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#11 | |
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Join Date: Sep 2008
Location: near London, UK
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Podcast: Improvised Radio Theatre - With Dice Gaming stuff here: Tekeli-li! Blog; Webcomic Laager and Limehouse Buy things by me on Warehouse 23 |
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#12 | |
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Join Date: Jul 2007
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#13 | |
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Join Date: Apr 2009
Location: Toronto, Canada
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That said, the hobby does produce things that are even less detailed than scenario-only adventures. We have adventure seeds, which are paragraph-length ideas for adventures. And sometimes we publish fully-statted NPCs, with some notes about situations where they could be used. Last edited by Johan Larson; 10-03-2016 at 04:24 AM. |
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#14 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Another way to look at styles of setting is what one needs to prepare for each session. Any setting requires reading beforehand, but the amount of reading is usually least with the "sandbox" setting and most with the "supportive", to coin a term.
Session preparation has a lot to do with how well you know the setting IME. Once you've internalised it and got the feel of it, it's not too hard to work out what you'll need, and it doesn't make much difference if it was a sandbox or a supportive setting. The point of the supportive setting, looked at this way, is that it's easier to internalise it, although not necessarily less time-consuming; the drawback is that the detail is rich along the characters' anticipated path through the setting, but gets sparse quite quickly once the party leaves that path. Having worked out what you need is a different matter from having the material ready. That may need quite a lot of work, especially if characters need to be designed and equipped. The only superhero campaign I've ever played had a lot of fully-designed NPCs, because Hero System supers have to be designed in full detail or close to it before they can fight. Other systems aren't so demanding, and supportive settings may provide stock NPCs as well as major figures. This is especially valuable to the brand-new GM who isn't confident about designing a variety of characters. Something we really ought to tell new GMs when they show up on these forums is that it's OK to occasionally say "Time out for five minutes while I figure out what happens because you did that" or "Could you go the way you were looking at last session, because I have that all prepped, and wasn't ready for this sudden change of plan." Insecurity about these things has probably caused a lot of RPG disasters.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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#15 |
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Join Date: Sep 2008
Location: near London, UK
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Michael Cule has been known to call that thought-timeout the Strategic Toilet Break.
A setting that only supports a single campaign can have a random adventure generator, if at a fairly high level - "enemy faction X causes a problem" or "outbreak of monsters of type Y". The Day After Ragnarok did this quite effectively, with separate lists for the Hook, the Location, the Goal, the Villains and their Henchmen and Goals, the Victims, the Guest Star, the Obstacles and the Twist. But if when writing the book you don't know whether your PCs are going to be MI6's anti-occult-Nazi squad or a group of housewives under the Birmingham Blitz, it's hard to determine before the fact what sort of problems they should be facing. But I find game-prep falls into two parts: (1) roughly what is going to be happening in this session, and (2) what details do I need to support that? In a long-running campaign, (1) can either become much more work (because a lot of things have been done already) or be replaced by a general sense of what's going on in the world, while (2) is pretty easy since if I know the world I can pretty much invent the stats on the spot.
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Podcast: Improvised Radio Theatre - With Dice Gaming stuff here: Tekeli-li! Blog; Webcomic Laager and Limehouse Buy things by me on Warehouse 23 |
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| classification, settings |
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