The UA newsgroup recently touched on the question of how to encourage proactivity in players. This is a recurrent question, and I’ve got some ideas on how to do it. One poster graciously encouraged me to post them on the official website, but there’s no appropriate category, so…here they are, instead. I can call people’s attention here if I have to. Many of these suggestions come from my own experiments in a Mage game. I was dealing with players used to political games, where friends where hard to find, and enemies quick to capitalize on mistakes. It had made my players cautious, when I wanted a game of teenaged mages in Nebraska exploring their powers to the full. I had to train them to greater activity, and some of my techniques worked. What follows is advice for the GM looking for more proactivity from his players.
Unknown Armies draws on source material that depicts desperate, dangerous, even flatly self-destructive acts. People risk everything for their obsessions, often dirty little obsessions in the tradition of Chinatown and Reservoir Dogs. Naturally, GMs want their players to duplicate this kind of behavior; it makes for a great narrative. Equally naturally, players have other ideas.
In games of mystery, politics, and conspiracy, the players face powerful disincentives to action. Players become conditioned to inactivity, and chances are good that you, the GM, had a hand in that conditioning. (As the UA tagline says: You did it!) Even when players understand in principle that they must be their own salvation, or look forward to dancing on the edge of catastrophe, it’s hard to overcome that conditioning. If you want your players to rise to the kind of vicious mayhem UA embraces, you may have to recognize and break the Pavlovian response, starting with some cherished notions of your own.
1. Confusion
Your players do not know—cannot know—the ground rules as well as you do. A GM automatically knows a lot about how things work, because he’s the one making them work that way. How likely is a bribe to work? How big a bribe does it have to be, and how big can it be before scaring someone about being in over his head? What are the telltales that someone is a straight shooter, or a lying sack of shit? When a PC gets an inexplicable creepy feeling from a statue, is that a signal to investigate and dispose of a menace, or to stay as far away from the statue as possible?
In a game circling about mysteries, keeping information from the players is natural. But if you want proactive players, you have to give them enough information to act on. That’s probably way more information than you’re comfortable with. Bite the bullet and hand out some solid info. Ideally, the PCs will get it after some work, because experienced players can be suspicious of easy info when they know conspiracies are around, but pass the information by whatever means work, including mystic visions out of the blue if necessary. (It works for Stephen King; it works for J. K. Rowling; it will work for you.) Make that information reliable, too, and keep it reliable until your players learn to trust it enough to build their own plans. Later, you can start corrupting your sources, but never so far that players start second-guessing every datum into uselessness.
Magic and other weird powers go a long way to heightening your players’ sense that they don’t have enough information to work with. In a world where history itself can be changed with a major charge, it’s hard to know whether that cooling corpse was killed by an ordinary gun or by a spell that materializes a bullet with the same barrel markings as a bullet fired from some innocent’s pistol. Anything can happen, and once your players lock onto the wrong conclusion, they’ll be loathe to give it up, no matter how much evidence you provide to correct them. Once you decide to give the players info, try to hand all the salient bits right up front, so they can make proper sense of them.
Give your players everything they need to know to get a viable plan started. This includes the rules, and background information on important NPCs. If your players want to run a campaign of maneuvering one of their own into apotheosis, give them the entirety of the Godwalking chapter, and lots of useful rumors, besides. Keeping players in the dark about weird powers is appropriate to a low-powered campaign about discovering that the Occult Underground exists; it is inappropriate for a campaign about competing within the Occult Underground. If your players want to create a bizarre cult, give them credit for having done their homework on people who are likely to join, or object. If your players want operate as part of TNI, let them know the personalities of the organization as well as the functional bits. Your PCs have surely met them from time to time. If your players don’t know enough to seize the initiative, they’ll hang back until they do.
One trick I found useful is to allow players to be right about some things no matter what they conclude. Let’s say your PCs encounter a duke who encourages them to smash mail boxes in order to solve their current problem. They might agree, or they might decide he’s trying to get them in trouble, or they might decide he’s using them in a ritual of his own, or any number of things. They’ll discuss the possibilities right there at the table where you can hear it. Whatever they choose, they’re right! If they have several guesses and decide to test them, the one you like best is right! And the test proves it! Obviously, you can’t do this every time; some events are central to your plot, and it’s handy let some decisions go wrong to keep up the illusion of an objective universe. But with smaller questions between now and discovering the ultimate truth at the campaign’s end, you can get away with a lot. Players will generate their own uncertainty, and may well overlook—or even better, explain away—small inconsistencies, though you should be prepared for some fancy footwork from time to time. If this approach frightens you, start small, and see how it works. You’ll be surprised. Keep it up for a while, and your players will start feeling more confident in their decisions, and become more willing to put their next plan into action. Proactivity is underway.
