This isn’t the first time this little problem has cropped up in HWD. I still have Super OCD Woman’s spreadsheet from the Long Ago Times that kept track of who posted when.
I’m not going there again. One, because I don’t need the stress. Two, because technically, we’re all adults.
In the past three months, I’ve put more time and effort into “behind the scenes” work on this game than I’ve put into my own writing. That is not a complaint; it’s a statement of fact. I’ve said this privately, but I might as well say it publically, too. I love this world and care about it every bit as much as the GM does. He and I don’t always see eye to eye on things, but at the core of every discussion — whether it be the friendly discussions about various NPCs and locales or the knock down, drag out arguments that make my head explode and have me looking for my mallets — is my deep commitment to the world of the Heartwood and my belief that we have barely scratched the surface of the possibilities the environment holds.
The Heartwood, whether I like it or not, is
important to me.
If it weren't so important, I wouldn’t proofread the GM’s posts so the players have the best possible chance of understanding exactly what he meant in each post. If it weren't so important, I wouldn’t spend countless hours talking to other players in PM to answer questions and help resolve issues.
Regarding Gypsy’s point, I’m feeling the same sense of being out of sync. Rather than being in two time zones (Gyspy and The Rest of Us) that are five hours apart, with the addition of two players and my move to California, we’re now spread across four time zones (Gypsy, Most of You, Jim and Me) that span an eight hour time difference. I used to be able to post from work, and then I was unemployed and could post anytime I wanted to post. Now it’s much more difficult to post from work, and that will only be worse over the next few months.
Let’s review those simple guidelines:
- If one character is having a discussion with an NPC or two characters are holding a conversation, go to town... post as much as you like.
- Once you get three or more characters in a scene (not to be confused with a thread), let everyone have their say before the cycle starts again.
Granted, there will be exceptions. If someone is away from the computer for an extended period of time and can’t post, at least remember that their character is in the same physical space. Nivek claims his character is a sidekick and has said never to wait on him.
(On a lighter note, both Gypsy’s character and my character recently got overrun. Now, I know the Rhoni have some fair amount of stealthiness, but neither one of us cast the spell that would make the rest of you think we’re not there.
)
To everything there is a season and a time to every purpose under heavenSometimes you need to look at the details. Sometimes you need to step back and see the big picture.
Sometimes you need to just trust the GM. (If you’re not sure you’re in one of those times, just ask me. If
*I* trust the GM, you can trust the GM... because my default setting is to not trust the GM. He’s twisted and a little evil (but mostly twisted). However, if he’s answered all my questions (and I ask them incessantly) or has given me a good reason why he can’t answer them... I’ll trust him. For that round.)
There is one absolute truth among us... the players and the GM: We are humans (or we’re aliens among you trying to blend in). We are going to make mistakes. We are going to have good days, and we are going to have bad days. There is going to be miscommunication... even by yours truly, the avowed Word Nerd.
<takes off HWD player hat; puts on Writing Facilitator hat>
In this message-based environment, we need to be cognizant that words matter. Yes, we all know that
what we say matters, as does
how we say it. But we also need to remember that our characters’ words matter just as much. And what we write (or don’t write) for our characters matters.
If a player does not have their character speaking, then how are the other players and characters (and the GM) supposed to know what their opinion is on the matter at hand? What their intentions are? How will the other character even get to know the newcomers until they speak? (And for the record, Keiko has been at Waverider’s Watch longer than any of you.
YOU are all the newcomers.
) Keeping everything to internal dialog is a dangerous path to take. At best, if a player has the highest integrity (and remember... we’re all human), it can create awkward situations. At the worst... well, it can range from hurt feelings to the desire to introduce telepathic abilities where they don’t belong on the Heartwood.
(Side note: As the Writing Facilitator in a forum one section over, I specialize in Weird Metaphysical Stuff. If telepath abilities are going to show up where they don’t belong, I’ve already warned the GM that it’s going to be with Daxia and/or Keiko. Just saying.)
