Dorkness Rising

I have just finished watching The Gamers II courtesy of a friend. Actually kind of cool in a geeky sort of way.

I learned two things: Firstly Joanna’s comments to Lodge about controlling the game and letting the players play out the adventure hit home.

Joanna: …maybe it would be easier if you didn’t decide how things were going to end before you start.
Lodge:  Ahhhh.
J: What? What is wrong with that?
L: If I don’t keep them focussed on the story, they’re just going to run around looting, killing and impregnating my entire world. I’ve got to keep them under control.
J: That’s why they don’t trust you?
L: They don’t trust me?
J: No.
L: They’re the ones who kill people before they have a chance to speak!
J: They know you don’t trust them to play your way. That’s why you keep them on such a short leash. It’s why you dropped a policeman into the middle of the group…
L: A paladin.
J: Whatever.  To keep tabs on them! It’s no wonder they screw with you. You’re a good enough story teller to handle whatever they throw at you. Just let the story evolve naturally. The ending might even surprise you.

Wise words to any GM, particularly to me. Probably the deepest moment of the whole film, which goes on to completely ignore the principle as far as could determine.

Secondly, some players are going to be dorks however much you shine as a GM.

About Mike Page

I’m a Christian, a father, a husband, a biochemist (PhD), a photographer, a gardener, a lover of good rock music, food wine and beer, an ex-pat, a lousy pianist and a patent examiner.
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