Everything I Need To Know About GMing I Learned From “The X-Files”

 

Every artist has their own personal and particular set of inspirations and resources that they go back to time and time again when they need a reminder of why they’re making art in the first place or just a little creative boost.  GMs (who are artists, no matter what anyone else says about them—hmm, maybe this is a topic for another OOC) are no different.  They simply tend to draw their inspirations from different places, and to be much less shy about plagiarism (since there’s really no penalty, even if your players find out).  There seems to be a list of these sources that most GMs familiarize themselves with, and which always provoke groans from players: Grimtooth’s Traps, Paranoia, the Book of Madness, the collected works of H.P. Lovecraft.  Or it could be that you base your GMing style off the storytelling-focused commandments set down by White Wolf.  Or maybe you just do your best to imitate the style of a GM you had way back when who ran the best games you’d ever played in.  Either way, a large component of the work of any GM is invariably an amalgamation of those influences, experiences, and desires.  The really good GMs are the ones who make that knowledge more than the sum of its parts by adding their own special touches.

 

Though my own GMing career has been much shorter than many others’, once I began it about a year and a half ago, it didn’t take me long to realize that this was the part of roleplaying that was truly meant for me.  And, little by little, I began to learn from my mistakes as well as my successes and to accumulate my own collection of influences and inspirations.  I won’t belabor you with the full list, but I will tell you this: While other GMs may think of their campaigns as a war, a novel, or “just a bunch of guys sitting around a table,” I have always thought of my campaigns, whether I played in them or ran them, as a TV series.  Think about it: It happens every week, it focuses on the lives and adventures of a recurring cast of characters, each weekly session is usually self-contained (except sweeps month cliffhangers!) but also combine to tell a larger story—and if it’s any good, once you get started it may be very difficult to stop “watching.”  In my case, you even have to wait all summer for anything new to happen (all the while “re-running” past highlights in your head).  I even refer to each session I run as an “episode.”  It just makes sense to me, but I didn’t even realize I was thinking that way until recent events opened my eyes to it.

 

Sunday, May 19, 2002: After nine years on the air, “The X-Files” airs its last episode.  I actually watch very little TV as a rule, but for almost that entire time I almost never failed to take an hour out of my week to sit down and watch the continuing adventures of Mulder and Scully (even rearranging my schedule accordingly if need be).  As I watched the two-hour finale and its mostly futile efforts to wrap up so many dangling plot hooks and conspiratorial mythology, I came to a realization: “The X-Files” has had perhaps a greater impact on the way I GM games than any other influence in my past.  And it seems only fitting that I should do my best to memorialize this excellent show by sharing some of the lessons it has taught me with you.  So, without further ado, I bring you Everything I Need To Know About GMing I Learned From “The X-Files”:

 

·        Simple is good.  Can’t you just picture Chris Carter walking into the FOX offices and saying, “So there’s these two FBI agents, right?  And he’s a believer, and she’s a skeptic, and they go around investigating paranormal crimes and stuff. ”  And can’t you picture the studio executives looking back at him and saying, “And?”  It’s a simple premise for a show—deceptively simple, in fact.  You’d think it would get old really quickly, but over the course of nine years it never did.  Lesson: It’s okay to start with a formula—as long as it’s an entertaining formula!—and never lose sight of that, whether it’s dungeon crawls, nights of courtly intrigue, secret espionage missions, or monsters-of-the-week.  You can jazz it up later on if it starts to get old to anyone.  Which brings me to my next point:

·        It’s all about the characters.  Let’s face it: No one really watched “The X-Files” because it had particularly good plots.  Sure, every so often they’d come up with something really creative that took you by surprise, but generally the non-mythology episodes (I’ll get to those others in a minute) were pretty linear: Someone gets killed before the opening credits, the agents investigate, Mulder has some crazy theory that turns out to be right, Scully refutes it with technobabble, it kills a few more times before they track it down and try to either kill or capture it, but it escapes/survives and sometimes comes back during sweeps month and the whole thing ends on kind of a creepy, quasi-philosophical note.  So why did I keep coming back to watch it week after week?  Because I loved the characters, their personalities, and their unique and often clashing ways of looking at the world.  I cared about them and became involved in their lives.  The writers could come up with the lamest monsters ever (and some of them were pretty bad) but I never once turned off the TV early, because I knew if I did I’d be walking out on two characters who had come to feel like old friends.  Lesson: Encourage your players to make interesting and three-dimensional characters, and it’ll make your job a lot easier.  You can get away with some pretty half-assed plots when you can’t think of anything better, but your players will bear with you because they love their characters (and you, in turn, will be entertained by their mad acting skills or lack thereof).

