Hey amazings!
It’s time for GM Masterclass! I need some amazing GM questions for Jason Cordova and I to answer!
Google+ community from Dec 2012 to March 2019
Hey amazings!
Hey amazings!
It’s time for GM Masterclass! I need some amazing GM questions for Jason Cordova and I to answer!
Comments are closed.
I’d be interested in something on time management and story movement. I run a lot of short one hour sessions at work and getting in more than a few scenes is difficult. So the question is when do you cut off a scene in order to move the story along.
I’d also be interested in a discussion on prioritizing key story elements in a manner that moves the story along plot wise while still giving room for intimate scenes to develop.
I’d be interested in something on time management and story movement. I run a lot of short one hour sessions at work and getting in more than a few scenes is difficult. So the question is when do you cut off a scene in order to move the story along.
I’d also be interested in a discussion on prioritizing key story elements in a manner that moves the story along plot wise while still giving room for intimate scenes to develop.
I’ve been roleplaying for a number of years now, but the games I’ve GM’d have been few and far between. My home group is very good at collaborative storytelling, and we all take turns running stuff for each other, so I’m often able to set things up for them and let them do a lot of the “heavy lifting” through the way they naturally play. Sometimes, I feel more like I’m reacting to my players more than they’re reacting to me, which I actually appreciate because their contributions can cover for me if my creative energy is lacking in a given evening.
However, I struggle to run more traditional games or run games for more traditional players, particularly if they tend to be passive or reactive. Aside from prep or running from a module (both things I’ve been trying to get better at), do you have any tips for someone, like me, who’s not accustomed to being the driving force in a game?
I’ve been roleplaying for a number of years now, but the games I’ve GM’d have been few and far between. My home group is very good at collaborative storytelling, and we all take turns running stuff for each other, so I’m often able to set things up for them and let them do a lot of the “heavy lifting” through the way they naturally play. Sometimes, I feel more like I’m reacting to my players more than they’re reacting to me, which I actually appreciate because their contributions can cover for me if my creative energy is lacking in a given evening.
However, I struggle to run more traditional games or run games for more traditional players, particularly if they tend to be passive or reactive. Aside from prep or running from a module (both things I’ve been trying to get better at), do you have any tips for someone, like me, who’s not accustomed to being the driving force in a game?
Convincing newer players to try indy games (many trad games the character has more agency than the player, many indy games the character has less agency than the player)
Convincing newer players to try indy games (many trad games the character has more agency than the player, many indy games the character has less agency than the player)
I’d love you to discuss how much an RPG should challenge the player’s tactics (resource management, character optimization, battle tactics, heist planning, risk management, problem solving, etc.) vs challenge the player’s storycraft (flags, highlighting motivations, character arc, acting, creativity, sense of story pacing, sense of buildup and payoff, etc.). Obviously it’s a table preference thing, I guess. But what’s the GM role here? Inferring and responding to player preferences? Setting the tone? Enforcing/utilizing the system’s lean toward one or the other? Something else?
I’d love you to discuss how much an RPG should challenge the player’s tactics (resource management, character optimization, battle tactics, heist planning, risk management, problem solving, etc.) vs challenge the player’s storycraft (flags, highlighting motivations, character arc, acting, creativity, sense of story pacing, sense of buildup and payoff, etc.). Obviously it’s a table preference thing, I guess. But what’s the GM role here? Inferring and responding to player preferences? Setting the tone? Enforcing/utilizing the system’s lean toward one or the other? Something else?
How to cut scenes without being rude?
How to cut scenes without being rude?
How do you handle player’s who expect to influence by planning their character’s “character arc” and the like. It seems to me that it’s totally against The Agenda “play to find out”, but I’ve heard the Masterclass Team talk about it in podcasts for their characters? There may be an extended chat about “not playing blindly” and “discussing what tropes and strings one aim for”, but for me players expecting a certain “character arc” severly dampens my enjoyment of the game, both as player and Game Master/(MC).
Short version: “How do you handle player expectations of certain “character arcs” for their character, especially if they don’t aim for it (particulary precisly) in the game.
Bonus Question: How do you keep up motivation if the table is just “going through the motions” instead of Making it Feral?
How do you handle player’s who expect to influence by planning their character’s “character arc” and the like. It seems to me that it’s totally against The Agenda “play to find out”, but I’ve heard the Masterclass Team talk about it in podcasts for their characters? There may be an extended chat about “not playing blindly” and “discussing what tropes and strings one aim for”, but for me players expecting a certain “character arc” severly dampens my enjoyment of the game, both as player and Game Master/(MC).
Short version: “How do you handle player expectations of certain “character arcs” for their character, especially if they don’t aim for it (particulary precisly) in the game.
Bonus Question: How do you keep up motivation if the table is just “going through the motions” instead of Making it Feral?
How do you handle players who’s enthusiasm and drive* makes them insert themselves into every scene, or especially scenes were it would be nice to see just two characters together?
*) and maybe lack of antennas, fingerspitzgefühl or narrative awareness…
How do you handle players who’s enthusiasm and drive* makes them insert themselves into every scene, or especially scenes were it would be nice to see just two characters together?
*) and maybe lack of antennas, fingerspitzgefühl or narrative awareness…