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Roleplaying Tips Weekly E-Zine Issue #198
The Session Checklist: Ingredients To A Successful Game Session, Part I
Contents:
This Week's Tips Summarized
The Session Checklist: Ingredients To A Successful Game Session, Part I
- A Quick Start
- One Shining Moment For Every Player And PC
- One Shining Moment For The GM
- One Cool Reward For Each PC
- One Plot Thread Measurably Advanced
Readers' Tips Summarized
- Dual Plot Campaigns
From: Bart D
- Locked In
From: Robert FV
- Make The Encounter Random, Not The Reward
From: Marcus Clay
- Thorns And Roses
From: Andrew P.
- Equipment Tips From d20 Modern
From: Callan Sweet
- Sci-Fi Race Idea
From: Maglust
Return to Contents
A Brief Word From Johnn
A very brief word this week. Hope you enjoy today's tips and
use the session checklist idea as a quality assurance tool.
Sometimes, as real life encroaches on our RPG time, and also
during games when things get hectic, we put our heads down
and charge straight ahead. A session checklist can serve as
a good memory jogger, a point of reflection, and a method to
ensure our gaming experience is as rich as possible.
Have a great week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Contents
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Contents
The Session Checklist: Ingredients To A Successful Game Session, Part I
When I'm bored, going to sleep, commuting, standing in line,
or walking around, my thoughts often drive straight to some
roleplaying topic. Frequently, I ponder "the perfect game
session." I try to envisage in great detail just exactly
what a perfect GMing performance would be. As I can't
control the players, their behaviour, or their PCs' actions,
I focus only on the GMing aspect of my imaginary game
session.
It's a tough task, in many ways. Try it yourself. I often
catch myself thinking about the effects of a good GMing
performance, such as cheering players and mutilated PCs
(just kidding!), and not what I'd be doing to achieve those
effects. I'm getting better at it though, and some day I'll
have it all figured out.
One thing that has spawned from all this pondering, and from
watching too many Mastercard commercials, is a checklist of
game session elements that I feel would lead to a priceless
game session. Part one of my list is below. Feel free to
send me yours!
- A Quick Start
I feel quick session starts are critical to a good campaign.
They're like a bucket of cold water dumped over your head--
everybody is immediately brought to focus on the game at
hand. A quick start carves out more game-play time as well,
which is important if you have a lot planned for a session.
Personally, I'm bad with slow session starts. I often wait
till the players arrive before pulling out my books and
notes, clearing the game table off, setting up the battlemap
and figs, chit chatting for a bit, and so on. However, I have
managed to create many, many quick session starts over the
years and I'm convinced it's a key ingredient to a perfect
game session.
There's something thrilling about drawing a clear line
between the real world and entering game play. Slowly
gearing up, with some conversations about the day at work
mingled with in-character parleys between eager players
muddied with some GM questions and comments, creates a
blurry experience that just isn't as satisfying.
For example, imagine you're at the movie theatre and the
flick starts. Only, the curtain is still down, the lights
are bright, and people are still talking. A couple of
minutes later, the curtain opens halfway. Then it gets
quieter, though the people behind you are still making jokes
and dribbling pop out their noses. Then half the lights dim
and employees walk down the isles yelling about peanuts for
sale. Meanwhile, the movie is still playing.
I feel a slow session start, while not as extreme as this
example, has the same effect of diluting the game
experience.
Here are a few ways you can start sessions crisply, for full
effect and GMing benefits:
- Start with a conflict
Depending on your game style, this can mean a battle, a
parley with NPCs, a chase scene, or an intra-party clash.
There are lots of conflict possibilities, and the key is to
get the players immersed right away in some kind of struggle
or competition that their PCs are taking part in.
- Involve all the PCs
Avoid the urge to start a session with side-room
conversations, split parties, or one-on-ones. Try to begin
with an encounter or event that all the PCs can participate
in. Ending sessions with a united party and handling
individual PC and player issues between games are good ways
to enable a united group session start.
- Have the players arrive early
You probably have a good feel for how long it takes your
group to settle down, order food, and get ready for play.
Start your session early by this amount of time so you can
begin on cue. This might be a good time to have those one-
on-ones as well, but it starts to blur the line about
session starts, so beware. Maybe do them away from the game
table.
