Friday, January 22, 2021

Seriously Now

Looking at those three problems seriously.  I'll introduce an answer to each in the form of a quote.

So she says, "Uh-uh, You don't have a challenge, you need a challenge." So now I'm challenged, all right- I'm challenged to hold on to my lunch money because of all the big mooses who wanna pound me, 'cause they think I'm a shrimpy dork who thinks he's smarter than them! But I don't think I'm smarter, I just do the stupid homework! If everyone else just did the stupid homework, they could move up a grade and get pounded, too! Is there anymore coffee?

— Hogarth Hughes, The Iron Giant


Agreed, there are a lot of rules.  The task of learning and implementing them is daunting; there's no use in pretending that you can memorize them all in any brief period of time.  However, you're not meaningfully limited in time.  Yes, your game may be starting Friday, but so long as your players understand that you haven't ingested every rule in the book yet, and that for now you may have to look up a few, you're working on this problem and it should get better.  Say these words exactly.  "Guys, sorry, just feeling overwhelmed, but I'm working on the problem."  Then, work on the problem.  Read the stupid rules.  Not every rule every day, just a select number that you set as a goal for yourself, like you would learn vocabulary words for a foreign language.  You were taught how to do this is school, so you should know how.

Don't think about the size of the task.  Don't contemplate your perceived limitations.  You're quite able to memorize a great deal more than you imagine.  Read a small section of the books, think about it for a few minutes, and then tomorrow read another small section.  Go ahead and read sections you've read before.  Read passages for the sake of reading them, rather than making a plan to read a specific thing.  Pay no attention to how much you've read, or how much you have to read.  That doesn't matter.  Remember that you like D&D. You like thinking about D&D.  All you're doing is reading about D&D.  As you do this, the bits and pieces that you collect will find their way into your game, and you'll realize you don't have to look up things nearly as often.  A year or two from now, a very enjoyable year of learning your limitations, you'll wonder why you ever thought learning the rules was impossible.


Let me show you my plan for sending you home. Please excuse the crudity of this model. I didn't have time to build it to scale or to paint it.

— Emmet Brown, Back to the Future 


The key word here is "time."  Because of time, your game world will be necessarily crude, which is to say that it will be in limited stage of refinement.  If you had a lifetime, you would make the perfect adventure.  If you had eons, you'd make an elaborate game world in 1:1 scale.  Unfortunately, you have the time you have, so present your world, apologize for not having had time to perfect it and move forward.

Your world is fine for what you need to demonstrate.  If you have the capacity to build a model of Brown's elaboration, complete with little unpainted grey figures on the sidewalks, all the better, but it's quite clear from the film example given that scale and paint weren't needed to clarify the plan for sending Marty home.  So, let go of any preconception that your game world is going to be this shiny glistening thing.  It doesn't need to be glorious.  It needs to be functional.

Then, as you have more time, you can build small parts of it to scale, as you're able.  You can paint small parts of it.  You can contribute to the general aspect and feel of the game world or its adventures as best you can.  Meanwhile, you can say to your players what Brown says.  "Please excuse the crudity of my world at this time.  The orcs are heading across the field to your left ..." and so on.  If you will ease the standards you are attempting to meet, to a level that you can attain, you will find that worldbuilding is not nearly so impossible as you've led yourself to believe.


The making of a great compilation tape, like "Breaking Up Is Hard To Do," it takes ages longer than it might seem. You gotta kick off with a killer, to grab attention. Then you got to take it up a notch, but you don't wanna blow your wad, so then you got to cool it off a notch. There are a lot of rules. Anyway... I've started to make a tape... in my head... for Laura. Full of stuff she likes. Full of stuff that makes her happy. For the first time I can sort of see how that is done.

—  Rob Gordon, High Fidelity


This will be the most difficult to grasp, particularly for those who have not seen this film or read the book.  The lesson that Gordon has to learn is the same that a DM must learn:  "It is not about you."  This does not mean your game world is not yours; you've defined it, you've worked on it.  It is definitely yours.  But you cannot make the world for yourself, because you cannot run in it.  This is half the message.

The other half is that when you make the world for your players, you're not making the world your players want.  Like Gordon's compilation tape, you're introducing something through your game that your players cannot predict.  You're throwing a surprise party.  You're making popcorn for your friends before showing them a film they've never seen or heard of.  You're sharing an experience in real time that you've had in your head, or that you had some time in the past.

Free yourself of worries that what you're showing them will be "good enough."  If what you made got your heart racing; and if you're full of anticipation for their reaction when you run; they will sense your eagerness and your anticipation.  These things will give your delivery the verve that it needs; exactly as if you were running over to your friends to tell them Kanye West just went into that Chipotle, right there!  They will see it in your body language.  They will hear it in your voice.  When those things convey your concern for them, and not you, you'll have no problem relaying the moments of your campaign.

