Making the best of what? Why are we playing like this?

February 15, 2008

Frank’s experience here is something I remember, and have seen, in far too many games:

Get some sort of task for some weak reason and then solve that task without too much trouble, get your fun from “character scenes”. It did not make that much sense but we made the best of it.

I’m actually thinking of the last couple of Call of Chthulu and Unknown Army games I’ve played, where the standard for the groups were:

a) bumble around to clues indicated by GM
b) GM provides clues at arbitrary rate:
– If the players are too eager, give meager clues or dead-ends
– If the players are losing focus, give tantalizing or semi-meangingful clue, or add danger
– When GM gets bored with above, slam major exposition/breakthrough onto group, which may or may not explain the whole situation, but has nothing to do with how the group investigated clues or approached the problem
c) And, while that crap is going on, enjoy character development scenes, which are completely incongrous with the above.

I don’t know if there’s a better, more exciting way to an illusionist game, except, perhaps with more interesting clue/storybits/combat distraction on the part of the GM.

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