07.21
Question: Dear Dungeon Monkey, I am a GM currently running a small campaign with a pretty good group, it is currently a fantasy campaign but we also occasionally jump into other genres as well, sometimes modern, sometimes espionage, and even occasionally dark fantasy or vampire themed role playing. I like my players but one issue I keep having with them is when they are asked the name of their group or organization, it should be a moment for the players to bond together as a team but instead it becomes a moment that completely breaks the genre. Instead of coming up with a name that remotely fits the setting or campaign the players come up with some horrible moniker, such as “Creamy Cheese Balls” or “Rogue Falcon Poop” and after they get done giggling about it refuse to change the name. It doesn’t ruin my campaign but it starts to bother me, any suggestions on how to get them to take the idea of a group identity more seriously?
Answer: One of the cornerstone concepts for many role playing games is the formation of a team, in particular creating a team identity helps to mold the characters the players are running from single individuals who happen to get into all sorts of madcap adventures together into a unit in the business of madcap adventures. It often marks a turning point in the narrative experience of a campaign, where the players go from the initial stage of learning about each other and working as individuals with immediate problems towards becoming a group confronting long term problems or campaign issues. When a Game Master (GM) calls for a team name to be created it is usually because some Non-Player Character (NPC) of Importance (NPCI) has requested the name of the group as either part of the post adventure “thank you” closing of a situation or the pre, during, or post adventure “who is responsible for this mess” phase of a situation. For those wondering this second moment also covers when an NPCI of a villainous alignment asks the players just who they think they are attempting to thwart the NPCI’s nefarious scheme. If your players are unsure at that moment that they need to have a cool sounding team name ready, my suggestion is not to worry about it too greatly.
Honestly the problem with the team name is that the players are using it as a means to attempt to shape the story, the team name that is silly or genre breaking is actually an effort by the player to force the world shaped by the GM to react to them. By making you as the GM identify your players team by its silly genre breaking name they are, in actuality, forcing you to acknowledge your world is partially reactive to them. But if you are a GM there is a simple technique to slowly break your players of this habit, give them precisely what they are craving but in an ever increasing dosage. By definition we are talking about a name that the players have chosen for their team that is unusual or genre breaking, otherwise it would not bother you as an interruption to your story narrative, so have your NPCs and NPCIs become puzzled by the name and ask your players what their team name means. If the players defer or provide no answer pursue the point, make them come up with some sort of story to explain why they chose this team name. Keep doing that to them when they meet a new NPC or NPCI, not every session and never more the once in a session, but certainly every other session or so. Keep notes on the story they tell and later, as their deeds grow, be sure the legend of how they acquired their team name is twisted on them when they hear it repeated, bards embellish stories to make them more interesting and unusual, this is your chance to tweak your players back.
More critically though a name that breaks genre is a name that is highly distinctive and that is not always a good thing for your players, emphasize that point repeatedly within the campaign. If your campaign has magic in it, then curses, spells, and spying are all far easier because a group with a distinctive name is a group more easily associated with just a name. In any campaign setting people seeking revenge, to make a name for themselves, or to steal something of value will find it easier to track a group with a really unique name rather then a name that is less distinctive. Finally, of course, be sure that your oddly named player team is never able to escape a past debt or a bar tab, it is really hard to argue that some other group named “Rimkin’s Flying Circus Pants” was responsible for the high bar tab if in your world the most common group names involve birds or mythical animals. Your players may never react to these hints but at least it will give you a bit of an outlet and, more critically, it might get them eventually to a place where they try to meet you halfway and blend a bit more with the surrounding campaign landscape.
- Dungeon Monkey
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