Most RPGs have a “default” style of play that they promote
and are designed to accommodate. For example, early editions of Dungeons and
Dragons were heavily oriented around the concept that the player characters
would be exploring dungeons and looking for treasure. Naturally, these days
most players understand that Dungeons and Dragons campaigns can vary wildly
from one extreme (pure dungeon-crawling) to the other (pure roleplaying) with
plenty of room in between.
I’ll make a bold statement: nearly any RPG can support very different
styles of play. This is a lesson I learned over time, but one of the best
examples of this idea comes from the classic cyberpunk RPG, Shadowrun.
Larry Elmore captures Shadowrun like no one else.
On the
surface, Shadowrun is all about playing as skilled operatives/criminals that
exist outside the system. These “shadowrunners” are hired by megacorporations
to strike at their rivals because they are deniable assets. The setting is a
future where man, magic, and machine all exist side-by-side, and style
generally triumphs over substance.
I spent over two years playing Shadowun online (as mentioned
before in another blog post), and I discovered that for that particular RPG there
are two very recognized and distinct styles of play; Mohawks and Mirrorshades.
Mohawks
The first style embraces the whole concept of “style over
substance,” and the name itself is a reference to one of the more recognizable
features of much of the early Shadowrun art featuring characters with hair
styles into outrageous mohawks. Typically, the Mohawk style of play is
characterized by over-the-top, cinematic action. The idea of “anything goes”
and using some of the more unusual character options (such as playing a
vampire, ghoul, sasquatch, AI or Free Spirit) are often associated with Mohawk
style. Mohawk puts the “punk” in cyperpunk, and often the outcome of any given
situation can be quite bleak.
Check out that mohawk!
One of my early characters for Shadowrun was definitely made
for the Mohawk style. X’ian was actually based on an anime character and had a
career as a professional athlete (Urban Brawl) before becoming a shadowrunner. Visually
and vocally distinctive, “subtle” was really not part of X’ian’s dictionary.
She was a lot of fun to play because of how unusual she was, but I did
encounter a lot of issues with integrating with other players and staff in the
online game who were more interested in a different style of play.
A very memorable incident with X’ian illustrated both
sides of these different Shadowrunning approaches. The situation was this: a
child had been kidnapped from a rich corporate family, and was being held for
ransom. The family had made it known that there would be a large reward for the
safe return of their child. X’ian had happened upon some clues about the kidnapping,
including an odor trace for her cybernetic olfactory booster, and followed it
to a deserted warehouse surrounded by an empty fenced parking lot.
“Aha!” I thought. “This is clearly where the kidnappers are
lairing while negotiating for the ransom…” And what, you may ask, did X’ian do
then? Did she gather her shadowrunner friends and make a plan to infiltrate the
building and rescue the hostage? No. She walked right in through the front
door.
She was promptly shot nearly to death by a sentry gun set up
inside the warehouse. I think the GM was being fairly generous, in fact.
So lesson learned, right? Not quite. X’ian rounded up the
usual suspects (her fellow shadowrunners on her team) and made back for the
warehouse lickety-split. This time, she figured, they had a car. Said car
crashed through the front gates of the fence and drove right up to the front
door. X’ian and crew went full frontal assault on the warehouse, guns-a-blazin’.
This car is way cooler than the one X'ian had.
It didn’t work out so well. In the end, the ninja physical
adept had to carry everyone’s bleeding, unconscious bodies back to the car. A
pair of white phosphorous grenades had immolated the warehouse, consuming both
kidnappers and kidnapped.
This time, I learned a valuable lesson. And I’m proud to say
my Shadowrun characters have never advocated using the front door ever again.
To be honest, it was actually quite an
eye-opener to find out that bombastic, cinematic action wasn’t going to work
with all GM’s. It was time for me to think about adjusting, to consider trying out a
more subtle and (dare I say) professional character.
Mirrorshades
In contrast, the Mirrorshades style of play is oriented
around professionalism, preparation, and planning. Mirrorshades games focus on
doing things “smart” and “subtle.” Mirrorshades games are often more realistic
and tend to be quite challenging intellectually (often ending up trying out to
outguess the GM!).
This is Mirrorshades style.
Much later in my online Shadowrunning, I created a mercenary
named Reason. Reason was one of the most “professional” characters I’d ever
made up to that point, although I hadn’t built him so much with that objective
in mind. However, that’s how he developed during play, and I actually observed
other players that I considered good at that style of play and learned from
watching them. Possibly because of this approach (and no doubt helped by my
growing experience with the game), Reason was—by far—my most successful
Shadowrun character. He ended his career with over 200 karma (Shadowrun’s “experience
points”) and actually achieved his long-term goal of retirement after a massive
one-million-nuyen job.
Reason and his team (called “Black Omen”) approached every
job with a mindset of accomplishing it as efficiently as possible. We researched
our targets thoroughly, created detailed plans, and prepared ourselves as much
as possible. I developed a leadership style for Reason that took into account
the fact that “no plan survives contact with the enemy.” So, Reason would get
together with his team and make a plan, but he would keep it simple and make
sure everyone knew the core goals of the mission. That way, when things went to
crap (as they always did), the runners all could react on their own initiative
to accomplish the mission. (Oh yes, and I never used the front door!)
