Shipyard Locked
How long do I have?
- Joined
- Apr 25, 2017
- Messages
- 2,671
- Reaction score
- 5,719
So, I was reading Monster of the Week, a "Powered by the Apocalypse" game that I was really digging for the most part. It's basically for running Buffy/Supernatural style campaigns and seems to give the GM a lot of leeway for coming up with their own monster mythology. However, I start reading the playbooks (PbtA-speak for character sheet + character rules + character option trees) and there are in-built player-facing options like:
- Choose one of these monsters that you've had a run in with the past: troll, vampire, werewolf, etc.
- You've made a deal with the devil for wealth and power, but he will collect in about a year, etc.
So unfortunately due to things like this scattered all over the player-facing portion of the game a GM has to make some choices. You either:
A) Make sure your campaign world and mythology includes the whole pu pu platter of trolls, vampires, werewolves and satanic deal makers whether you like it or not so that you don't invalidate any character options the players are excited about. Oh, and expect to be taken by surprise when a character option you didn't remember suddenly throws your setting assumptions for a loop mid-session.
B) Stick to your vision, but then have to go through the book line by line, deleting or altering things that don't fit that vision, THEN explain to the disappointed or skeptical player that the thing they really wanted right there on the official character option page isn't on the menu or has been replaced with what looks like a smeerp* for reasons that are going to come off as artsy-fartsy at the outset.
Now, this isn't the worst problem in the world, but it is a pet peeve, and I'm sure I'm not the only one who has it. I wish some games wouldn't impose on the GM's ability to craft a world by building too many setting assumptions right into the stuff the players see first and get excited about.
* https://allthetropes.org/wiki/Call_a_Rabbit_a_Smeerp
- Choose one of these monsters that you've had a run in with the past: troll, vampire, werewolf, etc.
- You've made a deal with the devil for wealth and power, but he will collect in about a year, etc.
So unfortunately due to things like this scattered all over the player-facing portion of the game a GM has to make some choices. You either:
A) Make sure your campaign world and mythology includes the whole pu pu platter of trolls, vampires, werewolves and satanic deal makers whether you like it or not so that you don't invalidate any character options the players are excited about. Oh, and expect to be taken by surprise when a character option you didn't remember suddenly throws your setting assumptions for a loop mid-session.
B) Stick to your vision, but then have to go through the book line by line, deleting or altering things that don't fit that vision, THEN explain to the disappointed or skeptical player that the thing they really wanted right there on the official character option page isn't on the menu or has been replaced with what looks like a smeerp* for reasons that are going to come off as artsy-fartsy at the outset.
Now, this isn't the worst problem in the world, but it is a pet peeve, and I'm sure I'm not the only one who has it. I wish some games wouldn't impose on the GM's ability to craft a world by building too many setting assumptions right into the stuff the players see first and get excited about.
* https://allthetropes.org/wiki/Call_a_Rabbit_a_Smeerp