One of the often unnoticed differences between PBeM and FtF gaming is the different senses and recognitions of authority. While a gamemaster may have ultimate authority in many places within the game, there remain positions where one character or one player alone may have the final decision.
For example, one common element of authority is "camera time." Whether this is a guaranteed fair-measure, or a "catch the GM's attention as one can," the person who the GM is giving attention to has authority. A loud voice or a pre-prepared action may be able to offer input, but there are concerns when interfering with that time.
Other elements may include character background, wherein a GM may suggest situations or events that occurred, but it is the authority of the player who created the character to determine whether things happened that way. There's consensus authority, wherein "we like this to have happened this way," can decide the fate of a conflict. There might be a natural leader, a character or player with charisma to which the rest of the group tends to allow to make decisions.
Groups without an authoritative structure may have characters with non-competitive goals or who otherwise have learned to play to their strengths, but I find that they are rare...generally, as a whole, gamers seem to tend to have ideas about who can tell whom what to do in which situation.
Enter one of the seven deadly sins: pride. It can be a gaming-group killer. A GM must often learn to swallow it, and a player who refuses to stand down starts a conflict that is difficult to administrate. After all, the first authority a player has is refusal to play.
Rule of thumb: People respect people who show them respect.
Games of pride can escalate quickly. Instigation comes both from within and without the game. Who answers to this? The GM? The players? Who has the authority to make a stand and declare a "winner"? When it is not merely a question of right vs. wrong, but someone who doesn't know when to admit that they're "beaten?" Who has the authority (and therefore, the responsibility) to handle the ensuing tension?
The common response is that the gamemaster has the authority, but it is paramount to understand that the investment into a game is mutual between the gamemaster and the players. There is no easy solution, but before making the GM the parent/babysitter, perhaps it is best that everyone involved has not only a chance for a decision that allows them to keep their pride intact, but an understanding that the shared power of group consensus is a much subtler tool than the blunt hammer of GM's fiat.
Comments (3)
Good post.
Standoffs are awkward in FtF, excruciating in PBeM.
In FtF, the expressions/reactions of the group may be enough to let the players know they/(or one of them) are/(is) 'out of bounds' - in PBeM, they may tug back and forth on the rope of 'my way' until somebody comes down from high and axes it, usually leaving some ill-feeling.
Consensus is really the gist of diceless. The GM is a 'moderator,' not a 'master' and for a game to be fully successful, everyone has to agree that the reality and the interactions 'hung together' in expected ways...
Dice people will insist that this mutual concesus is not acheivable - that's why the dice are the 'moderators.'
Posted by jenn | April 27, 2002 7:53 AM
Posted on April 27, 2002 07:53
Very interesting.
I have direct experience with a PBEM game going belly up, just because of pride conflicts between two players.
It was quite a good game.
But the GM could not salvage it. Now, I think it was a mercy killing as the two players never would have let it rest.
Posted by Arref Mak | April 29, 2002 11:50 AM
Posted on April 29, 2002 11:50
Should the GM have 'mercy killed' the two players and let the rest play on?
That seems harsh, I know, but is it fair to the investment the other players put in to their characters / the game to let two of the number ruin it for everyone?
Posted by jenn | April 29, 2002 7:07 PM
Posted on April 29, 2002 19:07