One of the great joys of playing roleplaying games, especially playing a single character through a long campaign, is in seeing your character grow and change. In traditional high fantasy games, it’s fun to rise from humble beginnings to be an important and powerful figure in the campaign world.
However, it’s relatively rare in roleplaying games to see the sort of deep, personal character transformation that you might see in books, TV shows or films. That’s because the sort of growth and change encouraged by traditional roleplaying games is different from the growth and change that most popular media is built on.
Character advancement is not the same thing as character development.
Last weekend I had my first experience of the game Sorcerer by Ron Edwards. Sorcerer was originally self-published in 1996, and it was at the vanguard of the indie RPG movement. I’m not going to discuss the game extensively, but there was one thing in particular that got me thinking.
I want to talk about Kickers.
A Kicker is an unexpected event that shakes up a player character’s life. It forces the player character to react, but does not dictate how they should react. It is the set-up for the player character’s opening conflict during play.
Kickers in Sorcerer
As defined above, Kickers are not new and not revolutionary. They are basically just plot hooks. Most long-running campaigns start with something similar, usually at the start of the first session of play, to get the players invested and the characters moving. Even the standard D&D trope of being commanded by the local ruler to sort out those bandits chop chop almost meets the definition (except for not dictating how the players should react).
But what Sorcerer did that was new and was revolutionary was this: it put the Kicker into the hands of the player.