This is an odd one.
Yeah, but to be fair I did tell you in the first line, first post.
In general, I'd echo freeformschooler's advice that when in doubt, just go for it. Practice makes perfect, and all. Plus, sometimes the only way to figure out what you're after is to actually see it in action.
More specifically, I tend to go for more mechanical, less RP-y games, so my expertise is of somewhat limited use here, but I can offer a few suggestions.
First of all, if possible, I'd suggest getting a default resolution mechanic that covers every possibility. This can be as simple as "the GM makes something up" or "attribute check using whatever's closest to relevant," and it can be overridden whenever necessary, but having something in place for those things you never thought of can be handy. Trust me, players will get weird.
Secondly, try to have concrete mechanics in place for things that really matter. Lacking clear, hard numbers is an invitation for something to either not matter at all, or be too vague for players to really understand the consequences of.
Third, just spend some time considering what you want to happen or how you want certain things to work, and figure out how the mechanics or GMing style should reflect that. Actions that give loot or experience tend to be more intrinsically rewarding than those that don't, for instance, so you'll tend to see behaviors leaning in those directions where there's a difference.
Hope this helps.
I dunno though. I can appreciate the "just shut up and do it" approach. On the other hand, I think a little prep might be in order (Hence the thread
).
Suggestions? Ideas?
This thread might possibly contain useful information about what not to do.
God damn hilarious, and exactly what I don't wanna have happen. Again, hence the planning.
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So I'm seeing a sort of anatomy to these things, and it can be good, bad, or only good or bad in certain parts.
The GM: The person running the show and as far as everyone's concerned, the one who is responsible for this crap being fun. It's a lot of work and unfortunately there's often little credit.
The Players: These run the gambit from seasoned vets to the 13 year old who stumbled in. Different playstyles, maturity and schedules/amounts of time to put in can lead to the traditional 12 bay definition of "Fun," often.
The question essentially becomes how do you attract, recruit, and retain the types of players you want and who will want to be there.
The Setting: This is where things happen, arguably. It's where you pretend things happen anyhow. More importantly, the setting has to have spaces that are clearly defined (so you can imagine it) possible to change (so you can do stuff in it), and able to be communicated (drawings, maps, descriptions, something transferable/viewable). This is much harder than you'd think, because you go on a scale from awesome graphics and no ability to edit, to no graphics (text) and totally editable. You need to make places the players might actually go (or else you're designing stuff for nothing) with things for them to potentially do (not always, the entire world isn't about them, but yeah)
The Character Actions: (NOT the player actions). The most common question asked in these things is "what do you do?" So what are the possible answers? Can you alter certain parts of the setting? Which ones? How? How much? What restraints are there on that? What if someone else (another player, NPC or even the GM sometimes) doesn't want that change? Can anybody do this thing, equally well? Keep in mind that the setting is presumably populated by things that don't want the players to do just whatever they want.
Posting Schedules and Content: How often you post.... Real life is a pain and can get in the way here. It isn't just how often you post, but what do you do when someone can't post for a while, or if they just bug out and leave? Then there's what people post. "I attack the darkness," is universally met with calls from GMs everywhere with "You bastard." (Might be funny the first couple times, but after that, gets old quick).
The DM has to give the player something to work with and the player should give the DM something to work with. "I attack the orc." That paints exactly no picture in my mind to work with. "I try to duck under the orc's spear thrust and shove the point of my sword into his armpit, then pull it out and go to the left of him." <--- Bonus points.
Player and GM Goals: Why do people keep on coming back? What are they looking forward to? [defeat certain bad guy here] will only work so far, because video games have sorta played that one out. If we're dealing with the equivalent of fort building, then personal character things are sorta gonna be important. Housing and customization of it might be important. Characters could chose a more peaceful path and end up running a business/guild, or trade thing. A more martial path would easily end up on the adventurer path, etc. Eitehr one of these could end up running some part or all of politics for some area. Same thing with weapon and armor personalization etc. Essentially, you could have some virtual space/goals of your own and it's possible to get it done.
Viewers: People who may watch but are not currently players or otherwise part of the thing. These are your potential pool of people who may either begin a new player or take over an existing one if a current player bugs out (replacement). It is basically your pipeline for future business here.
DM PCs: These are a double edged sword and can cut both ways. On the one hand, these are the things of railroading and taking away player choice. On the other hand, if the game gets stuck, if the players need help to do something or to make things better for them, or to just make things simplier, then they can be a powerful tool in the GM's tool belt. It also might let the DM have a little something of a reward for his/her own massive work.
Not entirely sure how to go about this. Ideas, questions, comments?
I'll invite you to my next one, Truean. I can't guarantee an immediate play spot, because those will be random, but yeah.
If you made one, I would like to be in on it. I suspect it would attract a certain group of B12'ers who I would enjoy playing with.
Hear hear!
Awww thank you.