This requires a shift in thinking.  Some cannot do it.  They are too embarrassed, or too concerned.  I feel I always had a fascination for show-and-tell.  I wanted other people to like something as much as I liked it.  I attribute my keenness to DM to that.


These things are slowly acquired.  They are meant to be.  There is no reason to worry if they can be acquired, however, because if you apply yourself how you can, regularly, you'll be fine.  If you keep willing yourself to grow, watering yourself and giving yourself good soil, you will grow.

Don't worry about that.  It won't solve all your problems, but you'll find you like your problems. And, when others will recognize you, and call you, a great DM, you won't see it.  You're just playing the game.  It won't feel like you did anything special; and you'll feel that what you do, anyone can do.

14 comments:

  1. I probably would have done better in school, if I had spent less time reading/learning the rules to various RPGs.

    These are, overall, good answers to the three problems posed earlier. Maybe not "great" answers, but solid starting points.

    Except maybe for the third.

    The problem with I have with your third answer is the whole premise that if it gets YOUR "heart racing," it will get THEIR "heart racing." In my experience, both as a DM and as a player, this isn't always the case. I've sat down at tables with DMs who were clearly excited and deeply invested in the scenario they'd created, all to find the experience extremely lukewarm (and that other players at the table shared my feelings). As a DM I've created scenarios that I thought were extremely exciting and clever only to find the players having zero of the same visceral response to what was going on...sometimes being nonplussed or exhibiting complete indifference, sometimes feeling overwhelmed or galled by the energy *I* was putting into the thing. And, yes, I'm talking about games that I was running for friends, not just random folks at a bar or convention.

    The third "impossible task" isn't really impossible, but it is difficult, and I do think there is a near complete dearth of information on how to address it. Yes, there's something about it being for the players, not the DM. Yes, there's something about it needing to fire up your juices (to have any chance of affecting your players). But I think, maybe there needs to be some reconciliation (or intersection) between these two components in order for the running to work. And maybe you meant to imply that in your answer, but I think it's worth making explicit: something that fires you up may mean nothing to your players. Something that fires up your players may mean nothing to you. And "delivering the game with verve in such a way that the players will be interested" may require you to actually vet your players against your own play-style before ever attempting to bridge the mental contacts of the folks at the table.

    Or something.

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  2. JB,

    The answer to your quibble is right there in the quote. Let me repeat the relevant part, since you missed it.

    "FOR LAURA. Full of stuff SHE likes. Full of stuff that makes HER happy. For the first time I can see HOW that is done."

    Either you have not seen the movie, or you feel my specific selection of the quote was just cutesy blogger stuff and wasn't there to make my argument. The DMs you had who created stuff that made their heart race but not yours, were DMs who thought it was all about what made their hearts race. My reference to that is something that perhaps you have no experience with. Have you ever made a plan to dazzle your wife in some way that would rock her world; and spent hours and hours getting the house ready, or searching all over town for that thing that would blow her mind? Did your heart race? Did you know she was going to LOVE IT? This is what I meant by feeling your excitement as template for knowing the players would be excited. I did not mean, "Find your joy and just believe it will be the players' joy." That would be bullshit. However, since I was talking in the context of the MOVIE QUOTE, I assumed readers would make that connection. You did not.

    I just described the reconciliation you're asking for. You love your wife. You love your players. Your mindset to GIVE is so powerful, it drives your game. A lot of people, like Rob Gordon in High Fidelity, can't see that AT ALL. But that's what the movie is about. Seeing that. Doing it for them. Getting excited about it FOR THEM. Seeing that YOU reconcile yourself for them, in a way that makes their experience shattering. It isn't about vetting your play style. It is about taking your play style out to the firepit and burning it down, because YOUR play style means shit. You must adapt yourself to THEIR play style, and you must do so in a manner that blows their minds. It isn't about you.

    I can hear the next protest and no, you can't adjust your play style to that of everyone in the world. Thankfully, you only have to do it for five or six people. And no, it still won't work for everyone, but that's fine; some people are like the others, and those people have to go. I have about 14 people right now I'm running in three campaigns; occasionally, someone new shows up who doesn't fit in. That's fine. I've developed this approach to achieve what I want with the largest possible number of conceivable people. That's what every DM has to do.

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    1. Oh, I’ve seen High Fidelity, though not for many, many years. Some of it resonated, but a lot didn’t. I’ve never made a mix-tape for someone in my life (though I’ve received one or five)...maybe that right there could be a sign of my unwillingness to share.

      [though I’d chalk it up more to A) lack of inventory, B) lack of recording equipment, or C) both]

      But okay, let’s just say I’m a selfish person in this regard. With regard to my style of play, I AM...and I don’t want to play/run a game where (for example) dice rolls are used as a substitute for thinking. A person who comes to my table expecting a linear trail of combats a la “The Forge of Fury” is going to be sorely disappointed...and fuck ‘em. If that’s what gets them excited then I’d rather be reading a history book on Cleopatra or the American Civil War then prepping that kind of game.

