Yesterday, I wrote about science fiction RPGs: Metamorphosis Alpha, Gamma World. Traveller, and Scout – a home-brew RPG.
Today, I will touch on the others that my old group from high school played.
GangBusters was based on the gangsters and FBI of the Roaring 20s & 30s, a la Al Capone and Eliot Ness. I do not remember playing that more than a few times. This was a TSR product.
Top Secret was a TSR RPG based on James Bond, and other spy movies. This is one RPG that our group got into and we played quite a lot. I still have my hand-written character sheet on notebook paper from the 80’s. We just sort of drifted away from this game. I think after high school graduation and the separation of our gaming group, we no longer had the large base to take turns GMing so that one GM would not get totally burnt out preparing all the time. It is hard to prepare one game, let alone attempt to GM multiple games in multiple systems.
Boot Hill, also by TSR, is a western based game. We also played this one quite a lot. I actually owned this game and was working on a campaign and preparing to GM, when for some reason it never happened. I don ot recall what happened to my game materials.
Game cross-over. One of the problems our group encountered was that when one person was a player in one game and a GM in another, that person could be vengeful on the players when their turn came to be GM. We played one scenario in AD&D where two good-aligned characters killed the evil Drow character of the guy who was our GM for Boot Hill. He was very unhappy and swore to kill our characters in Boot Hill. He did kill our characters in Boot Hill, but at least he made it a memorable “Alamo” scenario, and while we did not appreciate the vengeance angle, at least he made it enjoyable.
Another similar scenario occurred when another DMs campaign had a player whose character was extremely evil and high level. My brother, Robert, and I had two new players in this campaign, and our stated goal was to get powerful enough to top this evil. So here we were 1st or 2nd level and this powerful 10th or higher level bad-guy is allowed to hear about these two new upstart PCs and tracked us down. We were no match for him, but my first level M-U used magic missle to blind one eye before he was struck down. This same evil character was played by the same evil character in the other D&D campaign that we slew, and who was the Boot Hill GM.
These problems with cross-over and what I would consider poor DMing to allow a high level evil character to even hear about the minor threat two low level characters posed, helped lead to the shrinking of our base of players. The DM did not have to tell this other player what we had stated our purpose was out of character.
Have you faced similar cross-game problems? How have you handled them to avoid hurt feelings?
I think it is one thing to have a party of NPCs be the nemesis of the player party, but it is troublesome to me on how to handle to player parties in the same campaign to interact in a way that brings enjoyment to both groups. If there are of opposites with one evil and the other good, I see it as a recipe for disaster and a sure-fire way to shatter a group. If I had to GM such a situation, I would try to discourage one player or group of players from trying to kill another, no matter the motive, or at least explain to them that it needed to be in the purview of the game and to be careful not to break friendships over it. As DM, perhaps put obstacles that prevent such incidents, unless there was a stated shared mindset that such activity was acceptable and that no hard feelings would result.
Roleplaying, like acting, touches on our real emotions and can soon lead to conflict, if one is not careful to make boundaries and limits. This is why people with untreated mental illnesses should not role play, as it can lead to problems. Such things lead to the bad name D&D had in the 80s, and was the source of the real problems of that gamer played by Tom Hanks in that TV movie in the 80s. It is meant to be a game that is fund, not the source of anger that dissolves friendships or drives borderline nut jobs over the edge. No disrespect intended to those with mental or emotional issues. If we are well-adjusted and approach it as a game that is meant to be fun, there should be few disappointments.
It is all too easy to become emotionally attached to our characters, and to feel loss or pain when that character has a setback in the game or dies.