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Starting Small: The Little Things

Started by Zachary The First, September 13, 2006, 12:17:27 PM

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Zachary The First

Thought I'd try my hand at starting a thread in here, beginning with the easiest concept I could think of:  what helps improve your games?  What are the tricks at your table you've found has helped you with a rough spot in GMing or in creating a certain mood/feel?  Was it some shortcut dice mechanic, or simply sitting down before the campaign and asking folks what they wanted out of a campaign?  Was it giving a player an article or movie to read to help them think a bit more about their characters' background?  Maybe it was something as minor as deciding to add or subtract combat counters from your game.

We're talking the little, simple things here, folks--just whatever bright ideas have graced your table and helped make your gaming experience just a wee bit better.  No sweeping, cure-all theories, no One True Ways.  Just practical tips, hints, and small steps taken to improve your game.
RPG Blog 2

Currently Prepping: Castles & Crusades
Currently Reading/Brainstorming: Mythras
Currently Revisiting: Napoleonic/Age of Sail in Space

Balbinus

I like where possible to write down a list of names, so that if I need to come up with an NPC on the fly I can look down the list and choose a name that is suitable.

I do this to avoid every NPC being called Gunhild, as I suck at thinking up names spontaneously.

It's a small thing, but I find it really helpful.

Another thing, I run mostly BRP based games.  Before starting a new game in a new setting, I spend a bit looking at the sheet and add in a couple of game specific skills.  I've found it helps people get the right feel if every time they look at their sheet it reminds them of the genre.  So in an Elisabethan game I might add in an Apothecary skill, or a Sword and Buckler skill or whatever.

One Horse Town

Much like sportsmen, i tend to have a 'warm-down' session after the evenings entertainment is over. Here, we just have a coffee (or something a little stronger) and chat for twenty minutes or so. The session just gone takes up the lions share of the conversation, this will enable feedback between players and GM. The players tell the GM what rocked and what went a little slowly, we have a laugh over the silly mistakes or classic quotes that were made during the session and we say what we would like to do next session so that the GM can prepare for it.  Communication is the key.

Having said that, this is with players that have been together for over twenty years of gaming, so YMMV, but we find it very useful and an entertaining way to end the evening.

Zachary The First

Quote from: BalbinusI like where possible to write down a list of names, so that if I need to come up with an NPC on the fly I can look down the list and choose a name that is suitable.

I do this to avoid every NPC being called Gunhild, as I suck at thinking up names spontaneously.

It's a small thing, but I find it really helpful.

Another thing, I run mostly BRP based games.  Before starting a new game in a new setting, I spend a bit looking at the sheet and add in a couple of game specific skills.  I've found it helps people get the right feel if every time they look at their sheet it reminds them of the genre.  So in an Elisabethan game I might add in an Apothecary skill, or a Sword and Buckler skill or whatever.

I was thinking of renaming a few of the skills for In Harm's Way in such a manner.

Here's a good one:  if you're in a certain setting, provide sample name lists for different countries or cultures.  I think folks get into the setting a little bit more if their Viking knockoff is given the name Olaf Alrikson and not Max Steele.
RPG Blog 2

Currently Prepping: Castles & Crusades
Currently Reading/Brainstorming: Mythras
Currently Revisiting: Napoleonic/Age of Sail in Space

Reimdall

Little Things:

One word: Music

Two words: Excel spreadsheet
I've got a worksheet on my computer that has a bunch of NPCs and stats, as well as redshirts that I can weave in quickly if needed

Seven words: Go With The Energy of the Session
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Vellorian

Quote from: ReimdallOne word: Music

I have heard a lot of people espouse this, but with me, it falls on a deaf ear (pun intended). :)  I'm not a music lover.  I can enjoy it.  I can slip it into the background.  As a GM, however, I have a lot of trouble concentrating on keeping all the action going, picking up on every little nuance in conversation between players and making sure that I've given each person the appropriate attention.  To have music on in the background when I'm trying to focus my attention and capture every nuance, particularly whispers and under the breath comments, is maddeningly distracting.

