Post by flybane on Jun 27, 2010 4:14:21 GMT
Hi,
I did another session with my 12 year old boy player,
(Session 1:) dwaitas.proboards.com/index.cgi?board=general&action=display&thread=915
and this time I had a girl the same age temporarily with us, which made it a lot more fun. My girl player was wonderful at character creation, which made my life a lot easier. I also liked being able sit back while my players argued instead of having to get involved. I didn't get to try the music idea because we were actually traveling and at a friend's house. I've pretty much given up on cultivating the "mood" I would have gone for :-)
I'm confused about kids. They can be fascinating creatures as well as seemingly contradictory ones.
They both looked bored, stacked story points, drew doodles without looking up, slouched, made sullen faces, and even complained that it was all talking and no live action (you can if you want, I said) such that I was ready to consider myself a failure as a GM, but they also kept coming back for more and said they had fun. Is this normal? They also bickered a lot, which seemed disturbing to me as an adult but also seemed to be generally harmless in the end... just a bit tedious for me to sit through.
I ran with a "hook" the boy came up with last time and had the PCs, The Master(!) and a lost princess (!) run into a Silurian and end up having to help negotiate a treaty between American Silurians and the United States government while dealing with environmental degradation and issues about recycling. Next, I took one idea from each player: 1) Cybermen and 2) A person from the stars - and created a story from those pieces which we started today.
The funny thing is that my players can have a very strange (to me) sense of what is plausible and what is not. I say that an assassin tacks a note to the TARDIS door with a knife that says "HELP ME" and the kids will find it completely ridiculous. But then they'll suggest that they invent a machine that makes garbage *completely disappear* and look at me like I'm crazy if I say that that goes way too far past the laws of physics and the available quantity of story points, and would make all the other problem-solving pointless - and then rule that they can try with a decent chance of success for a machine that reduces the mass to 1/3. What do you do when your players try to take massive shortcuts that to a GM would significantly spoil the story? Sometimes it's like they don't understand my feeling that plot limits like "the TARDIS is broken" can give direction to a story. Or maybe it's not a story they want, but freeform exploration? (But then I try that and get complaints that nothing happens...) My players are not rules lawyers, but I feel like they can be "story lawyers." I kind of wish they would not pick every minor plot decision I make apart , even if the reasons are clever, and then be outrageous the next moment... I'm generally having fun and I can laugh at these things most of time and move on, but this aspect of it really throws me off. I really would prefer not to debate whether or not there can be two inhabited planets in the Crab Nebula area when it doesn't even matter where this planet is...
Another thing I'm having trouble with: I don't want to squash my players if they want to play very collaboratively, but it makes my job as GM kind of difficult if my players keep trying to tell me what information they receive or what happens next. I know there are games where that works, but this is one that I'd rather play with a clear GM/player distinction. I sort of wish I could set this up to play like Polaris; maybe the kids would like that better? (On the other hand, I described Polaris and got no interest whatsoever. ) Do I try to houserule this, or do I try to "teach" how to play the game effectively the way it's written?
Often I've gone to huge lengths to weave significant parts of their spontaneous suggestions into my plan or even offer to let a player GM a while with my help, but when faced with the actual responsibility of GMing, even if I help with the rules and math, they decide they'd rather be the players and have me set up the story. I'm getting some improvement in that I've increasingly gotten my players to discuss possibilities with each other rather than the GM, but I think they have a hard time describing what actions their characters take (examining a medallion visually) as opposed to the result (noticing that there are a few words inscribed on the back). I sort of have to gently prod - "So, do you want to take a closer look at this thing?" as well as retcon their statements in "Oh, um, OK, it's a locket that just looks like a medallion and the inscription is on the inside" - otherwise, it's like they don't know what to do with their characters.
Finally: They said they want more of what the girl calls "minigames" - like last time's "The Master tries to go fishing in Wisconsin and then tries to get a discount in a candy store" but start agitating for "more adventure" if I throw in a lost baby Silurian on the way home from a powow with the Silurian leaders. Huh? What is it that they want me to give them? I think that feeding the desire for more "minigames" will help my players "get into" their characters and be more comfortable describing actions for their characters to take. It's just that I don't get why some things work with these players and others don't.
