Getting together a group of players to play an RPG for most people is only something that happens intermittently, following the intersection of the schedules of everyone involved to enjoy the hobby. However, for many people in the hobby, this few hours a week set aside for gaming just isn't enough. They need or want something they can do when they have time outside the game, an introvert's task away from the extrovert's domain at the table. Today we're going to discuss that aspect of the game -- the out-of-game mechanic.
For GMs, finding something to do outside of game is always easy to do. Whether prepping for an upcoming game, reading new rule books, getting ideas from modules or novels, or even building and painting miniatures and terrain, there is always something to be done. In many ways, I think this is what draws players into becoming GMs -- they find they want to spend time outside the game on the hobby, and this oftentimes manifests as spending time worldbuilding. This probably is also why many game masters suck at what they do, because a good game experience is all about the extroverted interaction at the table, but most GMs are motivated by the introvert experience away from the table. But being a GM is not for everyone, and clearly, not even something most players want to delve in to. As game mechanics go, GMing is not the best away-from-the-table mechanic.
For those not GM-inclined, the game is the game, whether at the session or not, so the out-of-game mechanic is really the basis for what they can do. Different systems have different levels of what to do out of game. If you are playing a rules-light game, there might not be anything really to do. Delve into one of the old standby favorites like Pathfinder or D&D, and the only limit is the amount of time you're willing to invest.
After all, in these rules-wide and rules-deep systems, like Pathfinder and D&D, with hundreds of modifications for characters, a player can spend hours and days building, planning, and optimizing a character. Just the standard amount of work to level up is suited for time away from the table. Throw in planning for reaching prestige classes or for optimizing multiclass combinations, and now you can spend hours thinking about just a single character without ever need another player. All of these character optimizations are mechanic driven; not role play driven. We're not talking about what the character feels or their background -- we're talking about feats, skills, class levels, ability scores, and equipment. Nubers on the page can take on a whole life of their own away from the table.
Equipment, alone, deserves its own consideration. With books like Ultimate Equipment and Encyclopedia Magica to plot and scheme with, a player can spend hours trying to find that one perfect piece of equipment for every situation. Constructs like the Handy Haversack further this appeal, giving the players to carry far more than they would ever really have a use for. In some sense, many games encourage hoarding of equipment by supporting lots of items in the mechanic. As a GM, this sometimes mean the best question to leave the table with is "Is there any equipment or items you guys would like to have in the future?"
Role playing considerations outside the game are probably the exception rather than the rule. Though it doesn't happen often, some players do work on discovering the aspect of who their characters are and how they should behave during out-of-game time. This is one of the areas I spent a lot of time on, probably so because automated tools have drastically reduced the amount of time I need to spend on considering mechanics. For me, it is far easier to know what Crayla will take for her level 3 feat than how she should react with a party member gets ripped apart by a bear and left for dead. Is there room here for more mechanic for these role play questions? Perhaps, but maybe it isn't needed.
A major thing to keep in mind is that some players don't want to spend a lot of time working on things away from the table. Even leveling up can be a chore for some. For these players, it is imperative that the out-of-game aspect be optional. For rules-wide and rules-deep systems this can be a challenge because certain classes require more study on the part of the player. Playing a fighter and hitting things with a sword may require very little planning away from the table; playing a monk and using all the monk's special abilities properly is going to take some study. In these cases, try to help your players find the classes and options that fit their away-from-the-table level of time.
The common thread through all of these out-of-game activities is that some players want to experience the fun of their hobby away from the table, even when the group of friends can't get together. Whether you are picking a new game to play in, or planning a new game to start, be careful that you don't forget this part when you choose your system.
For GMs, finding something to do outside of game is always easy to do. Whether prepping for an upcoming game, reading new rule books, getting ideas from modules or novels, or even building and painting miniatures and terrain, there is always something to be done. In many ways, I think this is what draws players into becoming GMs -- they find they want to spend time outside the game on the hobby, and this oftentimes manifests as spending time worldbuilding. This probably is also why many game masters suck at what they do, because a good game experience is all about the extroverted interaction at the table, but most GMs are motivated by the introvert experience away from the table. But being a GM is not for everyone, and clearly, not even something most players want to delve in to. As game mechanics go, GMing is not the best away-from-the-table mechanic.
For those not GM-inclined, the game is the game, whether at the session or not, so the out-of-game mechanic is really the basis for what they can do. Different systems have different levels of what to do out of game. If you are playing a rules-light game, there might not be anything really to do. Delve into one of the old standby favorites like Pathfinder or D&D, and the only limit is the amount of time you're willing to invest.
After all, in these rules-wide and rules-deep systems, like Pathfinder and D&D, with hundreds of modifications for characters, a player can spend hours and days building, planning, and optimizing a character. Just the standard amount of work to level up is suited for time away from the table. Throw in planning for reaching prestige classes or for optimizing multiclass combinations, and now you can spend hours thinking about just a single character without ever need another player. All of these character optimizations are mechanic driven; not role play driven. We're not talking about what the character feels or their background -- we're talking about feats, skills, class levels, ability scores, and equipment. Nubers on the page can take on a whole life of their own away from the table.
Equipment, alone, deserves its own consideration. With books like Ultimate Equipment and Encyclopedia Magica to plot and scheme with, a player can spend hours trying to find that one perfect piece of equipment for every situation. Constructs like the Handy Haversack further this appeal, giving the players to carry far more than they would ever really have a use for. In some sense, many games encourage hoarding of equipment by supporting lots of items in the mechanic. As a GM, this sometimes mean the best question to leave the table with is "Is there any equipment or items you guys would like to have in the future?"
Role playing considerations outside the game are probably the exception rather than the rule. Though it doesn't happen often, some players do work on discovering the aspect of who their characters are and how they should behave during out-of-game time. This is one of the areas I spent a lot of time on, probably so because automated tools have drastically reduced the amount of time I need to spend on considering mechanics. For me, it is far easier to know what Crayla will take for her level 3 feat than how she should react with a party member gets ripped apart by a bear and left for dead. Is there room here for more mechanic for these role play questions? Perhaps, but maybe it isn't needed.
A major thing to keep in mind is that some players don't want to spend a lot of time working on things away from the table. Even leveling up can be a chore for some. For these players, it is imperative that the out-of-game aspect be optional. For rules-wide and rules-deep systems this can be a challenge because certain classes require more study on the part of the player. Playing a fighter and hitting things with a sword may require very little planning away from the table; playing a monk and using all the monk's special abilities properly is going to take some study. In these cases, try to help your players find the classes and options that fit their away-from-the-table level of time.
The common thread through all of these out-of-game activities is that some players want to experience the fun of their hobby away from the table, even when the group of friends can't get together. Whether you are picking a new game to play in, or planning a new game to start, be careful that you don't forget this part when you choose your system.
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