I want to clarify that I don't think every game has to be all action to get players invested.
I began my
Lamentations of the Flame Princess game with the following:
1. An email I sent out to all the players about the general style of play and how we would be interacting. I wanted ground rules and expectation stated clearly so there'd be no disappointment or confusion. I knew three of the players well, one kind of well from a few RPG sessions at someone else house, and two would be strangers I had met through the Meetup I had created to gather players. The players range in age from late 20s to early 40s. (I'm the old guy in his 50s). (And so to be clear: The players did not all know each other; there would be no group cohesion except for the one I was creating at the table; we met for the first time and started play at our first session and have continued in a weekly fashion for a year and a half now.)
Lamentations of the Flame Princess is part of the Old School Renaissance of RPGs. A clean and sleek version of the early Dungeons & Dragons Basic Set, the game focuses on exploration, danger, and weird fantasy. The setting will not be Tolkien-esque, but a warped 17th century Europe where the strange and magical is rare, inexplicable, and invasive.
OSR games in general, and
Lamentations of the Flame Princess specifically, work from principles that are different than a lot of game in recent decades. In general…
- The Referee has environments and situations, not a pre-planned “story” of any kind
- Players drive things forward with their choices
- The game is dangerous. The Referee is not there to kill your characters, but neither is he there to protect them. Dice are rolled out in the open. Death is part of the game. (Luckily, new characters are easy to roll up!)
- The situations you encounter are not “balanced.” You might want to avoid encounters, you might want to flee encounters, and if you choose to engage them you’ll want to have the PCs manipulate the fiction toward your advantage (Short hand: Think of conflicts as asymmetrical warfare, not as engaging in a sport.)
- In this kind of play the Referee presents the players with an environment that is as solid as possible, that would continue existing if you weren’t there.
2. When we met for the first session they made characters and I gave them
rumors. Each received one rumor for the Weird Fantasy Europe Europe I had sketched out, and one rumor specific to local area.
3. I began the game with a bit of narration: "Europe has been torn apart now for over a decade by religious war. All of you have been touched by it. Some of you have fought in this war as soldiers. Some have used your connection with god to bring comfort to those in pain. Some of you, who dabble in dark arts, are constantly on the run for fear your secrets will lead to your death. The war has brought ruin across all lands and for now you have had enough of it. More than that, each of you has had some brush with something
weird -- some image or incident that has marked you as knowing there are dark forces in the world. You know there is something greater at stake then running men through with swords and you have, over several months, found each other and decided to strike out on your own, leaving the bloody ambitions of princes aside, and see what fortune you can make on your own..."
4. I offered that they had heard rumors of strange meteorites that had landed in southern Bavaria and were headed toward them. (Keep in mind they had other rumors they could choose to pursue. I brought this up to get them in motion with a focus. They could choose to pursue this or not, but even ignoring it would be an active choice, which is all I cared about.
Choices. I believe RPG play is about the Player Characters making choices.)
5. It is a dark and rainy night as their cart creaks along the muddy road. I had each player describe his or her character and where they stood in relation to each other. When this was finished I related that their lantern light falls upon what seems to be a foot of a body half-hidden in the bushes off the side of the road. The PCs invested (carefully), finding a murdered corpse. After some deliberation they decided to take the body with them to the next inn they find (they all wish to settle in for the night) and leave it of the authorities.
6. They find an inn. The inn keeper has them place the corpse in his barn and will send word first thing in the morning for the authorities. The PCs settle in for some food and warmth around the hearth. They hear the footsteps of another guest coming down the stairs. They look up...
and see a man who looks just like the corpse they placed in the barn.
And we were off and running.
Not because any sword had been swung yet. But because a tangible mystery that they already had a stake in (they found the body) and was a true mystery they could grasp as a mystery right away ("wait a minute, we just saw this guy dead!") and a possible threat (they knew this was a world of supernatural mystery) could come after them at any moment.
The session continued from there, with lots of guess work and trying to figure out what was going on. Eventually weapons
were drawn. (Changelings from another world had landed in the area and were taking people over to monitor the behavior of humans.)
We had six solid months of sessions. (I'm on a break now because of work load. But the other players rotate in to GM if I need a break.)
I bring all this up to point out a couple of things:
- It doesn't have be violence that brings a group together.
- The referee can go a long way to establishing baseline rules, tone, and expectation even before play begins.
- None of this is easy stuff. For some reason a lot of us thing, "I have the rules, I have dice, now we just play." But I don't think this is true. People arrive at a gaming table with all sorts of expectations. I believe part of the Referee's job is to set the expectations at this table that everyone is about to play at now.
- There is nothing wrong with focus to help kick things off. I began with the rumors I offered the players, as well as the pursuit of the mysteries of the meteorites. I then sidelined those elements with the discovery of the corpse while traveling, and then the dopplegnager of the corpse at the inn. I gave the Players many specific, concrete handholds for actions and choices. (They could have bolted from the inn and continues south toward the meteorites. Or headed off in pursuit of one of the other rumors I had offered. Or anything else. I had no expectations as to what they would do.)
- I don't think Players, especially in the early sessions, are helped out by big concepts and endless choices. Players need specific, concrete things their PCs can interact with and make choices about. While I had no expectations about what the PCs would end up doing I did offer concrete places, people, and things for them to choose among to deal with (meteorites to the south, the corpse along the road, the doppleganger in the inn, the other people in the inn).
If we look at the original pilot of
Firefly (a show which was one of the reference points for flykiller establishing his game) the crew of
Serenity is performing a salvage job on an abandoned startship wreck out of the gate. There are complications with the salvage itself. (Mal discovers they are salvaging property belonging to the Alliance. Did their employer fail to mention this? Or not know?) This demands choices to be made. And further complications when an Alliance cruiser approaches to investigate. More choices! The characters deal with this cleverly (a stand up fight would have been a bad idea). They escape, but "fail their roll" to escape clean and a bulletin is put out by the Alliance that a Firefly class ships has escaped with stolen goods.
All of this would have made a terrific first hour or two of a first session of play. And there would have been no shame in simply saying, "Your crew has a job to do an illegal salvage. You're desperate for money. You took it." And then roll out the moments of play, letting the Players come up with clever ideas and rolling when required, and seeing where things go.
In the RPG game they might escape, or be ID'd, or be captured, or whatnot. The point is,
this is
Firefly: the crew, on the brink of financial ruin, taking an off the books job, with authorities nearby, trying to keep their heads down and make enough money to keep going. Things are already in motion. Danger and stress is already present. Choices are being made. Nothing would have to be pre-planned or canned. (I certainly wouldn't run it that way.) And then, if they escaped with the cargo, they could be heading off into all the other troubles and choices the pilot offers (employers that don't want to pay the money because the Alliance is on your tail now, passengers that might be too hot to handle, and so on.)
These all would serve as concrete, specific people, places, and things the PCs could interact with and make decisions about. Not vague mysteries that might be sorted out later, but immediate mysteries and dangers that demand some sort of response
now... and with fallout and complications in the future because of decisions made now.