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Re: [DL] Game Planning
> --- Derek Carmichael <dcarmichael@apple.com> wrote:
> Do you outline the overall campaign events? Do you detail
> the overall campaign? Do you just wing it as you go? Do you create
> lots of NPC's? Do you detail a "home base"? Are most sessions created
on
> the spot? Do you use only published adventures? Etc.
i start with a published adventure, a 3-ring binder, and a box of 4 x 6
cards (3 x 5 are too small for my tastes).
For a starting adventure for DL, i'd have to say "Independence Day" is my
favorite. Nothing overly supernatural, but weird and very creepy. It's
just right for easing players into the setting.
The binder has my Possible Big Picture and Grand Finale (it's never
lasted till the end, so i don't get too attached to it), a list of
western names of people, a list of weird west business', notes on things
the characters have done that will come back to haunt them, and a session
log.
The 4 x 6 cards have critters, bad guys, and "pick me up" encounters.
All cards are made on an "as needed" basis, like if i know something is
going to be encountered next session i put it on a card or if the players
key in on an NPC, then they get a card when the session is over. Some
(say 2-5) NPCs are made ahead of time, especially if the characters are
going to stay in the area awhile. The pick me up encounters are for when
i'm improvising and need some weirdness to keep people in the swing of
things.
Each player has a background, but not all of them are interested in
exploring unresolved background issues. As we game, i notice which
characters roleplay a desire to find out about such things. i then try
and time the resolution of their characters "issues" as closely as
possible to the big climax at the end.
Published adventures are a mainstay in all my campaigns, with original
material used to motivate the characters and link it all together so it
makes sense. As a rule of thumb i don't spend time on something unless
i'm confident it will be seen and appreciated at the gaming table. A
good example is villians vs handouts. i always make my handouts before
ever getting around to actually statting out the villian.
i never "wing" a session and when i do have to "wing it" i do it only so
long as i'm on a roll. There are GMs in the local area who improvise
entire sessions but, based on discussions with players, most "wing it
happy" GMs are fooling themselves about the quality of their sessions.
As for wrapping up campaigns, i have managed to do that, but only a half
dozen times or so in the last 20 years. The secret for me, is just
timing it right. If i don't get too attached to my epic conclusion, then
i'll pick up the vibe from the players about when they are ready to wrap
it up and move on. It also helps if the players have an idea when things
are going to wrap up - they're more likely to stick it out even if
everything isn't quite perfect.
Happy Gaming, =)
screenmonkey
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