If you can't have players arriving early, then resist the
urge to start game play before everyone is ready. For
example, if you know your group needs 30 minutes to set-up
and get idle chit chat out of the way, and if your game
starts at 7, then mentally mark 7:30 as the session start
time and don't try to force the players into beginning when
they're not set yet.
- Slam a book on the table
Mind you, don't do this out of anger. It also doesn't have
to require the hardest slam you can make. A simple slap of
book cover to pine will get attention and alert the players
you're officially beginning the session. If you do this
every session, then it also becomes symbolic to session
starts and a fun ritual. However, do not expect every player
to catch on and read your mind that the book slam means
"please be quiet and attentive, we're starting." Some people
will catch on immediately while others might need some
explanation. Be flexible.
- Roll dice
Accompanied with an evil chuckle, a visible wince, or a
"holy crap!", a dice roll often gets player attention. A
good variant of this session starter is dumping all your
dice on the table resulting in a pleasant cacophony and
signifying you're ready and primed to play.
- Dim the lights, start the music
Borrowing from the movie theatre experience, change the game
environment as a sign that things are about to begin.
- Make an announcement
Often, the direct approach works best. Avoid the "shut-up,
we're starting" type of announcement though. :)
Keep in mind that people come in all shapes and sizes. Some
might be less organized than others and can't suddenly enter
game mode. Others, who've come for the social aspect, might
get offended if they're expected to stop all conversation
for the sake of game play. You know your players best, so do
whatever you can to provide a solid game start without
upsetting anyone.
Return to Contents
- One Shining Moment For Every Player And PC
It's important that you try to provide each player and their
character a great gaming instant every session. Regardless
of whether a player is the silent type, there to be with
friends, new or a veteran, young or old, a spotlight of
success is always thrilling and immensely satisfying.
Note for the sadistic GMs, the shining moment should be one
of player and PC success, not horrible failure. :)
In addition, my feeling is that critical dice rolls do not
qualify as shining moments. A dice roll is something that
would happen whether the player was there or not. A player
can't control what a dice rolls either, so a wonderful dice
roll is too indiscriminate and impersonal a celebration to
qualify.
You want to send a message that says thanks for attending,
I'm really glad you're here, good game play, great idea! You
want players to be glad they showed up and to enjoy the
game. You also want to thank and reward them for choosing
roleplaying over other forms of entertainment. If everybody
showed up wanting to play board games or video games then
you'd be quite disappointed.
Roleplaying allows for a unique form of shining moment.
Firstly, you can reward the player and their character as a
team. Other forms of entertainment usually don't allow such
a tangible form of personal expression and manifestation of
imagination as running a PC does. Second, you reward a
player in front of their peers. Definitely a good feeling.
Third, you have a position of authority, being GM, and your
praise or approval has just that extra bit of impact. You
demonstrate your praise and approval by letting a character
have a shining moment.
Ways to create shining moments:
- Fudge
If a player puts extra effort into a performance, plan, or
series of actions, then disregard your dice rolls and let
them succeed. Let them succeed well.
- Celebrate the moment
Keep an eye out for a good success during the game and pause
to celebrate. Often, successes last only as long as a player
can keep your attention or until the next round of combat
starts.
- Add detail
Learn to recognize when the seed of a shining instant has
been planted and start injecting detail into it until it
blooms into a full-fledged gaming moment.
For example, if a player tries to trip his foe and succeeds,
you could supply extra details about the foe falling down
and being humiliated in front of his fellow combatants. You
could describe the hatred mixed with a new glint of fear in
the foe's eyes. And you could allow the player to hurl down
insults and challenges even though their turn might
technically be over. You could also describe how the rest of
the combatants fighting the other PCs start to guard
themselves against the humiliating trip attack (even though
no rules-related effect might result--the description is
enough).
- Consider consequences
Another way to create a shining moment is to enhance the
consequences of a good action. For example, if a player does
a good acting job during a chat with an investigation
suspect, then you might have other NPCs come over and
congratulate the PC on his cleverness, or let him know they
now think the NPC is a suspect as well. "I was so swayed by
your words that I will avail to tell my lord to watch out
for that scoundrel." Or you might divulge an extra clue,
reveal some more of the plot, or grant some kind of group-
wide boon directly because of the player's good play.
