GMs and secrets
Tuesday, July 30th, 2002Last Friday’s WISH asks about GMs and players keeping or sharing game secrets. Again, I’ve avoided reading the other responses before writing my own.
I can go either way on keeping or sharing secrets. I am scrupulous about not letting my characters know what they shouldn’t, so it is “safe” for GMs to reveal things to me that my characters have no way to know. Sometimes that means I have to cringe while they walk unsuspecting into trouble. My fellow gamers are as good as I am, meaning they slip now and then (so do I), but a “And how does [the character] know that, exactly?” from the GM straightens us out.
It works out to a sort of doublethink, and is a good test of how well you separate yourself from your character when necessary. It can be tough, at least for me, especially with characters to whom I am especially attached—who are generally part of campaigns likeliest to possess shared secrets.
This kind of doublethink isn’t limited to secrets. Mind-control effects do something similar. Last Ars session another player played being victim of a love-charm admirably, despite the trouble it caused the group and the character. These things are wickedly hard to play. Unlike hypnosis, these effects can make a character embarrass or traduce himself, betray his friends, radically change his behavior. I, for one, resist playing these situations correctly. I invest so much in the psyches of my characters that it bugs the life out of me to have to change suddenly (and usually negatively). But I do try.
Nothing wrong with keeping secrets, either. The thrill of discovery is a wonderful thing. I think GMs generally need to keep more secrets than players, however. Players should remember that their characters spend a great deal more time together than the highly-compressed game-session time. They have plenty of time to ferret out each other’s quirks, history, and so forth. If something about a character is secret, it should be because the character is intentionally keeping it secret, and even then the other characters ought to have reason to be suspicious.
My gaming group seems to use email a lot to work these things out. The group is large enough (seven people plus GM!) that it can be difficult to make time for one-on-one or small-group interactions between characters. Email fills in the holes nicely. It can also create some marvelous character-on-character mysteries. I know there’s some stuff going on among Rat’s companions that Rat isn’t privy to, but would be immensely curious about if she could (she is currently separated from the main party).
The delightful thing about email is that it has turned one of our group from a die-hard mechanician (someone more interested in the workings of game-system mechanics than anything else) into a role-player as good as anyone in the group. Last Ars session he took a grog I had sketched out and turned him into a person. Cold—first time he’d seen the character. Beautiful job. I take no credit; I just enjoy the results of the transformation.
Is there a line between what to reveal and what to keep secret? If there is, I suspect it falls between plot secrets and character secrets. Plot secrets should be secret until the characters work them out. Character secrets are less secret, at least to me. I do, however, approve of a general secret-revealing session after a major plot arc or campaign ends. How else do you get to slap yourself on the head in disgust for not figuring out the obvious?