      I guess I have to ask, what are you presuming comes first: a love for the players (thus wanting to please them) or a love for the game (and thus needing to find players with similar play agendas)? I *do* love my wife and I *have* done things to “blow her mind.” But she doesn’t play D&D and has no desire to do so. And I’ve had friends...good friends...who wanted to play games with me, just not in the way I wanted to run them or in the way that they wanted to play...should I have “burned down my play style” to facilitate the live-action video game they wanted? I would have found that tremendously empty and unsatisfying.

      These days I’ve no “gaming buddies” at all...the ones I’ve had in the past have moved away or moved on from gaming. At this point in my life, I am building/cultivating a new group, not trying to win back an old one (which would be analogous to the film quote). So while I understand you’re not saying I have to adjust my style to fit more than a handful of people, that still feels a bit like putting the cart before the horse. Shouldn’t I be running my game and seeing who wants to fit me?

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  3. JB,

    I am unquestionably the most inflexible person writing a D&D blog that there is. And yet I have players, because I am inflexible about THEIR getting the experience they deserve.

    How clear do I have to say this. Says right in the post, "You're not making the world your players want." Yet you come back at me with, should you have run them the way they wanted? I already said, no. You have to run a game that they WILL want, but one they don't know they want. YET. You have to decipher the greatest possible game you can run, according to principles that other people will see as great. I can see that confuses you. I don't know how to put it better.

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    1. No, I grasp what you’re saying. It just seems like a tremendously tall order...perhaps too tall.

      Trying to anticipate what the players WILL want...I mean, what if you’re wrong? What if they never will?

      That’s why I keep returning to what *I* want...which may or may not satisfy what THEY want, but will certainly/probably satisfy myself.

      I guess it’s the “deciphering” bit that still mystifies. You clearly have a deciphered a method of playing that excites your players in a method wholly satisfying to you (at least in the moment...I understand you are constantly in a state of refining your game). Based on my root experiences, I have a hard time trusting myself to “decipher” such a style of play.

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  4. Let me get this straight.

    I "clearly have deciphered a method", but you won't use it, though I've spent three million words describing that method. Though I've laid down the road and built it so all you have to do is stroll, you think "It just seems like a tremendously tall order."

    Repeat. You keep saying, "I keep returning to what I want." But you also keep saying, here, on your blog, that you have no players and you're not sure how to get them.

    JB. It's not about you.

    And the longer you make it about you, the harder you make this on yourself.

    Worst of all ... and THIS I really can't understand. You're a Christian.

    Philippians 2:4 "Let each of you look not only to his own interests, but also to the interest of others."

    Galatians 6:2 "Bear one another's burdends, and so fulfill the law of Christ.

    Romans 15:1 "We who are strong have an obligation to bear with the failings of the weak, and not to please ourselves."

    Proverbs 3:27 "Do not withhold good from those to whom it is due, when it is in your power to do it."

    Matthew 25:40 "And the King shall answer the, "Truly, I say to you, as you did it to one of the least of my brothers, you did it to me."

    Proiverbs 11:25 "Whowever brings blessing will be enriched, and one who waters, will himself be watered."

    IT ISN'T ABOUT YOU.

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    1. I never claimed to be a GOOD Christian.

      That being said:

      *sigh* I will ponder deeply on your words.

      [also: I have often separated...and I mean by a HARD LINE...my religion from my gaming. I will use it as an inspiration, or a model, but game worlds firmly fall under the “fiction” category while actual faith...belief...does not.

      But I grok your point: you are writing of a Christian approach to running not building/designing, and it is a point well taken. My “compartmentalization” has led to me approaching my players with less than an open, giving heart.

      But, as said, I never claimed to be a GOOD Christian]

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  5. I'm not a Christian at all. But if you ignore all the content about a heavenly being who both cares about us yet allows us to suffer constantly in misery, the Bible has some good advice.

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  6. JB, I don't understand why you are putting up so much resistance here. This is something that you do regularly, and that you write about all the time on your blog.

    You succeed at point 3 every time you are running games for your kids. When you run them through Keep On The Borderlands, not because it is the best module, or the most interesting thing in the world to you, but because you see something in the setup of the module that THEY will enjoy, that they will love, that they will tell their school friends about.

    You completely grasp this point. You don't run your kids in a game world set during the colonization of South America because they will not be as excited about the nuance and history as you are. You also don't run them in Pathfinder or 5th edition D&D or try to do D&D Minecraft because as shiny and interesting as they may think that would be, you know that the fun they may find there is superficial compared to the game you run.

