Wednesday, May 16, 2012

One-Shots


One-shot or short format RPG sessions are a good way to try something new without the commitment of a full campaign.

There are basically four types of One-Shot;
1.       The introductory adventure: This is a short adventure intended to introduce players to a game and the setting of the game.
2.       The short adventure for established players: This is a short adventure that uses a game system and setting the players are already familiar with,  but is not part of their ongoing campaign.
3.       The potential campaign introduction: This is a short adventure that is designed with the possibility of turning into an actual campaign.

The introductory adventure is one of the most common forms of one shot and is often seen at conventions or other events where people trying new things is encouraged, such as Free RPG Day. The introductory adventure provides new players with the opportunity to try a new game without a lot of commitment. The GM usually provides pre-generated characters and all the other material required for play, although players may be required to supply dice, paper, pencils and other common items. If anything special or out of the ordinary is required the GM will usually provide them for the players. The GM assumes most of the risk in this style of game as he bears the financial cost as well as the cost of the time spent preparing for the game.
The most common reason for the introductory adventure is to teach new people to play, often with the goal of getting them to purchase a game. However it can also be used by GMs to teach his normal group a new game that he is excited about.
                This style of game needs a simple adventure that touches on a common theme within the game and setting. The introduction is not the time to explore complex themes or ideas that run counter to the default assumptions of the game. The game should focus on the basic mechanics of the game and leave out the more complex systems. The characters should show a broad range of possibilities within the game and be distinct enough from one another that new players can see the differences. Stereotypes are good in this style of game. The adventure should be playable in a short 2-4 hour session if being played at a convention or other event, and 0ne or two sessions if being played in a private setting.
An introductory game can be hard on a GM, he needs to be a Teacher, Salesman, and Cheerleader. He needs to be able to communicate the setting and game mechanics effectively and quickly.  He needs to put in a lot of effort making characters, preparing the story, making cheat sheets and making sure there is a time and place to play as well as gathering players.

The short adventure for established players is typically used to take a break from an ongoing campaign or to try new character ideas and concepts without derailing an existing campaign. This type of game is also common at conventions where people play a game they know with new people
Player’s in this style of game already know how to play and will typically be expected to provide everything required including a completed character, although in some cases pre-generated character will be supplied by the GM.  This type of one shot can also be used to play flashbacks or events in the campaign from a different perspective. This type game has little risk as the players already know how to play and are familiar with the setting. At worst they players and GM lose a couple of sessions that could have been devoted to their normal campaign.
This type of game can include the more extreme ends of the spectrum of both character types and mechanics included in the game you are playing. It is also a good way to explore themes and concepts not present in the normal campaign.
None of the problems of the introductory game exist here. The game is already being played. The player’s and GM already know how to play

The potential campaign introduction can be a combination of the two other types of one-shot. This game is typically run by a group looking to try something with the idea of it becoming a full campaign game. This is the riskiest type of one-shot and can have a higher cost than the other two. It requires the GM to sell the potential game and the players to buy in to playing it. The financial cost can be higher as players and GMs buy materials and spend time on a game they may not enjoy or may never play again. The players and the GM also bear the time and energy cost of making characters and learning rules and such. When it works it is a wondrous thing.
                As a combination of the other two types of game, this style of game should focus on the basics but acknowledge the more difficult areas of the game.

For a one-shot to work you need a few things, with enthusiasm from players and GM being the most important. If you have an enthusiastic GM who enjoys a game combined with players who want to try new things one-shots can be a very positive experience.  Enthusiasm from all involved is the single biggest factor to the success of your one shot.
 You also need an environment conducive to playing. New games can require a fair amount of concentration so an area dedicated to gaming and free of distractions is ideal.
The player’s involved need to understand that while the character’s may be rewarded quite handsomely in game, they will not be able to spend the reward and experience points are effectively meaningless long term. The actual play is the reward.
Casual players and one shots seem like they should go together well as there is little commitment. However, casual players are typically unwilling to put the effort in at the table to make the one-shot work. One-shots can be intense and require focus. As the game is only going to last a short time everyone needs to make the most of that time. The player who sits quietly at the table and doesn’t contribute is actually hurting the rest of the group more than he does in a normal campaign. This can be really harmful in the introductory game if the character the casual player has possesses some critical information or ability that the story requires.
Again, enthusiasm and willingness to try new things are the most important part of a successful short format game.

When sitting down to play a one shot a player needs to quickly go over the character provided and figure out what the sheet is telling them and to find a voice for their character and figure out how to portray them. Many pre-generated characters will have notes about personality of motivations, if they do not look at the abilities and skills and form an idea about your character from those. Again, stereotypes are a useful tool at this stage. The player needs to also look over any other provided materials. Many GMS will provide quick reference sheets for the most common game mechanics and explanations of what the number son your sheet mean. If these materials are provided ahead of time be familiar with them before you arrive at the game.  For example: if we decide to play leverage again I will provide you copies of The Quickstart Job booklet as far in advance as possible. Please read the mechanics and character sections prior to play.

Game selection is also important. Some games lend themselves well to a one-shot while others are almost impossible to play in a short format and others, like Fiasco, can only be played in the confines of the one-shot. The sort game for established players can avoid many of the problems with the more complicated games as the players and GM are assumed to already be familiar with the game. IN an introductory style game though you need to look at the game closely and figure out what is the best way to present the game to new players.

Monday, May 14, 2012

Making time to write is proving difficult

Note: I say making time rather than finding time. If you are looking for time you will never find it.