·        It follows from this that details make the character.  Mulder and Scully such entertaining characters, but not for the reasons you might think.  Their backgrounds, their philosophies, and even their personalities are actually all pretty pedestrian.  They are made interesting by the details that a lesser show might not have bothered to define.  Mulder is an FBI agent.  So what?  There are dozens of other FBI agents on TV.  What makes him different from them?  Mulder eats sunflower seeds incessantly.  Mulder does not actually own a bed, preferring to sleep on his couch.  Mulder has fish but can’t seem to keep them alive for more than a week at a time.  Mulder watches a lot of porno.  Mulder has a UFO poster on the wall of his office that reads “I WANT TO BELIEVE.”  Mulder is secretly in love with his partner.  Now a portrait of a true individual begins to emerge.  Lesson: Characters are often made interesting by their preferences, their secrets, their quirks, and other details your players might not consider in the rush to come up with a concept.  Ask them to define these quirks while making their characters, and reward those who incorporate them into gameplay.  It makes the game more fun.

·        Everything goes better with sexual tension.  Let me state for the record that I thought from day one that a Mulder and Scully romance was a bad idea for “The X-Files.”  For me, the most fun thing about the show was always the unresolved sexual tension at the heart of their partnership.  If they ever actually acted on that, the show would lose a lot of its fun factor.  I knew this in my heart, but I still became the biggest squealing fangirl in the world whenever one would show any hint of affection toward the other.  Hell, I’ve probably seen “Triangle” about a dozen times and every time I watch it again I still squeak like a Chihuahua when Mulder says “I love you.”  And the more manipulative the writers got about it (remember the movie?  remember the bee?), the more I ate it up.  Lesson: While it’s definitely not necessary to mimic this relationship in every game you run, you should always pay at least some attention to the ideas of love and romance, because they make your characters seem more human.  Wait for the last session to finally unite your unrequited lovers, and I guarantee your group will scream at least as loud as my friends and I did when Mulder and Scully kissed at the end of the eighth season.

·        Inspiration can come from anywhere.  One of the things that never ceases to amaze me about “The X-Files” is the incredibly variety of its plots.  The writers drew ideas from urban legends, Native American beliefs, religions from Christianity to Hinduism to Judaism, modern scientific speculation, unsolved historical mysteries, and the mythology of cultures from China to Mexico to Tibet—to name just a few sources, and without even giving credit to their own warped imaginations.  Turning on the TV, you never knew what you were going to get, or what snatch of weirdness you were going to learn about that week.  Lesson: Everything you come across, no matter how ridiculous or trivial it may seem at the time, is fodder for a game.  If a fact, a story, or a place catches your attention, your first thought should be, “How can I incorporate this into my game?”  And you should find a way to use it.

·        Use the metaplot, don’t abuse it.  So there are these aliens, right?  And they abduct a lot of people, like Mulder’s sister and Scully.  No, I lied.  Actually, there are no aliens, just operatives from the shadow government which is led by the Cigarette Smoking Man who are conducting nefarious experiments on women.  No, I lied.  There really are aliens, but they’re not abducting people; they’re bounty hunters who can shapeshift to look like anyone, and they want to take over the Earth and kill all the humans by releasing a plague, and the shadow government is trying to make an alien/human hybrid to resist the plague and deliver it to the aliens in exchange for their lives.  The black oil has nothing to do with aliens, because that was on Earth to begin with, though it had an extraterrestrial source, and now these other aliens who have nothing to do with the bounty hunters are sewing all their orifices shut so they can fight it, and even I don’t understand this part of it all.  No, I lied.  The shadow government is only working with the aliens so it can double-cross them and take back Earth, so the bad guys are the good guys and the real bad guys are…oh, I give up.  You get the picture.  The biggest problem with “The X-Files” was that by the fourth or fifth season, the backstory supposedly driving the whole series was so complicated that even a fanatically devoted X-phile such as myself couldn’t keep track of it much of the time.  They lost a lot of viewers that way.  Lesson: If you are playing a game that has metaplot or a shared setting, such as the World of Darkness, the metaplot can be very helpful toward giving you plot hooks and story seeds.  But you should never let it take over your campaign.  I’d say that more than 50 percent of everything you do should always be fully original and not beholden to anyone’s metaplot.

