Another post inspired by a question from a fellow, and related, referee…How much buy in can you expect from your players?
The simple answer is: As you might expect…it depends. The final answer is that they will probably only ante up with the least amount they can. Let me explain the issue, and then I will offer a few bits of advice…that’s what you came here for, right?
Buy in is what you want from your players. You want them to WANT to come to game, to WANT to experience everything you have planned. And, if your game is based on a very common setting, basically if you can say “We are playing in the Battlestar Galactica universe, as portrayed by the most recent television series, before season 3,” your players will likely know exactly what to expect. But the farther you get from that statement, the more “Buy In” you are expecting from your players. If you use the earlier statement, but tell them that the game takes place on an unknown miner, with only a couple of raptors for protection, the buy in becomes higher. You want your players to go through the notes you provide them to know who the other 15 members of the crew are. Now, your players may be that rare breed who will devour everything you have written, point out your logical flaws, and pose questions on how much a 10’ pole costs in your setting! But more than likely, they want to know the setting so they can build a character. Anything else, they want you to tell them when it becomes pertinent to their game enjoyment. Nothing wrong with this. But as a ref who loves to build my own settings it can get frustrating, when I need to constantly remind the players that the “Moon” in this world is visible all the time, that the common man thinks of the day divided into 20 segments of time called horas. “These are important to the setting of the game,” I wail…and the players ask…”so is it still late afternoon, or is it evening?” and all I can do is say…yes…it’s late afternoon…
What I have discovered is that while fascinating backgrounds intrigue players, particularly explorers or story-tellers, very few are willing to ingest vast amounts of info to play in it. What you as a ref need to decide is how much of your background is story info and how much is setting info. Lets see if I can make this clear. If your next game is taking place in our space faring Roman Empire, you need to decide if the game outcome will depend on knowing when the Leo rebellion occurred and the order the planets were taken back into the Emperors benevolent protection because a serial killer is carrying out murders based on those dates, then that info is vital story info. However, if the story requires exploration of one of the Leo Rebels ancient Villa’s, then who owned it is really only story dressing. This is important, because when setting your players up there is a delicate balance of info you can give them without making it obvious the importance of the fact. The setup for both of these could be very similar: “Game will be set in the Leo Recovery Planets. As many of these games go, there is a crime that needs solving.” If you add “It is important to know about the Leo rebellion and recovery, particularly the dates of reintegration.” that kind of gives away part of the mystery. As a ref, you have already written 12 pages on the Leo Rebellion, but have any of your players read it? Of course this borders on character vs player knowledge. (hmmmm…foreshadowing, anyone?)
Generally, epic games will have more story arc related background info, while in episodic games, most of the background info is just setting. Obviously, there are exceptions to that. If your information is just setting, then you can simply feed it to your players if and when appropriate. When it becomes story linked the issue is more problematic. Of course, you can hand out a “writers bible” version of your world that covers key points of the background. You could explain all of the background info that might be important. However, for certain games, just by highlighting that info might change the outcome of your story. You can just tell your players where all the background is, and remind them that they may need to know everything in there. However…let me address the other side of Player Knowledge vs Character Knowledge!
One of my pet-peeves is refs that seem to forget that what your players know is different from the characters, who have lived in this universe all of their lives! Unless you can describe your game as “Our game starts in our real world, and the first game day will be yesterday AND you will be playing yourselves,”…it is very likely that the knowledge of the player and their character are not the same! Even in this case, it may likely be different as what the characters know will be filtered through your, as the ref, understanding of their knowledge. When keeping this in mind, remember that the players WANT to experience your game! You have all agreed to play and look forward to it. When you are getting ready to play the new setting, it is your responsibility to sell it to them! Give them the highlights that WILL be part of the story arc. Depending on how much that takes give them more. Then Guide their character creation! What does that all mean?
First, you should be able to present the highlights of the setting in a few sentences. 30 – 60 seconds. If the players balk at that point…it is not a good time to change settings. Find out what turns them off. Can you come to a compromise without changing core things? If so, do you want to? If they are intrigued, and willing to consider, then…
Give them the highlights! With the pitch, you have hooked them. with this, you are giving them a taste. You are letting them know enough of the background to let them understand what kind of stories might occur. This is where you buff off your best Used Car Salesman jacket, slick back your hair…and fast talk! Make them AMAZED by the setting…want to bury themselves in the potential! After this, they should be clambering to make characters, bursting with character ideas!
Now you take off your storyteller hat, and put on your ref hat. Guide them in character creation. Don’t let them create characters that don’t fit the setting. If you are like me, you want to let them play whatever they want. That’s fine, if they are willing to fit their idea to the setting. Sometimes, you need to veto certain ideas. Usually, however, you can guide them to build the character core with setting clothes. Done? Ready to Go? OK…Play Ball…
However, all of that is about getting them to pay up during buy in…and they still haven’t memorized the names of each of the prayer hours, or the ranks of the Emperors family! “Refmentor! You have Failed ME!!!!” Nope! say I. This is the next part of your responsibility! Remember that I don’t like players trying to try to play a characters knowledge…You are the memory of every character. YOU need to use the proper language! YOU need to stop, or at least remind them, that their character may or may not do something given the situation. Of course, you can forbid them from doing certain actions, but it is better to offer them an alternative. YOU need to be ready to answer a player regarding a setting question. This does not mean you have to reveal secret knowledge, nor should you, until they have actually discovered it. Avoid long discussions of setting info if possible…the players don’t need to know the whole cultural history of why it is appropriate to haggle in stores, but not on the street. If the player wants that info, make a note of it to discuss after game, or tell them where that info can be found (Such as your games WIKI!). You can remind them, when they are chasing the potential murderer through the alleys, that the bells are chiming Baynar prayers now…are they willing to risk their health by not taking the time to properly thank Baynar for their Hale body? Will the murderer respect the prayer hours? What happens if they don’t pray? Can they seek atonement latter? Is there an immediate effect? This is info you need to tell them!
So, yes. You can expect buy in at least to a certain level. But, you need to be ready to sell your setting AND you need to be prepared to enforce the setting rules. If failing to pray to the God of health results in immediate wasting sickness, then don’t just strike them with the sickness and then tell them “Oh, you missed Prayer!” Their character would be well aware of this even if the players find it incredibly annoying. Does the bad guy carry a relic that allows him to avoid every other prayer? Then he may well get away this time…If not, he may still get away, but they may find his body later, having died from the wasting! Make your players WANT to learn this info, or even better, allow them to add details! As long as they keep within your flavor. Looking forward to hear about your worlds and the adventures that occur in them!
(Promise it won’t be so long for the next one!)