Captain Anorak's
Guide to Gaming
Choice of Missions
One thing that annoys me about how a lot of roleplaying works is the
idea that any scenario can work with any characters, or at least any
characters within some very broad criteria. So a D&D scenario might be for
'a group of 3rd-5th Level characters of non-Chaotic alignment'. Within those
broad limits, any group of
wandering fantasy adventurers
should be able to turn up, find the
scenario hook
(which is easily identified because it has a neon sign on it reading
'Scenario Hook') and go into the adventure.
Closely allied to this is the assumption that the GM will always give the
players something they should be able to handle. A GM with a party of 1st-2nd
Level characters will put them into 1st-2nd Level adventures, a GM with 7th-9th
Level characters will put them into 7th-9th Level adventures, and so on.
You may reply, 'What's wrong with that? Surely you aren't saying that the GM
should be sending the player characters into scenarios which they can't survive?'
No, I'm not saying that. I'm proposing that the GM should not send player
characters into scenarios at all, but that the player characters should choose
their own missions.
ROLEPLAYING WITH CHOICE OF MISSIONS
The common assumption, as described above, is that the GM will select a mission
(ie. write a scenario or use a pre-written one), and that the PCs will
accept that mission. Part of this assumption is that they should have a good chance
of surviving that mission and succeeding at it.
I propose an alternative system, which I call 'choice of missions'. The player
characters are in a particular profession, and they can take any job in the game-world
that suits them. They could be burglars: then the campaign might be set in a city with
many targets that they could try to rob. They could be mercenaries: then various
missions could be available, if they can persuade the employer that they have what it
takes to do it.
The crucial difference here is that intelligence gathering becomes important.
In typical roleplaying, people just assume that the mission that the GM puts in front of
them will be within their ability. With choice of missions, they have to gather
information on every potential mission to decide whether they think it's possible for them.
Going a step further, you can give the PCs responsibility for something, and then
let them choose exactly how they deal with it. Provincial policing is a good example.
Imagine a game where the PCs are warriors of the King, charged with maintaining order
in an area with a population of, let's say, a thousand people. Now they could never
fight a thousand people in a stand-up fight, but that's not their aim - their purpose
is to make those people productive tax-paying subjects of the King, not to kill them.
They have to seek out the rebellious and bring them back into line by any means necessary -
this could mean violence, threats, promises, bribes or any combination thereof. They must
assess each case to determine what they can do: some enemies may be too strong for them
to attack openly, requiring clever tactics instead. So there are no pre-written scenarios:
everything that happens comes from what the PCs or the NPCs decide to do. So the PCs truly
have a choice of what missions to take and how to do them.
I ran a game much like that some years ago, called
The King's Men,
and it was rather good.