Without a
doubt, the most important thing is the communitcation between the
players and the Gm, and between the players themselves. This goes
double during character creation and the campaign start.
The players
can be divided into three groups at this stage; 1. those who know
what they want to play, 2. those who don't know what they want, and
3. those who know what they want, but what they want is either
unsuitable or impossible.
It's usually
advisable to keep an eye on what kind of characters the players are
making, but besides the obvious cases like the Str 32, Int 3
barbarians, there are more subtle dangers:
- The character who is just like another character but better in every way.
- The annoying lonewolf
- the ”I thought this would be funny” character.
The point is
that every character has to fit into the concept of the campaign
somehow.
Group
1 needs very little help if they know the system and the setting.
Group 2
needs moderate amounts of help. Usually the best thing to do is to
suggest alternatives and let the players imagination do the rest.
Group 3 is
the potential troublemaker. This player knows what he wants, but for
various reasons you either can't or won't allow his character
concept. Handling this conflict correctly is crucial.
Few things
pisses off a player as much as getting a flat out NO from the GM.
Sometimes the player is just testing you to see what he can get by
you with the crazy concepts, either as a joke or as a strategy. He
will usually understand your denial, sometimes even expect it.
However, some players will be offended at a cold refusal of what they
see as a genuine creative concept.
How to
handle this? In my experience there are three useful solutions;
”no-but”, ”yes-but” and ”interesting idea, but not this
time”.
No-but You
turn down the suggestion but offer one of your own.
Yes-but You
accept the suggestion but with certain conditions or parameters.
Int.
Idea You and the player postpone the idea for another campaign. Most
often the player then moves into group 2.
These three
methods can work wonders and are infinitely better than just saying
No. If you can't use any of the three, at least make sure you say
”No, and here's why”.
Before the
whole circus of character creation can begin, you have to sell the
campaign. It's absolutely crucial that you inform the players of what
the campaign is all about, and what kind of characters are needed.
After all, it would be pretty silly if you have planned a campaign
about subtle intrigue and commerce, and the smartest PC can barely
outsmart a mossy rock. The players have to know before they can do,
and it's your job to inform them. Sometimes however you have a
special campaign in mind and you can't really explain the premise
without ruining the surprise. In this case, you instead have to
explain the most usefull kind of roles, i.e. is the campaign action
heavy or are technical skills usefull?
One can not
overstress the importance of listening to the players. Wether they
have a concern, a complaint or a suggestion. You have to take what
they say seriously. That's not to say that you should let the players
run the game! Quite the contrary. But actually listening to them is
the crucial part of communication. After all, if you don't listen to
them, why should they listen to you?
No comments:
Post a Comment