<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>The CoW: Half a Dozen Years &#187; tips</title>
	<atom:link href="http://www.the-cow.net/tag/tips/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.the-cow.net</link>
	<description>Just another WordPress weblog</description>
	<lastBuildDate>Tue, 24 Jan 2012 10:56:15 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
		<item>
		<title>Stealing from the Greats to Run a Focused Mini-Campaign</title>
		<link>http://www.the-cow.net/2011/08/stealing-from-the-greats-to-run-a-focused-mini-campaign/</link>
		<comments>http://www.the-cow.net/2011/08/stealing-from-the-greats-to-run-a-focused-mini-campaign/#comments</comments>
		<pubDate>Fri, 12 Aug 2011 18:39:45 +0000</pubDate>
		<dc:creator>Alvan</dc:creator>
				<category><![CDATA[roleplaying games]]></category>
		<category><![CDATA[game mastering]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[planning]]></category>
		<category><![CDATA[rpgs]]></category>
		<category><![CDATA[The Road]]></category>
		<category><![CDATA[tips]]></category>

		<guid isPermaLink="false">http://www.the-cow.net/?p=809</guid>
		<description><![CDATA[To take a mental breather from all the Century that comes with the game reaching its halfway point of 500 days, I&#8217;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 [...]]]></description>
			<content:encoded><![CDATA[<p>To take a mental breather from all the Century that comes with the game reaching its halfway point of 500 days, I&#8217;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&#8217;ll probably write more about the actual game later, but I&#8217;m making use of a lot of GMing techniques I&#8217;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&#8217;m sharing.</p>
<p><iframe src="http://www.youtube.com/embed/1CTBOskmXaE" frameborder="0" width="505" height="200"></iframe></p>
<p><strong>0. Have a session just for creating the characters and the campaign.</strong></p>
<p>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&#8217;re doing without hurrying to play on the same evening you&#8217;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.</p>
<p><strong>1. Speak your mind and hear what they&#8217;re saying</strong></p>
<p>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&#8217;t necessarily hurt. At base level this is stuff like saying &#8220;I&#8217;m running a scifi campaign so no elves&#8221;. But being specific about what you&#8217;re thinking of and why is a great way to go about. Even if you go down to gritty details with &#8220;well, I&#8217;m thinking that in this game you&#8217;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&#8217;ll end up on the opposite sides. And the end will be focused on that&#8221; it won&#8217;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&#8217;ll know to set up relationships with NPCs in ways that are fruitful for the sudden but inevitable twist in the genre.</p>
<p>And as well as you being honest with them, you should be open to their suggestions and ideas &#8211; 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 &#8211; if one of them is adamant on having some medical drama in your zombie game, let him. It&#8217;s not that much to ask, is it?</p>
<p>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&#8217;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&#8217;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&#8217;s up, everyone can play along.</p>
<p>And of course, when starting the game you won&#8217;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.</p>
<p>The idea of being open about the game was first introduced to me by <a href="http://jeepen.org/" target="_blank">the Jeep guys</a>, so credit for this goes there.</p>
<p><strong>2. Set a theme and a mood</strong></p>
<p>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 &#8220;this game will be about running away and freedom&#8221; &#8211; it&#8217;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&#8217;t be the game where the focus will on a happy, ever-lasting marriage. (Unless you&#8217;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.</p>
<p>And again, bouncing the ball back to the players, &#8220;How will your character fit in this theme? How will he explore it?&#8221; 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&#8217;s easy to move forward.</p>
<p>Then there&#8217;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&#8230; What&#8217;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&#8217;s a good thing for everyone to know what sort of a thing they&#8217;re playing.</p>
<p>Think theme and mood were first introduced to me in White Wolf&#8217;s <a href="http://en.wikipedia.org/wiki/Vampire:_The_Masquerade" target="_blank">Vampire: The Masquerade</a>. Even if I never used them to good effect when playing that game. To be honest, that&#8217;s one game that is full of great ideas that no-one ever used.</p>
<p><strong>3. Set the pace and keep running</strong></p>
<p>This is something I learned from <a href="http://www.dog-eared-designs.com/pta.html" target="_blank">Primetime Adventures</a> 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.</p>
