This is very much a part two, so please check out part one then head right back here. And now that we’re all caught up, lets take a look at some of the ways that it is possible to claim some small victory whilst role playing. Once more though, I must remind you that none of these wins will come at the expense of your fellow players or the person running the game. While it is certainly true that some games are designed to be played in such way, I’m not talking about them. I also know that some gamers like that style of play – sometimes in games not designed for it – but they have their own victory conditions to worry about.
What I’m talking about are the things that happen during a gaming session that just make it all so very worth while; the moments that you’re going to remember, and wax lyrical about in pubs and at gaming conventions whenever that group comes together again. A great example of this is when you break your GM. Not literally, and not in any way that should cause lasting damage to their ability to run a game, but just enough that they struggle to breathe for a moment or two while trying to call you all bastards. This is usually achieved through making the GM laugh so much that getting air back into their lungs becomes a struggle.
I know not every game should be a laugh riot, and sometimes it’s massively disruptive to try and make people chortle and guffaw in the face of a setting and genre that’s aimed more at quiet political scheming or gut wrenching horror. Every once in a while even those kind of games can end up with people chuckling a little bit though, but when your GM goes red faced, slamming his fists onto the table as everyone laughs along, it’s great. When they’re still laughing a minute later, when everyone else has stopped, you know you’ve done something special. And then, when all the players start laughing again, this time at the GM, and this makes them laugh even more in a continuing cycle of hilarity, then you’ve won.
It’s not all fun and games though, and sometimes I’ve managed a win without knowing about it for months. Imagine yourself playing a game where you and all the players are part of a thieves guild, and during the course of play while on a sanctioned job you come across a perfect mark for a short but profitable confidence scam. It looks so good that you all just assume that the GM has set it up for you and you go along with it. You plan roles for each of the characters, work out what can go wrong, cover as many variables as possible, and then spend several sessions just pulling the con off. Dealing with every problem as and when it occurs, thinking on your feet and getting a pay off that ends up being worth even more than you thought.
After all that, two months after that in fact, the GM lets you all know that they had no idea you were all going to attempt such a thing, and struggled to keep up with the pace that everyone was thinking at, but was so impressed that they let it happen, holding off on their own plot for almost two whole months. Not only is this a great win for all the players who showed a great deal of inventiveness, but also being in a game with a GM who rewards such play. Most importantly, you get to live with the consequences of your actions, and this has to be one of the best things about role playing in a well run game.
If you can deal with the negative consequences of you actions too, then that is also a win, and possibly the biggest one worth mentioning. I’m not saying that you cannot lament the results of a poor dice, cursing the Gods of poor fortune of you happen to believe in such things. What I’m talking about here is when you make decisions that affect the game world, and the consequences of these actions come back to bite you in arse. Railing against these things is to me a sign of a bad role player. If you think you have been wronged, then deal with it away from the table and nine times out of ten you will likely find out that GM was acting perfectly fairly. Quite often they have information about the game world that you don’t and will have used that info to come to decision about how an NPC would act.
Even if it was a slight error on the GM’s part, then you win nothing by drawing attention to it at the table in front of other players. So instead of making a big deal out of, act with decency and decorum and focus on what you could have done to be affected by such consequences. Handling a situation like a grown up is great for everyone around the table, and makes you look awesome. If that isn’t a victory, I don’t know what is!
As with the last part of this little ramble, these are just my ways of getting a victory out of a role playing session. Feel free to drop a comment below and share with everyone else.