The Chaos of Game Night

Immersion, Interaction, and Organic Worlds

by Charles Dickey

When I engage in a role-playing game, whether as a player or GM, my highest priority is immersion. A few defining points of immersion for me:

  • Detailed settings including but not limited to
    • Environment – cities, forests, deserts, floating cubes of iron, islands of salt, or whatever else can be dreamed up.
    • A Calendar – seasons, cycles, weather, holy days, festivals, days of historic remembrance all hold within them the seeds for quality RP interaction and/or adventure.
    • Factions and Causes that the PCs and NPCs can align themselves with
  • Player Characters who drive the story, impact and develop the world around them, and develop in complexity as play continues

As a young boy, RPGs—specifically the Red Box D&D set and sprawling out in tens of directions from there—had me at their cover art. I still remember the wonder at which I gazed at Larry Elmore’s sketches of the basic warrior character in that Red Box player’s book, and the sheer awe and increased wonder I felt as I delved into the text of both of those books. There were worlds more exciting and alive with experience than my hum-drum, air-conditioned suburban home could offer, and part of me, at that young age, stepped deeply into these fictional fantasy worlds.

In the past several years, I’ve been pouring my imagination into fantasy again: short stories, a draft of a novel, notebooks packed with a mess of illustrations and concepts, a homebrew campaign setting, a smattering of online games. In all of these endeavors, immersion, cultivating the illusion of reality, is key.

As a GM, I’m learning the value of thinking big and letting go. In running my game, I started with a fairly polished urban setting. I gathered my players and guided them in developing characters to insert into this setting. I carefully set up an adventure plot for them. On the first game night, I opened up with my carefully crafted scenario, then turned it over to them. They considered it all for a minute—from six different perspectives, mind you—and began to engage the world. They ignored key elements of my finely-crafted plot, or missed them altogether. Their characters fought with one another and made an art of belligerence. One character bullied a powerful NPC and almost got killed a few hours into the campaign by a swarm of enormous rodents powered by that NPC’s anger. A key building burnt to the ground. None of this was scripted. At the end of the night, I was frustrated and felt that nothing had gone right. Most of the plot points I had counted on them engaging, and most of the details I had scripted, were passed over, unused. For the GM who had spent hours of time preparing the adventure—set in a game world I had spent even more time crafting—this was a disappointing game session. Yet as time passed and I sat with the events, I began to love them. This chaos was better than anything that I could possibly script!

Running this ongoing game has taught me, in repeated punches to the gut, the importance of sketchy, loose preparation. I’ve drawn maps; plotted probabilistic encounter tables; stocked dungeons; detailed NPCs, gods, political structures, technologies, and economics. I have two notebooks, a full yellow pad of notes, an Obsidian Portal account, and another wiki. I’ve got plans, but when the gaming group gathers, I’ve got to drop those plans and roll with their wants and needs and whims. At this point, I think the best thing I’ve done is make this giant sandbox fantasy world for my players’ characters to root around and attempt to find their own stories in.

As a content developer for Nevermet Press, I’m interested in hearing from the gaming community regarding what a good adventure setting consists of.

GMs, are you looking for crafted, polished adventures that come ready to run?

How willing are you and your players to engage in “railroading” in order to successfully accomplish the goals of a pre-packaged adventure? Also, what level of detail do you look for in setting products? Do you look for stand-alone settings with details on regions, cultures, gods, races, monsters, and history?

Or do you prefer modular settings on a smaller and less detailed scale, leaving room for the GM and players to customize and tailor the setting to fit into an existing world?

Players, what do you look for in a setting?

About Charles Dickey

Charles Dickey is a writer, game designer, and bookseller. He's not sure what he wants to be when he grows up.