I actually had a more “Mohawk” style GM complain that my
team was not as much fun to run games for, because Black Omen worked too much
like Seal Team Six and had not enough “style” for his preferences. In a way, it
was quite a compliment! On the other hand, I could sympathize with him; I could
tell he was bored with the clinical approach of my team and was craving
something “cooler.”
I definitely enjoyed playing Reason with the Mirrorshade
style, but I could tell that there was definitely something to be said for a
more stylish and cinematic approach.
The Space Between
Sometimes called “Trenchcoat,” there is a style that lies in
between of Mohawks and Mirrorshades, a style that combines some representations
of both. “Trenchcoat” can mean many things to many people, so rather than
attempt to further define such a broad term, I’d like to present another
anecdote from my online Shadowrun days as an illustration of one possible
meaning.
This story involves my character Alita – street name “Mouse”—a
cybernetically-enhanced bounty hunter. Mouse and her partner, Danrath, had been
investigating a series of ghoul sightings in a certain area of the city. A
bounty had been placed on these ghouls and Mouse was determined to collect.
My inspiration for Mouse.
Mouse and Danrath followed the trail of the ghouls into the
local sewer system and bagged a few of their prey along the way. However, it
didn’t take long to discover something very unusual down in the sewers – the sound
of pounding rock music. Investigating, Mouse and her partner found another set
of bounty hunters camped in a side passage, music playing from a portable
recorder they had brought with them. Chained to the wall was a beautiful human
woman, her skin and hair colored a stark white, her eyes blank and pupiless.
The woman was dancing for the two bounty hunters, but she was clearly their
captive.
Mouse, naturally, wanted to know what the hell was going on,
but her questions only led to the other bounty hunters to attack. Mouse and
Danrath defended themselves and wiped out the opposition. Mouse questioned the
woman, who claimed her name was “Lady Death” and that she was “Queen of the
Ghouls!” Suspecting something was definitely amiss, Mouse slapped the woman
with a tranq patch and knocked her out before taking her back to a safe house
apartment for further investigation.
Mouse and Danrath debated what to do for some time… after
all, there was a chance that something supernatural could be going on, and
there were many mysteries in the Sixth World that had yet to be fully
understood. It was decided to take “Lady Death” to a local street doc to have
her checked out before taking any further action. Surprisingly, the street doc’s
report was that “Lady Death” was in fact a normal human with extensive
biosculpting. She even had a datajack registered to Aztechnology – a powerful
megacorp that, in Shadowrun, has an extremely dark reputation.
When “Lady Death” awoke, Mouse and Danrath attempted to
learn more by talking with her, but she refused to believe anything other than
the story she had first given when they had met. Frustrated, Mouse jacked the
woman into the Matrix and then pulled the plug, inducing dumpshock on her
neural system in hopes this could break the programming. The drastic step
worked – “Lady Death” was actually a daughter of an Aztechnology executive who
had no memory of the last few weeks. She claimed she knew her name and her
father’s name and was very grateful to have been rescued from her fate.
Suspicious but unaware of what else to do, Mouse and Danrath
took her at her word and escorted the young woman to meet her father inside the
Aztechnology corporate building. The handover of the woman was fraught with
sinister undertones considering the nature of the corporation, but her father
seemed normal enough. He rewarded and thanked us and then we were escorted out
of the building.
Mouse and Danrath had many questions after that – was the
girl telling the truth? Why had she been put through that bizarre situation?
What was the link with the ghouls? Unfortunately, all these questions would
never be answered – but even now, thinking back about the situation, I can
imagine many intriguing scenarios that would explain just what we had stumbled
onto.
Alas, Mouse’s story has a bittersweet ending. She actually
ended up arrested by Lone Star and placed into prison. I definitely feel that
the GM was attempting to offer me a way to turn that failure an opportunity,
but I was too discouraged to consider it.
In conclusion
Universal RPGs like GURPS don’t generally have an issue with
a default style of play. Champions also falls into this category, although it
drifts close with its heavy focus on superheroes. As stated earlier, D&D is
so wildly varied that it is difficult to define a “default” Dungeons &
Dragons experience. Rifts, similarly, is very widely varied in the types of
campaigns it can support.
Not exactly what I meant, but close.
Games like Traveller and Star Wars, by contrast, both have a generally
accepted “typical” style of play (although both can support multiple styles).
However, no matter what your chosen system of RPG may be, it
is fairly easy for established groups to fall into a pattern of a specific
style of play. There’s nothing really wrong with this – you should definitely
game the way that is the most fun for you – but I would like to encourage
gamers to consider thinking about the other options that exist.
It can be very refreshing to try out a different approach to
RPGs, to get a fresh look at perhaps your style or the styles of others. Game
conventions, such as PAX, Genghis Con, or Gen Con, are one of the best ways to
try out a new game and a new style. Even at home, consider trying out something
new as a one-shot game night, perhaps for a special occasion like Halloween.
Changing things up from time to time can be really good and
give you a fresh perspective on not only what you like about RPGs, but also
about how they appeal to other folks as well.