Wednesday, May 9, 2012

Micro Review of Armored

Armored is a book of short fiction involving armored suits of various types. It was pretty good. As expected some of the stories were better than others. Overall I enjoyed reading it, but I probably should have just checked it out from the library rather than buying it.

Tuesday, May 8, 2012

Game mastering is hard work



Not only do you have to figure out the place to play and put all the work into creating and running your campaign, you also have to be a cheerleader, manager, and social worker. At the table the GM has to manage screen time for the PCs, make rulings, juggle NPCs, keep notes, pay attention to maps and often play host with snacks and drinks and such.

If you are lucky, you have a group that understands and appreciates this and when he makes a mistake they give him some leeway.

Friday, May 4, 2012

Avengers!

It's gonna be AWESOME!

Communication: the most important part of the hobby

This is an important topic and I will probably return to it many times.

As with many things in life communication seems to be the key.

In relationships open and honest communication is an important part of keeping the relationship working. Gaming is similar. In fact the entire hobby is based on communication and the presentation of information. Since everything happens in a fictional setting, how you convey that setting and the people and their actions within it, is of vital importance.

In my Players are Idiots post I talked about the flow of information which involves using good communication techniques at the table to make sure everyone is hearing the same things and getting the information needed to make reasonable decisions.

However there are other times communication is vital and that is between sessions when the game is not actually being actively played by the group. This is the time when things rules questions and clarifications, or what game should we be play next, or even talking about what snack people want at the game should be discussed with the group.

This out of character between game communication can be just as vital to the health of the game as the in game communication. How you manage and coordinate this communication can have a profound influence on your game. If the people involved in your game never communicate between sessions it can sometimes be hard to gauge how interested they are in the game or what they want from the game.

As a GM it can be very frustrating when your group refuses to communicate about the game. I also like to receive some feedback about the game so I know if the players are enjoying what I am doing or if there are areas I could improve in. Operating in a vacuum can be very difficult at times.

There are many ways to handle this communication. e-mail, web forums, phone calls, face to face meetings, dinner gatherings, letters,  Facebook, and other social media sites just to name some of the options. Figuring out what works best for your group is an important part of this. My group has some troubles with this and I have yet to figure out the best way to handle communication.


That's all I have time for right now, but I will return to this topic often.

Thursday, May 3, 2012

Disclaimer

Most of the things I will discuss have probably been talked about far more eloquently in other sources, but I am doing this for my benefit.I need the practice writing, and it helps me organize my thoughts and collate my experiences.

Players Are Idiots!


Players are idiots!

Not really, though sometimes it seems that way from the GM side of the screen. Players make what appear to be stupid decisions all the time. While they may frequently seem like idiots, this apparent lack of judgment stems from them acting on incomplete information. 

The GM always needs to remember that the players only know what he tells them. He cannot assume the players know anything he hasn’t specifically told them. The GM has to convey all the PCs senses. Everything they see, smell, taste, touch or hear comes through the GM.  The players then have to interpret this information and use it to make all their in game decisions. 

One difficult area for the GM is deciding what information the players should automatically be given about a scene versus what they should have to ask for or search for.  The GM should probably err on the side of giving more information rather than less when this situation occurs.

The GM should never lie to the players, or intentionally omit something the PCs should be told or made aware of. Everything they hear from the GM should be what their characters perceive to be true. Illusions and other in game trickery can cause this line to blur.

The players need to remember to ask the right questions. The GM isn’t supposed to tell them everything up front. He is only supposed to tell them what he believes their characters could gleam from the situation. NPCs don’t tell PCs everything, just because a PC walked into the room. Also the GM sometimes accidentally omits something that should be divulged to the players. The players need to assess the situation and ask questions to fill in the missing bits of information.  Players also need to understand that sometimes NPCs lie, however the GM never should. 

One thing players also need to do is tell each other what the GM told them. That way they can all verify that they heard the same thing and are all making decisions based on the same information.

One example from the current game involves an abandoned village with a castle overlooking it. The only inhabitant of the village is a small fairy who tends to the graveyard. When the PCs met the fairy, I as the GM, should have had the fairy tell them the castle was inhabited by strange birdmen at some point during the exchange. However I may have forgotten to mention it while dealing with lots of other things (kids, other portions of the game…etc), although I think I did mention that something was preventing the fairy from doing what she wanted to do in the village and that is why it stayed in the graveyard.  Had the PCs asked the fairy if the castle was inhabited the situation would have been easily resolved as the fairy would have told them yes and given them clues as to by what. In this situation the players would have asked the question to fill in the information the GM accidentally omitted.

If the GMs tells the players everything they should know and they have asked all the questions they are going to ask yet they still make the stupid choice, I suppose there is nothing more to be done. 

Sometimes they just are idiots.

Welcome.


Hello and welcome to my new blog. I am an avid player, GM and collector of Role-Playing games and many of the surrounding hobbies (Board games, comics, miniatures and miniature wargames….etc). I have been playing these games for many years, but have never given a lot of thought into how can I do it better.

So, the purpose of this blog is to document my trials and tribulations as I work on improving my role-playing and game mastering skills. However I also reserve the right to post about anything I feel like posting about. 

The secondary purpose of this bog is to try to improve my writing and ability to create new things relating to my hobbies. 

I apologize for the condition of the blog as it is brand new and I haven’t done much to spruce the place up.

So, come back often and let me know what you think.