You’re sitting down to run a session of a game (and it’s not the first session).
You usually have some establishing questions in mind that you want to ask the players.
You also have some nice in medias res text you intend to read to the players to (a) remind them where you left off the previous session and (b) give them a dramatic “in” for this session.
So what order do you do these in?
Me, I’m conflicted.
If I do the questions first it can often result in interesting conversations (well, you’d hope so wouldn’t you!?) and possible action, and then the medias res bit can subsequently seem a little railroad-y or forced.
If I do the in media res first, I forget to ask the questions.
depends on if the establishing questions have to do with the immediate scene (like paint the scene type of questions) or if they have to do with character development. If it has to do with the scene, I do those before in media res, if its character development, I do the in media res, then present the questions, take five, and come back to the answers from the players.
depends on if the establishing questions have to do with the immediate scene (like paint the scene type of questions) or if they have to do with character development. If it has to do with the scene, I do those before in media res, if its character development, I do the in media res, then present the questions, take five, and come back to the answers from the players.
If you left the last session on a cliffhanger do you still do the establishing “scene” questions first?
If you left the last session on a cliffhanger do you still do the establishing “scene” questions first?
Sometimes I like to ask the questions to each of them after they respond to the scene, but before handing the spotlight to another. Other times, I swap it so that they’re prepared for action, but caught off guard by a question, like that time an investigative reporter stood between frodo and the wraiths.
Sometimes I like to ask the questions to each of them after they respond to the scene, but before handing the spotlight to another. Other times, I swap it so that they’re prepared for action, but caught off guard by a question, like that time an investigative reporter stood between frodo and the wraiths.
if I left on a cliffhanger, and the immediate response to the cliffhanger is in media res, then I probably would already have the fiction somewhat established from the previous session, so I would probably reestablish the scene as it was then go forward with the scene as established without questions. I could see a scenario where if I might still do questions though: imagine the last session ended with the ground opening and the terrible demon the characters have been trying to thwart emerging to confront the characters. To really build the tension, I might ask some opening questions (narrowly tailored and specific so as to restrict the responses) about how terrifying the demon is, how it horrifies their character, what nightmare the demon reminds them of, etc. then go in to the characters trying to deal with the demon
if I left on a cliffhanger, and the immediate response to the cliffhanger is in media res, then I probably would already have the fiction somewhat established from the previous session, so I would probably reestablish the scene as it was then go forward with the scene as established without questions. I could see a scenario where if I might still do questions though: imagine the last session ended with the ground opening and the terrible demon the characters have been trying to thwart emerging to confront the characters. To really build the tension, I might ask some opening questions (narrowly tailored and specific so as to restrict the responses) about how terrifying the demon is, how it horrifies their character, what nightmare the demon reminds them of, etc. then go in to the characters trying to deal with the demon
One or the other!
Establishing questions give the players authorial control. In media res is very “proactive play” / GM-as-storyteller. To do use either tool to its fullest, you probably can’t combine them.
Or…. Both!
Just because they achieve opposite aims doesn’t mean you can’t use them both at the same time. Two tools used halfway efficiently might still work as well as one used for its core purpose.
Examples:
“What are you all wearing as Landry’s car sinks to the bottom of the bay with you all in it?” (If they say formal wear, they were just ambushed heading to a formal event the enemy wanted them cut out of; if they say burglars’ outfits, they’re on the run after a heist gone bad; if they say body armor and weapons, they just had a running gunfight and lost. Let what they’re wearing be the seed from which the antecedent and consequent story simultaneously grows.)
“What would you have brought with you to a meeting with Bazso Baz, in his office?” (Jumps straight to Bazso’s job offer to speed up play, but gives them some authorial control back with a set of establishing questions.)
“Ragnar and Dogfinger are separated from the group, lost in the forest. Ragnar, what do you plan to do about it? Dogfinger, how did Ragnar inadvertently get you both lost? Ragnar, what’s it like in these woods at night? Dogfinger, what kind of creature or threat are you worried you might encounter?” (Puts them in a tricky situation that can develop complications quickly, but lets them decide how they got there.)
One or the other!
Establishing questions give the players authorial control. In media res is very “proactive play” / GM-as-storyteller. To do use either tool to its fullest, you probably can’t combine them.
Or…. Both!
Just because they achieve opposite aims doesn’t mean you can’t use them both at the same time. Two tools used halfway efficiently might still work as well as one used for its core purpose.
Examples:
“What are you all wearing as Landry’s car sinks to the bottom of the bay with you all in it?” (If they say formal wear, they were just ambushed heading to a formal event the enemy wanted them cut out of; if they say burglars’ outfits, they’re on the run after a heist gone bad; if they say body armor and weapons, they just had a running gunfight and lost. Let what they’re wearing be the seed from which the antecedent and consequent story simultaneously grows.)
“What would you have brought with you to a meeting with Bazso Baz, in his office?” (Jumps straight to Bazso’s job offer to speed up play, but gives them some authorial control back with a set of establishing questions.)
“Ragnar and Dogfinger are separated from the group, lost in the forest. Ragnar, what do you plan to do about it? Dogfinger, how did Ragnar inadvertently get you both lost? Ragnar, what’s it like in these woods at night? Dogfinger, what kind of creature or threat are you worried you might encounter?” (Puts them in a tricky situation that can develop complications quickly, but lets them decide how they got there.)
As my group take a little while catching up with each other and eating before we begin, I write down the questions and hand them over to ponder. Then I have the players do a “previously, on [insert game here]” bit, pointing out any major events from the last session and adding any bits which might be pertinent to the session if they miss them.
As my group take a little while catching up with each other and eating before we begin, I write down the questions and hand them over to ponder. Then I have the players do a “previously, on [insert game here]” bit, pointing out any major events from the last session and adding any bits which might be pertinent to the session if they miss them.
As this thread suggests … it depends. On … what happened last time, what I’ve thought about since, what the energy around the table is and body language and therefore what I think they might be up for at kick-off.
As this thread suggests … it depends. On … what happened last time, what I’ve thought about since, what the energy around the table is and body language and therefore what I think they might be up for at kick-off.
Yes, I think I might like the idea of handing out the questions on cards. And just have that happen after the in medias res as appropriate. The card approach might give my less confident (or more tired) players more chance to think about their answers.
Yes, I think I might like the idea of handing out the questions on cards. And just have that happen after the in medias res as appropriate. The card approach might give my less confident (or more tired) players more chance to think about their answers.
Sorry, is this a specific system mechanic you are all debating here or some kind of general GM technique? Sounds interesting.
Sorry, is this a specific system mechanic you are all debating here or some kind of general GM technique? Sounds interesting.
As Jon Lemich said, you can’t combine both effectively. But. If your game gives more authorial control to player, why not ask a player to provide catch up and establish in media res and then you come in to add details and threats to the scene?
As Jon Lemich said, you can’t combine both effectively. But. If your game gives more authorial control to player, why not ask a player to provide catch up and establish in media res and then you come in to add details and threats to the scene?
Along the lines of “why not both?” here’s a set of Love Letters I used to simultaneously recap/frame the action when we ended a session in the middle of a climactic fight, and also give the characters/players some interesting choices and input to make.
docs.google.com – Love Letters – Extraction
Along the lines of “why not both?” here’s a set of Love Letters I used to simultaneously recap/frame the action when we ended a session in the middle of a climactic fight, and also give the characters/players some interesting choices and input to make.
docs.google.com – Love Letters – Extraction
Just GM technique John G. 🙂
Just GM technique John G. 🙂