To continue on from three weeks ago, the week before last and last week, in which I discuss running a Dungeons & Dragons (D&D) role-playing game (RPG) for some middle schoolers at my local public library (for pay!), I’ll note that the party in question continued its work against the thief that had stolen a particular ceremonial object from the town from which the members hailed. Progress was made, and the party has a good one-session return to their home town, one session because the program will have but one more meeting. I’ll hope for renewal, of course, but I cannot count on it.

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I try to do more in these discussions than simply give a gloss of in-game events. The practice of composing recaps of games, however, is one that I’ve found useful in running tabletop games. (The play-by-post forum games I’ve mostly involved myself in function differently; while the tabletop game is, as an artistic object, ephemeral–here, again, I borrow from Mackay’s The Fantasy Role-playing Game–the forum-based game is not, but creates a stable [-ish] textual object by its very nature. Recaps still help in such cases, but they necessarily function differently in them.) I’ve not done it with the middle-schoolers yet, although if there is some kind of return to Hanlon, I think I will employ it.
The practice is in fact much as it is labeled. One or more players will volunteer or be assigned to take notes on party deeds and doings and compose a summary of what happened in the previous session or sessions so that everybody at the table is operating from a common understanding of events thus far. When a player has to miss a session, that player can come abreast of events easily. When the person administering the game has to refer back to something, there is a stable record for them to use to that end. From a narrative perspective, then, it is a helpful thing; the record allows for more internal consistency and easier access, both of which increase immersion and therefore improve the narrative flow and engagement with the same, enriching the RPG experience.
Getting players to do such things can be easy. Sometimes, particularly motivated players will take it upon themselves to do so–and it’s fine to let them, although the person administering the game should keep an eye out against the tendency to self-aggrandize (and, less commonly but still an issue, the tendency to run down other players and their characters). It is easy, when doing the writing, to make one’s self look better than events actually bear out; “history is written by the winners” is an old adage for a reason. When multiple players are thus inclined, the recap of events can be a bit more fraught; the question of whose vision of history is the “right” one becomes an immediate concern, and while negotiation is possible, it can also lead to tension at the table that helps nobody sitting at it.
(Having the record be an in-character thing offers a possible workaround, and there are many character types for which it might be an appropriate option. Sometimes, however, action is obliged to stop in the middle of things, and it would break narrative sense to have a completed record of an uncompleted action. It does, at least, make any disagreement an issue of the character instead of the player, which experience suggests is easier to address; players are a lot more likely to tolerate Meador of the Rock Wall trumpeting himself than they are Bob, playing Meador, doing so.)
When players are perhaps less eager to do the work of compiling such a record (and even when they are quite eager), there is an easy remedy: give a meta-game award. To use the example of D&D: characters advance by means of acquiring experience points (XP), an arbitrary and nebulous measure of having done things. Most commonly, XP are acquired by defeating opponents and overcoming challenges. At my tables, XP also result from making things better for the other people at the table, something I’ll talk about in more detail later on (but probably not today). Compiling and presenting a solid record of party events is something that does make the game better for the other people at the table, and while it is the case that everybody at the table should have that as one goal of play, it is also the case that composing such a record requires work away from the table. (It’s writing, and I’ve talked about writing processes before at some length–such as here, here, and here. The remarks still largely apply, if with adjustments for medium and context.) It’s outside effort, and that kind of thing deserves some acknowledgment; a small bonus to XP for the session in which the record is presented isn’t out of line in such a case. Such has been my experience, at least; others’ may well vary.
Now, again, I’ve not put this into practice at the middle-school table. Given the players and what I know of them (and I know quite a lot about one of them: my beloved Ms. 8 is one of the players), I don’t know that any of them would be keen on the task, and given the nature of the program, I’m not sure there will be a return to the present game as such. I can hope for such things, but I cannot be assured of them. Still, I expect that some time will come when I run another in-person table, and when I do, I may see if I can get a party scribe started. Because there is one other thing that such tends towards…the player willing to put in the extra outside work is also one who is apt to take on administering a game, in turn, and much as I enjoy running a game, I do look forward to playing in one again sometime.
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