In today’s What Makes a Good Player? feature, we have an interview with Kirt Dankmyer! Check out his interview below.
Note: Content warning for discussion of negative player behavior including the topic of rape in game.
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Do you use any specific play techniques (narrative tools, improv tools, etc.) in your play sessions?
Rather than having a particular grab-bag of techniques I always use, I try to make use of the narrative potential or opportunities created by a particular ruleset and/or setting to its fullest extent. For example, in 13th Age, you in essence make up your own skill list, which can be as flavorful as you like, while still being useful in a generic way. So, given that opportunity, I make sure to take the skill “Burglar Emeritus of the Drakkenhall Rogue’s Guild” rather than just “Thievery.” Even something like old-school AD&D has areas where you can do something like this, though obviously some games provide more opportunities than others.
As long as I feel like I can actually affect the action in some way, I can usually maintain pretty decent energy. Obviously, a game that pushes my various genre loves (science fiction, post-apocalyptic, cross-genre, urban fantasy) or system preferences (highly focused, indie-style games) helps maintain energy. I’m an introvert, but gaming is one of those areas where I’m super comfortable, so using gaming as an opportunity to interact with people I like and even to meet new, interesting people also helps me maintain energy.
The flipside of the latter is I’m not afraid to drop a game if it’s not working for me, particularly if there’s a personality conflict or some other dysfunctionality. I don’t believe that any gaming is better than no gaming. I’m sad to say I’ve been in several games that were way, way worse than no gaming at all, especially in terms of the amount of negative emotional energy that they generated.
What kind of games do you feel you are most comfortable with and enjoy the most?
Setting aside, as a Forge veteran, I know that system matters. I’m most comfortable with a game that has a very specific thing it is trying to do and does it well, ideally in as a tight manner as possible. Even a “generic” game can do this; Fate covers a lot of genres, but it’s very focused on a particular style of cinematic play and the rules encourage a particular sort of narrative arc. As another example, I’m a big fan of the Powered by the Apocalypse games, particularly the subtle way the chosen list of moves influences how the game runs. Even if I think a system is a little too complex for my tastes, like GUMSHOE, I can respect a decent implementation of a game’s focus, such as the way GUMSHOE handles investigative play and clue gathering. I’m also a huge fan of games that share more power with the players than the “traditional” D&D paradigm.
So, the sweet spot for me is a game that has a focused rules that allow me to exercise some interesting narrative control, and is in a genre that I like. I could spend an entire page giving examples, but in the urban fantasy genre, Monsterhearts comes to mind, especially as rather than eliminating the sex moves from Apocalypse World like most Powered by the Apocalypse games seem to do, Monsterhearts adapted the idea to add the proper tension to a (supernatural) teenage soap opera.
Talking about sex moves reminds me of another comfort issue. This is less about particular games, though some games have a relevant mechanism built in or discuss the sort of thing I’m talking about in the text, but I’m most comfortable where there’s up-front discussion at the start of a campaign as to what people are okay with, and possibly making use of the X Card or a similar mechanism. I’ve been in too many games where lack of such discussions or lack of a safety net like an X Card has lead to serious problems.
Trigger Warning: Rape.
I jumped in with both feet, creating a character that was a faerie interested in romance, but had been disappointed over the centuries in that most of his partners seemed to be more interested in what he was rather than who he was. Therefore, as he became attached to one of the daughters, following a standard romantic trope, he disguised himself as an ordinary human, so that he could tell if she loved him for himself rather than his faerie nature. This actually gave the other player characters a lot of chances to shine, as I needed their help to maintain my secret, and several of them rose heroically to the occasion. I also made sure to repay the favor, by helping out the suitors of the other daughters and generally being willing to stick my neck out to help them with their plots, like a proper gentleman faerie.
Aside: While I went that way because it’s a fun trope in fiction, I want to be clear I think “testing someone’s love” in real life is pretty much a total dick move. Keep it in novels, soap operas, and RPGs.
In any case, as many campaigns often do, the game eventually collapsed, but not before I was able to complete my romantic arc and reveal my true nature to my beloved, confident that she loved me for who I was. It was pretty heart warming and it definitely made the GM happy, as it was exactly the sort of thing he was going for, and by that point all the other players were almost as invested in the plot as I was, so they were pretty happy as well. Sadly, apropos of spotlight sharing, I had been looking forward to fading a little more into the background and cede a bit more spotlight given my arc was largely done, becoming largely a support character, and like I said, the campaign collapsed soon afterward. I still feel a bit guilty about that.
In any case, however, I think it’s a good sign of the job I did is that people who were in that campaign, aside from me, still talk about the game, and that character. It came up as recently as a month or so ago, decades later. Ugh, now I feel old…
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