Wednesday, February 20, 2013

Player Empowerment

Greetings readers! I just got back from attending Genghis Con, a great gaming convention held in Aurora, Colorado. This year I was one of the convention’s guests of honor – the first time I’ve been to a convention as a guest. The experience was extremely memorable and I had a wonderful time. I’ve been to Genghis Con three years in a row now, and I’m always impressed with the quality of the games held there. One thing that may be responsible for the relatively high quality of the gamemasters at Genghis Con may be their feedback sheet, a kind of “report card” that tracks how well GM’s perform across the convention (and across multiple years).

One of the best gaming conventions I've ever been to.
While I was going from game to game at Genghis Con this year, I was trying to analyze why the games were so fun—to try and find some common elements that I could use to enhance my own approach to running a game. Among the elements that I observed was one that I found particularly interesting: player empowerment.

My good friend Robert Dorf has a great story on this topic. Robert has run games for decades, and his wife has been a part of many of those games. Robert was once running a game at a convention where his wife was one of the players. The adventure began with a giant monster attacking the city, and the players – all superheroes – trying to defend the citizens. However, Robert’s wife was having none of that! Instead, she announced that she was flying off to find the “real crime.” When asked about this, she remarked “I know Robert. Things like the giant monster attacking the city are /always/ a distraction for the real crime that’s going on somewhere else.”

This question gives Robert an interesting choice to make. The adventure as he envisioned it revolved around the attacking giant monster, and naturally, he would love to have this wife’s character participate in that. However, if he chooses to enforce his original vision, his wife is going to be disappointed that there is no other crime going on and end up spending a great deal of time chasing a red herring.

If Robert decides to alter his original plan and create a “real crime” for his wife’s character to discover, he is empowering his players. Robert’s wife feels as if she has figured something important out, that she has “outsmarted” the GM in this case and thus her enjoyment of the game is heightened.

When you empower the player, what’s really happening is that you’re providing opportunities for the player’s choices to matter. Sometimes this concept can change the entire thrust of an adventure, as described above. Sometimes, it can be as simple as saying “Yes,” when the player asks “Is there a fire extinguisher nearby?”

Basically, this. But cooler.
Some games provide a resource that can be traded in for player empowerment (especially with elements of the game that are of lower stakes, such as the fire extinguisher example). These resources include Savage Worlds’ “bennies,” WFRP and 40KRPG’s “fate points,” and “action points” or “hero points” in Champions. Often, the existence of these resources gives the GM a way to make the player’s desires a more meaningful choice… in other words, the GM offers the player what he’s looking for in the game as a point of narrative control in return for some of those resources previously mentioned.

In my opinion, player empowerment is more important than the story. It is more important than the theme of the game and it is more important than what the Game Master has planned. Granted, there are and should be limits to player empowerment – if what a player is after actively harms fun for the other players or if empowering the player will cause the GM to lose interest in continuing to run the session or campaign, then it should be avoided.

When I was analyzing my games at Genghis Con, I realized that one of the reasons I enjoyed those game so much is what my character was able to accomplish – what my decisions had led to, within the framework of the game’s overall story and the character’s role in that story. Defining the character’s role is sometimes easy; many of the characters I played during Genghis Con all had an easy set of complications, disadvantages, or personality quirks that I could wrap my brain around and find fun things to use with during the game.

Similarly, I wrote two adventures for Genghis Con that followed this paradigm. First, I designed my Shadowrun game, All Elves Go to Heaven. In All Elves, I made sure each pre-generated character had a solid dramatic hook, a single narrative prompt that I could use to remind the player about that character’s core identity and that the player could use to improvise responses to the encounters in the game. One character was deeply in debt to some very dangerous people, whilst another had to deal with a legacy of intense racism against non-humans. By pointing these issues out at the very beginning and highlighting them through the encounters of the game, these issues gained the players some valuable payoff in the form of great roleplaying scenes that they created in the final third of the session. I specifically designed the adventure in this way to provide those opportunities for the players to make meaningful choices about their characters and thus gain the benefits of player empowerment.
Harvey Birdman has the power... of attorney!
At Genghis Con, I had to re-write one adventure in a hurry due to the fact that the prepared adventure I brought with me had already been experienced by half the table! Genghis Con is a small convention and I see a lot of familiar faces, and in this case, it was actually a good thing because it got me thinking about how to apply principles of player empowerment to a setting that I know extremely well – my very own creation, Shadows Angelus. Thus, the Shadows Angelus game at Genghis Con evoked one core element for each character and made sure that each element involves a choice for that character to make during the game.

Player empowerment is actually quite simple and much easier than many people believe; sometimes it can be as simple as glancing at a player’s character sheet to examine the choices he made about his character from the creation step. Other times, it can be a matter of listening to the players during the session or campaign and finding ways to weave into the game the things that each player finds important or interesting.
Remember. The key here is meaningful choices. Not the illusion of choice.

Remember that empowering a player means that the player feels as if he has made a meaningful choice – that what he has decided to do in your game has some significant effect on the outcome of the story. That effect can be small (a lucky placement of a fire extinguisher) or large (changing the point of an entire adventure), but it always improves the player’s overall enjoyment of the game. And isn’t the point of the game to have fun in the first place? Let’s all try to maximize having fun – and if that is your goal, player empowerment is a tool in the toolbox.

In the end, I strongly encourage game masters to make sure the players feel empowered rather than just acting as guest stars in your story.

Monday, February 4, 2013

Interview Time SPECIAL: Auction Hunter Allen Haff

Greetings readers!

