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	<title>Ludus Novus &#187; mood</title>
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		<copyright>2006-2008 </copyright>
	<managingEditor>Gregory.Weir@gmail.com (Gregory Weir)</managingEditor>
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		<title>The Tone Disconnect and the Groucho Solution</title>
		<link>http://ludusnovus.net/2009/05/26/the-tone-disconnect-and-the-groucho-solution/</link>
		<comments>http://ludusnovus.net/2009/05/26/the-tone-disconnect-and-the-groucho-solution/#comments</comments>
		<pubDate>Wed, 27 May 2009 04:23:28 +0000</pubDate>
		<dc:creator>Gregory Weir</dc:creator>
				<category><![CDATA[Blogs]]></category>
		<category><![CDATA[Roleplaying]]></category>
		<category><![CDATA[humor]]></category>
		<category><![CDATA[mood]]></category>
		<category><![CDATA[promethean]]></category>
		<category><![CDATA[solve et coagula]]></category>
		<category><![CDATA[tone]]></category>

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		<description><![CDATA[It happens a lot in tabletop roleplaying games: you have a certain mood and tone planned for a campaign, and the players have other ideas. I&#8217;m running a Promethean campaign, and I planned for it to be dark, desperate, and gritty. The players are approaching it much more comically. It&#8217;s dark humor, which works with [...]]]></description>
			<content:encoded><![CDATA[<p>It happens a lot in tabletop roleplaying games: you have a certain mood and tone planned for a campaign, and the players have other ideas.  I&#8217;m running a <i><a href="http://www.white-wolf.com/Promethean/index.php">Promethean</a></i> campaign, and I planned for it to be dark, desperate, and gritty.  The players are approaching it much more comically.  It&#8217;s dark humor, which works with the setting, but it&#8217;s not how I planned it.</p>
<p>There are two classic responses to this issue.  The first is the author-is-king approach: refuse to go along, chastise or punish the characters, and mold them to Your Story.  This, of course, ends with an adversarial player-game master relationship and probably some grumpy folks in your house where they can break your stuff if they want.  The second response is the players-are-god approach: let the players have the sort of fun that they want to, and adapt accordingly.  This can end in a muddled mess, where adversaries planned to be scary and bad end up being too hard to kill and trying too hard to be funny.</p>
<p>I&#8217;m trying to reach a middle ground.  I&#8217;ll present the players with the world more-or-less as it was originally intended.  Vampire princes will be grumpy, monsters will be scary.  The players, however, can be as cheery and carefree about it as they want.  I&#8217;ll feed them straight-men for their jokes all day long, including burly bikers named Jim and long-suffering, maybe over-indulgent vamp princes.  But when it comes to conflict, I&#8217;ll expect them to match their humor with actions.</p>
<p>In a sense, I&#8217;m turning my game into a <a href="http://www.youtube.com/watch?v=Dsw9jYU_rJI">Marx Brothers film</a>.  The players aren&#8217;t nearly as silly or disruptive as Groucho, but I&#8217;m going to aim for the same feel: NPCs will play it straight, but indulge the PCs their jokes and play around a bit.  As in <i>Duck Soup</i>, it may all end with the walls shot to pieces and the characters wisecracking about it, but I&#8217;m going to try and enable silly, humorous play within a darker, more serious framework.</p>
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