- Recap
After the dice rolling and game effects have been
calculated, you can turn a situation into a shining moment
by recapping the whole scene in a brief narrative, focusing
the point of view on the PC. This is a wonderful technique
because it rewards the player, adds the story element back
into a session that might be getting technical, and lets you
reinforce any information you feel the group might have
missed or glossed over.
- Player recap
This is similar to a GM recap, but the player summarizes the
whole scene or recent events. This definitely puts the
spotlight on the player during his narrative; lets him pick
his own words, point of view, and take on what just
happened; and gives him a taste of GM control, which, of
course, is always pleasurable. ;)
"Great work George. Take a moment to describe what just
happened from your character's point of view."
Return to Contents
- One Shining Moment For The GM
Just as the players will feel well rewarded after their
shining instant, you should allow yourself to bask in the
occasional glory as well. This is a moment where you say to
yourself, "Yeah, that was some damn good GMing. All those
dreadful hours reading that windbag's weekly ezine has
finally paid off!"
This should be a private moment, though there are some
occasions when strutting around the table doing the chicken
dance and yelling out your virtues are appropriate. I'll let
you be the judge of just what those occasions might be.
Some GMs, especially new ones, beat themselves up over
misperceived poor game play. While we will all make
mistakes, by learning to recognize and celebrate your own
successes you'll feel better about your GMing (and rightly
so!). This also helps you learn faster because duplicating
things that are done well is just as important as avoiding
repeat mistakes.
GMing moments of success to keep an eye out for and
acknowledge:
- Every player is attentive and engrossed in game play.
- There's great emotion at the game table (i.e. cheering
when a villain's lieutenant is defeated, celebration of
figuring out a puzzle, laughter during an NPC parley).
- A combat goes quickly and smoothly.
- You catch your players and their PCs by surprise.
- As the session nears its end, the players ask to keep
going.
Can you think of other examples that we GMs should celebrate
as shining moments? Send them to me and I'll assemble a big
list. Thanks!
Return to Contents
- One Cool Reward For Each PC
It's important for each character sheet to be updated in at
least one cool way each session. This is guaranteed to
appeal to gamer types and wargamer types, but I feel every
player appreciates an upgrade, new magic item, reduced flaw,
enhanced ability, additional personality trait, secret
revealed, or raised stat score.
Behind the scenes though, this is a great technique for
keeping your campaigns fresh, exciting, and entertaining. If
you have five players, for example, and each receives one
cool reward each session, then that would amount to fifty
rewards after just ten sessions! And if you follow previous
issues' tips about linking plot hooks, character
development, and world and campaign development to your
rewards, then you suddenly have a powerful game engine and
GMing tool.
Return to Contents
- One Plot Thread Measurably Advanced
It doesn't matter if your GMing style puts the story at the
forefront or whether you let the story get told in
initiative order, it's important that it advances every game
session.
Imagine a campaign that takes places in a 20' x 20' room.
Food magically appears in the form of random monsters that
the PCs get to fight. The monsters leave behind magic items
and other loot, and the PCs use it all to fight bigger and
tougher foes as they appear. Finally, the campaign ends when
the GM rolls up a tarrasque, the monster-of-all-monsters, on
his random chart.
If that kind of campaign appeals to you and satisfies your
players, then no problem, skip to the next tip. Otherwise,
even if you're not a plot oriented GM, some story must get
told to provide a pleasurable gaming experience. It's plot
that links together NPCs, treasure, quests, and PC
advancement. It's story that provides meaning to the dice
rolls. It's plot that explains why the PCs struggle against
the odds each game session.
Unless you play every day and can thus let stories get told
very slowly, you'll need to ensure that at least one of your
plot threads advances each session. The advancement must be
measurable (i.e. noticed) by the players as well. It doesn't
do any good if a plot is advancing in secret because your
players will be bored or frustrated at the lack of perceived
progress.
* * *
Next week: the remaining five items on my checklist.