Is this technique cheating? Yes, but in a good way. You are creating stories where unreasonable things are often true. When reason is unreliable, there’s no way to know what makes sense. Agent Mulder isn’t right every time he comes up with some half-assed explanation because he’s clever and well-informed; his theories match the facts because the script-writer put the right theory in his head by fiat. You’re doing the same thing, although you have to do it from the other end. The players control the protagonists’ ideas, so you’re changing reality to match by fiat. As long as nobody catches you, it’s perfectly fine.
2. Exposure
On the other side of the coin, NPCs enjoy an advantage your players never will; they are controlled by someone who knows nearly everything that’s going on: you. You know which names are significant, which events are part of a larger whole, and at least some of that knowledge inevitably bleeds into the NPCs, in ways it shouldn’t. Your players are capable of staggering leaps of intuition, but they are also capable of leaping to horrendously bad conclusions, and it’s never clear which is which until it’s too late. The NPCs are capable of staggering leaps of intuition, and they’re always right.
This was one of the biggest problems I faced with my Mage game. We rotate responsibility for GMing, and one of the GMs habitually allows NPCs to key in on the most significant words in a conversation, and to grill the PCs immediately. Of course the NPCs always knew everything we were up to, and would respond effectively, while we remained in the dark. The players (including me) rapidly became reluctant to talk to anyone; the danger of exposure was greater than the promise of useful information.
Put your NPCs into a PC’s shoes. Remember the last time you were a player, and knew that something was up, but hadn’t the slightest idea what to do about it? That’s where the NPCs should be when it comes to your players’ plans. When your players concoct some scheme, their foils don’t know it. Even if they catch the PCs doing something, the meaning of the something isn’t clear to the NPCs. Remember the last time you caught a villain in the act, and still couldn’t tell what he was really up to? That’s where your NPCs should be. Remember the last time you were a player and said the wrong thing to the wrong person, or slapped your head as a fellow player let a name slip? That’s where your PCs should be. Even better, let the NPCs look worried, and ask the PCs not to repeat what he just said, because he could get in trouble if the wrong people (i.e., the PCs) found out.
Letting NPCs betray their own ignorance is a powerful tool. When my teen mages accidentally created a crop circle in Mr. Dieterle’s farm, he didn’t immediately launch a penetrating investigation, starting with them; he just griped to anyone who would listen about losing crop revenue to some damn prank. When my teen mages made their car disappear during a police chase, the local sheriff gossiped to them about how the idiots over in Wilmot county lost track of a miscreant, and how it made everyone look bad. The players took the hint and asked for the whole story, learning what the cops knew and didn’t know—which wasn’t much—so the PCs could get on with their plans.
The UA approach of treating adepts as enemies almost by reflex makes narrative sense, but it’s a great way to convince your characters that there’s no point in dealing with other people. I find it better to treat the vast majority of NPCs as flatly unconcerned with PC activity. They’ve got their own stuff going on; if they stopped to poke around every oddity, they’d never get anywhere, and if they interfered with every other adept on principle, there’d be a lot more conflict, and hence a lot fewer adepts in the world. Another adept is as much an opportunity as a threat. Of course, there is room for betrayal—once, so make it count. Also, if your players insist on walking up to the big nasty and telling him everything they know, he’ll make them regret it. But take the default level of hostility to be low.
3. Consequences
We’ve all heard stories of idiot players and self-destruction, but to my experience this is not the rule in games of mystery, politics, and conspiracy. Idiocy is possible for anyone in a momentary lapse of attention, but the true loose cannons migrate to games were indiscretions are winked at, which is just as well. Players who enjoy themes of secrets and betrayal tend to play it safe, turtling until they can be sure of their next move and its consequences. This is entirely sensible, but it’s also toxic to UA and similar games.
