Stealing from the Greats to Run a Focused Mini-Campaign
[ roleplaying games ][ game mastering | games | planning | rpgs | The Road | tips ]
[ August 12th, 2011 ]
[ by: Alvan ]
To take a mental breather from all the Century that comes with the game reaching its halfway point of 500 days, I’ve been entertaining myself by running a very focused mini-campaign (5 games, short game sessions) to three of my friends. A story of two brothers and their cousin escaping from their lives at Casa Grande. Running away from everything, leaving it all behind, finding freedom. Simple game, great fun, I’ll probably write more about the actual game later, but I’m making use of a lot of GMing techniques I’ve come across (from various sources, so basically stealing them) over the years when I was preparing for the game. These are nice simple things that seem to work with this kind of a game, so I’m sharing.
0. Have a session just for creating the characters and the campaign.
Get together just to talk about what you will be wanting from the game before you run it. Create characters, create everything. Just spend time talking about what you’re doing without hurrying to play on the same evening you’re planning. It will be worth it to a) take the time to plan properly and b) have that time between character creation and the first game.
1. Speak your mind and hear what they’re saying
The first rule of Fight Club is that you do not talk about Fight Club. But when it comes to tabletop gaming, being honest about your vision and communicating it to the players, doesn’t necessarily hurt. At base level this is stuff like saying “I’m running a scifi campaign so no elves”. But being specific about what you’re thinking of and why is a great way to go about. Even if you go down to gritty details with “well, I’m thinking that in this game you’ll start off as the trusted men of the king, but somewhere, maybe about halfway through the campaign you will betray him or he will betray you and you’ll end up on the opposite sides. And the end will be focused on that” it won’t hurt. Just as long as if you leave enough space for people to maneuver in. Knowing the road that will be ahead will prepare everyone for the journey, even if it means giving up some of the twists. If the players know that it will eventually be a game about a zombie apocalypse, they’ll know to set up relationships with NPCs in ways that are fruitful for the sudden but inevitable twist in the genre.
And as well as you being honest with them, you should be open to their suggestions and ideas – let them bring to the table what they think is cool and support that. Let the players share with you what they would like from the game and work towards a consensus that you can all sign on. If there are some parts of your game that you absolutely want to have in it, tell that to them. But give them the same right – if one of them is adamant on having some medical drama in your zombie game, let him. It’s not that much to ask, is it?
We did this. My original vision was a game set in the present about criminals with cool cars and motorbikes running away from something. It ended up being set in the 80s (the era wasn’t crucial to my vision) and the players being less criminals and more just people ending up in the bad situation. But it was still about running away in cool cars. The reason for all this is that because we’re talking about a few sessions, each being only a couple of hours of gaming, there is just no time to include everything. If everyone knows what’s up, everyone can play along.
And of course, when starting the game you won’t know everything. But tell them what you know and let them tell you what you want, and then start running the game like you were originally talking.
The idea of being open about the game was first introduced to me by the Jeep guys, so credit for this goes there.
2. Set a theme and a mood
Sort of related to the previous one as this is things that you should really talk about openly. One of the first things I said about the game was that “this game will be about running away and freedom” – it’s a simple enough concept that translates well to different sort of things, offering something to focus on without limiting things too much. Sure, it means this won’t be the game where the focus will on a happy, ever-lasting marriage. (Unless you’re running away from something and ending up there in the end). When running a focused game, having a strong central theme to work with is quite important and enjoyable.
And again, bouncing the ball back to the players, “How will your character fit in this theme? How will he explore it?” And we end up with three interesting stories that are different. We have an undercover cop stuck between the two worlds, constricted by both, a woman in a loveless marriage with a cartel sub-boss and a guy who is just doing what people expect without really knowing what he wants to do. From there it’s easy to move forward.
Then there’s another important question: Mood. Are we talking Film Noir? Romantic Comedy? Also a lot of related questions arise from thinking about what the game should feel like… What’s the level of violence/sexuality people are comfortable with? How gritty should it be? How realistic? Are we talking about a Hollywood action movie when it comes to a gunfight or more what would happen if you drew a gun in downtown L.A.? Will everything feel desperate or is there hope? Is the metal in the world more chrome or rust? Again, it’s a good thing for everyone to know what sort of a thing they’re playing.
Think theme and mood were first introduced to me in White Wolf’s Vampire: The Masquerade. Even if I never used them to good effect when playing that game. To be honest, that’s one game that is full of great ideas that no-one ever used.
3. Set the pace and keep running
This is something I learned from Primetime Adventures and have been using for a good while with success every time. Know beforehand how many games you will be playing and where the focus of each game session will be.
For this game it meant that one of the questions we answered on our character creation session was “how many games will we be playing this thing for?” My suggestion was really either seven or five. With three players, seven sessions would have meant four that were focused on the “plot” and three that were spotlight sessions (will get back on that in a moment), with five, it meant two plot, three spotlights. We went for the latter option, with the plot games serving as “bookends”, being the first and the last game, and each of the middle three would be focusing on one of the characters.
I use the spotlight system without a shame these days in pretty much most of the mini-campaigns I run, be they D&D or freeform. Quickly summarized it means that you, as a player, get one game session in the campaign where it is all about your character and his central issue. It will pretty much be the focal point of his story. Everyone knows who is on the spotlight, and for that session will be playing to enforce that part of the story. It does not mean that if it’s not your spotlight, you won’t get screen time. Just that the focus will be on the question of the spotlight. “Am I a good cop or a bad cop?”, for example.
In the game I’m running we’re using a three-tiered spotlight system. Each player has one game where their character is at priority (rating 3), the spotlight game. They also have two games where their plot is at “secondary” level (rating 2), and two where their character’s issues is put on a back burner (rating 1).
This translates to an individual pace for each of the stories of the game. A pattern of “2 1 1 2 3″ for example means that the character’s issue will be there at the beginning, then go on hibernation for a couple of games and then make its way back into the last game, climaxing in the very last one. “1 2 3 2 1″ on the other hand means something that will be directly in focus on the 3rd game, but will be set up during the previous one, and the fallout from the climax will be seen in the fourth. And so on.
In one game session one player might have a game with a rating of 3, one with rating of 2 and one with a 1, which means that the first player will be on the focus, but the issues of the second player’s character should show through a bit. Bit of foreshadowing or something. And the third player will play his character maybe as a foil or to support some decisions or make the choices tougher for the other two. Whatever suits the story.
The players know when their issues are on the focus, so they don’t have to worry about not getting their say in the matters. Everyone has their moment to shine and everyone knows what to support and which questions to raise when needed.
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Looks like I will have to write a second blog post somewhere in the near future about the actual things we do in the game that work, this one is quite long on its own with just the preliminary stuff in. 


