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Helping Struggling Players

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Cthuluzord Cthuluzord's picture
Helping Struggling Players
How do you help players that seem to still struggle with the setting? This isn't a value judgement; as a GM, I certainly still struggle with the setting. I think people are attracted to the game precisely because of EP's complex mix of hard science, extrapolated social issues, and cosmic horror. But the other night, I planned what I thought was a fairly simple encounter, not even necessarily resulting in combat. By the end of the night, the PC's had caused a MASSIVE scandal, were barely alive, and had breached Firewall op-sec all to hell. There were some bad rolls, certainly, but I had players recognizing they had gear twenty minutes after it was useful and trying to retcon. I had PC's citing "law" on anarchist stations. It was crazy. I don't mind on a narrative level--players make the story, and gunfights certainly have the potential to go awry. My concern is I want to keep the game fun (which I'm afraid they didn't have last night) but I planned to up the difficulty of the campaign quite a bit in the near future. I feel like the players have been together as a Firewall cell for some time and at this point they should be pulling off some major spooky spy shit. In a few instances, they already have, but the go-to response remains "kill it with fire!" That is going to have...more nuanced consequences in my planned future. Furthermore, I'm pretty liberal with giving characters quick access to fabbers and not limiting resources. Once I stop doling out the custom morphs and plasma rifles, how do I encourage creative problem solving? Am I thinking more of Ozma? Should Firewall agents be the cops who don't play by the books? Have other GM's struggled with this? Do you have players clinging to hot gear and weapons across scenarios like they have one-of-a-kind enchanted Vorpal swords? How do you present other options without railroading? Do you allow the consequences of out-of-setting behavior to try and encourage growth, or do you modify the game to meet a group's predilections?
levi levi's picture
Re: Helping Struggling Players
I find it inspiring that you, an excellent GM, admit to struggling with the setting. Thank you from everyone who listens. Cthuluzord: I feel like the players have been together as a Firewall cell for some time and at this point they should be pulling off some major spooky spy shit. In a few instances, they already have, but the go-to response remains "kill it with fire!" I find this to be a problem with all settings, not just EP. The beauty of EP is that this should rarely work. With backups and cort-stack retrieval, there should be major consequences for this kind of action. I can see rep scores dropping because people don't want to associate with terrorists. They blow their Firewall cover? -20 i-rep. Covert ops are hard to run, because when they go well, there's not much exciting action. Think of the movie Spy Game with Robert Redford and Brad Pitt. I see the Firewall agents as a pseudo-pro covert organization. Not on the caliber of the CIA, that would be Project Ozma. They won't always keep it under wraps, but they should try.
Arenamontanus Arenamontanus's picture
Re: Helping Struggling Players
I like to have consequences show up. Make a massacre and you will be hunted by powerful law enforcement agencies that have their act together - and quite likely your former friends who now loathe you. I also like to give munchkins what they want, which is usually the best rope to hang themselves. The trick is having a shared understanding of what the game will be like. This is both a matter of agreeing on what the world is like, what kind of behavior is expected and tolerated, and what story the group want to tell. In a gaming group where people know each other and their styles the latter two can usually be dealt with, but even there the first factor can trip things up. I shudder at the thought of what happened when we played Call of Cthulhu back in the days, and the players assumed magic was like in "normal games". It sometimes feels silly to have a general discussion about what will happen before even starting the campaign, but it can help a lot. I would imagine that for EP the key things to clarify is 1) the setting is fairly dark (bad and tragic things will happen), 2) many normal assumptions about life are no longer true (backups, forking, anarchy), 3) characters are powerful, yet embedded within a society (i.e. not a superhero game). Then there is the matter of what kind of game. The trickiest part is that they can shift. Two of my EP campaigns has moved from an action-espionage story to a political game, while the exploration game has moved into a military/espionage game. Sometimes it is useful to decide genre from the start and set it in stone: my favorite Vampire campaign was explicitely going to be a tragedy, and indeed everybody died (in vain, of course...) except for the poor guy with a fate worse than undeath. I am going to start a new game with a new gaming group who has neither played EP nor had me as GM before. That is going to be a challenge, and this thread is very welcome.