Ingredients To A Successful Game Session, Part II
Return to Contents
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Return to Contents
Readers' Tips Of The Week:
- Dual Plot Campaigns
From: Bart D
Hi Johnn,
After reading the excellent article in issue 196 about
stalling, I started thinking about how I dealt with this
often reoccurring problem (those damned players never do
what you expect them to do :-)). In many of my campaigns I
used what I call a dual active-passive plot line.
The first plot line is the active player controlled plot.
Most of the time this involves a mission (save the Queen,
kill the dragon, toss a ring in Mount Doom, etc.) for which
the GM provides adversaries, plot twists, but in which the
players have a dominant role to play. They will state the
tactics to be used and (for a large part) the pacing. This
is also the most important plot line and covers more than
90% of your game.
The second plot line is a passive one in which the GM holds
the strings. For instance, in one of my campaigns this
involved a long lost brother of one of the players who had
not only turned to the evil camp but had a deep grudge
against the player-brother and was set out to kill him. The
GM controls what small bits of information about these
events reach the player and when the NPCs behind this plot
start messing around with the players. The actions of the
players have little effect on the development of this plot.
The trick is to use the passive plot line when your main
active plot needs stalling. For instance, your party enters
a town to ask advice from a powerful wizard but you haven't
figured out yet what this NPC can or should say. So, you
need to stall. In comes the passive plot. Suddenly, the
local guards arrest the player (with the lost brother) on
the accusation of murder since a witness has recognized him
as the villain.
The rest of the session the players will run around trying
to prove that he didn't do anything or even bust their
friend out of jail and forget about meeting the NPC
altogether. The real villain was of course the brother but
little do they know (for now). This is just like the side
plot option in issue 196 but with the advantage of having a
consistent story line coming back and back again, giving the
players a sense of realism (there are other things happening
in the world besides our mission), mystery, and in the end
even paranoia (is the NPC a nice guy or another of my
brother's associates?).
One has to be careful though on what info you give the
players if you don't want them to drop their major mission
objective, which you might have prepared for months, to
pursue the side plot. Give them enough info to realize what
is going on but not enough workable info to do something
about it :). In other words, build in lots of dead ends and
use the side plot sparingly. Never forget that your active
plot line is the main objective.
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- Locked In
From: Robert FV
Ever read Stephen King? Ever see Dark Shadows?
Even if you're not looking for Gothic monster/mystery type
stuff, you can still draw off the ideas. A closed, isolated
community is *always* full of secrets, if nothing more than
what locals are being unfaithful to their spouses and what
town official is a drunkard/womanizer/demonizer.
A closed community is great for in-depth roleplaying. Create
a handful of NPCs that the PCs will have regular contact
with. Barmaid, innkeeper, shopkeeper, mayor, sheriff,
scruffy kid.
How do the local authorities feel about having these
strangers locked in their town for 3 months, especially
since they're adventurers (which could have either good or
bad connotations to these people)? Will they warn the PCs to
stay out of trouble? Will they come to the PCs to help find
a lost child? Or will they refuse to let the PCs help find
the child for fear of what ELSE the PCs might stumble into?
Populate the dangerous wilderness areas. What are the local
legends and monsters? Which legends are accurate and which
aren't?
Every small community needs a "mad hermit" who lives just
outside of town. Is he/she really mad? Either way, he'll
eventually be a source of help for the PCs. Or maybe not.
Maybe he needs something from the PCs to help lift a curse
over the town?
Annual festivals and traditions are also important to these
communities. Particularly if you're playing a dark and scary
game. See Lovecraft's "The Festival".
Depending on what you have in mind for the community's
overall personality, there is a lot you can do. Have fun.
Last night I watched "Arsenic and Old Lace" for the first
time. That family, and the movie itself, would be a must in
my small town...
Don't forget some comic relief. How about Deputy Barney
Fife?
What's "odd" about the town? Do they forbid the presence of
cats? Why? What about those strange looking "decorations"
hanging over the entrance to every building? Are they
protective wards, or just the current fad?
Return to Contents
- Make The Encounter Random, Not The Reward
From: Marcus Clay
This is not only a personal peeve for me as a player, but
something I got fed up with myself for doing as a
DM...rolling the treasure after the encounter. I can't tell
you how many times I've rolled up a nice weapon or magic
item only to realize that had the encounter had such an item
the outcome of the battle would have been more uncertain.
