Some incidental music.
It’s absolutely a truth of running
games online that players don’t feel the same feeling of obligation as players
who are meant to show up for a face-to-face game. If you don’t have to go
anywhere further away than a comfy chair, with your laptop, a headset, and
possibly a beverage close at hand, that’s the kind of thing people often either
forget about or decide they can comfortably skip in favour of more pressing
things. If you combine this with the twin dragons of adult gaming – important
commitments to family (especially when there are children in the mix) and jobs
– this can be a game-killer. Suddenly your crowd of five hardy adventurers
raring to tear up the dungeon has turned into two, or worse, one and a
GM, who twiddle their thumbs and chat for half an hour or so before finding
other diversions.
This is frustrating on the GM side of
things, because most gaming that goes deeper than surface interactions depends
on the investment of time and shared experience on the part of the players. If
someone only comes to the virtual table-top only once a month, or possibly
less, they’re always playing catch-up on what’s actually happening in the game,
and it’s hard to get any kind of commitment to character or story. Without even
that, forget about any deeper commitments to things like dramatic scenes or
emotion.
I haven’t had the best luck in dealing
with this particular bugbear. I think a well-informed GM could maybe recruit
players with this in mind, and make it absolutely clear that regular attendance
is required (even if life sometimes gets in the way). There are structural
things you can do to address the issue, which I’m doing for my upcoming spy
game CLOAK & DAGGER – instead of playing a long-arc story game, you
concentrate on sandbox play or mission-based sessions that are one-and-done.
This means that there is less of a requirement for players to always be
present, or for the ongoing march of story. As in episodic television, you get in
and you get out quickly, and fill in any gaps with some quick exposition.
I also think that the lighter the
mechanics, the more time you’re going to invest in actual game play. Even in an
environment where dice rolls and character stats are all defined and executed
by the computer, it takes the casual player precious time to find the right
buttons and remember what various abilities do. Having clear central mechanics
and expectations of rolls is key. A game like FIASCO, which has no real
dice-rolling or mechanical footprint during play, is almost ideal for the
online environment; you would think the opposite would be true, since so many
of the electronic resources in a virtual tabletop setup are aimed at crunchy,
maps-and-minis-centric play, but I haven’t found that to be true in practice.
(It works, all right, and works well – but the more mechanically complex the
rules are, the slower it works.)
I had hoped to get a game of PRIMETIME
ADVENTURES going for my online group, but PTA requires regular players and arc
play. The mechanics are ideal, but the structure of spotlight episodes and
season arcs doesn’t translate to occasional play and low-commitment players.
You could probably hybridize the game, keeping the card-draw mechanics and
eliminating Screen Presence as a factor, but that makes the game a little
bland. There is a game on my shelf – I think it might be SMALLVILLE – that
suggests rolling at the beginning of the episode to find out whose “spotlight”
episode it is. That might also be an option, as it rewards those who show up
with more “screen time”.
The most frustrating thing about all
this is that online play is a very promising new roleplaying platform (although
how “new” it actually is might be a matter of debate). The interface is becoming
better and better, allowing face-to-face play through video chat, dice rolling
that actually looks like dice, presentation tools on the GM side that allow you
to show maps, pictures, handouts etc., and integral background music and sound
effects to complete the experience. It could be great, if you could get players
that really want it to be.
Footnote: Roll20 (the VTT where I run
my online games) has recently hired Adam Koebel, one of the people who brought
us DUNGEON WORLD, to be their full-time “professional GM”. He’s running an
APOCALYPSE WORLD game online as one of his inaugural games, and it’s been
educational watching him in action. Adam has not only been running
live-streaming (and recorded to the Roll20 YouTube channel) sessions of AW,
he’s also recording regular “behind the scenes” GM sessions where he talks
about his process running the game. This has been inspirational not only for my
upcoming AW tabletop game, but also for my Roll20 games. It’s fascinating to me
to see how little Adam relies on the electronic tools of the VTT for his
game, running whole sessions on a single map screen, although he seems
sometimes to be making notes and tracking the action on a separate screen from
the players. I prefer to use a little more than he does, using separate screens
to show images for different scenes, and creating “character cards” for
important NPCs so that the players can see who they’re talking to. I do use
battle maps, although not all the time, and I was sometimes called on to
quickly sketch out combat maps on the fly when I did DUNGEON WORLD. Sometimes
it’s good to have concrete representations of things, I feel, but perhaps I
should take a page out of Adam’s book and leave it more to the “theatre of the
mind”, as one of the Roll20 techs said in a demo video.
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