<p>For this game it meant that one of the questions we answered on our character creation session was &#8220;how many games will we be playing this thing for?&#8221; My suggestion was really either seven or five. With three players, seven sessions would have meant four that were focused on the &#8220;plot&#8221; 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 &#8220;bookends&#8221;, being the first and the last game, and each of the middle three would be focusing on one of the characters.</p>
<p>I use the spotlight system without a shame these days in pretty much most of the mini-campaigns I run, be they D&amp;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&#8217;s not your spotlight, you won&#8217;t get screen time. Just that the focus will be on the question of the spotlight. &#8220;Am I a good cop or a bad cop?&#8221;, for example.</p>
<p>In the game I&#8217;m running we&#8217;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 &#8220;secondary&#8221; level (rating 2), and two where their character&#8217;s issues is put on a back burner (rating 1).</p>
<p>This translates to an individual pace for each of the stories of the game. A pattern of &#8220;2 1 1 2 3&#8243; for example means that the character&#8217;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. &#8220;1 2 3 2 1&#8243; 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.</p>
<p>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&#8217;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.</p>
<p>The players know when their issues are on the focus, so they don&#8217;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.</p>
<p>&#8230;</p>
<p>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. <img style="width:1px;height:1px;" src="http://gogam.eu/summer11/smallroad.jpg"/></p>
]]></content:encoded>
			<wfw:commentRss>http://www.the-cow.net/2011/08/stealing-from-the-greats-to-run-a-focused-mini-campaign/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Top 10 Seduction Tips.. for Game Masters</title>
		<link>http://www.the-cow.net/2009/03/top-10-seduction-tips-for-game-masters/</link>
		<comments>http://www.the-cow.net/2009/03/top-10-seduction-tips-for-game-masters/#comments</comments>
		<pubDate>Sat, 07 Mar 2009 00:39:11 +0000</pubDate>
		<dc:creator>Alvan</dc:creator>
				<category><![CDATA[life]]></category>
		<category><![CDATA[roleplaying games]]></category>
		<category><![CDATA[game mastering]]></category>
		<category><![CDATA[rpgs]]></category>
		<category><![CDATA[seduction]]></category>
		<category><![CDATA[social]]></category>
		<category><![CDATA[tips]]></category>

		<guid isPermaLink="false">http://www.the-cow.net/?p=346</guid>
		<description><![CDATA[So, Game Mastering is like making love to a beautiful woman &#8211; Lots of work, but if you do it well and you do a lot of it, it gives you something to talk about when you&#8217;re golfing with your divorce lawyer. Cosmo, GQ and other magazines are full of seduction tips. To be honest, [...]]]></description>
			<content:encoded><![CDATA[<p>So, Game Mastering is like making love to a beautiful woman &#8211; Lots of work, but if you do it well and you do a lot of it, it gives you something to talk about when you&#8217;re golfing with your divorce lawyer.</p>
<p><a href="http://www.cosmopolitan.com/">Cosmo</a>, <a href="http://www.gq-magazine.co.uk/">GQ</a> and other magazines are full of seduction tips. To be honest, half of the tips are basic human interaction stuff just put into words so that people realize what they are already doing / what they are already doing wrong. The other half of the tips are something that can be used by a good GM to accomplish something in the games they&#8217;re running. So, in spirit of these &#8211; a top ten list of seduction tips that have their uses for GMs.</p>
<h3>10 &#8211; Be the Alpha</h3>
<blockquote><p>In social animals, the <strong>alpha</strong> is the individual in the community to whom the others follow and defer.</p>
<p>- <a href="http://en.wikipedia.org/w/index.php?title=Alpha_(biology)&amp;oldid=274743195">Wikipedia</a></p></blockquote>
<p>This neat little tip has two ways it relates to RPG sessions and Game Mastering. First, while it doesn&#8217;t necessarily mean that when one of the lower-ranking members of the group gets out of line, you&#8217;ll dry hump them against the table until they recognize your superiority, it does mean that you are expected to have some charge of the situation. While there are games where the Game Master isn&#8217;t the ultimate authority in the game world, it is a fact that if you&#8217;re the one inviting people over to play and organizing the gaming situation, you&#8217;re in a way responsible of keeping things rolling. This is an authority position and you should embrace it as such. Someone needs to think of the game first, and that&#8217;s sort of your role. If the others think about it as well, that&#8217;s good too.</p>
