Tag Archives: players

Setting the Tone

Players, how would you feel if the GM opened a campaign with this speech?  You would be excited about being handed this level of control?  Would you be anxious?

The goal of that kind of speech is to empower player agency – to tell you that despite years of conditioning to the contrary, the players are gathered around the table in order to make the game happen.  The players are not there to be pawns that the GM manipulates into telling his or her preconceived story.  The game is yours to tell, so be active in the world.  Make the GM react to you.

I wonder how many players want this kind of game.  After all, with this player agency comes a shifting of responsibility.  Now it’s up to the player to do things – to do interesting things.  The game is going to be far more difficult this way.  It’s harder to play the game than it is to spectate.  Maybe this connects in with the difficulty mode of the game.  I can imagine that not everyone wants to be taking on that responsibility, and probably not all the time.

Keep in mind though that you’re not alone – you’ve got a group of players around the table.  It is your responsibility to help them to achieve their goals at the table, whether that’s to spectate, entertain, explore, role play, or move the pieces around in a tactical war game.  As a team, you don’t always have to be the one pushing the agenda, but if you’re not, don’t sit idly by.  Just like any other team activity, by paying attention to the details you can work to make your teammates better!

I think an essay belongs at the beginning of the Lost Worlds guidebook that explicitly gives the players this kind of agency in the game.  I want players to be inspired by the endless possibilities, and I want the people playing Lost Worlds to realize that as the players, they are the centerpieces of the game.  The GM is there to facilitate and officiate, to make it hard enough on the players for the game to be interesting,.

So, I may work on a similar speech to Alexis’ for the opening of Lost Worlds.  I’d like to invite any of the you reading this to suggest would you would like to hear from the GM when setting the tone for a new campaign.


How to Play a Character

Alexis is certainly passionate about D&D.  He covers a lot of ground here, but I’m curious about your perspective as players.  Maybe it will inspire some counterarguments or even a treatise of your own.



Novels tend to have a protagonist, or heroes that aren’t just traveling 100% of the time with the other heroes of the story in a “party.”  In movies, you could have a movie like “Iron Man” where the main hero gets most of the spotlight in the story, and then a movie like “The Avengers” where all of those interesting heroes have to share the stage.  How do we reconcile our expectations from novels and RPG video games to tabletop RPGs where the players are on a team and forced to share the attention throughout the gaming session?

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