Captain Anorak's
Guide to Gaming
Dullness in Routine
Anything in a game which becomes routine runs the risk of
becoming dull. Shooting fireballs from your fingertips to slay
your enemies is a pretty bloody exciting idea, and the first time
you do anything like that it's fun. But once you've cast a hundred
fireballs your attitude will be more like 'Oh, some orcs? I'll just
fireball them.'
I get a lot of fun in roleplaying from working learning tactics.
I should make an important distinction here: I like learning tactics
that feel like something a real person could do, not exploiting the
rules system. So concepts like 'min-maxing', working out how to get
the most powers for my character with the minimum input of points,
hold no interest for me. What I like is the learning how to operate
in a game-world; this is me the player learning the same things that
my character would be learning.
But it's being on the learning curve which I find enjoyable. When
I've reached the top of that curve I have little interest in
using the same tactics, at least in a situation that's not
challenging. I find myself saying, 'Oh, right, I'll just use
such-and-such a tactic again', and realise that I'm bored.
LACK OF CHALLENGE
Having said that, a lot of this does come from a lack of
challenge. If I was using
well-rehearsed tactics but I had to get it right to stay alive this
would be a lot more exciting than if I know I'm going to live through
it. This is my experience with many simple wargames: although I know
how to play them to my best advantage, I feel the tension of a game
if I know that there is a big risk of losing.
LACK OF INVOLVEMENT
Another factor that leads to dullness in something you've done
many times is a lack of the feeling of
involvement.
I imagine that in reality fighting your way through a mass of your
enemies would be really exciting, with the blood pounding in your
head and the feeling of the blade in your hand cleaving flesh. It
would hold my attention because I would be involved in it. A game
frequently fails to simulate this feeling because the involvement
is not there: the player doesn't have to do anything but roll some
dice occasionally. Hacking my way through a mass of foemen becomes
a dull slog for me if all I have to do is roll hit dice every round
and roll damage when I hit. In such a game I could go away and make
a cup of tea and let someone else roll my dice for me, and the game
could carry on just the same. This is a sign of lack of involvement.
On the other hand, if I have to make decisions that will affect
my survival chances in a big way every combat round, I feel a lot
more involved. This could be something very simple: a game system
might simply ask me to choose two actions every round, which could
be two attacks, two defences or one of each. I would then feel more
involved because I was then maing to make choices every round to stay
alive.
NEW EXPERIENCES IN ROLEPLAYING
When I write RPGs I tend to try to write something that has not
been done before. I try to create a game that gives the players a new
experience which they will not have had in games they've played
before. For instance, I might write a game where magic works by
contacting spirits and persuading them to help. This sounds like a
really interesting thing to do in a game to me. But I imagine that
once a player has bargained with spirits to obtain healing a hundred
times it would become routine and dull.
Similarly, when your character sees something, the excitement of
this gets less every time. In my earliest roleplaying experiences,
meeting a monster was scary and therefore exciting. Nowadays when I
meet something big and ugly, I may think 'Oh, that's going to be hard
to kill', but the sting of excitement has gone. Since meeting big
monsters is no longer exciting, I try to give my players some new
experience by thinking of something different. One thing I try to do
is to give them enemies to fight (or - shock horror - maybe even not
fight but negotiate with instead) who are just ordinary humans but
who have a good reason for fighting for their cause, rather than just
being in the scenario for something to hack and slay. Or I might