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Post by joecrak on May 28, 2014 19:49:27 GMT -8
So I figured I would like to hear a revisit to a question I posed in an email a while back, that all the hosts agreed would be a great topic.
When you have long breaks between sessions what and how is a good way to keep the game fresh in players minds? This seems possibly even more relevant to the crew, considering they would like they will be getting back into L5R again soon.
What are some of the tools to try nd keep what happened last fresh in everyone's mind? or do you rely on one player with Amazing memory? Granted...having a podcast and recording of the game makes it easier, but not everyone has that.
Thoughts?
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Deleted
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Post by Deleted on May 29, 2014 5:37:17 GMT -8
I write a story summary after each game session, then review that before each new session and give the players a recap. I actually do a "In our last adventure" speech in a TV narrator type voice, but I also do episodic games with a focus on narrative and cinematic action so it jsut adds to that feel that they are playing in a weekly, or in our case monthly, show.
I write the summaries literally as a short story, covering all the major plot points, any really cool things the players said or did, and make sure to recap any of the obvious hints and clues they found. I am also a big fan of props so the players have a small notebook in which they write down clues, as well as paste in notes, sketches, and other handouts I give them. They have used it to work out puzzles, and on occasion I will add little things to the book myself between sessions for them to discover. It adds another dimension to the game and gives them a ready reference for things.
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tomes
Supporter
Hello madness
Posts: 1,438
Currently Running: Dungeon World, hippie games, Fallout Shelter RPG hack
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Post by tomes on May 29, 2014 13:15:28 GMT -8
I've had this exact problem in my last campaign, compounded with difficult scheduling and the odd missing player, which is what got me starting a more episodic style of campaign. It's like trying to come up with an overarching story and theme that can be used to run mini-con games each session, where whomever shows up happens to be the ones involved. I employ many of the techniques of @tentagil, and take it upon myself to write these summaries. To be honest I'd prefer to assign each session to someone (or someones) so that the summary was in the perspective of the PCs, but I don't think any one of them is really all that motivated to make that happen. Another thing that has been mentioned before, and I use liberally, is to use alternate communication methods (text or email) to ask in-between session questions. I found this works excellently to get them motivated, connected, and interested in the story. This is especially for those of you doing the collaborative story-telling thing. I also love using questions to fill in prior story elements, it reminds them of things that happened, and then lets them expand on that. Examples: - "In the cave you noticed something on the wall, but decided not to tell the other party members. What was it, and why didn't you mention it then?"
- "The orc said something that caught your ear just before it died. What was it?"
- "You could have swore you saw the thief pocket something when she thought no one was looking, when you guys were looting the treasure. What do you think it was?"
I love that answers can be useless or critical, minor or involved. It may even just be imagined (like the thief pocketing something), just to create tension. Or you could have a similar question for the thief: "What did you pocket before anyone saw you, and why do you think it will protect the party not to see it?" Also, these things may or may not be brought up during the game session.
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Kurt
Initiate Douchebag
Professional 6-year old.
Posts: 28
Preferred Game Systems: Rolemaster, Space Master, Etherscope, Aftermath!, AD&D/3.5/5.0, Fate and Savage Worlds
Currently Playing: Nothing, currently.
Currently Running: Nothing, currently.
Favorite Species of Monkey: Jamaicanadian Spidermonkey
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Post by Kurt on May 31, 2014 11:21:00 GMT -8
Something that has always helped my gaming groups is the idea of a Gaming Journal, which is kept by each player. Every player records what happened to them in a diary format and at the next game we were always able to pick up right where we left off. Seldom was there a forgotten story plot since there were eight versions of the story and even the smallest detail was recalled by someone; usually the person it pertained to the most.
Bonus XP or bennies are awarded for the Journal so the players were pretty good at keeping notes. This takes a lot of pressure off of the GM, as a player will often be the one to tell you that "the Innkeeper of Littleton was named Burl and he had a daughter who was often sick". They remember those tidbits of information because it was in-character for one player to find out why she was sick while another player would recall that the Inn was in at the far end of town from Littleton Manor.
No matter how long ago the last game was, within a few minutes of recap, everyone remembers exactly where they were standing and why they were holding a length of wet rope.
