
lie detection. Innocent-under-suspicion scenarios, ditto.
Scenarios where people are killed by a single shot when that
can't happen in the game system.
--Expecting the PCs not to notice patterns. FASA put out a whole
string of modules in a row where the PCs' employers double-crossed
them in the end. Hey, they said, it's in genre! But the genre
stories *don't all happen to the same group of characters*, and
presumably there are also employers who pay their hirelings in the
end, else no one would be willing to be hired anymore. It is too
much to ask the PCs to keep responding to hooks if the results
are invariably bad for them.
--Futility. Being hired to rescue someone who is already dead.
Arriving at the village just in time to see it burned to the
ground. Being asked to stop something that is already unstoppable.
These may work as motivators in stories, but I have generally
found them to be crappy motivators for players--certainly for me.
And a variant on it:
--Bad job offers. The players may feel that they have an obligation
to take up job offers, so as to insure the GM gets to run what
he has prepared. If so, the GM or module has, to my mind, a
corresponding obligation not to make the employers so obviously
unpleasant, arrogant, dishonest, etc. that it would be unreasonable
to *take* the job.
--Set pieces that require the PCs to freeze in place and not
react. In the _Witchfire_ modules there's a setpiece near the
end of one module where one NPCs has the McGuffin and another shows
up to take it from her. They argue; they fight; at one point the
McGuffin is tossed to the PCs and they have to decide which NPC
to give it to. Chance that this will work out as scripted, with
PCs allowed to act: zero.
Thanks for letting me get this off my chest. I am really grumpy
today.
Mary Kuhner ***@eskimo.com
and otherwise) but don't work for me at all:
--Plot-driven illness, injury or death that ignore the system's
healing skills and/or magic. For example, the messenger who
runs up to the PCs, gasps out a message and drops dead--despite
the fact that the PCs would naturally heal him, and that such
healing would naturally, in the system, work. Or the sudden
death of the king throwing the kingdom into chaos, even though
the presence of Raise Dead is well established and it's clearly
available to people like him.
I guess this is just a specific form of:
--Plots stolen without modification from other settings where various
abilities just aren't available. Lords who assume that walls will
keep people out, when they should know that flight is a common
ability. Mysteries that ignore easy access to mind reading or
lie detection. Innocent-under-suspicion scenarios, ditto.
Scenarios where people are killed by a single shot when that
can't happen in the game system.
--Expecting the PCs not to notice patterns. FASA put out a whole
string of modules in a row where the PCs' employers double-crossed
them in the end. Hey, they said, it's in genre! But the genre
stories *don't all happen to the same group of characters*, and
presumably there are also employers who pay their hirelings in the
end, else no one would be willing to be hired anymore. It is too
much to ask the PCs to keep responding to hooks if the results
are invariably bad for them.
--Futility. Being hired to rescue someone who is already dead.
Arriving at the village just in time to see it burned to the
ground. Being asked to stop something that is already unstoppable.
These may work as motivators in stories, but I have generally
found them to be crappy motivators for players--certainly for me.
And a variant on it:
--Bad job offers. The players may feel that they have an obligation
to take up job offers, so as to insure the GM gets to run what
he has prepared. If so, the GM or module has, to my mind, a
corresponding obligation not to make the employers so obviously
unpleasant, arrogant, dishonest, etc. that it would be unreasonable
to *take* the job.
--Set pieces that require the PCs to freeze in place and not
react. In the _Witchfire_ modules there's a setpiece near the
end of one module where one NPCs has the McGuffin and another shows
up to take it from her. They argue; they fight; at one point the
McGuffin is tossed to the PCs and they have to decide which NPC
to give it to. Chance that this will work out as scripted, with
PCs allowed to act: zero.
Thanks for letting me get this off my chest. I am really grumpy
today.
Mary Kuhner ***@eskimo.com