Stratton
Speaks: Surprise Yourself
By Jay
Stratton, Lead Designer at Pantheon Press
Thirty
years ago, when I started as a gamemaster, I was
really a dungeon master. There’s a hallway with three doors - there’s
an
encounter behind each door. Since the goal was to explore the dungeon,
it
didn’t matter what the characters did; it was just a question of order.
But
when the adventures came out of the dungeon things
necessarily became more complicated. There was an infinite number of
‘doors’
and no way to control where the players went. My early failures
included
putting the crucial magic item in a certain building and having no clue
what to
do when the PCs didn’t GO there.
Next
step: clues! I started introducing hints and signs to
guide the players toward the necessary information. Like a border
collie, I
would herd them along the storyline. Of course, this could be
agonizing. My players
understandably wanted choice and freewill. I can remember hearing one
of my
players say, “Oh, good… We found the adventure.”
Somewhere along the way, like any
good GM, I realized that I
had to put the adventure in front of the players. Didn’t matter where
they went,
that’s where the adventure happened. This worked pretty well, for a
long time.
I would prepare maybe three ‘scenes’ and the party would ‘discover’
these
scenes almost regardless of their choices. I would even vary the order
or shape
of the scenes depending on PC action. I’ve heard this called ‘the
illusion of
choice’. This is SOP for a lot of GMs and it ain’t bad.
But
I am a hard core GM with hard core players and
eventually we needed more. The ‘illusion’ wasn’t enough. My players
needed real
freedom. Like Jonathan Livingston Seagull, my GMing style was forced to
evolve
to the next level. Gradually I learned to let the players truly
surprise me. I
stopped preparing moments and instead became more generically prepared
- for
anything.
So my admonition for
the Gamemaster:
Let the players surprise you. Surprise
them right back. Hell, surprise yourself.
Put
the camera on the PCs and make sure that they are truly
the focus of the story, not your prep work. If they do something
unexpected –
avoid a fight or scene or story moment – go with it and see what
happens! When
that safety net disappears and you have to rely solely on communal
storytelling, it’s thrilling.
Of course, this requires a very
different kind of prep. You
have to have a bigger sense of the campaign and your world, and you
have to
think quite fast on your feet. You also have to foster real player
investment.
They can’t just be ‘on an adventure’ they have to be fighting for their
lives!