Friday, August 4, 2017

Episode 8

Last Minute Changes

Planning ahead is essential to running a smooth game. Not knowing what is next can make it exciting since even you as the guide of the adventure doesn't know what's ahead.

We had a last minute cancellation. This could make a game master cringe.

What if the plan was to focus on that character's story arc?
What if you had a conflict planned around that character as a pivotal role?
Did you have a social situation created that depends on the character's inventory?

If you have paid attention to the character's backgrounds and what they have been up to then you have created story arcs that depend on each players involvement. Then they can't make it to the episode, what do you do? ADAPT!

When you adapt the story to who is playing then you can still reveal what you have intended. You can also concentrate on the characters that are there at the time. Have them question why is that character not around. "They were just here a second ago!"

The craziest part is that from the beginning of the episode it was said that the grown ups are not here. haha. It is true that the characters that were not present are the ones that are more of the serious ones. They are played brilliantly and with dedication to the characteristics they established. The other players stick to what their characters are also. They like to "derail" the game as they say.

I allow "derailing" in my adventures as long as the group is having fun. This doesn't work for some groups, but so far it is working for this group.

We didn't start actual gameplay again until about an hour into the episode. We did cover some thoughts on where we are as a group and how each individual does great things in their personal life.

We did get distracted by food, music, and great company. This can be a good thing.

In the end we had a great time, we progressed in the story,  and they became more interested in the culture of the setting. They either want to kill, assist, or partner with most of the NPCs. They are even concerned about the way the culture is. My favorite part of guiding a game is when the player characters get attached, frustrated, in love, or hate a society or character I created.

In conclusion:
Adapt to the situation
Include everyone
Pay attention
Build intrigue
(all in the best you can)

Ultimately ... HAVE FUN !!!

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