GAME WISH #6: SECRETS
In Game WISH #6, Ginger asks:
Sometimes the plot of a game requires a GM to keep secrets. Is it better for the GM and other players to keep most out-of-character knowledge secret, or to assume that players are capable of keeping in-character and out-of-character knowledge separate? Where and how do you draw the line as a GM and/or player between what secrets should be kept and which ones are OK to reveal?
I'm not of a single mind on this question. I have a number of different impulses on this topic, several of which tend to fight each other. It's hard to say which side will win out. In no particular order, here are things that influence my decisions to tell or not to tell:
First, unlike Ginger, I generally have no faith at all in my players' abilities to keep the secret stuff separate from the not-secret stuff. If a master thespian were immersing him or herself into the script of my game, really wrapping their head around it, and then went directly into intensive filming for the major motion picture to be made from my game, then I expect that person could pull it off. But my friends are not, as a rule, master thespians, and they are not, as a rule, immersed in my game. Generally speaking, my friends are actually slightly scruffy eggheads who only spend a few hours twice a month thinking about my game. I don't believe these people can maintain the mental discipline necessary to partition off the part of their head occupied by their character. And, frankly, why should I put them to that effort? It's a roleplaying game, not Concentration.
Second, I love coming up with clever little plot twists. If there's one thing I love more than coming up with clever little plot twists, it's people patting me on the back and saying 'Gee, Andy, that sure was a clever little plot twist.' So, neat little secrets are awfully fun, but the problem is that nobody else knows how fun they are if they remain secrets. I'm always apt to blab, for much the same reason that evil masterminds confess their entire plan to James Bond.
Third, I have a tough time tracking what information I've given out to people. A year after the party slew the Snorkle, they tend to meet up with Princess Golliwog, and I never recall whether I spilled the beans to them about the Snorkle actually being Princess Golliwog's fiancee under a sinister curse. And I can't very well say "Er, so, last year, I didn't happen to tell you something interesting about the Snorkle, did I?" because of course that would spill the beans. So there's always this paralyzed moment where I wind up telling them nothing, and then later on I get slapped upside the head and get told I denied people CRITICAL NEED-TO-KNOW INFORMATION. Often, rather than trying to remember what secrets are still secrets, I just tell the secret. "But you don't actually know that yet!" I conclude, chuckling nastily to myself over the fact that I've just placed the burden of recollection on the players.
Fourth, sometimes an entire plot is driven by the fact that the secret twist is surprising. If you tell the secret in advance of the money shot, you've just utterly screwed the story. Some secrets HAVE to be kept, because, you know, it's art.
So, if I had to map out the equation I use for determining whether to confess my game secrets, here's how it works:
1) As a default, I tell my secrets. This addresses Condition Three.
2) If the secret needs to be kept to avoid spoiling the story, I don't tell. This addresses Condition Four.
3) If I believe that telling the secrets will cause the players undue agony in not knowing the thing they actually know, I don't tell. This addresses Condition One.
4) Ah, but if it's a really cool secret, or if I'm tired, or if I fuck up, or a butterfly flaps its wings in Tokyo, or or or, I blab. This is the catchall Condition Two, bringing us back to my default, where I happily reside, a cheerful font of Secrets Mankind Was Not Meant to Know.
Everybody got that? there will be a quiz.
In Game WISH #6, Ginger asks:
Sometimes the plot of a game requires a GM to keep secrets. Is it better for the GM and other players to keep most out-of-character knowledge secret, or to assume that players are capable of keeping in-character and out-of-character knowledge separate? Where and how do you draw the line as a GM and/or player between what secrets should be kept and which ones are OK to reveal?
I'm not of a single mind on this question. I have a number of different impulses on this topic, several of which tend to fight each other. It's hard to say which side will win out. In no particular order, here are things that influence my decisions to tell or not to tell:
First, unlike Ginger, I generally have no faith at all in my players' abilities to keep the secret stuff separate from the not-secret stuff. If a master thespian were immersing him or herself into the script of my game, really wrapping their head around it, and then went directly into intensive filming for the major motion picture to be made from my game, then I expect that person could pull it off. But my friends are not, as a rule, master thespians, and they are not, as a rule, immersed in my game. Generally speaking, my friends are actually slightly scruffy eggheads who only spend a few hours twice a month thinking about my game. I don't believe these people can maintain the mental discipline necessary to partition off the part of their head occupied by their character. And, frankly, why should I put them to that effort? It's a roleplaying game, not Concentration.
Second, I love coming up with clever little plot twists. If there's one thing I love more than coming up with clever little plot twists, it's people patting me on the back and saying 'Gee, Andy, that sure was a clever little plot twist.' So, neat little secrets are awfully fun, but the problem is that nobody else knows how fun they are if they remain secrets. I'm always apt to blab, for much the same reason that evil masterminds confess their entire plan to James Bond.
Third, I have a tough time tracking what information I've given out to people. A year after the party slew the Snorkle, they tend to meet up with Princess Golliwog, and I never recall whether I spilled the beans to them about the Snorkle actually being Princess Golliwog's fiancee under a sinister curse. And I can't very well say "Er, so, last year, I didn't happen to tell you something interesting about the Snorkle, did I?" because of course that would spill the beans. So there's always this paralyzed moment where I wind up telling them nothing, and then later on I get slapped upside the head and get told I denied people CRITICAL NEED-TO-KNOW INFORMATION. Often, rather than trying to remember what secrets are still secrets, I just tell the secret. "But you don't actually know that yet!" I conclude, chuckling nastily to myself over the fact that I've just placed the burden of recollection on the players.
Fourth, sometimes an entire plot is driven by the fact that the secret twist is surprising. If you tell the secret in advance of the money shot, you've just utterly screwed the story. Some secrets HAVE to be kept, because, you know, it's art.
So, if I had to map out the equation I use for determining whether to confess my game secrets, here's how it works:
1) As a default, I tell my secrets. This addresses Condition Three.
2) If the secret needs to be kept to avoid spoiling the story, I don't tell. This addresses Condition Four.
3) If I believe that telling the secrets will cause the players undue agony in not knowing the thing they actually know, I don't tell. This addresses Condition One.
4) Ah, but if it's a really cool secret, or if I'm tired, or if I fuck up, or a butterfly flaps its wings in Tokyo, or or or, I blab. This is the catchall Condition Two, bringing us back to my default, where I happily reside, a cheerful font of Secrets Mankind Was Not Meant to Know.
Everybody got that? there will be a quiz.