Extropian
Tantavalist Tantavalist's picture
Re: Helping Struggling Players
I started running an Eclipse Phase campaign myself just before Christmas. I had several reservations about how complex the setting might get and players being confused by it, so I took a few steps to correct this. These seem to have worked fine. The most important of these, for a group that has never played Eclipse Phase before, is both a big one and very simple:- Ditch Firewall. Just run a normal Cyberpunk-style game using the Eclipse Phase rules and setting. This means that the PCs will be dealing with much less high-level situations in a game that resembles other RPGs more than other do. It makes for a period of adjustment that's much more forgiving that just tossing a group who doesn't know how things work against Exsurgent horrors. It also makes for a much bigger shock when the PCs finally do encounter some sort of TITAN relic. Valles-New Shanghai was the setting I chose, and I feel this will be the best place for most GMs to set such a game. My advice is, start the game over from scratch. Have the players decide on character concepts, then think up a group concept that will tie them together. Making them all Infugees whose Indentures have all been bought up by the same criminal group or corporate sub-contractor is always a good standby. Start things slow. Ever session, think of one major feature about the Eclipse Phase setting that seems weird to modern people and have that play a major part in things. The first session I constantly reminded the players about Augmented Reality and universal sousveillance. The second, I had them all make heavy use of the Reputation system. Third session I had them RPing with the Clanking Masses to drive home how the robot slaves of this setting all have human minds inside- and so on. Above all, don't be too generous and don't pull punches. The way you've been having Cornucopia Machines work is the way they could work in theory, not how they work in practice. Even an Anarchist habitat would require Rep-use to justify all the mass and rare elements those Plasma Guns required. Make the first adventures pretty simple, the complexity will all come from the setting that they're still getting to grips with. A basic "take package A to place B" road trip with someone trying to steal the package on the way works fine. When they stop struggling with the setting, then make things harder. Once you've got the campaign into full swing, once the players aren't confused by the mundane stuff and can handle Noir and Technothriller plots in the Martian slums- then it's time to have them encounter something Exsurgent. If they survive, Firewall notices them and they get recruited. Of course, there's no reason that Eclipse Phase can't be fun without involving Firewall at all, so feel free to leave them out if you find the campaign is going fine without them. Hope my first post was of help- I've only lurked before now, but felt I should give what advice I could in this thread. A new group starting with Eclipse Phase should always be supported and encouraged.
Cthuluzord Cthuluzord's picture
Re: Helping Struggling Players
@ Tantavilist Thanks for the insight, Tantavilist. I think, if I had to do it over, I wouldn't have the characters start out in Firewall. And I love the idea of having an essay-like focus on one transhuman element in each game. However, we are nowhere near being new players in the setting. This was game, like, thirty of the campaign or something. Plus, while I'm happy to give out gear, I make them use rep for it every time. I haven't been doling out the Exsurgents all the time either; at this point, the players have encountered one group of Exsurgents, an unrelated X-threat, and the leftovers of a Titan attack. Everything else has been somehow based in transhuman culture. We should be beyond the "You are not a dwarven illusion battlemind any more" discussion now. I guess my concern is three-fold: first, I like the dark and tragic tone of the setting as it is written (apt analysis, Anders), and thus far the games have maintained that tone with some success. Secondly, I've been using promotion in status within Firewall as another reward system to the extremely slow character advancement system provided in game. Rather than just some rep every game and a CP point or two at the end of four sessions, I let fame and infamy grow on the secured darknet among Sentinels. For instance, all my Proxys are surrounded with rumors of what they did to earn the title, and one of my players recently got promoted to that status for something the group did. Finally, now that I've been setting all this up for twenty games, what do I do when players do something boneheaded enough to get burned out of the organization completely? It hasn't happened yet, but I see the signs and tremble. Do I say fuck all logic and realism, hand waving potentially career-ending snafus away? Do I send even more organizations after them (there are no less than 5 polities and factions by now that at least want some of the players ego-dead)? So, how do I maintain a tone without piling on the hurt so hard it is no longer fun? I suppose I'm really just musing to myself here. Any insight is appreciated, regardless, and I think it is great to include stuff in this thread for avoiding this kind of stuff at the outset of a campaign.