What will work in a face-to-face tabletop game is not going to translate well to the message-based world. I’ve been a player and a DM/GM on both sides of the screen. Sitting around the living room table, I could tell from DCDP’s weird gesticulations as he tried not to choke from swallowing sideways too much Diet Coke what he wanted his character to do. I could tell from the way Jeff tried not to smile and the glint in his eyes that he was sending us into a dungeon of orcs wielding puns instead of battleaxes.
In my efforts to introduce the concept of collaborative writing to Truthseeker, I sent more emails in the beginning that said things like, “How is Shia supposed to respond to Bryan when he never asked her a question? She’s many things; a telepath is not one of them.” Or “You realize, don’t you, that for all his thinking, Bryan is still standing in the middle of the street, right? Good thing it’s a side street, eh?”
The same applies to message-based roleplaying games. While the GM has an overview of everything that’s happening in the world, in the area, in the tiny village, it’s up to us to tell the story of our characters.
Bekkah, Cesare, Kadri, and Mikal have been together for nearly a year. They know one another very well, and may even consider one another to be family.
Lyric and Pietro met yesterday on the road and have at least begun to form a friendship.
Keiko has been in the village for over two months and knows the villagers and the Forest Kin better than anyone. She met Kadri and Mikal briefly two nights ago. She met Bekkah and was offended by Cesare yesterday. She met Lyric and Pietro today.
Each character has a unique perspective on the world around them and the people (both player characters and native characters) who intersect their lives. Because we are the Player Characters, it would be reasonable to assume that we should find a way to all be on the same page. While we all have different goals for our characters and have reasons for being at Waverider’s Watch, it would be reasonable to assume that we can find a way to work together to achieve our individual goals and any goals the group sets as a whole.
Do not discount the importance of the native characters of Waverider’s Watch and the Forest, for they are Keiko’s friends, her allies. The native characters are every bit as “real” as the player characters... they just have different constraints in what they can and cannot do.
From a storytelling point of view, it’s not the numbers on our stat sheets that are important but the way we bring our characters to life.
(Speaking of stats... veteran players, if you care about stats, you should check your sheets.)
From a storytelling point of view, we have all the right elements: We have a story arc (creation of Mikal’s Dragoons). We have obstacles to overcome (something wicked lurks within the Forest). We have interpersonal relationships (personally, I’d love to have entirely too much fun with Gypsy). And we have each person’s individual motivations (what drives each character to continue toward their personal goals, and why would they want to be part of this group anyway?).
When writing a story, everything comes out of the brain and onto the page (or screen). And then the revisions come... the many painstaking and painful revisions. Whole scenes get cut. Beloved characters are told to take a hike... to wait for their story to be told at some other time.
From a storytelling point of view, the GM played fast and loose with the dinner scenes because
the dinner itself is not significant. Well then, what
is significant? Dama Kadri (at this point) is most of the way to convincing the Heathersons (and by extension and by way of gossip the rest of the Village) that she is probably just as good as their beloved Lord Dominic. The new Squire got to meet the eccentric guards of the Tower. Keiko has offered a way for Lyric to be welcome in the Village.
End scene.
Long Post Day is tomorrow when the GM will write about the consequences of our actions to this point and (hopefully) set up another scene in which we can tell our stories in the coming week.
<takes off Writing Facilitator hat; puts HWD player hat back on>
One of the most frequent points of friction between the GM and me is the fact that I am more of a writer than a roleplayer. (Just friction... not to the point of pulling out the mallets or anything. Maybe seething frustration is a better term. But I digress.) Collaborative writing (for me) is one of the best ways to write a story. So, I’m not actually playing a game here in HWD, I’m helping to write a story. Our story.
There are forests, and there are trees. Sometimes it’s good to inspect each and every tree. Sometimes it’s good to fly above the forest and see the whole of it. (This weekend is the Albuquerque International Balloon Fiesta. Oh, to be there!)
Please! This is supposed to be a happy occasion. Let’s not bicker and argue over who killed who.— End Scene —