Not only does taking the few extra minutes to pre-roll give
you an idea ahead of time of what the PCs can scrounge off
the bodies, but it also can lead you to fulfilling one of
the other recommendations listed before for Random
Encounters...answering the question "Why?". Why would a pack
of boars have a magical weapon in their treasure?
As a quick sidetrack here, not all of what is rolled up to
be in the treasure hoard has to actually be in the treasure
hoard. Instead of a Longsword +2, it could be a boar tusk
+2, leading the party to want to discover how a boar could
have one magical tusk. The search could help lead the party
to a mad alchemist grafting magical items to animals, and
the experiments that proved successful are sent out to find
other adventurers with magic items, etc. This also allows
characters that have unique weapons/armor/magic items the
chance to find a magical version of THEIR weapon. Not
everyone carries a longsword.
Return to Contents
- Thorns And Roses
From: Andrew P.
Johnn,
One thing I find has worked very well in my roleplaying is
to do "thorns and roses." This is where every single player
(and GM) states something good and bad about the game. I got
the idea from boy scouts, and have used it routinely for
several years now. This allows everyone to see what people
want and don't want from the game. It has helped out our
current campaign immensely, allowing two of us to see how
destructive our side-talk is without there being a nasty
fight about it.
Return to Contents
- Equipment Tips From d20 Modern
From: Callan Sweet
re: http://www.roleplayingtips.com/issue192.asp
I'd like to add some points in regards to issue #192.
Some of the ideas in that issue are very similar to concepts
in D20 modern. In it there's an "on hand" rule. i.e. you
might not have a flashlight written down on your character
sheet, but if the GM okays it you can make a roll (which
takes your wealth into account) and perhaps pull one out of
the trunk of their car, or maybe have a key chain torch, or
whatever.
Also, wealth is abstracted. Instead of exact monetary
amounts it's just a score. For items with a purchase
difficulty class equal to or under your wealth score you can
just buy it, with out having to note down any change to the
wealth score. This makes buying the little stuff dead
simple, and whatever you forgot you've got a chance of
rolling for it with the on hand check.
Though some GMs look down on this as their players could buy
a million first aid kits (or other cheap things) and it
wouldn't affect their wealth score (although it does eat up
lots of time). Personally, I think if players want to
emulate obsessive compulsive collecting behaviour in their
PC that's fine, because some people in real life are like
that. Though they aren't as cool as most heroes should be!
:)
I like to think of these ideas as "cinematic money". It gets
players' eyes out of their PCs' wallet and onto the issues
at hand. However, it probably has more of a place, setting
wise, in modern games. Using it in a fantasy game does
change the style of game somewhat. However, one has to
balance out how often missing the right gear at the right
moment had a good impact vs. a frustrating one. If it's more
often frustrating to the group, it might be an option to
take. In the end, less bookkeeping means more of other
things, perhaps more exciting things, in your game.
Return to Contents
- Sci-Fi Race Idea
From: Maglust
re: http://www.roleplayingtips.com/issue197.asp
Hello there. Just wanted to point out one thing I remember
from my gaming group is when I placed a very high-tech race
that did not need to fight because of its vastly superior
technology. No one knew what they looked like (always in
ships or battle armor when met), and unknown to my players,
the PCs landed on a colony world of these people. Well, this
race lived in trees, small grass huts, and in caves while
planet-bound (seeking not to forget where they came from).
So, the players are walking around in their armor and meet a
bunch of seeming savages who are very peaceful. Many events
happen and the PCs decide this planet would make a excellent
addition to The Empire of Man, so they decided to call back
to base. However, their com breaks down, their engines won't
start, and other things won't work. And no one suspects the
natives =).
In the end, I let the PCs leave, but as they depart their
ship is caught in an ion storm and all memory banks of their
visit are scrambled. As they're drifting through space I let
the one guy who thought they should leave the people alone
catch a glimpse of one of the native's high-tech ships
slowly fading away into the blackness of space once more.
It was really cool to have NPC race who could wipe out whole
planets but used stone tipped spears to hunt =).
Return to Contents
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