nezumi.hebereke nezumi.hebereke's picture
Re: Helping Struggling Players
Are your players not understanding the setting/tone? Or do they just not care? Generally when a party resorts to 'kill it with fire', it's not a failure on the GM's part, but just the party really liking fire. If the party wants to smash stuff, that's perfectly fine. Firewall has their clean up crews, then there are first-in exoplanet explorers and so on. But you need to establish this is what they want. If they're failing to grasp the setting, try introducing things one bit at a time, and using cheat sheets. When I run con games, I give each player a paper listing all of their implants and abilities, and what they do. Then I run a little social encounter or something, and gradually bring them up to speed (this is a four hour thing). By the end, they're generally all dead, but they had fun and they grok the setting. Firewall is indeed a complicating factor though, because it enforces a level of difficulty which wouldn't apply to just mercenaries or adventurers.
Decivre Decivre's picture
Re: Helping Struggling Players
Cthuluzord wrote:
There were some bad rolls, certainly, but I had players recognizing they had gear twenty minutes after it was useful and trying to retcon. I had PC's citing "law" on anarchist stations. It was crazy. ... Have other GM's struggled with this? Do you have players clinging to hot gear and weapons across scenarios like they have one-of-a-kind enchanted Vorpal swords? How do you present other options without railroading? Do you allow the consequences of out-of-setting behavior to try and encourage growth, or do you modify the game to meet a group's predilections?
Honestly Cthuluzord, what you are witnessing is a classic genre shift problem for roleplayers. When a playgroup hasn't tried out a specific play genre (more than game system), it often throws them off as they try to play the game the same way they usually play. It's a common dilemma. It happened to my original playgroup when we switched from games like Shadowrun and D&D to World of Darkness, it happened again when they switched to Apocalypse World, and I'm sure it'll happen again if we decide to switch to another game with another different playstyle. My recommendation is to tone the game down a bit. They're probably having a hard time understanding how the tech interacts and how Firewall SOP is. I might throw in some NPC aides to assist them (and give you a voice for helping them out in-game), and you might want to go go through the techbook together so that you could explain it to them, or one of them might explain it to you if they grasp the concept better. It's a common thing I do with my EP playgroups (and other game playgroups) as well; when a new book comes out, we go through the new book to make sure everyone understands the new mechanics and tech. And while I understand you want to ramp up the difficulty, I might recommend waiting until your players understand the setting better. I might even hold off of major exsurgent encounters until then, sticking to human-caused existential threats; you don't want to show them the alien and bizarre before they are at least moderately comfortable with the usual.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Prior Prior's picture
Re: Helping Struggling Players
Thanks Tantavalist, for the good advice. I was thinking of starting a campaign during the Fall itself, with the characters struggling to get off Earth, maybe racing to reach one of the few last evacuation points. Has anybody else tried this?
"I do seem to remember a process where you people ask me questions and I give you answers, and then I ask you questions and you give me answers, and that's the way we find out things. I think I read that in a manual somewhere."
Cthuluzord Cthuluzord's picture
Re: Helping Struggling Players
http://actualplay.roleplayingpublicradio.com/2011/03/genre/horror/eclips... Not a campaign, but the first half of the game is a "Get off Earth alive" tutorial level.
nezumi.hebereke nezumi.hebereke's picture
Re: Helping Struggling Players
Prior wrote:
Thanks Tantavalist, for the good advice. I was thinking of starting a campaign during the Fall itself, with the characters struggling to get off Earth, maybe racing to reach one of the few last evacuation points. Has anybody else tried this?
There was a thread around here somewhere on the topic. It sounded pretty cool too.
