Nothing More Than Feelings

One of the things I value greatly about role-playing games is the emotional satisfaction I get from the experience. Building up a new storyline that'll run as our next Cabin Trip adventure fills me with a sense of accomplishment. Watching that story unfold, and seeing key plot points revealed, makes me well up with pride. Witnessing my friends discover where the tale will lead us, and the way their personalities and characters add to it, creates a bond and a community between all of us at the table. At the end of the day, gaming with this group is just plain fun. Even if the game itself turns out to be a dud or hits a dead end, we find a way to enjoy the experience.

That may or may not have something to do with the fact that Chase generally has a ready supply of home-brewed beer on tap, but I digress.

Unfortunately, not all is ale and roses. Tempers can flare. Quarrels can erupt. Feelings can get hurt. And while it makes no logical sense to let those negative emotions linger, especially while enjoying one's favorite pastime, most of us at some point will have to (or already have had to) confront that moment where in-game frustration takes a real-life toll.

A LIKELY STORY

Just to show you that I'm not picking on anyone mentioned later in this post, I'm going to start with an example from my own experience. You may remember my recent re-telling of my first game of Werewolf: The Apocalypse, and my frustration with the storyteller who altered the rules to fit his plot. I also have a similar story, almost a mirror image of that one in fact, taken from a brief game of Castle Falkenstein that a college roommate ran.

The theme of both episodes is simple enough. My character pulled off some bad-ass stunt, enabled by a bit of planning and sheer dumb luck, and the in-game effects were not up to my expectations. My feelings were hurt, and my pride was wounded. I felt cheated because I didn't "get what I deserved" in terms of outcome. As a result, I left both of those campaigns quicker than I rolled up characters.

The other side of my bruised ego, however, is the hours of planning, plotting, and writing that went into the adventure we were undertaking. Perhaps it's because I myself have now run several campaigns, where before I had not. In hindsight, however, the defense both of these game masters used seems far more viable: "It was for the good of the story."

While running games on the fly may be preferred by some, and necessary at times, no one wants to see their time and efforts spoiled in the blink of an eye. When the story you're trying to tell gets derailed in the first five minutes, it's easier to exercise that authorship in the moment than to call "do over" like you've just hit the Wiffle ball in the neighbor's pool.

Quite honestly, the game masters in the stories above tried to tell me that in their own way. Even if they had taken me aside at that precise moment, and explained in private how this moment would further a great story and an exciting game, I'm certain I would've objected quite loudly. Until I stood in their shoes, all I knew were my hurt feelings.

YUP, YOU'RE GONNA BE ATTACKED

The rules to any system are printed in black and white, and established as a universal standard that governs the game world. Even the most adamant rules lawyer, however, can't memorize and recite every single rule correctly, every time. (No Justin, not even you.) That's why the books exist in the first place. Well, that and all the pretty pictures...

Sometimes a rule will get missed, or misapplied, or interpreted differently by players in the same group. Sometimes the rules won't favor a particular party, or a particular combat, or a particular character. I've seen games where the real combat is the rules-lawyering going on at the table, while the blue dragon that just killed our friend's Druid quietly slips out the back door and shuts it tight.

The biggest source of flaring tempers I've seen, when it comes to the rules of a game system, is the lack of knowledge and familiarity with a particular system. I've been on both sides of this coin myself. I've had opponents in Warhammer tournaments curse my name for "exploiting" a little-known or seldom-used rule. I've had players tell me "Oh wait- I forgot to use this rule last turn so we have to go back for a minute." Sometimes, people just get pissed because they didn't know a rule existed and it ruins the bad-ass stunt they were about to pull off.

Likewise, I've felt slighted in games when the rules seemed to be "working against me." The monster I'm in combat with continually hits me, even though I beefed up my Paladin to withstand any assault. The bridge I'm crossing gives way, and I'm forced to Swim for my character's life- using mechanics I've never seen before but are currently failing me. Perhaps, albeit unlikely, the game master may even forget a rule that's important to the encounter and recall its application in the middle of combat. Right before you take your turn.

It's easy to be suspicious of and angered by things we don't understand. The same is true in the world of gaming. The rules, however, are meant to be a unifying force. They are meant to bring groups and games together. If someone's use of the rules, or perception of their use, results in hurt feelings those issues need to be sorted out away from the game. Take a break, and look over the pertinent pages. Decide a house rule if one is needed. Don't do it during the encounter however. In the heat of the moment, logic is going to be struck down by emotion almost every time.

KING ME!

Be honest now: have you ever stayed mad at a fellow player for something they (or their character) did during a game? I know games, friendships, and even a marriage (don't ask) that have ended because the divide between the actions of the characters and the players became indistinguishable in someone else's eyes. The potential for hurt, harm, and emotional upheaval is perhaps most potent in this area.

The "White Crown Saga", as a tale of Cabin Trips past has come to be known, has already served as an example of this. In a previous post about RPG religion, that game demonstrated the negative effects on a campaign when player values and character motives clash in a very public and vocal way. Fortunately, the impact of that episode was only in-game. No one was offended, hurt, or resentful that others had expressed differing or conflicting views on morality and faith.

So if that instance didn't give me fodder for this post, what could possibly qualify?!? It was the White Crown itself. In our campaign setting, this arcane artifact is seen as almost too powerful. Being in possession of it is considered both dangerous and heretical; the former because of its potency, and the latter because the Church in our setting has outlawed arcane magic. And of course. our party was in possession of it.

More specifically, Dale was in possession of it. While Dale was running a Ranger of a different name, Dale took his character's keeping of the Crown very seriously. He diligently obeyed the orders of our party's faith-based characters to keep it hidden and resist its lure. While the Ranger carried it, the Crown called to him and spoke to him and begged him to be free. Dale, however, maintained his character's commitment to the party's plan and denied himself the power the Crown promised him.

Chief among our religious leaders was Justin's character, a Church Inquisitor and arrogant sonuvabitch. (Not Justin, mind you; the character only.) It was his constant warnings and sermons against the White Crown's influence that set the standard for our party's actions. Even with a Paladin and Cleric in tow, the Inquisitor's authority- both in matters of church and state- was always looming. Our party was reminded of this daily and loudly.

You can guess where this is going. When the vampire enslaved our entire village, and the goblin spit hit the proverbial fan, what do you suppose our holy ace in the hole turned out to be? The Inquisitor put on the White Crown. Did it save the village from eternal damnation? Certainly so. Did it also start a fight at the table? Regrettably yes.

When any player builds up a character for years, from lowly first level to heroic heights thereafter, an attachment is formed. The player is thinking, acting, and feeling for the character after all. Many of us in this campaign were almost literally playing ourselves, or at least a large part of us lived in our characters. That style of play provides great emotional highs, and can result in some pretty frustrating lows as well.

Justin's character, by contrast, was not him in any way. He began the game as our DM, and we rotated that duty every Cabin Trip session. So when it was his turn to make a PC, he purposely created a foil to our young, idealistic, perhaps naive party. He made a hardened, self-righteous representative of the Church who would shepherd our sheepish characters along the correct path. In short, his character was a giant prick. But it definitely made for interesting role-play.

After all the investment we had made in the game, both as players and as characters, feelings were running high. I don't think anyone would blame Justin for acting in character, or Dale for being hurt by those actions as a fellow player. He bore the burden, and received none of the prize. His reward for obedience was to have his prize taken away when it mattered most. It didn't really matter whether it was Justin or his character who had acted. All Dale had to show for his efforts were hurt feelings and dead goblins.

SWEET EMOTION

Luckily for me this post is meant to be commentary rather than advice, mostly because what we feel doesn't fit comfortably into some formula or stat block. To dismiss it as "only a game" doesn't do justice to the personal commitment and emotional investment that make this hobby so rewarding. Simply decreasing or avoiding that investment, to lessen the impact of hurt feelings and wounded pride, would also decrease the pure (sometimes ridiculous) joy of gaming.

I will venture this much, based on my own history. In order to maximize the fun of a role-playing game, it's important that everyone at the table has the chance to feel good about the experience. That enjoyment is a communal effort, just like the success of the party and ultimately the campaign.

So don't be afraid to talk as a group about those things that cause friction throughout the course of play. However, you've got do it outside of the RPG session. If it's a real-life problem don't try to confront it while playing a game. Likewise, every issue has (at least) two sides. Hear all of them, and think of ways you can help. Take the time to ask yourself if you're adding to the problem or to the solution. Talk to each other about how to create more fun for the group. You won't always leave the table feeling the nerdy euphoria that's captured by some sessions, but you'll always feel good about the role you played.

Has your group had to overcome negative feelings before you could roll the dice again? Are you offended by all this touchy feely crap on your favorite gaming blog? Are you trying to calculate the AC of your own wounded pride? Tell us how you feel in the Comments!

7 Responses to Nothing More Than Feelings

  1. So…what exactly happened to the High Inquisitor of the party after he put on the crown? I suppose I can understand the anger at him, because he bullied everyone to never use or reveal the crown, and then used it himself when the chips were down. Or I at least assume that’s why there was anger?

    What really concerns me is what happens next, because what happens after a matter is just as important as knowing what happened before. Did the Inquisitor bully the party even more? Was there violence? Did the Inquisitor get punishment for his own crime?

    I ask this because on paper there’s really nothing wrong with what happened, other than hurt feelings. It made for a good plot device (I assume?), and depending on what went down next could change the entire scope of the game. While difficult for a DM to manage, I like that sort of thing. Now it’s just a matter of knowing where the situation went that it didn’t work out.

    On feelings invested in gaming, I’ve pretty much sworn off investing too much into them, because in the end it really doesn’t matter. They are experiences, and while I can decide where I take my experience, I cannot decide the outcome, because those are factors beyond my control (dice, plot, PC/NPC decisions, etc.). Trying to establish control over that which cannot be controlled just leads to heartache, and I therefore have no stake in it.

    Not that I don’t get into the role or into the excitement of what’s going on, but I keep in mind it’s just a game, and trying to take it as serious business just ruins it for me. For myself and others around me. Just play the game and take it easy is my motto, because it’s the better option than complaining over what can’t be changed.

    • I don’t think there were ever any in-game ramifications of putting on the Crown. The worst was probably just wondering when one of our rotating GMs would make use of that particular Sword of Damocles. Dale certainly never let him hear the end of it though. In Justin’s defense, I was definitely getting the feeling at the time that resorting to the crown was the only way we were going to resolve the situation. It was just a matter of who would do it first.

    • The in-game effects of putting on the Crown were certainly not immediate; it didn’t posses the Inquisitor, nor was he punished (as his position put him more or less ‘above the law’). In fact, he felt quite justified in using it, as it was necessary to save the day (see Chase’s comment above). Could the party have overcome the crisis without someone donning the Crown? Maybe. But I pretty much set them up for SOMEONE to use it, given the dire consequences of failure in that encounter. It totally fit in-game, both the encounter and the Inquisitor’s character.

      And it was definitely a good plot device. The Inquisitor’s objections to the Crown and its use PRIOR to donning it were purely theological in scope. Arcane=Evil, Crown=Arcane, Crown=Evil. Straight out of the teachings of the Church he represented.

      After he got a glimpse of what the Crown could truly do, however, his attitude became more one of alarm than of judgment. This led to a total shift in the party’s mission as they decided to travel the Crown halfway across a continent to deliver it to the safe-keeping of the Church. They left their homes and families and everything they had ever known to make sure the Crown didn’t fall into the wrong hands.

      While this decision led to the party’s ultimate downfall, it was absolutely a “moment of truth” for the characters.

  2. Mea Culpa, in hindsight I probably should have just kept running the encounter without the rule I had forgotten. Or instead, spent a round describing how the edge of the pit was starting to crumble as the fight raged around it. Thereby giving everyone a chance to pull back, before we started applying the rule. While I did explain it to the group before your turn started I did not give you adequate time to adjust your PCs strategy. However, you did get a blog post out of it. ;)

    I will however take no blame for your other character charging across a stone bridge without checking for traps. The bridge was in a dungeon, fifty feet over a rushing river, in a 1st edition D&D clone game, what were you thinking? Besides, you did not die from the fall, or the being unconscious underwater. You died after your companions hauled your unconscious body 50 feet up to the top of the bridge, then threw you down again.

    • That was certainly not a commentary on your decision Matt- only my reaction to it. Had my character not fallen victim to the rule you clearly outlined, I wouldn’t have had any feeling about it at all. And to be quite honest, my character’s strategy would have been the same regardless of the danger. He IS slightly suicidal after all…

  3. It’s nice to see someone delving into this topic seriously, without resorting to the ‘just a game’ reduction.
    And I agree, once things have cooled down, the best time to talk about these things is outside of the game, usually over a few pints or after a really good comedy to loosen everyone up :)

    • Thanks for the positive feedback! I absolutely HATE when my non-gamer friends question my emotional involvement in our role-playing sessions. If Vancouver hockey fans can burn half the city when their sports team loses, I think we’re allowed to get a little worked up if a character of our own creation dies or meets some grim misfortune.

      You’re right though- it’s hard to stay too upset about it when the drinking and laughing starts!