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March 24, 2004
Preparing for a Game
Preparation technique. I should probably think of a cool wuxia term for this, but my mind fails me.
One of the biggest hurdles to many people about being a gamemaster is preparation. How much to do; the time it takes. These can be incredibly intimidating to folks. Especially as we grow older and find our time being spread between a lot more things. The days when I could write a monstrous document on Byzantine society are gone (about two kids ago).
But good gaming stems from good preparation, I’m a firm believer of that. And so it comes more and more important to think of ways of doing more with less time.
And on of the things I’ve learned is that its better to do all of it in the open. That game and campaign creation doesn’t need to be done in some hermetically sealed part of my brain to be unveiled to the players. That it is in fact preferable to do it all in the open so that prospective players ca judge for themselves and participate in the creation of the game.
I’m doing this currently with an espionage game I’m planning. And this has been incredibly productive, stretching my concept in new ways that I hadn’t thought of, and more importantly identifying my prospective players and energizing them as creative forces of the game from the very, very beginning.
Which I believe will produce a better game.
Comments
Hmmm. Does my game count as "open" if I consistently finish writing the last bits of the adventure while my players are gathering around the gaming table for that night's session? :)
All kidding aside, I do try and include my players in campaign prep to a certain extent. At the very least I'll talk with them -- either at the table, or via our message board -- about what my goals are for the campaign and what they'd like to accomplish. I think those kinds of conversations go a long way to smoothing any ripples that might occur during the campaign, when the player's vision for the game is at odds with what you've got planned.
That said, some conflict is inevitable -- I've got a story to tell, and it doesn't always go the way the players might expect -- but at least I know going in what the players want and can work those desires into the campaign where they're appropriate.
Posted by: Ken Newquist at Mar 24, 2004 1:09:11 PM
If you aren't getting your players to help with the design of your setting, at least in part -- you're seriously hurting yourself. This was true with Born to be Kings (http://www.iago.net/amber/kings), and it's true elsewhere.
Posted by: Fred Hicks at Mar 24, 2004 1:42:44 PM
Good post. What techniques do you use for doing this?
Posted by: Johnn at Mar 24, 2004 8:33:24 PM
I usually inflict the campaign setting on my players, but let them help (when they're willing) to create the flow of the stories in the setting.
To tell you the truth, I've never considered letting the players shape the background world. It might be a good way to take some of the burden off GMing. I'll have to give it some thought :)
D
Posted by: Doccus at Mar 28, 2004 10:31:28 AM
player involvement in prep should start with asking them what kind of game they want to play; that way your game/world won't conflict with what kind of characters they want to create. as a corallary to that, allowing characters a limited peak at world creation allows them to use the setting to their advantage, rather than trying to create something totally unique.
also, i don't write 'stories,' i write 'adventures.' stories have plots that lead to specific endings. adventures have a setting and a set of characters with specific motivations. i never know how the stories will end, exactly, and that's the way i like it.
a final note: as a teacher, i've been told to spend about as much time in prep as i do teaching. i think the same general rule applies to GMing.
Posted by: orion at Apr 1, 2004 3:56:13 PM
