merryprankster
Journeyman Douchebag
Posts: 243
Favorite Species of Monkey: Howler
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Post by merryprankster on Apr 19, 2014 17:36:02 GMT -8
So I have decided to take a stab at GMing for the first time. I've selected a game (L5R) and lined up the victims (thanks guys).
Now I am kinda wondering what people do to prepare for a game? I'm assuming some sort of story outline and some NPC's would be handy, but I'm not sure what level of detail to go into.
In general I think I am best on the fly in a feedback loop with the other players letting things spiral out of control, but is this a bad idea when GMing? Should I develop a more rigid structure so there is an actual story?
Any advice would be super handy.
Thanks.
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Post by Luckstrider on Apr 19, 2014 19:15:27 GMT -8
Think about your game in scenes and start designing and writing about them in a general sense. If you get some time then go into more depth about your scenes. The first couple sessions will be the most difficult as you may not have a good idea about your PCs yet. Once you've got a couple of sessions under your belt you will have a little bit of an idea as to how they will react to things and what their backstory is and can better tailor the game to the players. I tend to start my campaigns with combat focused sessions at first to see how the players interact and then drive home some story focused elements later.
I like to find some tables to help me make up my NPCs on the fly as I'm pretty lazy as a GM. I usually just google to find them.
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Post by Forresst on Apr 20, 2014 1:42:15 GMT -8
Once the characters exist, think of something they have to do. Figure out the person who tells them to do a thing, give that person a name, a description and a basic history "this person is the ______ in the ______ family of the _____ clan, they like hot food, they have a significant other, they do this thing". Think of what the thing is, and any people directly related to the thing. Make those people up. Then grab a list of random names. There's your NPCs. Think up a vague setting. Be prepared to make up buildings. If you have to, make a list of stuff that would be in a typical setting. There's a bar. There's a bath. There's a town hall thing. There's a sake house, etc. Don't tell anyone where they are unless they ask about it. Then make up a name. Super easy! Ok, so it's not super easy. But it's fun.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Apr 20, 2014 4:45:18 GMT -8
If you have to, make a list of stuff that would be in a typical setting. There's a bar. There's a bath. There's a town hall thing. There's a sake house, etc. Don't tell anyone where they are unless they ask about it. Then make up a name. Super easy! I am not as good at on the fly so I make this list with names. Each location has a sentence long hook/side quest/point of interest. In addition I have a short list of rumors that they might pick up talking to NPC's. It's a lot of work but that's my favorite part of GMing I have found that if you keep track of what the bad guys are doing and have memorable set pieces it'll all work out.
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zoepax
Initiate Douchebag
I am here...you are there...where shall I find da beer?
Posts: 9
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Post by zoepax on Apr 23, 2014 9:02:40 GMT -8
One thing I need to work on is minimizing the amount I write out. When I started it was like writing a book. I had everything down. Quickly I found out that was not the way to go so next time it was much less...yet still way way way to much. I am getting it down even more but would totally love to get to a point like BigHairy (teehee) is at. Location, and just a sentance or 2. Person...then a sentance or 2 of info. That is where I am striving to get to.
WORKIN ON THAT IMPROVISATION.
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Post by Arcona on Apr 24, 2014 1:31:46 GMT -8
Generally start with an outline of what happens or what is interesting that could interest the PCs. This is the backbone of your campaign. You can keep it as loose or as detailed as you want but as mentioned elsewhere be prepared for the PCs to completely ignore it and go do their thing so investing heavily in it is a bad idea.
Then depending on complexity you want you can also prepare a short timeline of events. This keeps the world real and means that even if the PCs dont discover things or care for some plots, things do happen behind the scenes.
Lastly I too prepare some specific scenes that I know I want to run them through in a bit more detail. These scenes can be dropped to feel gaps or used as a dramatic effect or just a cool action sequence. The fact that these scenes are 'mobile' means that you dont waste them if the PCs dont do exactly what you expect them to do , when you expect them to.
I dont really prepare NPCs ahead of time as I can handle some quick calculations... you dont need every skill and every feat for a fighting encounter the same way you dont need every thing stated out for every merchant. You can use a generator on the fly as well if that helps you. I do tend to have a list of names printed out and delete them from the list once used to be able to come up with enough NPCs as needed without having half the town named Tom, Bob, Jim, James and Helen.
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tacoslaad
Initiate Douchebag
Posts: 23
Preferred Game Systems: D&D 2 thru 3.5, WhiteWolf titles, Shadowrun, Rollmaster, Star Wars, and yes, Amber diceless
Currently Running: D&D 5th ed. Just finished a Savage World Game.
Favorite Species of Monkey: Howler Monkey!
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Post by tacoslaad on Apr 25, 2014 19:45:22 GMT -8
First off, Kudos for taking up the screen! Here's to hoping you have a great time and keep running.
What I generally do when I'm coming up with a game idea is have a night where everyone gets together and makes characters. I'll try to have a very basic idea of what I want to do. Something like "I want to run a game with lots of court intrigue" or "I'm looking for a game with lots of magic and uncovering ancient secrets". Something almost generic like that. I'll let the players in on that little tidbit and encourage them to come up with characters based around my game idea.
The way that we make characters is to sit around in someone's living room and bounce ideas off of each other until we get a somewhat cohesive group. That way, we don't have too many of one "type" of character. We get something that's more balanced. Also, we tend to intertwine our backgrounds at this time so that there's a reason for us all to be together. I would encourage this, especially for a first time GM. There's nothing like sitting down at a table with 4 or 5 "complete" strangers and trying to figure out why everyone would even be there!
The important thing for the Gm to be doing while the players are coming up with their backgrounds and character concepts is to take some notes. If one player is playing a Shugenja with a "mysterious past", note that down and try to incorporate it. You never know when one of your players will give you an entire story idea just by coming up with a good background. I usually try to incorporate a bit from each background if I can. You don't have to use too much but if something gets you thinking then so much the better!
My first game is usually a mix of encounters that are based on what I got from the players on character creation night. I try to have something for each character that was put together but don't worry if you don't get everything in there. What is important is you are satisfied with how things feel. I'll have the "encounters" not be very location specific as my guys like to try to go somewhere I've not even thought about. Something like exploring the barn of the farm way on the outskirts of town that they just happened to be walking by. So, be flexible with what you put out there at first. As you and your group mature together as a unit you will begin to get a feel for what they like to look for and what they may or may not do in a given situation.
Most of all, try to have a ball! and good luck. let us all know what happens.
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