I've been meaning to try to run a campaign based off of an Initial Game State and a bunch of Basically "If-Then" statements determining how different factions interact. Being able to genuinely liberate myself from moments to work toward and just letting the plot be fully emergent would be a big change, but it might be worth it.
I say give it a try. One tool that helps me too is referencing Sly Flourish's "Return of the Lazy Dungeon Master". Specifically on including secrets and clues in the world. This helps me drastically as a gm come up with hooks for the players to uncover if they choose to do so!
I usually prep very little, but I run games for about two decades now, so I have lots of experience in improvising. And well; I also prefer to have proactive players and tell passive or reactive players that I might not be the right GM for them. Thus my prep is usually just about thinking about a theme and how that can be expressed.
So I’m actually quite new to being a GM only running a few oneshots here and there but i really like this comment since I do the exact same thing. I just write little points on what I want to happen and just improv the whole thing from that point on
"Prep" for me is to know the rules and the setting. Knowing what is possible, allows me to adapt to what the PCs are trying to do. It is kind of a reactive style, but also woven in. Facilitating while also adjudicating. Putting up the conflict and challenges they face as they attempt to complete their objectives. The PCs need to be sufficiently proactive, since they're the ones doing their story in the setting. Of course there's NPCs doing their own things, and likely a faction or two in opposition to (or competition with) the PCs. It all adds up to a story that emerges from gameplay, instead of the PCs going along a pre-defined narrative. Maps are one big time sink, pulling out the photoshop and design tools and etc. are daunting tasks that may ultimately be underused or not at all. Graph paper when needed, perhaps even blank paper, and plenty of Theater of the Mind. NPCs/Encounter building can also be a big task, trying to balance it so the PCs have a chance. Well...don't balance, just throw what is logical and reasonable into the scene and let the PCs adapt and overcome (or flee). A good system will have easy NPC creation, where you only need a few stats at hand that are particular to what the interaction actually is (as opposed to the uncountable possibilities) - with mooks, equals, and bosses. Just be sure not to specifically counter the PCs at every avenue, as that is the domain of adversarial GMs. Any further session prep should just be knowing what has happened and what the PCs and NPCs/Factions are trying to accomplish. Maybe 15 minutes looking over these notes (and adding a few ideas or quick sketches) per 1 hour of session time. Some say do it right before the session, while others may say to do it the night before and sleep on it so it absorbs - do what works best for you.
My primary advice for all game masters, having a framework for the adventure in place is much better than trying to have all the details. Over the course of play those details are forced to change by the time you get to them... don't bother. Instead of writing out a novel with full chapters what you really need is a that table of contents at the front of the book with the list of chapters and a personal concept of what each one represents. From there you are merely filling in blank spaces "mad libs" style during the game, drawing from concepts already in place. "The silhouette explains the rest"
Some people just need things written down r made beforehand to feel "real." I think a lot of random encounter tables are more for the DM to feel like they are running a living world rather than making up a game in their heads. I don't really count woolgathering and daydreams against my prep time, personally. I often have to remind myself to at least put things in order so it doesn't feel too random.
That is totally fair. Ultimately different GMs need different things for different kinds of prep. I totally get though putting things in order. It greatly helps to organize one's thoughts.
every situation should at least affect the players in some way. Even if they don't seem to be, you can escalate those situations for later, or bring them closer so that they are harder to ignore.
@@zmivh3377 Yeah, I did both those and they still did nothing. They were literally lost And alone Because they unnecessarily separatd themselves from the party. Trying to meta game. Then they got captured by N p c's. And they still did nothing. They went to the Their base as their captive still did nothing. The best way to describe this player. Is someone Who does not act unless I directly tell them what they should do And won't act unless they know it's going to result in success.
@@blakumablak6217 if the player's that passive perhaps it's better to have a talk out of character? Perhaps they want something else for the game, or perhaps they have a bit of misunderstanding on how the game works/how they are able to engage with the game.
Planning to write a long campaign with great narrative on my first time playing an RPG. I just need to... Have friends and actually make it and defines my system. Like, this video is what could define and not define me. Because I think of everything before even getting players but I don't execute it. My system is based on DND but not exactly it, and I'm the type of person who likes perfection so I cry myself to death overloaded with what I could make but idk what to do. So, on my experience (none) I think you should have a general overlook of what you want to do, prepare things so even if your players don't go into it you can still make them confront what they didn't before later but do NOT plan everything down to perfection. You'll just die from crying out of "what can I do better?" I'm a dude who likes great writing so I'm always going crazy because my ideas aren't perfect. Also, does anyone have any tips to motivate yourself to execute and actually create your campaign/system?
I have never exactly written my own system but a general piece of advise would maybe be to play other systems as well. This well help you really get an idea of other games out there and what else your system could include. Otherwise, I wish you the best of luck and might want to look around for folks focused on RPG Design!
I've been meaning to try to run a campaign based off of an Initial Game State and a bunch of Basically "If-Then" statements determining how different factions interact.
Being able to genuinely liberate myself from moments to work toward and just letting the plot be fully emergent would be a big change, but it might be worth it.
