Showing posts with label Narrator. Show all posts
Showing posts with label Narrator. Show all posts

Tuesday, June 28, 2016

Making Time For Friendship

When I initially designed Adventures in Oz: Fantasy Roleplaying Beyond the Yellow Brick Road, one of my concerns was making sure that the character creation process was quick and painless. If a video game isn't entertaining for the first 10-15 minutes, you're not going to want to play through the 10-20 hours of content it provides. Same basic principle. If this is my first time sitting down to play an RPG, a character creation process that can take hours had better be worth it. But in my desire to streamline that process, I recently realized that I may have done a disservice to one of the game's primary themes.


You see, as part of the character creation process, I instruct the player to simply write down the other characters in the group as their starting Friends List. Simple and easy, right? But it doesn't really answer the question of why those people are on that list. Not just "Why are you traveling together?" but "Why are you all friends?"

One thing that some tables do is hold a "Session 0" for their campaigns, detailing everything that is needed before Session 1 (the first session of the adventure) can begin. In a heavier system, this session might be taken up with character creation. Each player deciding on their character's niche in the party and building toward that. It can also involve the Narrator detailing the world that the characters will adventure in and players deciding the backstory for their characters.

If an AiO Narrator were to run a Session 0 for their campaign, I think the primary activity would be working out the relationships between all of the characters. Who helped who where and how. I'm sort of picturing the first third or so of The Wonderful Wizard of Oz being Session 0, detailing how the characters met and how they all wound up on each other's Friends List with Session 1 beginning with their arrival in the Emerald City and the Wizard ordering the party to kill the Wicked Witch of the West.

Maybe if I do a revised edition of the game, I'll work something out to give this a bit more structure and make it more of a mini-game.

Thursday, January 27, 2011

Thou Shalt Not Plot?

I recently found this interesting bit of Game Master advice. A whole book of it, actually.

As a Game Master of moderate experience (ten years, off and on), I tend to take tomes like this with a grain of salt. Not because I already know most of it (I'm still learning new things), but because Game Mastering is very individual. The guy who wrote this prefers a very character-oriented sandbox approach. This is certainly fine, and he provides a decent set of tools for doing this.

But every so often, he feels the need to stand up on his soapbox. These really stand out because the majority of his writing is neutral/dry. In fact, his rants are the only part of the book that I have more than simply skimmed, because they stuck out so strongly against the overall dry writing style that he uses everywhere else.

The first major rant is against video games that call themselves RPGs. While I agree with this, it seems a little odd to wind up in a book of Game Mastering advice. Anyone looking for a book on GMing is going to know the difference between a tabletop RPG and a console RPG. Something possibly more helpful would be advice to the poor schmuck who's trying to figure out how to escape the traps of trying to run a tabletop game as if it was a console RPG.

The one that gets me, though, is his rant against plotting. The idea that by devising a plot, you've created a foregone conclusion and therefore there's no point in playing it out, because the ending is already written. I've seen this complaint numerous times on RPG forums, more often from players, though. "Don't railroad me!" they whine. "If the GM has anything prepared for the session, he's railroading me and trying to crush my soul!"

Well, here's the thing. I plot. And I never railroad. If I wind up tossing out my plot notes 5 minutes into the session, I'm okay with that. But those notes were still useful, because they got me thinking about what comes next. Even if the players don't do what my plot says, those things that I put in my notes are still out there. People that they could meet, even if they didn't have the dialog I wanted them to initially. Places that are out there, even if they didn't go there this session. Am I going to make them go there next session? No, because I don't make the players do anything.

I don't world-build extensively. I'd rather focus on those things that are directly in front of the players rather than populate the 7 Islands of Doom that the players will never go to. I'll wait until the players decide to go there before investing any serious effort.

Another important lesson here is that everyone is different, and that includes GMing styles. Kris Newton, a friend of mine and writer of "The Jaded City of Oz" adventure, has his own method of doing things which doesn't resemble my methods or Brian Jamison's. But they have all led to some rather enjoyable games.