·        Laugh at yourself.  My favorite episodes of “The X-Files” were always the silly ones.  Like “Bad Blood,” where Mulder stakes a kid wearing plastic vampire fangs and half the episode is told from his perspective and the other half is told from Scully’s perspective, with none-too-flattering results.  Or “Humbug,” with the town full of circus freaks and the murderous Siamese twin who could detach himself and crawl around spreading destruction and mayhem.  Or “Small Potatoes,” with the woman who’s convinced that Luke Skywalker is the father of her baby and the shapeshifting plumber who turns into Mulder and gets thisclose to getting lucky with Scully before the real Mulder shows up.  Or the episode where Mulder and Scully appeared on “Cops.”  Or the episode where an X-File gets made into a really crappy movie (“Mulder, I have a confession to make.  I am in love with Associate Producer Walter Skinner.”  “Me too, Scully.  Me too”).  Or my favorite episode of all time, “José Chung’s ‘From Outer Space,’” with the D&D-playing informant and the Men in Black played by Jesse Ventura and Alex Trebek.  I could go on like this for days, but you see what I mean.  Lesson: If things are getting too serious in your game, give yourself and your players a mental break by running a session that’s just flat-out goofy.  You can go back to your serious plot next week (usually with a much better sense of what you’re trying to accomplish), and you’re all but guaranteed to have fun in the interim.

·        There’s nothing like a cliffhanger.  If there was one thing “The X-Files” always did well, it was to keep you guessing.  The fourth season ended with everyone thinking Mulder had committed suicide.  The fifth season ended with the X-Files burned to the ground by Cancerman, and you had to see the movie that summer to get things (sort of) resolved.  And the end of the seventh season…oh, the end of the seventh season.  The was beginning to lose my attention right around then: too much mythology, too many stupid monster-of-the-week episodes, not enough of everything else.  Then all of a sudden Mulder gets abducted and may or may not be back, and the episode ends with Scully saying two shocking words: “I’m pregnant.”  YOW!  Suddenly they had my attention, and I had to wait all summer to learn how it was going to pan out!  Lesson: It is your right and your duty as a GM to end at least a few sessions in really crappy places.  Not the middle of a battle or anything, but with just enough left unresolved to keep the players interested: take them right up to the door of the villain’s fortress, wait for them to say “We’re going in,” then break in with, “I think that’s where we’ll stop for the week.”  You’ll be amazed by the urgency and energy it lends to your game.  And finally…

·        Know when to stop.  As wonderful as the end of the seventh season was, it was also when “The X-Files” started to go downhill.  David Duchovny hung around for half of the eighth season, then disappeared altogether.  The mythology crossed the line from complicated into incomprehensible.  New characters (Doggett and Reyes) were introduced but never quite gelled with the rest of the series.  The eighth season had its moments, but the ninth season quite nearly lost me entirely, with only my desire not to miss amazing revelations that never came keeping me watching.  “The X-Files,” as much as I love it, is to me a prime example of a series that went on too long.  Lesson: Wrap up your campaigns too soon, rather than too late.  A campaign should never go on so long that going to weekly sessions becomes a chore rather than a vacation.  If your players groan in disappointment when you tell them only a few sessions remain, you’ve done your job well, and I salute you.

 

Farewell, X-Files.  You will be missed (and I don’t know what I’ll do with this sudden block of free time on Sunday nights which you have left me!).

 

Coming soon: Everything else I need to know about GMing I learned from “Babylon 5.”

 

Copyright (c) 2002 by Beth Kinderman.  This is my original work, so please respect it.

 

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