No, I would definintely say that music would be a very, very bad thing at my gaming table.

Lighting, however, is wondrous for setting the stage.  Candles, lights focused against a wall or ceiling to diffuse and reradiate, different colors of lights (accomplished with either different colored bulbs or a scarf thrown over the light shade) all of these can do much more to set the mood than distracting and easily misinterpretted music.

Temperature can be good, too.  I used to game at a table with a couple of big windows behind the table.  On cool nights, it's easy to adjust the temperature to let the characters feel the coolness of the setting.  (This works quite well in conjunction with the lighting.)

However, I'd consider this all somewhat "advanced" as far as planning and such goes.  For someone who has the time to orchestrate lighting, temperature, music, etc. more power to them!  :)

For some basic, basic stuff, though, make sure that your table is well stocked with writing implements, especially pencils.  (And paper!)

I have a handy-dandy dry erase board that has been a lifesaver when I needed a quickly detailed map, picture, perspective, etc.

A five minute discussion with each player, privately, on their characters hopes, dreams, goals and motivations.  Take notes!

What someone else said about a 20 minute "down time" after the game to discuss and share what each person thought of the game and just to catch up as friends is a stellar idea.  (Most of my games involve bringing together the group from as far as 4 hours away, so we usually have both a pre-game and post-game time for reconnecting as friends.)
Ian Vellore
"Is life so dear, or peace so sweet, as to be purchased at the price of chains and slavery? Forbid it, Almighty God! I know not what course others may take; but as for me, give me liberty or give me death!" -- Patrick Henry

Silverlion

I too do a list of names. More importantly I keep a scratch pad handy and write down new ones if I come up with an NPC on the fly, in addition to taking a few notes this session of things the players seem interested in/comment on and make use of that in later session.


I also talk to my players after a game session to get feedback about what they liked, didn't, and what else they might want later. All this goes to the enxt games planning.

For the most part my "adventures" consist of a one or two page synopsis write up with a few key events sketched out--but I let the players take the lead about where they go and what they do, utilizing the synopsis to give a spin to their actions or drop in key events (as appropriate--if they don't go talk to Mister X, then Mister X won't show up his ownunless he has some good background motivation to find them for example.)


My players in FTF games have learned that a random dropped comment can lead to full adventures (theirs OR mine.).

I also tend to run games where there are details--things like "rain" or animals drinking from a stream or other scene aspects that don't really have anything to do with the game's focu/plot, because I've found emphasizing only adventure stuff is well boring as much as filling the world with details of every little caterpiller hair description. So instead I detail a few things they might just see, hear, etc--acting as their senses, but not emphasizing ONLY what is adventure worthy.
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beejazz

Quote from: Zachary The FirstThought I'd try my hand at starting a thread in here, beginning with the easiest concept I could think of:  what helps improve your games?  What are the tricks at your table you've found has helped you with a rough spot in GMing or in creating a certain mood/feel?  Was it some shortcut dice mechanic, or simply sitting down before the campaign and asking folks what they wanted out of a campaign?  Was it giving a player an article or movie to read to help them think a bit more about their characters' background?  Maybe it was something as minor as deciding to add or subtract combat counters from your game.

We're talking the little, simple things here, folks--just whatever bright ideas have graced your table and helped make your gaming experience just a wee bit better.  No sweeping, cure-all theories, no One True Ways.  Just practical tips, hints, and small steps taken to improve your game.

I draw.

I'd be doing this in my spare time, regardless. So why not apply it to running a game? It gives me ideas, it sets the tone (scary pictures often do better than descriptions... I don't know why), and it just makes things more "real."

Also, music. Holst's planets jump to mind. Especially Mercury. Radiohead (or the string quartet tribute I picked up accidentally) also works.

