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Author Topic: MLP:FiM rpg campaign for my little sister  (Read 1901 times)

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MLP:FiM rpg campaign for my little sister
« on: June 20, 2013, 09:15:27 pm »

I'm playing a tabletop rpg in the world of equestria with my little sister that's 11 year old and loves the show. We both do actually.
The thing is I suck at GMing and I move away in 10 days, so I want to make a short campaign for her that would be the most awesomest thing ever, and I could really use some bay12 bronies help.

We already played twice using this system:
https://docs.google.com/file/d/0B18psLmVc9SndGVaWGVkRXVUMkU/edit

She made a unicorn child pony (without a cutie mark yet) that's a real bookworm.

First episode I made for her, was with her character having a big test on the next day and it made her character worry a lot, then I basically gave her a friend npc, that encouraged her to be dishonest. The thing is her element of harmony was honesty and she really didn't want to do anything dishonest, but after honest methods didn't work she tried cheating on the test, and got caught. Afterwards she told me she didn't like that episode because she was being constantly persuaded to cheat. Dear princess Celestia today I learned not to raiload my players, and to not use npcs to influence players decisions

Second episode was puzzle episode and I gave her a very popular riddle with two brothers and two roads one always lies and one always tells the truth. I basically had to tell her through her npc friend the entire logic chain to solve that puzzle because I suppose I overestimated her this time. Despite that she had a lot of fun, and liked the episode.

Now I remember when I played with my older brother GMing for me like that. One player, and one GM. I was the same age my sister is now, and I can more or less relate to how much problem solving she can do (which is, not much). If she is now like I was then, then I can't make her do a whudunnit, or anything like that.
What I want to do is to make a 5-6 session long campaign we could play just the two of us, based on my little pony, that she would love, but at the same time I'm clueless how to make a clever plot that's consistent, and say leads up to fighting a boss or something like that, while playing with an extremely inexperienced player.

Please help.
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LordBucket

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Re: MLP:FiM rpg campaign for my little sister
« Reply #1 on: June 20, 2013, 10:31:57 pm »

I'm clueless how to make a clever plot that's consistent, and say leads up to fighting a boss or something like that, while playing with an extremely inexperienced player.

You're the GM. Your job is not to write the plot. Your job is to create a situation, then allow the players to interact with it. Players write plots, not GMs.

Example of how to NOT think about it:

The players start at Twilight's library. They're reading a book with Twilight at the table when Spike comes rushing in, visibly distraught. He goes straight to Twilight and loudly explains that somebody broke into Carousel Boutique through the back entrance and stole a of gems. The player will go to investigate, where they'll discover hair at the scene of the crime. After taking samples and investigating they'll realize that these are diamond dog hairs. Twilight, Rarity and Spike all remember when Rarity was kidnapped, and they'll inform the player of where the diamond dog lair is outside of town. The players will go investigate, immediately discovering a few dropped gems alongside a set of dog tracks. Upon arriving at the lair, they encounter a lone diamond dog, who, terrified at having been caught, explains that he's the runt of the litter and too small to dig for gems. So the bigger diamond dogs threatened to beat him up if he didn't find a way to get some, so so reluctantly stole the gems in order to win acceptance from his peers. Hearing this, the players will offer to be his friend and give him their acceptance. He'll be overjoyed, and accept. The players will then write a letter to Princess Celestia explaining how they've learned the value of acceptance, listening, and giving people a chance.


The above is complete and absolute suicide for a GM, because you're assumed a long and specific string of events, every step of which depends on the players doing exactly what you expect them to. Players never do what you expect. What if the see the hair and ignore it, concluding that it belongs to Opalescence? Then suddenly you have Rarity becoming eh voice of the GM, suggesting that they go talk to Twilight.  What happens if they don't go back to the library after discovering the hair? What happens if the figure out it's a diamond dog hair so instead of going to investigate, they decide to write a letter to Celestia requesting the intervention of the royal guard? Then, once again...you end up having Twilight be the voice of the GM streamlining them into the action you expect. What if they ask Twilight to come with, because they don't want to get kidnapped by diamond dogs? That's a very reasonable objection. They're fillies. Do you really expect them to go off on their own? So what then? Do you have Twilight say no, they can take care of it? That breaks suspension of disbelief. Or do you have Twilight tag along? That  reduces our players into irrelevant tagalongs while they watch an npc do everything.

'Example of how to think about it:
There is a diamond dog runt who is stealing gems from Rarity because he's not strong enough to dig for them, and has been threatened or manipulated by his peers to get gems one way or another.

DONE.


Exact same scenario, but is one case you're planning one the players are "supposed to" do, whereas in the other, you're not. Being a gamemaster is not simply telling a story to a passive audience, and being a player is not simply listening to the GM then saying your lines when it's your turn.

To be a good GM, create situations. Do not create solutions. Let your players do what they will. Don't even assume that they'll resolve the situation you hand them. They might want to do something totally else.

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how to make a clever plot that's consistent

The easiest way to create absolute plot consistency is to NOT create a plot. Players write plots. GMs write scenarios. Create a situation and allow the players to discover it. Then detach yourself from any particular outcome and become the voice of your world, reacting to the players actions. Your only goal is to ensure that everyone has a good time. It's not your job to create solutions, it's not your job to resolve anything. Let the players play the game.

