The Story so Far (sessions 4 & 5)

AUGUST 15TH / 29TH  , 2009

The next few days are spent with Our Meta-Heroes spending their days practicing at fighting each other in mock battles, trying to master their Phenomena^ and gain proficiency in their abilities, but mostly they spend their time eating and drinking as only Meta-Humans can.

Some catchinf-up on events is done, as Anglerfish™ reveals the reasons for his vendetta with the Herpeutic™ cultists.  It turns out members of the cult were directly responsible for his death (he got better after that).  At the time, he had been a Meta working for the UN, and his boss had been Silicca Rizik.

All Metas in the team come clean about their respective secrets and/ or hangovers. Following this with more training the next day, the team wakes up to find Betances™ and Calacas™ missing, which the rest of the team strangely dismisses with a shrug to continue training.*

* YAWN! – Some players, particularly some female players, enjoy this kind of preachy, talky, Soap-Operaty Role-Playing.

But even the most conlict-free, character-driven stories without conflict or confrontations can rapidly degenerate into a posturing melodrama without plot nor direction from the Game Master. In this case, I was allowing my players to dictate where they wanted to go with the game, dropping clues for them to follow through the story instead of artificially forcing their their characters to follow down an artificial path dictated by a plot of my devising. Letting the story be driven by the players backfired when I gave the players too much leeway in where they wanted to go, as a strange passivity took a hold of the Role-Playing group, causing the story to stagnate with the inevitable boredom following.

The thing got so bad that two players did not go to the second session (and one of them was the One person who was supposed to enjoy this kind of thing, the lady of the group who played La Calacas™!!!).

I had to change tracks on how the Game Sessions were being run, adopting a more heavy-handed approach to running the game, even if I got the occasional complaint of forcing the plot on the players.

It worked, and by the next sessions, the absent players were back, and new players would join (Which by the way is not necessarily a good thing, but you will see).

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