Friday, September 6, 2019

Wolverine vs. Cyclops (or Why Your Games Keep Imploding)

When I visit my local game store, the discussion often turns to unhappy gamers, unhappy GMs, and to games that have recently imploded. Such-and-such is unhappy with their game, and is looking to drop it. More often than not, these discussions are laden with anecdotes about one or more players behaving badly, min-maxing to the point where the GM is miserable, hogging the spotlight, or maybe even actively working against the team's goals.

The problem here is a simple one -- Everyone wants to be Wolverine; No one wants to be Cyclops!

At the gaming table, it seems that everyone wants to be the mysterious loner, who wins the battle single-handed, and quips about killing, and loneliness, before walking off into the sunset, alone, to contemplate his tortured psyche... something, something, alone.

Everyone wants to out-cool everyone else, and no one wants to be left as the steady, solid, team player. Who makes the plan, and sticks with it, even though he isn't the main focus, to beat the bad guys with the help of his team, with which he has a quick beer, before heading home to bed, with his wife... who is way out of his league... and secretly pines for the loner bad boy.

Unless the accountant is also a bad-ass
So yeah... everyone wants to be Wolverine and no one wants to be Cyclops. I understand. We game to be wizards, space rebels, and superheroes. No one is playing an accountant, pounding away at his 9-to-5 desk job. We game to imagine being cool, and so it is only natural that people gravitate toward the cool archetype of the mysterious, tortured, bad-ass, loner -- Wolverine!

Unfortunately, the Wolverine archetype, when played poorly, is also sort of a disaster on a team. When he meets his prospective teammates, he won't step out of the shadows, and will only give vague, mysterious answers to their questions... bonus points if the answers are passive-aggressive. In battle, he is trying to out cool everyone, avoiding moves that help the team, and going for things that will prove just how much better he is than everyone else. Bonus points here if he is min-maxed so as to be better than everyone else. When adventuring, he is the guy who wants to scout ahead alone, maybe take out a guard or two (or even the big boss), or steal the macguffin all by himself. Bonus points if he withholds information or steals from the party because, "That's what my character would do."

Thanks to: http://clipart-library.com
So no, we don't want Wolverine at our table. What we want is a table full of Cyclopes. We want players who are actively trying to make the game better -- for everyone.

Gaming groups work when the players realize that their main goal is to play their characters such that they entertain each other, and the GM. Not to be cool. Not to stay true to character. Not even to beat the scenario and become rich and powerful. You can indeed do all those things, but the main goal is to entertain the other players at the table. That means everyone gets to be cool. Everyone gets their moment. Everyone gets their opportunity to contribute to a battle, and indeed, when you pick your moves, you pick the ones that bring the team closer to victory, even if your individual kill count suffers.

None of this means you can't play a bad-ass, or heck, even a misanthropic jackass. It just means that whatever your character concept, make it work in the context of the game, and the party. You can always think of one reason why your angry loner would work with the group, and if you can't, ask the other players for ideas, or ask the GM to give you a reason.

If your character idea is going to cause conflict, run it by your GM and fellow players. Your character might be working against his party, but you, as a player, should not be working against the other players at your table. If your idea isn't going to be fun -- for everyone -- don't even roll him up.

Anyway, this is a long way of saying, "Don't be a selfish player," so I'll be moving along now.


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