Xagroth Xagroth's picture
Re: Helping Struggling Players
If you can get your hands on it, I suggest giving the players the Delta Green book for the old (5th or 6th edition, with percentile dices and the like) Call of Cthulhu RPG. That is a setting book for the "actual" setting of the game (the Call of Cthulhu can be played in the 1890's -victorian age-, 1920's -classic- and 90's and later -actual-), inspired in conspiracy theories, the impact the Mythos had on the US government since WWII (it all starts with the nazi's supernatural program), and Majestic-12, the UFO that crashed so long ago, Area 51... In essence, there the players are a cell inside a conspiracy. They usually are federal agents of some sort, inducted into the conspiracy to "make things right" (since the government is making pacts with the aliens... which are nothing but a mask made by the Mi'Gou, a Mythos race devoted to the study of the human brain. Yes, they tend to have brains in jars...). Leaving all aside, the players in that game are not supposed to "kill things with fire": usually they go mad after seeing supernatural things, and the only thing they can beat are human cultists (if those cultists don't know magic, that is XD). In Delta Green, things escalate a little in several aspects, but the essence is that the players are unsactioned agents working for a federal agency in the day and trying to save the world at night. Discretion, stealth, and speed are paramount!
clockworkjoe clockworkjoe's picture
Re: Helping Struggling Players
hey I'm one of the players in the campaign. I just noticed this thread from the RPPR referrer logs. If this is about the event I think it is, then I will add this: One player just didn't read the rules and argues about everything always - not just EP. He also joined late in the campaign. As for the op - we have very tight mission parameters and there's seldom any real choices that have equivalent costs - it's typically "if we don't do this, things will get much much worse for us and there's no way around it" Our choices boil down to HOW we pay to accomplish our mission - mental trauma, deadly encounter or our few resources/reputation etc. In that particular op, our choice was to either make a deal with horrible criminals that would inflict heavy mental trauma on all us or we could take them down and get what we want from them in a deadly fight. There was no other way and if we failed to get what we needed from them, Firewall itself was in danger. That's not a side quest, that's mission critical. Our execution was flawed but most players in the group are not tactically oriented. With those kind of stakes and the fact that you know our ability for tactical mission planning, the results were pretty much predictable. The one time we had a well-executed tactical mission was because we had good intelligence and time to plan - we didn't have either in this case. Spooky spy shit requires good intel, time and planning more than anything else. We don't plan stuff that much but we've never had time or seldom had good intel. I think part of it is the setting in the sense that EP technology is so complex and variable that there are no shared assumptions - unlike say the real world. Since Delta Green was mentioned earlier I can use that as an example - we know how cell phones and cars work in the real world as common means of communication and transportation. We know how (in general) they can be attacked/sabotaged/bugged and from reading up on real world espionage tradecraft how real spies use cell phones and cars. Obviously this doesn't cover everything as there is innovation and unique disruptive uses of these items - like Mossad's use of C4 in cell phones to assassinate terrorists but these are rare and even with that, there are ways of picking up on that/countering them. The terrorist should have known that cells are insecure and might have been too paranoid to use it anyway. In EP though, we don't know how technology is used exactly or how it can be attacked - except to say that any kind of attack can be used against any kind of technology. Every single item can be hacked/turned against its user - you can bug everything, turn anything into a bomb, hide nanoswarms in everything. A car can be a car or an AGI or a human in a weird morph or an AR illusion. An ecto can carry a bomb in it or a disassembler swarm or a basilisk hack. Because of this, how can any player, no matter how versed they are in EP know what to expect in any given game? For example, a remote bunker on Mars could be guarded by: A dozen mercenaries in Olympian or Remade morphs - including snipers with seeker rifles that act as artillery Turrets and mines monitored by AGI systems - drones with fabbers can repair/rebuild them 3 reaper morphs in high-end camouflage systems and specialized tunnels/chutes only they can used to hit and run against foes. Hundreds of nano disassembler swarms, each keyed to different areas with different passwords - have the right passwords and walk right in but don't step over the red line. An impenetrable vault openable only by a simple mesh interface that hides a deadly basilisk hack Deadly bio or chemical weapons traps Hundreds of forked soldiers in case morphs - fabbers provide endless cannon fodder. Highly radioactive leaks Innocent civilians trapped/controlled with psychosurgery and armed with implanted bombs Since all of these are possible, the players have to rely on the GM to provide them with the knowledge they need in order to get into that bunker. No amount of EP knowledge is going to let them guess what's in store for them. TL;DR version: There is no such thing as tradecraft for EP players because EP is too complex to allow for that.
