Jul 4, 2021 5:20 pm
Since someone asked about me running a game I didn't know about so they can learn the system it got me thinking of that plus if there's more people that can GM that means more games but if you don't know the system or how to GM is not as likely. So it got me thinking this isn't system specific and more would people be interested in prototype, user demoing versus trying to document a process first to go with so very spit bally to me:
Crunchy/Crunchish/or confusing system (I have to roll to see if I have siblings and if they're still alive??? Why???) unsure how to make characters or just like making characters and sharing? Set a date and go over how to make characters as a group, don't need a GM for this one. You can rift as a group who the PCs know each other and talk about the adventures you went on together in the past or that fishing trip where so and so got hit by lightening.
If there's multiples GMs could it battle GM Ghosting? GM wanting to play a PC but always having to run? GM burn out? I'm going on vacation so GM #2 run the special beach party adventure?
So there's a pool of players for the system lets say five and their playing. GMs lets say just two. One GMing the other is watching, GM is out for a week from the sit no word or contact secondary takes over. Player out of a week no word no contact, second GM starts recruiting a backfill and working with the GM on how to inject them into the game, might just be they're hired on, might be plot hook.
Thoughts about interest in any of these from someone who would want to be teaching or learning a system? The first two are more learning/training while the last is more akin to a normal tavern post.
[ +- ] When you want to learn to GM or Play a new system
See one, Do one, Train one comes to mind.
So instead of a One Shot adventure for a group to play more of Scope Down the Iron Sights
One experienced GM who knows said system
One person who wants to run a game in said system but has no idea
One person who doesn't know about the system but wants to kick the tires on what it's about
GM manages within lets say a month Char Gen with the player, GM Trainee can jump in for questions. Player gets run through a social/combat/investigation or discovery scenario in the system if the system has them and its more scenes then a fluid game. GM trainee gets to see the GM notes on their process and then runs the player through new scenario of their own design along the same pseudo plot.
This is kind of critical path to get your feet wet in a system not long term and with a timeline/end goal of done in under a month since there's not along with not alot of people should have a quick turn around to complete. Plot/Genre/Setting aren't really important since it's not long term. Note we don't skip steps like where do I go to make a character, what do I click? How do I post? How do I rule? This system needs sets to make 'successes'? That is kinda weird how do you do it? etc.
Reasoning in my mind for the fall out new trainee GM can think about running a one shot and has someone to ask advice about their plan might request to said person to shoulder surf digitally. If it serializes into a campaign, awesome. Player notices in the Tavern post for another player needed for game X system, hey they know about that system now and they want to play, awesome.
So instead of a One Shot adventure for a group to play more of Scope Down the Iron Sights
One experienced GM who knows said system
One person who wants to run a game in said system but has no idea
One person who doesn't know about the system but wants to kick the tires on what it's about
GM manages within lets say a month Char Gen with the player, GM Trainee can jump in for questions. Player gets run through a social/combat/investigation or discovery scenario in the system if the system has them and its more scenes then a fluid game. GM trainee gets to see the GM notes on their process and then runs the player through new scenario of their own design along the same pseudo plot.
This is kind of critical path to get your feet wet in a system not long term and with a timeline/end goal of done in under a month since there's not along with not alot of people should have a quick turn around to complete. Plot/Genre/Setting aren't really important since it's not long term. Note we don't skip steps like where do I go to make a character, what do I click? How do I post? How do I rule? This system needs sets to make 'successes'? That is kinda weird how do you do it? etc.
Reasoning in my mind for the fall out new trainee GM can think about running a one shot and has someone to ask advice about their plan might request to said person to shoulder surf digitally. If it serializes into a campaign, awesome. Player notices in the Tavern post for another player needed for game X system, hey they know about that system now and they want to play, awesome.
[ +- ] All the Characters
Crunchy/Crunchish/or confusing system (I have to roll to see if I have siblings and if they're still alive??? Why???) unsure how to make characters or just like making characters and sharing? Set a date and go over how to make characters as a group, don't need a GM for this one. You can rift as a group who the PCs know each other and talk about the adventures you went on together in the past or that fishing trip where so and so got hit by lightening.
[ +- ] Revolving GMs I guess Quarter long Ammo Clip versus a one shot
If there's multiples GMs could it battle GM Ghosting? GM wanting to play a PC but always having to run? GM burn out? I'm going on vacation so GM #2 run the special beach party adventure?
So there's a pool of players for the system lets say five and their playing. GMs lets say just two. One GMing the other is watching, GM is out for a week from the sit no word or contact secondary takes over. Player out of a week no word no contact, second GM starts recruiting a backfill and working with the GM on how to inject them into the game, might just be they're hired on, might be plot hook.