One thing that never ceases to bring a smile to my face is to find out that someone I like or admire happens to be a tabletop gamer, and never more so when that person speaks out in favor of my favorite hobby and pastime: roleplaying games.

Allen Haff and Ton Jones are... the AUCTION HUNTERS!

I happen to be a big fan of a television show on Spike TV called Auction Hunters. In this show, Allen Haff and his partner Ton Jones bid on storage locker auctions, investigating the contents for cool and unusual items and then selling those items on camera. Auction Hunters is in its fourth season this year, and I happened to catch the second episode, entitled "Win, Lose, or Joust." In this episode, the Auction Hunters find some hand-crafted jousting gear, including lances, armor, and a shield inside a storage locker.

Allen Haff was very excited about this find, and he explained to Ton how he used to play Dungeons and Dragons, how "it kept him out of jail," and how he played characters who were knights and paladins. Later in the episode, Allen gets a chance to use the jousting gear in a real joust... and although he gets unhorsed, Allen is obviously having the time of his life.

Allen is suited up here ready to joust. It was one hell of a ride!

It was very inspiring to me when I watched this episode, so I reached out to Allen on facebook to see if he'd be willing to talk to me about both the show and his history with roleplaying games.

Allen told me that he had played RPGs throughout high school and into college, and in fact, one of his cousins had hooked up his gaming group with advance products from Mayfair.

It was a great opportunity to discuss RPGs with a television celebrity. Allen was extremely engaging and gracious, and I am extremely pleased to present the results of that conversation here on Rogue Warden:

(As usual, my questions are in red text)

RW: Have you ever found gaming memorabilia, gaming collections, or gamer stuff in a storage locker that we haven't seen on the show? I know you guys mostly throw out books, but you never know, right?

AH: Actually we donate most contemporary books but sell our first edition older books online. I've found and kept an original D&D basic box set in mint condition, plus i've accumulated all of the AD &D manuals even though I'm not playing anymore. It's nice to look through them once in awhile. Growing up there wasn't an abundance of disposable income around my house so it was my friend who had all the cool AD&D stuff and Star Wars action figures. But that's why it's such a great game, it doesn't cost money for hours of endless entertainment and our parents were glad we weren't out running in the streets or driving around looking for trouble. That's why I say it kept me out prison.

"I propose a new strategy, R2. Let the auction hunter win."

The more you play with the same group of guys the better you know each other and it's reminds me of playing in a rock band. You got your bandleader (DM) picking the songs and then each of the players work together to make it work. Once in awhile you take a solo and raise the stakes and I remember a few of those sessions. Nothing like pulling double damage out when you are conducting a raid on the Thieves' Guild. I only played into my college years with the same super creative group of childhood buddies and our level of play was pretty advanced so I doubt I would have liked playing with the game with new people.

RW: Would you say that there are things you learned from your gaming experience that helps you plunder the treasure troves of the storage lockers we see on the show? If so, what are they and why?

AH: Gaming groups learn teamwork and to compliment each other, like my business partner and I do. Everyone has different strengths and areas of expertise. D&D and a few other RPG's helped me learn to use my imagination for the good of the group and to critically think about how to deal with challenges. We had to improv and act out what our characters were doing, and this may have contributed to me being even faster on feet.

Allen Haff, entrepeneur, auction hunter, tv celebrity, gamer!

RW: What are or were your favorite roleplaying games? With a Mayfair connection I'm sure you've seen things like Chill, the DC Heroes RPG, and possibly some of the Role Aids products or Underground.

AH: DC Heroes was our second favorite game after D&D and I got this game a year before anyone else had it. Star Frontiers and there was also a spy game but the name now escapes me. (Ross' note: I think Allen may be describing Top Secret here) I even got some D&D modules up until TSR sued Mayfair for copyright infringement.

RW: Can you tell us a bit about your favorite role-playing game memories, and how you got into the hobby? Do you still get a chance to sling dice with your friends? If you could play an RPG right now, what character would you play and why?

AH: I haven't played since college but you have to understand I started playing AD &D when I was 9 years. it pleases me that my buddy who's cousin taught us the game still plays games to day and online computer stuff. he's got a lot more time than I do now and with everything I'm into there just isn't time. Maybe we'll do a reunion game night when we're old and retired.

RW: All of your fans are rooting for you and Ton to make your pawn shop a great success! What can you tell us about the challenges and advantages of opening your own pawn shop? Are there any specific items you'd love to see walk through the door? (For example, you did seem pretty excited about the Avengers #4 comic book until it turned out to be a reprint)

The Haff Ton pawn shop, a new feature for Season Four.

AH: It's expensive! We're both exhausted with all of the extra work and stress and it is taking a toll on us. You'll see how we deal with that stress and hopefully meet the new challenges to make even more money this year. Thanks to the store though I JUST BOUGHT AN ORIGINAL STAR WARS COLLECTION AND AN ORIGINAL BOBA FETT STILL IN THE CARD worth $2500.

RW: Lastly, I am super-grateful for you to take the time to talk to me, I'm a huge fan of you and Ton. My favorite two things about Auction Hunters:
A. How excited you and Ton get when you find something really cool. 

AH: Thank you. We love what we do.

RW: B. How you always try out what you find and get cash for it right then when you sell it on camera. That's unique! 

Allen and Ton investigate some buried treasure.

AH: That's the fun part, which is why it makes the cut. No one wants to see us use that vintage china tea service for high tea, but we still make a lot of money on the more conventional antiques we find. Thank you!