Ahh, that sweet feeling when you have to prep a MotW scenario and then realize your players are new enough not to…

Ahh, that sweet feeling when you have to prep a MotW scenario and then realize your players are new enough not to…

Ahh, that sweet feeling when you have to prep a MotW scenario and then realize your players are new enough not to have seen your old scenarios. #Winning #ScenarioBaller #LowMarginalCosts

22 thoughts on “Ahh, that sweet feeling when you have to prep a MotW scenario and then realize your players are new enough not to…”

  1. Do you find that using a scenario that you have run before makes you shape the new scenario accordingly as opposed to letting it go it’s own way? I’ve started getting away from re-using scenarios for that reason.

  2. Do you find that using a scenario that you have run before makes you shape the new scenario accordingly as opposed to letting it go it’s own way? I’ve started getting away from re-using scenarios for that reason.

  3. You can hack a lot more. The two I’m thinking of specifically are the Matthew McFarland Mage and Vampire games which are open like an early Bioware game. It’s fascinating seeing players experience it a second time. I was a player and then a GM for the Vampire one with entirely different experiences, even with pregens. My flatmate was a player in a game of it and again, really interestingly different.

    With Spycraft it was my own scenario so I’d finesse it, add or remove bits and know what didn’t work well with certain sets of classes.

  4. You can hack a lot more. The two I’m thinking of specifically are the Matthew McFarland Mage and Vampire games which are open like an early Bioware game. It’s fascinating seeing players experience it a second time. I was a player and then a GM for the Vampire one with entirely different experiences, even with pregens. My flatmate was a player in a game of it and again, really interestingly different.

    With Spycraft it was my own scenario so I’d finesse it, add or remove bits and know what didn’t work well with certain sets of classes.

  5. Nicholas Hopkins Not really, though I could see how that might happen. The players are still mostly driving things. For example, I’ve run this MotW mystery called “The Dream” four or five times, and each time the players have approached solving the mystery in a radically different way. It’s fun to observe.

  6. Nicholas Hopkins Not really, though I could see how that might happen. The players are still mostly driving things. For example, I’ve run this MotW mystery called “The Dream” four or five times, and each time the players have approached solving the mystery in a radically different way. It’s fun to observe.

  7. I was using a scenario from another game a long time ago, something that I had put a lot of effort/writing into. I don’t know if people noticed but I felt like I was unduly guiding things. Maybe just gun shy!

  8. I was using a scenario from another game a long time ago, something that I had put a lot of effort/writing into. I don’t know if people noticed but I felt like I was unduly guiding things. Maybe just gun shy!

  9. I think I’ve run Crash on Volturnus, Volturnus Planet of Mystery, Starspawn of Volturnus about 5 or 6 times. Each one was definitely different. Ah Star Frontiers, first classless system…

  10. I think I’ve run Crash on Volturnus, Volturnus Planet of Mystery, Starspawn of Volturnus about 5 or 6 times. Each one was definitely different. Ah Star Frontiers, first classless system…

  11. I actually don’t recycle scenarios very often, mostly because my IRL games tend to have more or less the same group of players. Might be time to break out some oldies for the Gauntlet though… >:D

  12. I actually don’t recycle scenarios very often, mostly because my IRL games tend to have more or less the same group of players. Might be time to break out some oldies for the Gauntlet though… >:D

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