Pacing, Humor & Courtesy
The art of the referee or game master is a broad topic. There are various styles of refereeing that support the many styles in which role-playing games are played and enjoyed. Some aspects of the referee's art are particular to certain systems and styles and some are more universal. Pacing seems to be one of the latter. The flow of the game, fast, slow and in between can be adjusted to dramatic effect almost regardless of system.
The Burning Wheel offers three systems for conflict resolution. There is a very fast single dice roll mechanic when crunch is definitely not desired. It is recommended for situations when the dice are deemed appropriate to use, but a very quick resolution facilitates moving the pace forward. The verses test involves a bit more complexity as several additional factors such as tools/weapons and armor are taken into account along with other factors. In a Burning Wheel verses test several dice rolls may be necessary to get to a conclusion and this mechanic sets in the middle between really quick and rather slow. The most detailed and slow paced of the combat mechanics in the Burning Wheel involve the range and cover and fight systems. These are highly detailed and are used to focus the game's attention on a highly important conflict where slowing the pace down and building tension is desired.
The idea of speeding up or slowing down the pace of the game in order to create an effect at the table is a good one that can be used by a skilled referee to help players to enjoy the session. Some things that happen in a game deserve to be show-cased and lingered upon for dramatic effect, mush like close-ups and slow motion in film. For other scenes, a quicker effect is more in keeping with the intent. The speed and excitement of fast furious action is best recreated at the table with swift mechanics and rapid results. Pacing is one of the tools available to the referee.
Humor is another tool. Periods of intense action or horror are more effective when balanced with periods of brief humor during which our mental muscles can relax and we can take a few deep breathes and calm ourselves. A mental re-set, made possible by sharing a couple of humorous chuckles, prepares players for the coming challenge which may again involve some intense game-play.
The effective use of humor and the importance of not taking the game overly serious is a take-away lesson from my experience with Ken St.Andre's Tunnels & Trolls. T&T is arguably the 2nd in line behind ODD as being the first published role-playing games. The T&T story is an entertaining one and the fact that the game is still in print and still largely the same mechanically is testimony to the consistent good work of the folks at Flying Buffalo Enterprises who have continuously published T&T since 1975.
I have learned many different lessons from playing a number of different game systems and all of those games have taught me something about how games can be played. Borrowing ideas and adapting them to your current game is one way to improve your skill as a referee. Whether the craft of the referee is approached from an artistic stance or a scientific practice, exposure to a multitude of ideas can only improve the results. Having many tools at our disposal allows the referee to pick and choose among them in an effort to orchestrate the best gaming experience for all involved. Some lessons only come with experience, however and there is definitely an advantage to spending as much time as possible in the referee's chair. I will close this post with one final thought; if the goal is to have fun, then nobody wins unless everyone plays nice.
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