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The Deeper Well

A Gamer Without A Cause

by James Bierly
Apr 20,2005

A Gamer Without A Cause

Some gamemasters may dislike it immensely when the players challenge the authority figures of the game world. If the GM runs a game in which powers-that-be often assign missions to the PCs, the GM may want to discourage insurrection against said authority figures.

However, I believe that the ability to rebel against fictional figures of authority is something that most people enjoy immensely. Plots dealing with rebellion appeal to us because we want to vicariously experience the thrill and liberation of challenging authority. Because many role-players participate in the hobby so that they can live out the things that they could never do in real life, they tend to enjoy being playing as rebels quite a bit.

Some games such as Exalted, and (Classic Era) Star Wars seem to be built around the assumption that the players will make characters who challenge the powers and principalities of the world/worlds, as well as simply fulfilling the assignment of the week. The immense popularity of such games seems to suggest that there is something to my theory.

So how does a game group go about exploring a successful campaign or story arc based around rebellion? A few ideas are given below.

-No one ever said it would be easy. Authority figures in game worlds are often powerful individuals in their own right, in addition to commanding significant socio-economic power. There will be immense obstacles to be overcome in any struggle with the-powers-that-be. Players should be prepared for a long struggle. Once a gamemaster realizes that a rebellion plot has been initiated, she should see to it (unless the campaign has an incredibly pessimistic/fatalistic theme) that the PCs have a chance, slim though it may be, of success. Unless you are playing Paranoia, the authority NPCs of your world should not exist as a way to exercise your own power over the game.

-Develop deep motivations. Characters may begin a rebellion against those in authority due to trivial reasons, but as time goes by the game will be more meaningful if the characters feel they have some kind of strong moral/personal reason for rebellion. Perhaps different characters will have differing deep motivations for their actions. One may want to simply steal wealth from an overlord. Another character may hate the overlord because the overlord killed his brother. Another may feel that he has a moral imperative to remove the corrupt overlord from power for the good of the people. A rebellion plot is a good opportunity to develop some interesting group dynamics.

-Impassioned speeches, angry mobs, trench coats, body piercings and big explosions fit in nicely with many rebellion plots.

Hope you all have a great game this week,

James Bierly

What do you think?

Go to forum!
 Topics Author  Date Latest Reply
 Nothing since August? (1) new Matt David T.  10-15-2005 19:55  10-15-2005 19:55 new
 Fun ways to build a plot . . . Good Stuff! (1) new screenmonkey  08-21-2005 06:46  08-21-2005 06:46 new
 A way to start a game.... (4) new Spike  06-17-2005 00:36  08-18-2005 05:42 new
 Eberron: Insurrection (1) new Charlie Dunwoody  04-21-2005 07:28  04-21-2005 07:28 new
 Nice Monday Morning (2) new committed hero  03-21-2005 03:17  04-16-2005 19:31 new
 the only motivating factor (4) new nihtgenga  01-19-2005 01:54  01-23-2005 04:14 new
 Right on, James (2) new Jethrow  01-19-2005 00:41  01-19-2005 09:54 new
 Staggered vengence (4) new knightsky  01-18-2005 16:39  01-19-2005 09:58 new
 Vengeance in the Prelude... (1) new Ian Sokoliwski  01-18-2005 16:03  01-18-2005 16:03 new
 Revenge is sweet... (1) new the gambler  01-18-2005 13:44  01-18-2005 13:44 new
 Use of time limits (1) new Nigel Tam  12-24-2004 05:51  12-24-2004 05:51 new
 On themes and other elements (3) new klapton  11-20-2004 10:04  11-21-2004 15:55 new
 For Me, Themes Keep Me Coming Back (2) new THE BUDMAN  10-22-2004 15:04  10-25-2004 06:40 new
 Sledgehammer themes (3) new London  10-22-2004 08:30  10-25-2004 06:38 new
 I also like your column! (7) new Matt David T.  10-21-2004 23:16  10-23-2004 05:30 new
 Theme=Important! (2) new Matt David T.  10-21-2004 23:10  10-22-2004 00:40 new
 Thematic Discovery (5) new RJ Grady  10-21-2004 20:09  10-22-2004 01:35 new
 Putting theme before story is like... (8) new Dungeon Curmudgeon  10-21-2004 18:55  10-22-2004 12:50 new

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