As I was trying to resurrect an old campaign of mine, I asked my players if they still had any notes that I could work from. Here is what I got back from just ONE player:
A bit from one of Julian's (Mike) journals, I believe:
Several characters arrived at the Manor of Baroness Margaret Lutae, in the realm of Welman. They included Natan (Ethan), Zen Doe (Sherry), Isleme (Loni), Odyette (Ari), Percy Blueblade (Tom), Dosquius (Jeff) and Kirimi (Amber). They arrived separately, over the course of several hours, on the day of the summons and were guided to the meeting lounge of the manor by the household seneschal, Jeeves. Once there, they were offered food and drink while they waited for the Baroness to arrive to meet with them. All showed a great deal of patience and self control as they waited, some for as many as ten hours, for the meeting. While those summoned were waiting, they were introduced to a few of the staff members. Houseboys. One houseboy, Harold, seemed to catch their attention more than the other two. He was thin and pale and had an odd tendency to wear dark makeup on his face and hands. He was nervous and skittish and stumbled a great deal, as if he were preoccupied with other matters. Natan attempted to calm him and force him to eat but he was too timid to remain with the guests and comply with Natan's request to eat. From the window of the lounge, a few of the guests spied two women walking through the garden below their viewpoint. They were well-dressed and spoke of the weather, gardening and pleasantries. These two women approached an iron-bound door and ascended a short flight of stairs to enter from the main doors of the lounge. While the younger of the two, Dailora (Heather), sat with the people assembled, the other woman identified herself as Baroness Lutae. She welcomed the assembled group and asked them to perform a royal task: To help the country of Welman remain intact while bandits and armies tried to destroy the Barony. A task that had proven too difficult for an assemblage of knights and a caravan of diplomats, already. The Baroness announced that the few, assembled characters were all chosen for one reason, and one alone. They were listed in a journal of her late husband as people whom the Baron trusted without fail. There were notations aside each name but not specific details as to who these people were or why they were trusted above all others. It was enough for the Baroness to know that her husband had trusted them and she would, too. During the heart-felt address by the Baroness, a small comotion occured at the lounge's meeting table. The houseboy, Harold, collapsed while pouring wine for the guests. He was found, not to be wearing gaudy make-up but suffering from a severe case of poisoning. His skin was discolored from lack of oxygen and slick with sweat, not oils. While some rushed to the boy's aid, others began questioning staff and patron about what the cause of the poisoning could be. Jeeves and one of the houseboys were sent to fetch a doctor, immediately. Kitchen and stores were searched, as well as stables and servants' quarters. In the end, it was discovered that a case of wine had been tampered with by some unknown individual. The bottles had been poisoned with jitsu oil. A sadistic poison found only along the coast and well known by Dailora, the young woman whom the Baroness had been entertaining earlier that day. It was also found out that Dailora had not been a long-time guest of the Baroness but had only arrived that morning, in the company of a large man, and had been admited access to the manor through the very room where the wine bottles had been found to be tampered with. The man had left the manor shortly after commanding the kitchen staff to tend to Dailora and see that she was fed and dressed. None of the kitchen staff had noticed if the man had been near the bottles of wine or where he went when he left the manor. Seeing that the efforts of the group could not cure the ills of the child, Dosquius lifted the boy and rushed off to the stables to find a horse that he might borrow. Joined by Isleme and Kirimi, upon their own steeds, the three riders left the manor heading toward the town healer. They reached the doctor just as Natan was arriving by foot and Jeeves and the houseboy were leaving with the doctor in tow. They all returned to the healer's office and began to care for the child who had been poisoned. The doctor declared that the poisoning had taken it's toll on the boy and his survival would be decided come morning. Favorable odds could not be given, at that time. Most of the group returned to the manor with Jeeves and the houseboy, Richard, to await news from the doctor. Shortly afterwards, those at the manor met with one another and attempted to find out what they could about who would want to cause harm to the Baroness, the characters and the state of Welman. There had to be a reason behind all of these attacks and they were determined to uncover it. The Baroness declared that the manor would be closed and security measures would be taken for the safety of the house. The characters would be given rooms at the Tranquillity Sea Inn, paid for by the manor's lady, and a second meeting would be held the following day, under better conditions. Most of the group chose to stay at the Inn but only a few made it so far as to check-in. Zen Doe, who ran the local school and orphanage, returned to her own home to await the next meeting with the Baroness. Kirimi, Odyette and Percy all parted from the group and began to investigate matters in their own ways. Dailora wandered about the town looking for taverns where she might work and find generous men who would be inclined to part with coin and Dosquius chose to follow those characters and learn what he could about his new companions. Several leads were discovered by the characters and it appeared that the meeting that would be held the next day would prove fruitful. During the night, a cloaked visitor came to the Inn and slipped upstairs to the group's rooms. Knocking gently on all three doors, the figure then entered the third room and revealed herself as the Baroness. She feared holding the second meeting within the confines of the manor and chose, instead, to sneak away and meet with the group in secret. The characters were quick to reveal all that they had found. Not only were three prime suspects named but also motives were uncovered. The Baroness was astounded. These few people had done more intelligence work, in one night, than her entire advisory staff had done in the last few months. She declared that all would be given the opportunity to serve Welman if they would only accept.
That was the recap from ONE player for a game that ran OVER TEN YEARS ago. Needless to say, I managed to resurrect the game quite easily.
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