Decivre Decivre's picture
Re: Helping Struggling Players
clockworkjoe wrote:
TL;DR version: There is no such thing as tradecraft for EP players because EP is too complex to allow for that.
I disagree with this. Even if there are a multitude of manners by which a tradecraft can be done depending on region of the system, there are still tradecrafts. It's just that a 40 in Profession: Security means a lot more knowledge in 10 AF than it does today.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
clockworkjoe clockworkjoe's picture
Re: Helping Struggling Players
Decivre wrote:
clockworkjoe wrote:
TL;DR version: There is no such thing as tradecraft for EP players because EP is too complex to allow for that.
I disagree with this. Even if there are a multitude of manners by which a tradecraft can be done depending on region of the system, there are still tradecrafts. It's just that a 40 in Profession: Security means a lot more knowledge in 10 AF than it does today.
That requires the GM to tell you the relevant information - I mean actual player knowledge of tradecraft. To go back to Delta Green - while there are supernatural elements in most scenarios, players can go forward with traditional deductive investigation. Look at the scenario, A Victim of the Art http://web.me.com/drgonzo/Site/Welcome/Welcome_files/AVictimOfTheArt.pdf It's about a series of supernatural murders with no apparent motive. The players can get a lead on the killer by investigating the phone records of each victim and finding a common link between them. Phone records are common knowledge to pretty much everyone now so the GM shouldn't be expected to tell the players that this is an option available to them. The procedures of real life investigations and espionage are available for any player to know and after decades of procedural movies and TV shows, a GM shouldn't be expected to explain how these operations work on a basic level. However, in EP, details like that are left to the individual GM - how much information could a player get from a dead person's mesh records - how easy it is to get those records and how the laws of the local habitat/government treat those records are not immediately apparent to the players. I could easily see a GM saying that mesh records work exactly like phone records or completely different, while it being plausible in the game setting and there's no way of knowing which way it works until the GM tells me. In our case, the bad guys were hiding in a place I didn't know could exist in a scum swarm and I frequently ask about using my security ops and smuggling tricks skills to gain more information. (I don't remember if I asked about using it in this particular situation) However, we only had one possible lead on these bad guys and we followed it. Had we been told about other possible approaches, we might have taken them.
Decivre Decivre's picture
Re: Helping Struggling Players
clockworkjoe wrote:
However, in EP, details like that are left to the individual GM - how much information could a player get from a dead person's mesh records - how easy it is to get those records and how the laws of the local habitat/government treat those records are not immediately apparent to the players. I could easily see a GM saying that mesh records work exactly like phone records or completely different, while it being plausible in the game setting and there's no way of knowing which way it works until the GM tells me.
I see that as being part and parcel to two major elements of the setting. The biggest one being that the setting is in its infancy... it hasn't had the time to really solidify a playstyle in the way that games like Shadowrun has. It's still a fledgling game in so many ways. The other issue is that the game setting is pretty damn massive, and varied to boot. But down the line, this won't be the case. Once the game has really solidified with GMs and players, it will be at least somewhat more consolidated. There will always be unexpected twists, but the issue right now is that the universe hasn't really been fleshed out enough to be as understood as many other settings.
clockworkjoe wrote:
In our case, the bad guys were hiding in a place I didn't know could exist in a scum swarm and I frequently ask about using my security ops and smuggling tricks skills to gain more information. (I don't remember if I asked about using it in this particular situation) However, we only had one possible lead on these bad guys and we followed it. Had we been told about other possible approaches, we might have taken them.