I find it rather useful to look over the Game Master sections of every game that I own, because each has a different approach and each one has things to teach me. But I will rarely consider any one method or suggestion as superior. Which is one of the other ways this book bothers me. No matter how much experience you have as a GM, yours is not the One True Way. If it's a good way, I might borrow some ideas and some of your advice. But it would be very unlikely to make me abandon those things that my own experiences have taught me.

Thursday, March 18, 2010

The Importance of Being the Narrator

One thing that many newbies may not be familiar with when it comes to tabletop RPGs is the role of the Narrator, or Game Master.

One of the main things that a Narrator does is create the impetus for adventure. When I was first researching Oz RPGs (to see if anyone else had a similar idea), my Google searches turned up a lot of topics on various forums that were "Let's start a Wizard of Oz RPG!" The first few posts are where characters are decided (who's the Scarecrow, who's the Tin Woodman, etc.), then the next few posts are everyone saying hello in character. That's when the thread just dies. Without a Narrator, there's no one to say "And then the Winged Monkeys come flying in!" or "Glinda needs your help!" leaving the characters with nothing to do but exchange silly pleasantries. Some of these RPGs are able to go on longer if the players are willing to be proactive and create situations for their characters, but this seems to be fairly rare.

One thing that I found interesting was how some Internet-based RPGs will have "Stealth Narrators." That is, the moderators or other people-in-charge will have their own characters, just like the other players, but these characters are the movers and shakers in the setting. In an Oz RPG, this would be characters like Glinda, Ozma, or the Wizard. This allows them to guide the story (or stories) much like a typical Narrator in a tabletop game.

And of course, one trick that the Internet allows for is the assumption of multiple identities. So a Narrator can be signed in as Ozma and tell a player "Go talk to Glinda." Then the Narrator signs in on the Glinda screen name and lets the player interact with Glinda.

One downside of this approach is what is known as the "GMPC." This is where the Game Master has their own Player Character embedded with the rest of the party. Some GMs do this with the best of intentions, having someone there to provide a little boost to the group if they need a hint or a little backup. And since supporting cast characters are not limited to the same level/ number of points/etc. as the other players, this GMPC often winds up being more powerful than the other characters in the party. Often, the game devolves into "The GMPC Show" with this character providing most of the story potential and firepower, making the players feel like spectators instead of protagonists.

Another important function of the Narrator is the mediation of action. In a tabletop RPG, this involves handling usage of the rules as well as settling arguments and keeping everybody focused on the adventure. Because it is very possible for a discussion of the peace negotiations between the Flatheads and the Skeezers to derail into a debate about the physics of Robotech given the right group of people (All you gamers out there, tell me you haven't seen that happen).

Friday, June 26, 2009

I'm Late! I'm Late! For a Very Important Date!

First late blog entry in quite a while. I also missed last week's art update, too. Things are just slowing to a crawl here at F. Douglas Wall HQ.

The big delay is the Narrator's portion of the book. For one thing, my SneakerNet (JFGI) crashed a while ago, so my time to actually write is somewhat limited. Also, I've never written Narrator advice before. To a degree, it's like writing down how to ride a bicycle. Just because you can do it doesn't mean that you can readily explain it using only words.

The next challenge is that I'm not sure who I'm writing this for. Is it for Bill Walton, who's been running RPGs with his kids for quite a while and just needs a few tips to keep it Ozzy? Or is it for Jared, an Oz fan in long stading who has never played an RPG in his life?

I'm working through it, and I am seeing light at the end of the tunnel. However, it might mean an ultimate delay in the release of the game. My current plan relied on all of my content being generated by the end of June, a deadline that is looming on the horizon. Depending on how fast I can make it up, I might have time to get the book laid out in August, just before my publication goal.

Either way, I'm working on a new YouTube video as a birthday tribute for Ozma. Even if I don't get the game out on her birthday, there will be an Ozma's birthday treat for you all.
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