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and say leads up to fighting a boss

Perfect example of what not to do. Oh...by all means have a boss fight available, if the players should happen to go somewhere where there might plausibly be a boss to fight. But do NOT "lead" the players to that fight. Let them do what they want.

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while playing with an extremely inexperienced player.

Teach her that it's an open world and that she can do whatever she wants. She might surprise you. She might ignore the Botique and get on the train for Canterlot. And if she does, that's ok. Maybe she doesn't want to talk to diamond dogs. And if she doesn't, all that time you spent creating that long and complicated "plot" with your preconceived notions about how it would resolve was a waste of time.

Build a world and let them play in it. Don't create a story and walk them through it.

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Please help.

Do you have specific questions?


Rooster

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Re: MLP:FiM rpg campaign for my little sister
« Reply #2 on: June 22, 2013, 09:50:44 am »

We played again yesterday, and I tried following your advice to some extent.

The setup
   It started with her waking up on sunday morning in her room with nothing else but her remembering that her friend Cindy wanted to meet her. She decided to go there right away, and then her friend showed her that she found a pirate map, that leads to an island on the lake nearby. Her npc friend announced that she's forming a pirate crew, and that she's going to find a boat. My sister decided to accept and that she will get supplies. She decided to play to the strength of her character that has a lot of books, and looked for a book on pirates to know what to take, she rolled a critical success so she found a complete compedium on pirates, and so she took lemons, rope, a knife and carpenter tools, then they sailed onto the island.

Adventure
They were free to explore the island, and found a river that was impassable in the point that they were at, and she decided to look into the book on how pirates crossed rivers, and they decided to walk down the river to find a crossing. Then she rolled poorly and fell into the river, and had to cast a spell to make a branch catch her. Then they found a cave were the treasure was supposed to be at. There they found a skeleton clutching a medallion, and she decided again to look into the book to get more knowledge, and so she read a legend of Goatbeard a pirate that robbed the world looking for six medallions, some of which he lost playing cards, and he was never heard from again after running away from people he owed money to. She didn't want to take the medallion so I awarded her with a point of virtue for that, but her sidekick which I'm playing to be a rash, impulsive pony took it, because it was what they came here for.

Ending
 Then they explored the rest of the cave and failed their spot checks so a bear snuck up on them. While running away from him in the rain her friend tripped and I ended it there on a cliffhanger to build tension. Afterwards she said she liked that episode, but was surprised I ended it there and wanted to continue.

I'm still not entirely comfortable making an engaging adventure, with challenges she would have to beat. for example I didn't really prepare any locations other than the cave. I just decided on the spot that they encountered a river, just so that she would have something to beat.

And really when it comes to player derailing? I highly doubt it'll ever happen. I'd roll with whatever she decides to do, but I know her enough that she'd feel lost in an open world/ no goal situation. It'd be like playing morrowind. She loves watching me play it, but didn't want to play herself when I offered her.
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LordBucket

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Re: MLP:FiM rpg campaign for my little sister
« Reply #3 on: June 22, 2013, 09:10:01 pm »

she said she liked that episode, but was surprised I ended it there and wanted to continue.

So then sounds like it was a successful night. Ultimately, if your players are happy then nothing anyone else says or recommends matters. Having fun is the goal. You succeeded.

Do you have other questions?

GiglameshDespair

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Re: MLP:FiM rpg campaign for my little sister
« Reply #4 on: June 23, 2013, 04:32:41 am »

You really should have combined it with warhammer 40k. Blood for the blood god, rainbows for the rainbow throne?
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Gamerlord

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Re: MLP:FiM rpg campaign for my little sister
« Reply #5 on: June 23, 2013, 10:08:55 am »

That would have been awesome. Remember, little girls are bloodthirsty things.

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Re: MLP:FiM rpg campaign for my little sister
« Reply #6 on: June 24, 2013, 07:04:25 am »

She cried that one time she saw happy tree friend, and she's scared to play games with enemies, she always plays minecraft on peacful.
So I can safely say that she isn't bloodthirsty.
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Aeax

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Re: MLP:FiM rpg campaign for my little sister
« Reply #7 on: June 25, 2013, 11:49:13 am »

She cried that one time she saw happy tree friend, and she's scared to play games with enemies, she always plays minecraft on peacful.
So I can safely say that she isn't bloodthirsty.

You showed your 11 year old sister happy tree friends? I think I would cry too if I saw it at that age.
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Zangi

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Re: MLP:FiM rpg campaign for my little sister
« Reply #8 on: June 25, 2013, 12:50:20 pm »

She cried that one time she saw happy tree friend, and she's scared to play games with enemies, she always plays minecraft on peacful.
So I can safely say that she isn't bloodthirsty.

You showed your 11 year old sister happy tree friends? I think I would cry too if I saw it at that age.
I suspect that Happy Tree Friends is not a cartoon for kids...  maybe.  Just from the first page of google search and images.

Maybe it is just worse for kids to see cute little furry animals get mutilated rather then dull looking humanoids ambiguously dying with red splotches.  >.>
« Last Edit: June 25, 2013, 12:52:26 pm by Zangi »
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