The Levels article by Mark takes a look at the use of logic for problem solving, encouraging us to continue to improve our thought processes by using different logical methods. One of the things that I get out of logical problem solving is that it’s often best to go with the odds in your favor. Stick with the options that have the best chances for success and you’ll come out on top more times than not.
When we take that idea and apply it to RPGs we have a very useful tool for GMing. Every setting, action, event or what have you in an RPG will cause a reaction in the players. If you can predict the actions that your gamers will take you will be able to direct them without seeming to be railroading them. However, in order to accomplish this feat, you have to know your group.
When I say “You have to know your group” I’m talking about the group’s tendencies during game play. How a group or a player games is a great way to not only give them what they want, but for you to direct events in the direction that you need it to go. Much like a blackjack player learns to count cards so he can play the odds, you need to pay attention to your group’s tendencies and habits. That is a GM’s card counting system.
For example, my D&D group will almost always run from a fight as soon as things aren’t in their favor or if something happens that appears out of their control. If I don’t want them to kill an NPC the first time they encounter him, all I have to do is change the situation up (add more bad guys usually works) and chances are they will retreat and re-think things for a bit. The same group will also, 90% of the time, place duty to the quest above their character’s personal goals. Which allows me to be able to use that tendency to keep them on task.
You can also use this on an individual player level. One of my Vampire players will try out just about anything. No matter what his character would do, he’s gonna try it out anyway because that’s the type of player he is. A ring? He’ll put it on. A book of vile darkness that damns souls and brings about Armageddon? He’ll read it twice. So, if there’s a magic item that I want the party to have as a plot device I will make sure that he’s one of the first people to find it. And if it’s something that the party shouldn’t necessarily use, like the book of vile darkness, I’ll make sure he’s not the one to find it.
Obviously, players have a remarkable talent for not doing what they would normally do when you need them to do it the most. Does that mean our system of playing the odds is broken? Nope, you just need to move to the next high odds option.
If my D&D group suddenly decides that they will put their personal goals above the quest when I don’t want them to, I apply another habit they have. I’ve found that whenever an NPC reminds them of their duty they will go back to it nine times out of ten. If that fails I can use their tendency to avenge wrongs/evils and direct them back to the plot at hand with a quick attack from a bad guy connected to my plot.
Using a group’s tendencies and habit “against them” as I’m suggesting does have it’s limits. My rule of thumb is to only apply three of these in a row. If after the third attempt the group is still not going where I need them to I will shift gears and try some other GM tools I have stashed away. As any good gambler will tell you: “You gotta know when to fold ‘em.” So don’t push this one too far or you will be railroading the group instead of guiding them.
The last thing to remember is that this idea cuts both ways. Players can manipulate or second guess a GM by paying attention to his habits. Does the GM hate a certain rule and thus normally rules in the party’s favor as it’s too much of a pain for him to use the rule? Does your GM tend to have a dark conspiracy bent on world domination? If you know a GM’s habits you can get him to do things you want, or manipulate the outcome of an event. However, I think that’s dirty pool for players to do this and I don’t encourage it.
Why try and defeat or beat the GM by getting him to play into your hand? All surprises are lost, all mystery and wonder is removed and soon your GM won’t like playing anymore. Heck, I’ll bet most players wouldn’t want to play if they knew or could guess at everything that was going to happen. Pitting yourself against the unknown is fun so why ruin it?
So instead of trying to manipulate/guide the GM I’ve found the best thing to do as a player is to work with the GM. If you know your GM tends to hate the grappling rules in D&D, help him use them, become a resource for the GM. When the GM plays on your group’s habit of duty before all else, realize that he’s got some good fun in store for you and he’s not trying to railroad you. If you find that the games are getting too predictable, offer to GM yourself next time to give your regular GM a break or give him some adventure ideas that you think would be fun. Players shouldn’t be afraid to give the GM some ideas and GMs shouldn’t be offended by players who offer to help.
After all, the probability for fun is greatly improved if you work together making it a safe bet. And who wouldn’t like those odds?
Well, that’s enough out of me for now. See you in the Forums!
