Hurrah! It’s time for another PM post!
Do you know what happens when you leave your inner half-orc in a closet for too long? First, you start talking about him using the 3rd person. Second, he builds up an immense amount of RPG inertia and should he ever gain momentum, he could do something very dangerous… like trying to run his own adventure.
This is a follow-up post to my last entry where I first suggested this new course of events. I already identified my first weakness and suggested a solution. Now I want to tackle another one. (There are many, I’m sure)
Not happy with the already challenging quest of running ANY adventure with my diminutive experience, I want to run a CUSTOM scenario. Take that mister Kennedy! How does that one compare to your greatest challenge on which man has ever embarked!
[…crickets…cough…more crickets…]
Okay, well they won’t build any monuments to my image, but you gotta admit, it’s pretty daring nonetheless.
This was initially a completely subjective decision, but creative processes are rarely otherwise so there’s no surprise there. For lack of a better explanation, a scenario spontaneously emerged from the eternal turmoil that is my mind and I started building around it, using extra pieces of new knowledge I gathered talking with experienced players and DMs.
With that scenario off to R&D, I started to look at my newfound ambition in a less emotional way and revised the different feedback I received in the intervening days. The majority strongly suggested running a published story first to get the hang of how things work. Only then, and if, I reached a comfort zone should I try to experiment with a custom adventure. I couldn’t find much fault with that reasoning so I asked ChattyDM to supply me with some material so I could see what it meant to run somebody else’s creation.
It’s not easy to explain, but the way the information is presented in those adventures is completely alien to me and I have a real hard time imagining running this without constantly referring to the material. It’s as if I couldn’t process and memorize what I read. And I’m not talking about the crunch either, I may not be able to manipulate it as others do, but I can memorize that easily.
I’m talking about NPC knowledge and personality, story-arcs and world lore… I don’t feel I can ever absorb the information in such a way that I could then “perform it” to anyone’s entertainment. (A year long running gag of PM’s Shakesperian delivery of the wrong dialog does not count. ) By running my own custom scenario, I feel I’m better prepared to deal with the players’ action. If need be, I can substitute a plot device for something else or keep one in reserve should an opportunity arise.
Am I the only who feels this way?
It would be foolish to think I can seriously hope to succeed without at least a basic structure to guide my way. Most DMs create their structure through experience but I have no time for rational solutions. Lucky for me, my gaming roots are set firmly in 80s and 90s PC adventures. like Space/King/Police/LeisureSuitLarry Quest, the Gabriel Knight series, etc. and as a result, my storytelling style is a child to these influences. (This might explain big “Do Not Press” buttons here and there and a fascination for space brooms.)
Seriously, it means that my mini-story arc will divided in a multitude of clues, some minor some major that allow the players to reach the next scene. I don’t have much field data yet, but I think I will rely heavily on Fluff and improvisation; which makes sense considering I am a method actor player.
I think of it as a sandbox, but that’s not quite true because there’s a benevolent presence who nudges clues in front the player’s eyes. I think I can avoid my players not doing anything with my clues (through lack of direction or not recognizing the clue for what it is) by using my experience in the aforementioned games. (Nothing enraged me more than scanning every pixel in each location to find that darn interactive item that I previously overlooked…)
Between 1 and 10, how would rank my inevitable crash and cremation?
Yan says
Well, I never ran a publish adventure. The only time I tried it , I hated it. So from first hand experience I can say that you don’t need a published adventure to DM just don’t expect miracle on your first run though… 😉
Tommi says
Ditto about running published adventures. They are for the weak. Or the smart. Whichever.
The biggest threat here is pixelbitching, which means that there is only a single solution to a problem and game will stop until the players discover it.
If players come up with a credible idea, always let it work. Their sense of triumph far outweights what would be gained by finding the “real” solution. And their idea is usually at least as good.
If they simply have no ideas, do anything to get the game moving. Orcs/ninjas/men with shotguns usually work in a pinch.
All general advice about making the clues obvious and leaving at least three of them pointing to every relevant fact and so on apply.
Graham|ve4grm says
On the note of clues and such, I have a blog post brewing for later this week that might be incredibly relevant for you.
It’ll be up once my exams get more manageable. Stay tuned.
ChattyDM says
Pixelbitching! I Love that word and what it represents.
Yeah PM, if you can pull that obstacle out of the way, it’s going an easier ride.
Good luck… Looking forward to the next part.
I’m speed reading through Robin Laws Rules of Good Gamemastering so we can discuss it.
Yax says
I think most – ok, some – of what you’re saying makes sense to me.
Storytelling / game mastering is much more an art than a science. I think your enthuasiasm will make up for whatever rookie mistakes you might do. Just have fun and don’t worry about your first game – I’m sure everyone will have fun.
Also, I wrote this about published adventures:
http://www.dungeonmastering.com/campaigns-adventures/what-makes-a-published-dd-adventure-useful
Dean says
My biggest suggestion is to keep a notebook with you. I tend to improvise an awful lot, if for no reason other than I think *very* differently than folks who play in my group(s). Keeping track of what you had Agent X agree to can get confusing, especially if you don’t get to play regularly. So keep track of things as you go along and it will keep you and your players honest.
ChattyDM says
Players being honest? What a strange concept!
You just gave me the best idea Dean!
I will write a mini-trope article about cheating players, I swear I will!
ScottM says
I think you’re smart to run your own game, since you’ll be intimately familiar with what’s going on– and the motivations of the bad guys, etc. That’ll help you improvise when the PCs wander outside the lines.
The best advice I can give you: make the opponents motivated. If they have a purpose, you can pause the game for a moment and think about what they’re seeing from their point of view. If they want stuff to happen they’ll strike sparks with the PCs… which will keep them from getting lost and twiddling their thumbs.
I specifically advise against solving a static mystery– make sure there’s someone who will act if the PCs don’t. Otherwise you can get in the trap of the PCs not acting head on… and the NPCs never noting the PCs because they’re not acting against them.
PM says
Thanks for the comments fellas… I have to admit I’m a little surprised with what I read, but I’m glad to see I’m not alone to think that custom stories can be easier to run.
My only problem right now, is that ChattyDM keeps revealing my plot devices in his posts. I need to uncover how he finds out about my plans… I don’t even have written notes yet.