GMs, in their eagerness to set a dark and dangerous tone, like to depict bad things, ideally bad things happening as a direct result of player choices. There’s a delicious irony in watching the protagonists hoist on their own petard; we see it in the UA source material. But those characters don’t enter into the story knowing it will go wrong; your players do, especially if it happens in every narrative arc, instead of all at once in the campaign’s climax. Pull this trick too often, and your players will quickly learn that activity leads to swift and cruel consequences. They may already be carrying this baggage from some other campaign.
I am in no way advocating letting your players get away with anything they want! In a game about what you’re willing to do for power, consequences are vital. But, if you want your players to be the proactive agents of the campaign, and not merely taking action only when there is no other choice, those actions need to pay off, and regularly. The worse the consequences of failure, or the greater the chance of failure, the better the rewards for success must be.
Remember that your players can’t always know where the boundaries of reasonable methods lie. Listen to their plans as they’re being discussed. If their ideas are reasonable, cut some slack even if they’re also dead wrong. When the players do something that could get them in trouble should the wrong person hear about it, don’t immediately presume the wrong person hears about it. In fact, presume he doesn’t, unless there’s no way around it. If your PCs kill someone too casually, don’t presume the victim’s friends will come out of the woodwork seeking vengeance; punish the PCs with a news story about a brutal killing and the grieving family. When you signal that a mistake has been made, do it in a way that won’t stop the players from trying again.
Conversely, when you let the players get away with something, signal that. A party sitting back at base biting their fingernails over whether their plan worked is one thing. A party that learns second-hand the next day that it did will pat themselves on the back and start work on their next plan.
4. GM-Player Relations
Most games place the initiative in the hands of NPCs: bad people are doing bad things, and it’s up to the PCs to stop them. The players investigate and throw whatever monkey wrenches they can, often killing the GM’s favorite villain in the process. That works just fine. Everyone understands that the whole point of all the GM’s hard work is for it to be wrecked in a dramatic and satisfying fashion. If you want the players to take the lead, however, the roles are reversed. Now it’s their plan that somebody’s going to muck with, and that somebody is you. Make it clear to everyone that your job is to threaten their plan, and that those threats are meant to be dispatched just as surely as the evil high priest’s plan to summon the Old Gods is meant to be disrupted, and you can avoid some bad blood.
It is easier to destroy than to create, especially since you can be far more careless with your characters than the players can with theirs. If an NPC dies or suffers other losses, you can just make another. The players have to survive from one act to another, and identify far more strongly with their alter-egos. Kamikaze attacks are less viable for them. If you must employ NPCs willing to embrace their own ruin in order to stop the PCs, you have to compensate for that edge. NPC ignorance is a good way to do this.
5. Laziness
Some players are just reactive by nature, and not by conditioning. Accepting a patrons mission of the week is a lot easier than coming up with your own ideas. If your entire group is composed of these, there’s not much you can do about it.
Chances are good, though, that at least one of your players is willing to show some enterprise if you ask for the players to create their own goal at the start of the campaign. Cherish that player, and pay careful attention to what he needs to feel secure in taking the initiative.
6. Communication
Unless your players are reactive by nature, almost all of these techniques to encourage them to open up will work much faster, and much better, if you share them explicitly. (The one exception is the technique of retroactively changing the story to match player guesswork, for obvious reasons.) Tell your players you intend to reward activity over inactivity. Tell your players they should choose their own campaign goal, and that you’ll create a campaign that lets them pursue it. Tell your players that you will not allow NPCs to jump all over the slightest misstep. If your players know what’s coming, they can consciously work to let go of temporary safety and trust your implied promise to let them succeed.
And keep those promises! Keep them as long as it takes for your players to feel safe enough to stick their necks out. In time, you can raise the stakes, but be careful never to push so hard that the players retreat to reactivity again. Before changing the rules, let the players know. Either tell them directly, or speak to them through various NPCs they can trust, warning the PCs that this guy is seriously bad news before slapping them with a master villain who will break them for the slightest misstep.
In short, if you want your players to be more proactive, empower them to be more proactive. Build a world where they can get away with stuff, and especially small mistakes, and make sure the players know it. Don’t worry too much about maintaining a sense that disaster is just around the corner; your players will provide that themselves, without the slightest provocation. If you stick consistently to this approach, the same Pavlovian response that once made your players so cautious will work to make them confident, instead.