I say give it a try. One tool that helps me too is referencing Sly Flourish's "Return of the Lazy Dungeon Master". Specifically on including secrets and clues in the world. This helps me drastically as a gm come up with hooks for the players to uncover if they choose to do so!
I usually prep very little, but I run games for about two decades now, so I have lots of experience in improvising. And well; I also prefer to have proactive players and tell passive or reactive players that I might not be the right GM for them. Thus my prep is usually just about thinking about a theme and how that can be expressed.
So I’m actually quite new to being a GM only running a few oneshots here and there but i really like this comment since I do the exact same thing. I just write little points on what I want to happen and just improv the whole thing from that point on
Agreed y'all. Player synergy is super important. That's always something to ask players especially during Session 0.
Hello Blerdy! Your video was on my recommended page been awhile since I popped in video is great and see you are almost at 800 subs! Keep it up :)
"Prep" for me is to know the rules and the setting. Knowing what is possible, allows me to adapt to what the PCs are trying to do. It is kind of a reactive style, but also woven in. Facilitating while also adjudicating. Putting up the conflict and challenges they face as they attempt to complete their objectives.
The PCs need to be sufficiently proactive, since they're the ones doing their story in the setting. Of course there's NPCs doing their own things, and likely a faction or two in opposition to (or competition with) the PCs. It all adds up to a story that emerges from gameplay, instead of the PCs going along a pre-defined narrative.
Maps are one big time sink, pulling out the photoshop and design tools and etc. are daunting tasks that may ultimately be underused or not at all. Graph paper when needed, perhaps even blank paper, and plenty of Theater of the Mind.
NPCs/Encounter building can also be a big task, trying to balance it so the PCs have a chance. Well...don't balance, just throw what is logical and reasonable into the scene and let the PCs adapt and overcome (or flee). A good system will have easy NPC creation, where you only need a few stats at hand that are particular to what the interaction actually is (as opposed to the uncountable possibilities) - with mooks, equals, and bosses. Just be sure not to specifically counter the PCs at every avenue, as that is the domain of adversarial GMs.
Any further session prep should just be knowing what has happened and what the PCs and NPCs/Factions are trying to accomplish. Maybe 15 minutes looking over these notes (and adding a few ideas or quick sketches) per 1 hour of session time. Some say do it right before the session, while others may say to do it the night before and sleep on it so it absorbs - do what works best for you.
My primary advice for all game masters, having a framework for the adventure in place is much better than trying to have all the details. Over the course of play those details are forced to change by the time you get to them... don't bother. Instead of writing out a novel with full chapters what you really need is a that table of contents at the front of the book with the list of chapters and a personal concept of what each one represents. From there you are merely filling in blank spaces "mad libs" style during the game, drawing from concepts already in place.
"The silhouette explains the rest"
Having a strong framework is always a good idea. Plus it saves you time which can be absolutely necessary for any GM.
Some people just need things written down r made beforehand to feel "real." I think a lot of random encounter tables are more for the DM to feel like they are running a living world rather than making up a game in their heads. I don't really count woolgathering and daydreams against my prep time, personally. I often have to remind myself to at least put things in order so it doesn't feel too random.
That is totally fair. Ultimately different GMs need different things for different kinds of prep. I totally get though putting things in order. It greatly helps to organize one's thoughts.
What do you do when your players do not react to the situation at all.
every situation should at least affect the players in some way. Even if they don't seem to be, you can escalate those situations for later, or bring them closer so that they are harder to ignore.
@@zmivh3377 Yeah, I did both those and they still did nothing. They were literally lost And alone Because they unnecessarily separatd themselves from the party. Trying to meta game. Then they got captured by N p c's. And they still did nothing. They went to the Their base as their captive still did nothing. The best way to describe this player. Is someone Who does not act unless I directly tell them what they should do And won't act unless they know it's going to result in success.
@@blakumablak6217 if the player's that passive perhaps it's better to have a talk out of character? Perhaps they want something else for the game, or perhaps they have a bit of misunderstanding on how the game works/how they are able to engage with the game.
Planning to write a long campaign with great narrative on my first time playing an RPG. I just need to... Have friends and actually make it and defines my system.
Like, this video is what could define and not define me. Because I think of everything before even getting players but I don't execute it.
My system is based on DND but not exactly it, and I'm the type of person who likes perfection so I cry myself to death overloaded with what I could make but idk what to do.
So, on my experience (none) I think you should have a general overlook of what you want to do, prepare things so even if your players don't go into it you can still make them confront what they didn't before later but do NOT plan everything down to perfection. You'll just die from crying out of "what can I do better?"
I'm a dude who likes great writing so I'm always going crazy because my ideas aren't perfect.
Also, does anyone have any tips to motivate yourself to execute and actually create your campaign/system?
I have never exactly written my own system but a general piece of advise would maybe be to play other systems as well. This well help you really get an idea of other games out there and what else your system could include. Otherwise, I wish you the best of luck and might want to look around for folks focused on RPG Design!
Wtf am I looking at?