True, but once you've played the game a while, you'll know to expect plenty more.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
clockworkjoe clockworkjoe's picture
Re: Helping Struggling Players
I can expect anything and everything - we've encountered pretty much everything except Jovian security forces at this point - exsurgents, oversight, criminal syndicates, super exotic foes not even mentioned in any EP book, terrorists, uplift extremists, asyncs, TITAN built death traps, transhuman built death traps and so forth. But we can only act on the information we're given and Cthulhuzord plays his cards pretty close to his chest. We can plan stuff - here's my response to the scandal and a plan for another mission we have to get done SPOILERS FOR KNOW EVIL IN THIS LINK http://slangdesign.com/forums/index.php?topic=329.msg32370#msg32370
Xagroth Xagroth's picture
Re: Helping Struggling Players
First of all, I suggest both players and GM to talk out of session, provide feedback and desires. If you have turned the game into a GM vs PCs, then you are doing it wrong (unless you actually enjoy that kind of game). Also, the one who doesn't bother to read the books and argues with everything has a very clear choice: read the books and provide valuable OPINION (GMs word is gospel, thannk you, but the GM is responsible for being, at least, coherent with himself), or stop bullshitting everybody (either by shutting up or leaving the table). Eclipse phase is a role-playing GAME. A game is to have FUN. As for intelligence work... You know that joke about Military intelligence being an oxymoron? Well, that's beause the military says they don't have any idea when they don't instead of lying. Flying blind is usually the standard operation procedure for any field agent, because of "need to know", "information compartimentalization" and other sets of words that are beautiful ways to say "go there, do that, we won't tell anything else". Now on the game itself: - What a player knows is irrelevant. What is important is what the character knows. Meaning, I can't play Delta Green and act like a spook when I'm just an FBI computer head that never leaves the building or sees field action (not to mention a CIA intelligence analyst, who are actually forbidden to go into the field). This means that if your character doesn't have skills like Security, Spionage culture, etc... (from Knowledge, Interest or Progessions, whatever is relevant) or Infosec, for example, you actually don't even know you can get your mesh hacked. Also, this means that not having a single point in Psychosurgery (be it the actuall skill, the Knowledge version, or whatever) means you know there are some awesome psicological techniques that can cure even the biggest traumas or fear... but you don't have the slightest idea of how things work, or that your behaviour can be controlled. - Whatever the GM throws at you needs only a logical explanation. That explanation, by the way, needs to come eventually, not in the exact moment. For example, in the bunker you mention, you know you need to get inside because they have something you want. You manage (after an epic session where combat might have been involved... or not, because you spent most of the time forging identites to be able to get inside peacefully) to get to the storage area of that nasty piece of TITAN tech... but it is not here! What? The GM just joked you into doing nothing! Or maybe... you were too efficient and you reached that place too quickly and the item hasn't arrived yet. Or worse, you raised warning flags and the item has jus been moved, and the security detail left behind was just the standard for a TITAN piece of tech project OZMA uses. Or it was a trap to get you all there... meaning there was a leak, so the next mission is actually the investigation of a set of forks of the group that Firewall kept itself and has been forced to use, since your original backups were just taken by project OZMA using false identity credentials (of course, being as just and wise as a GM, you will get more development points and a new identity after the finish of the investigation. You are, meanwhile, a Firewall Ghost unit, so black that only your handler knows you exist at all). Also remember that, if a mission threatens critically Firewall, the GM has to be ready for the possibility of your failure. And that saving the world each monday afternoon turns into boring routine after two or three weeks.
Dr. Black Dr. Black's picture
Re: Helping Struggling Players
When you don’t know what to expect in the bunker, you can not forge identities or do something similar. First you need to know who ones the bunker, so you can adjust your camouflage. Without further information a player group has only two options: gather more intel and when this fails, load your guns and approach it. For planing you need to know what to expect and a sense how things work. It is pretty ok when the players do not know certain points, because there charakters do not know them (for example how some horror thing works), but a without a idea what to expect and how the adversaries will react players can be either passive or go in head first. I think the Feedback from clockworkjoe will be useful for Cthuluzord, at least as a starting point for a in deep talk.
Xagroth Xagroth's picture
Re: Helping Struggling Players
Well, there are two options for knowing what to expect or gathering intelligence before the actual operation: First, the GM knows what does he wants to have. Second, he lies to the players, telling them that he knows who are inside the bunker, seeds them some generic information for starters, and when the payers start to brainstorm (players will always brainstorm) he can choose the option that suits the story better. Of course, if the problem is that the GM is a huge stockholder of Railroad Adventures INC., then you won't be able to do anything but roll dice and shed tears of anger and frustration.