I did another session with my 12 year old boy player,
(Session 1:) dwaitas.proboards.com/index.cgi?board=general&action=display&thread=915
and this time I had a girl the same age temporarily with us, which made it a lot more fun. My girl player was wonderful at character creation, which made my life a lot easier. I also liked being able sit back while my players argued instead of having to get involved. I didn't get to try the music idea because we were actually traveling and at a friend's house. I've pretty much given up on cultivating the "mood" I would have gone for :-)
I'm confused about kids. They can be fascinating creatures as well as seemingly contradictory ones.
They both looked bored, stacked story points, drew doodles without looking up, slouched, made sullen faces, and even complained that it was all talking and no live action (you can if you want, I said) such that I was ready to consider myself a failure as a GM, but they also kept coming back for more and said they had fun. Is this normal? They also bickered a lot, which seemed disturbing to me as an adult but also seemed to be generally harmless in the end... just a bit tedious for me to sit through.
I ran with a "hook" the boy came up with last time and had the PCs, The Master(!) and a lost princess (!) run into a Silurian and end up having to help negotiate a treaty between American Silurians and the United States government while dealing with environmental degradation and issues about recycling. Next, I took one idea from each player: 1) Cybermen and 2) A person from the stars - and created a story from those pieces which we started today.
The funny thing is that my players can have a very strange (to me) sense of what is plausible and what is not. I say that an assassin tacks a note to the TARDIS door with a knife that says "HELP ME" and the kids will find it completely ridiculous. But then they'll suggest that they invent a machine that makes garbage *completely disappear* and look at me like I'm crazy if I say that that goes way too far past the laws of physics and the available quantity of story points, and would make all the other problem-solving pointless - and then rule that they can try with a decent chance of success for a machine that reduces the mass to 1/3. What do you do when your players try to take massive shortcuts that to a GM would significantly spoil the story? Sometimes it's like they don't understand my feeling that plot limits like "the TARDIS is broken" can give direction to a story. Or maybe it's not a story they want, but freeform exploration? (But then I try that and get complaints that nothing happens...) My players are not rules lawyers, but I feel like they can be "story lawyers." I kind of wish they would not pick every minor plot decision I make apart , even if the reasons are clever, and then be outrageous the next moment... I'm generally having fun and I can laugh at these things most of time and move on, but this aspect of it really throws me off. I really would prefer not to debate whether or not there can be two inhabited planets in the Crab Nebula area when it doesn't even matter where this planet is...
Another thing I'm having trouble with: I don't want to squash my players if they want to play very collaboratively, but it makes my job as GM kind of difficult if my players keep trying to tell me what information they receive or what happens next. I know there are games where that works, but this is one that I'd rather play with a clear GM/player distinction. I sort of wish I could set this up to play like Polaris; maybe the kids would like that better? (On the other hand, I described Polaris and got no interest whatsoever. ) Do I try to houserule this, or do I try to "teach" how to play the game effectively the way it's written?
Often I've gone to huge lengths to weave significant parts of their spontaneous suggestions into my plan or even offer to let a player GM a while with my help, but when faced with the actual responsibility of GMing, even if I help with the rules and math, they decide they'd rather be the players and have me set up the story. I'm getting some improvement in that I've increasingly gotten my players to discuss possibilities with each other rather than the GM, but I think they have a hard time describing what actions their characters take (examining a medallion visually) as opposed to the result (noticing that there are a few words inscribed on the back). I sort of have to gently prod - "So, do you want to take a closer look at this thing?" as well as retcon their statements in "Oh, um, OK, it's a locket that just looks like a medallion and the inscription is on the inside" - otherwise, it's like they don't know what to do with their characters.
Finally: They said they want more of what the girl calls "minigames" - like last time's "The Master tries to go fishing in Wisconsin and then tries to get a discount in a candy store" but start agitating for "more adventure" if I throw in a lost baby Silurian on the way home from a powow with the Silurian leaders. Huh? What is it that they want me to give them? I think that feeding the desire for more "minigames" will help my players "get into" their characters and be more comfortable describing actions for their characters to take. It's just that I don't get why some things work with these players and others don't.