Mar 16, 2018 1:13 pm
I figure after a bit of thinking doing might be easier than me just explaining, let me know if I should make the game private in case you use your ideas to run a game on GP.
So if you'd like to start doing rough broad strokes for a game:
So if you'd like to start doing rough broad strokes for a game:
[ +- ] Assignment?
For the first session, you have a few specific goals:
• Establish details, describe
• Use what they give you (State how many people will be in the game you'd like to cater to and I'll get up some people)
• Ask questions (More so when you have real players - on the meta side of things players are a part of world building... also you don't have to think of everything if you outsource some things)
• Leave blanks
• Look for interesting facts
• Help the players understand the moves (So people are will to play but they might need some guidance. Unless it's a super crunchy game people may not read the book fully to understand what they can do)
• Give each character a chance to shine (Think of an episodic TV or anime series, everyone has a background and something that drives them how is what they're doing affecting the world as a whole at least locally)
• Introduce NPCs (Barkeep, Townfolk #4, Street Urchin #45, they don't have anything memorable about them, and if they're just there to be a message giver that's fine but there's going to be people in your story that are named for NPCs the PCs will get a feel by their personalities who can and can't help them, who will put up with their antics and who won't)
• Establish details, describe
• Use what they give you (State how many people will be in the game you'd like to cater to and I'll get up some people)
• Ask questions (More so when you have real players - on the meta side of things players are a part of world building... also you don't have to think of everything if you outsource some things)
• Leave blanks
• Look for interesting facts
• Help the players understand the moves (So people are will to play but they might need some guidance. Unless it's a super crunchy game people may not read the book fully to understand what they can do)
• Give each character a chance to shine (Think of an episodic TV or anime series, everyone has a background and something that drives them how is what they're doing affecting the world as a whole at least locally)
• Introduce NPCs (Barkeep, Townfolk #4, Street Urchin #45, they don't have anything memorable about them, and if they're just there to be a message giver that's fine but there's going to be people in your story that are named for NPCs the PCs will get a feel by their personalities who can and can't help them, who will put up with their antics and who won't)