Besides that, move fast and include everybody. Both get tougher with bigger groups, but it's manageable. I find eight players is about my maximum.

dindenver

Hi!
  I do work up a few generic npcs, cops, officials, etc. This helps me put the PCs on the right scale AND helps me keep from accidentally escalating the power curve. I mean no one likes it when their heroic character gets their butt whomped by a shoe shine boy, lol
  Also, I try and understand the larger factions at play and what they actually want.
  Finally, I try and talk about mood, setting, etc. Before the first sesion of actual p llay. This helps a lot!
Dave M
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Caesar Slaad

This is more of a campaign design thing than a sitting at the table tonight thing, but here goes.

Don't "save it for later." That is, when it comes to designing interesting encounters, NPCs, etc., don't plan the good stuff for months from now. Try to use the good stuff as soon as possible. My experience is that either life will intervene, the campaign will take a different course, or you will lose interest by the time you run it. So get those good ideas out there ASAP and let your players experience your cool idea while you are still excited about it.
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droog

Quote from: Caesar SlaadDon't "save it for later." That is, when it comes to designing interesting encounters, NPCs, etc., don't plan the good stuff for months from now. Try to use the good stuff as soon as possible. My experience is that either life will intervene, the campaign will take a different course, or you will lose interest by the time you run it. So get those good ideas out there ASAP and let your players experience your cool idea while you are still excited about it.
I can't agree more. I think people are sometimes afraid that their ideas will have less impact if not saved for the perfect moment, but it's a bit like having kids: there's never a perfect time and you might as well get started if you're ever going to do it.

I was going to say the list of names but Balbinus beat me to it.
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flyingmice

Quote from: Zachary The FirstI was thinking of renaming a few of the skills for In Harm's Way in such a manner.

Here's a good one:  if you're in a certain setting, provide sample name lists for different countries or cultures.  I think folks get into the setting a little bit more if their Viking knockoff is given the name Olaf Alrikson and not Max Steele.

That's a good idea, Zachary. Which ones were you thinking of in particular?

-mice
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
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flyingmice

The first time I ran In Harm's Way in playtest, a midshipman game, I had the players sit down and watch the DVD of the first Horatio Hornblower TV movie. Except for my wife, one of them had ever read any of the books or watched any of the movies of the genre. It worked perfectly. They all understood what they were trying to do, what the feel of the game was, and how to work the Troupe characters - The HH series strongly featured a group of seamen as well as the officers.

After the game, they borrowed the other DVDs. Before we started the current Lieutenants campaign, we all watched the DVD of Master and Commander: The Far Side of the World together, with similar results.

-mice
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

Zachary The First

Quote from: flyingmiceThat's a good idea, Zachary. Which ones were you thinking of in particular?

-mice

More of a general idea.  I was reading [SIZE=-1]The Mauritius Command [/SIZE][SIZE=-1]for the umpteenth time the other night, and I love the lingo of the times.  Few things are referred to outright;  its always some term you're vaguely aware of, but haven't seen in that context or used too often.  I plan on going back and taking note of how Stephen and a few other folks refer to things.  If I can keep it so its understandable by the players, I think it would give a nice flavor to things.

And good call of showing HH.  I plan on doing the same thing before my group starts out.
[/SIZE]
RPG Blog 2

Currently Prepping: Castles & Crusades
Currently Reading/Brainstorming: Mythras
Currently Revisiting: Napoleonic/Age of Sail in Space

flyingmice

Quote from: Zachary The FirstMore of a general idea.  I was reading [SIZE=-1]The Mauritius Command [/SIZE][SIZE=-1]for the umpteenth time the other night, and I love the lingo of the times.  Few things are referred to outright;  its always some term you're vaguely aware of, but haven't seen in that context or used too often.  I plan on going back and taking note of how Stephen and a few other folks refer to things.  If I can keep it so its understandable by the players, I think it would give a nice flavor to things.

And good call of showing HH.  I plan on doing the same thing before my group starts out.
[/SIZE]

Let me know what you come up with! I may just do the same. :D

-mice
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT