I suck at poker. I understand the game, and have a high level of familiarity with the rules, but I am usually the first or second player out of a group to lose all their money. This is down to my atrocious poker face, and it’s becoming something of a hindrance during my current game.
When I GMing, I like to run games with a hint of mystery about them. Luckily, a lot of my players feel the same way, so I get to indulge this habit fairly regularly. What’s becoming a problem though is the same as it is when I pay poker; I tend to get quite excited about what’s going on. When you have two aces in your hand and a third sat on the table, getting excited means no one will take your bet, and you stand to lose a few chips. When it happens during a role playing game, you can give away valuable plot point information and reduce the investigation element of the game to naught. I don’t think I’ve been that bad so far, but I know I have been pushing my luck.
I’m sure all GMs have had that moment when they grind their teeth a little, silently screaming things such as, “You were given this clue last week!”, or, “Share the information, it’ll all make sense then”! But players don’t often do what we want or expect, and that’s a great thing. After one particularly worrying moment in my Cyberpunk game, the players wandered into a meeting with a very important person after receiving a tip-off from someone that I thought they would trust that the VIP was almost certainly going to kill them. He told them to stay the hell away from the meeting, and to not even go back to their homes. He even left them a substantial amount of money so that they could go on the run without having to worry about where their next meal was coming from, or keeping a roof over their heads until they got settled.
So of course, they went up to the meeting, and were promptly held at gun point by the VIP’s personal goons.
Should I have been surprised by this? Of course not. No GM should ever be surprised by the actions taken by players in their games . But I did get a bit exasperated, as it was far from a subtle clue that something was amiss. It was a comment from one of my long term players and best mate ever that really made me rethink my response though, and also made me want to get some thoughts down on the blog, “dude, you’re forgetting that we don’t know the script”.
Now of course this is true, but I have found myself giving the game away on several occasions recently, not just because the group went against the grain, but often when they did something that I really wanted them to do. Awarding experience for coming up with a great plan, or putting together a bunch of disparate clues to come up with an answer that makes sense is a great idea. Doing it the moment they come up with said plan is a very explicit way of saying that they’re on the right track. Even worse though is just straight out complimenting the player in question for figuring something out. If they know they’re on the right track, they have little reason to explore other ideas even if it would make sense for the characters to do so.
Luckily I have once again been blessed with players who role play to the hilt and really don’t let themselves get swayed by my inability to keep things under wrap, but in a different group, this could be a real problem. So from here on out, I promise to try harder to keep a straight face. To only give the player characters clues that they would get from in character actions rather than through rewarding them for doing what the GM wants. This should be no problem, as instead of handing out XP as and when they do something impressive, I’ll just be keeping a tally during games, and handing it out in the post game wrap up. Hopefully this will mean that they won’t know exactly what it is that they’re being rewarded for, and will incentivize them try out new and cool ideas.
I would hope that this problem doesn’t affect too many other GMs, but if it has been a problem for you in the past, either as a player or a GM, I’d love to hear from you, especially your solutions.