Showing posts with label Theory. Show all posts
Showing posts with label Theory. Show all posts

Wednesday, September 19, 2007

Scene Framing for the RPGMeetup Blossoms are Falling Game

Scene Framing for the RPGMeetup Blossoms are Falling Game

Incorporating elements of Burning Empires and Primetime Adventures.

Structure of the Game

After Clan Burning and setting concepts for your characters during Character Burning we will break the campaign down into parts. We need to agree on an end point for the Campaign and examine how the players goals are going to work towards that. We can discuss if there are going to be any important tests or conflicts that will inform narration of the end game. The breakdown will be

Campaign -> Character Goals -> Sessions -> Scenes.

Scenes

Scene creation starts with a request from a player (GM's are players too!). Everyone takes turns requesting a scene, and the player whose turn it is to make a request must declare to the group; the scene’s agenda and its contents.

At the beginning of each session the GM will set the first scene. Then the players take it in turns requesting scenes. If you don't get to drive a scene in one session we will continue the order the next session. The GM has discretion as to whether they or the next player in the order gets the opening scene.

Hopefully eventually people will be able to think about the sorts of scenes they are going to want in between sessions. If you have any ideas for scenes at the end of a session that you would like to play out next time let the group know.

Agenda

The agenda of the scene is meant to make explicit the purpose of the scene. Scenes generally are focused on one of the following types - Conflict, Building, Colour, Interstitial. (thanks Burning Empires)

Conflict scenes are where high stakes conflicts will take place. These scenes will typically focus on the Dual of Wits, Fight! and Range and Cover.

Building scenes are setup scenes mainly geared about staging events and driving towards an inevitable high stakes conflict.

Colour scenes are for roleplaying. For establishing character and setting. Nothing important is really at stake in Colour scenes. I like to think of them making whats at stake in the larger conflicts more meaningful.

Interstitial scenes are like colour scenes but are more focused on relationships between characters. They can be used for making sure you have help available to you in your conflict scenes.

Scenes need to revolve around a players Beliefs Instincts and Traits. If a scene doesn't result in Artha or linked tests it should be very short indeed.

Contents

The agenda is really looking at the Why but the contents of the scene incorporate Who, What, When and Where (Not in order of importance)

Who is in the scene? Which characters are required in the scene? Who else wants to be involved? Final decisions are up to the GM and the Scene requesting player. Circles up anyone that isn't a player or relationship.

What is happening in the scene? Whats actually going on in the scene to address the Agenda? This is really tightly focused on any conflicts occurring in the scene

When is the scene taking place? Pretty self explanatory I hope.

Where is the scene taking place? If it isn't an established location use a Wise to bring a new one into play. Established locations would be the home or workplace of a Player or Relationship. It would also be the workplace or home of someone brought into play with Circles. Ideally after a few sessions we will end up with a number of Wheres which Prime Time Adventures would call Sets. We can draw on existing Wheres to reinforce the shared imaginative space.

Ending the Scene

All scenes come to an end. Once the dice are rolled and the Agenda has been addressed its time to finish the scene. Move on to the next player.

Wednesday, August 15, 2007

GM: Manifesto Part 1

This is part one of me making random comments in regards to the way I currently would like games to run. First step is....

Everyone Needs to Entertain not just the GM

A few people seem to judge a good game on how much the GM prepares and how interesting the delivery of scenes are while they get to sit back and watch the show making the occasional prod or rolling dice every now and again.

My preference is that everyone at the table needs to bring in the entertainment. The players should drive the narrative and the GM should react to their actions and not shut them down if he decides it doesnt work. The players need to be empowered to bring things into the world that they are interested in.

I have tried the former approach to GMing and I got burnt out very quickly. The players would occasionaly shift the story about which was awesome but then once they had forced a shift they then sat back and let me drive it along again.

I dont like getting burnt out from gaming, no wonder people approach running a game with fear. I think it boils down to intensity. I would like the players to operating at the same pace and intensity as the GM.

Im not sure how to bring this on yet but damn it.. Im gonna try!