I have to say last session would have to be the best session I have
played in a long time. I would say it was just a generally better session than
last week but there were a few things I noticed that helped.
True to form, as I said last week, I ditched the pre-generated and I was
set free. After spending two sessions looking over it, I was pretty much in a
position where I felt comfortable messing the whole thing up without worrying
out things going wrong. I skipped parts, described some incorrectly, I got the
layout wrong and missed a few encounters but that was the joy of it. I wasn't
spending most of the session trying to fill in the story between the lines. I
was actively rubbing the lines out and spilling the story all over the place.
Okay that already got a little out of hand but it was that sense of freedom
that truly got me going.
It was a much more fluid game, allowing me to switch between the
predestined narrative and bring in the characters backgrounds and allowing for
increased player agency. Now a little spoiler as to how this came about: The
Acardaeum (Ack-Car-Day-Um). This narrative device is how I've brought in the
players personal stories. The Acardaeum is different to each individual, this
also includes the translation and definition of the word. Although not
noticeable to Ninth Worlders, the word itself has a perception filter of sorts,
customizing the word to the individual. I brought these into the personal
backgrounds of the new characters as a way to link them to the narrative
without confining their expression. I fitted the character and play style to
the narrative, not forcing them to work within my narrative.
This device is also going be key for the subplot to the game. The
underlying narrative of the Acardaeum not only brings the individual characters
into conflict within the group but also creates simultaneous action as the
majority are looking for the Acardaeum individually and so will act altruistically
to further their own goals. The subplot, like the main plot functions in a very
similar manner.
The map of Thaemor for the group has been marked with purple
landmarks at certain locations. If they players choose to take it upon themselves
to go to these locations, they are specifically to advance the main plot. Much
like the primary quest chain found in many RPGs. The personal story is also
voluntary, it is up ot the individual to follow their own narrative, but as all
are linked nobody will be left out of the action. This is all well and good but
planning narrative sections requires at least bit of planning. This has
resulted in a survey of sorts, polling the interests of my players. After
every quest chain the players are offered a choice of sets of quests.
Darkperch, Thaemor/Hawk-Eye Bounties, Auspar and personal. These quests for
myself are considered a one-shot but that depends on the players themselves. Once
the group[ has decided on a list of quests to take, they then select two out of
that list and then I offer them both the week after. This not only allows me to
guage the mood and the current objectives of the group but also allows me to
plan a little better, reducing the spectrum of quests and focusing on quality
rather than breadth of option.
This, in a roundabout way, brings me back to my original topic, how
awesome my last session was. Not only did I find running ad-hoc was not only
more engaging with the players but also more exciting and interesting as sometimes,
even I don't think too far ahead so even I am riding by the seat of my pants. The
unknown is great feeling for me a blank canvas where my words and ideas take
shape regardless of their form. As I was more engaged, so too were my players.
If there was even a slip of concentration the world would start to crash around
my players, forcing them into urgent action, keeping their interest and concentration
on the game.
There is something about this I also want to mention. As I was
discussing with one of my players, the existence of webcams and their use
within the online TTRPG community. On many occasions that I have either
listened to or watched via Twitch or You Tube, the players are all on webcam.
The focus is on the individual, allowing for greater dynamics of interaction, brought
about the physicality broadcasting to the group can bring. The individual is
under scrutiny, bringing back the interactions missed from a physical game.
This, in my opinion, is the best way to ensure player participation, as well as
increasing concentration and involvement across the board. Let me know your
opinions!
GMs: Physicality of speech effects more than just the interpretation
from the webcam. Gestures, facial expressions even standing up and pacing
around will all affect how you say something. Take the phrase. "The house
is on fire." Using the physicality of speech, try different ways of
expressing the same phrase with differing intents and perspectives. Does the
way you express it change its interpretation, or does the underlying meaning
behind it influence how you say it?
PCs: Imagine yourself in a situation with a burning house. Create
different scenarios about how it occurred and then express them with as much
physicality as you can. Try and use your tone and movements to infer one of the
other players committed the deed without saying it.
Have
you never played Numenera, can't find a game or just can't get enough? I invite
you to take a seat at my table for a one-shot: Saturday's 14:00 EST/19:00 GMT
for around four hours.
Don't forget to follow and share & keep up to date with Twitter
@proftesla
/Drew - Tesla
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