    It's not about grasping at straws to find the one magical thing that your players will think is so cool. It's not about trying to figure out how to make players care about the things you think are so cool. It's about running a game that makes the players say "Wait, I can do X?" and seeing the look on their faces when you tell them not only that they can do X, but also here are the rules for how you do X and for other circumstances that may involve X, and by the way Y is just over there as well, if you are so inclined.

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    1. @ Matt:

      My kids are blank canvasses on which to paint. They don’t pitch a fit when their characters are surprised by a cat-sized spider when poking through some rubble or a wandering wight when camping in a dungeon. Adult players have expectations about D&D...expectations that don’t always match with what the DM is presenting. Yes, they can do A, B, and C...but there will be consequences X, Y, and Z.

      I’m not trying to be resistant. I’m just saying there’s more to it...more than just “slowly acquiring” the means of generating excitement (or, as I would prefer to say, “engagement”).

      Or maybe there isn’t. Maybe it is just “that simple” (if not particularly easy) and I am being pedantic, making mountains out of molehills. That’s certainly possible.

      But I’ve definitely been at tables with DMs who were CLEARLY excited and engaged with their own material, who were animated and enthusiastic in the adventure they were running, and I just as definitely Did Not Give A Shit. And not because I didn’t want to play or didn’t like the system or was forced to play some terrible pre-gen character...no, it was that the DM’s excitement engaged me Not At All. And at the end of the session I felt I’d probably wasted several hours of my life. AND I’ve had experiences running where I felt I was *giving* to players some sort of fantastic awesome-sauce experience, something that had MY juices flowing, but that landed with zero emotional impact on the players. Because they wanted something different from what I was giving them. It was (to paraphrase the analogy of the post) like giving someone a mix-tape of great rock music and being told, “um, thanks, but you know, I prefer Nickelback.”

      My kids...they don’t know Nickelback. They know Michael Jackson. They know Led Zeppelin. They know Heart. They know Bruno Mars. They know Dio and Deep Purple and Lady Gaga and Bowie and some of the Beatles (I’m not a Beatles fan, but I’ve made sure they know them). They know Iron Maiden. They know Maroon 5. They know (some) Beethoven and (some) Mozart.

      But they’re kids. Everything is new and exciting to them. They’re in the process of becoming, of being molded. Adult gamers ain’t like that. Lead them to water all you like...some refuse to drink. Even though the water is tasty.

      Yes, I’m being stupid about this...purposely obtuse. I’ve found ways to cope with it; I haven’t had THAT many issues with making a “meeting of the minds.” But then, I don’t play/run as much as some folks...maybe I’d have more problems if I did (based on past experiences). And I’d LIKE to play/run more than I do at some point in the future. And I think the discussion is worth having.

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  7. @ Alexis:

    Probably I’m just putting the cart before the horse here. I don’t have any players at the moment (outside my household) so who cares? Worrying about failing to engage non-existent players is a big waste of time...who’s to say that, when I finally have a full table again, things don’t just line up for me? Maybe they will.

    I am, however, still haunted by (some) past experiences...minor haunts, sure, but enough to “sow the seeds of doubt.” That’s probably the bulk of my misgivings.

    I will endeavor (in the future) to wait for the horses. As best I can.

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  8. Hm.

    Adult gamers are like that.

    JB, you realize that what I'm doing here is building the confidence of would-be DMs by outlining a pathway they can locate admidst the self-doubt and anxiety that grips them every Friday night they sit down with their gaming group. I don't feel this, but they do. They don't feel like their in control; and they worry that their efforts and interests will fall on deaf ears. Reading your comments, I don't doubt that a lot of them are saying, "That's me. I've been there. Sing it brother."

    Yet I hope that some of them can see the lack of common sense in your arguments as well. You've worked your perceptions into some interesting knots there; I think that as you see the words you've written, you'll recognize that something in what you're saying is very, very wrong; and it has nothing to do with D&D. I'm sorry for your lack of faith in your fellow human ... but you understand that you're feeding the wrong wolf here.

    I care. I'm concerned about other readers who HAVE existent players. Things may not line up for you, but there's every reason to think that for OTHER people, things may line up for them; so let's just assume they're the ones I'm talking to here, hm? Because there are many people acting as DMs who need to feel solid ground under their feet. I want to help them do that.

    Your issues are your issues. They don't necessarily reflect the overall D&D experience. They don't reflect mine.

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  9. I grabbed on to these two posts, thinking, "Yes, THESE are the problems. This is what I really want help to resolve." JB, it's true that I was reading your replies and whispering some version of, "Sing it brother," or, "It can't really be so simple - I still feel that doubt, that 'What if it isn't good enough?' Get him to give us the real formula, the Philosopher's Stone. Some way to stop being embarrassed or concerned, even though players sing the praises of the game."

    So I appreciated the conversation, the compassion on display, and the statement about "feeding the wrong wolf". I see something there for me as well.

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