<p>The second thing about being an alpha in a game is that you need to be able to stand confidently behind your words. If you say that something is happening in the game world, then that is happening in the game world. If you constantly have to go about correcting yourself, you appear insecure, and the rest of the pack will a) eat you alive b) leave you behind to the wolves. Depending if you&#8217;re carnivores or vegetarians. The most common type of failure in taking charge of your actions is demonstrated best by the following:</p>
<blockquote><p>Players: &#8220;We enter the room&#8221;</p>
<p>You: &#8220;There are three menacing yeti in the room&#8221;</p>
<p>Player 1: &#8220;Yeti, sweet. My character has this special ability to make any yeti my friend. I&#8217;ll use that.&#8221;</p>
<p>You: &#8220;You can&#8217;t do that, they seem to be uhmn&#8230; mind controlled yeti!&#8221;</p>
<p>Player 2: &#8220;Great, I&#8217;ll use my character&#8217;s de-mind-control -power to make them not mind controlled. And then P1 can make them his friend!&#8221;</p>
<p>You: &#8220;Uhmn&#8230; They&#8217;re robots. They attack! Roll for Initiative!&#8221;</p></blockquote>
<p>If you say they&#8217;re yeti, be man enough to keep them yeti even if it that doesn&#8217;t lead to the result you were originally hoping for. Don&#8217;t let that weakness seep through. The players are most likely expecting you to be the reliable leader that is best for their pack. Act the role. (Note: Being an alpha doesn&#8217;t mean being macho or even manly. You don&#8217;t need to boast &#8211; let the actions speak for you.)</p>
<h3>9 &#8211; Stay Fit, Have a Life</h3>
<p>If you sit in your mom&#8217;s basement and just watch TV and eat cheeseburgers, you might get great ideas for your games and your friends might really like the way you run them. But seriously, for a game master, there are two great reasons for staying fit and having a life.</p>
<p>First is that frankly you&#8217;re a lot better off when you&#8217;re in good shape and have some form of social life beyond your gaming group. Being fit makes you more cheerful and less lethargic. And an energetic game master is a good thing to have. The second, a bit less obvious bit is that having a life and being in shape means you&#8217;ll be out and about. Meeting interesting new personalities and getting mugged by yet another generation of street thugs. Experiencing the life outside the four walls of your home. By having a larger social peer group you will not be obsessing about games as much, and you&#8217;ll be guaranteed to get some real inspiration out of that. You&#8217;ll hear stories that are odd and wonderful. Low key and world shattering to the people telling them. A new person you meet might give you an idea for a new character. Or she might turn out to be the love of your life, for that matter. But the first thing is to get off your ass and go get a life.</p>
<p>Also, there is no shame in dressing in something else than black jeans and the Metallica T-Shirt you bought 15 years ago. Getting a shave and a haircut wouldn&#8217;t hurt either. Just saying. Real job maybe?</p>
<h3>8 &#8211; You Cannot Seduce Someone Who Doesn&#8217;t Want To Be Seduced</h3>
<p>Sometimes there are players and games that just aren&#8217;t meant to work together. Maybe the player has very different ideas about roleplaying than you, or maybe she just doesn&#8217;t like you, the fellow players or the game. Maybe she&#8217;s going through a rough patch and the game isn&#8217;t what she needs just now. Maybe she&#8217;s a pretentious bitch who thinks you&#8217;re a lowly brute for your interest in 12th century underwear. You just need to set your personal motivations aside and let her slide. The game will be harmed more by the obtrusive player than it will be by her leaving the group.</p>
<p>If you notice a player who is constantly away from your games, or cancels at the last possible moment, or just doesn&#8217;t seem like she&#8217;s really that interested, be frank about it and offer her a way out of the group. If you can&#8217;t say &#8220;Okay, this doesn&#8217;t work and I don&#8217;t want you to come to this game anymore,&#8221; tell her a lie &#8211; something along the lines that there is a friend who would like to join the game and could take over her character. It gives her a way out that leaves everyone feeling a bit better. Sure, saying to someone that it might be better to &#8220;do it&#8221; with someone else is painful, but will help a lot in the long run.</p>
<h3>7 &#8211; Seduction Is As Much About Conceal As It&#8217;s About Reveal</h3>
<p>The age old wisdom from the TV series Lost is that a good way to keep the audience hooked to a show is to generate more questions than you give answers to. Also, the same show has taught us that if you overdo this, it just gets ridiculous. When you have a good group together and you&#8217;re selling your game to them, keep them wanting more &#8211; keep them waiting to find out what happens next. And after teasing them for a while, give them a reward for their patience. Reveal to them some of the things you&#8217;ve been teasing them with.</p>
<p>You can use this question-answer cycle as a motive for the game to move forward &#8211; if you leave something hanging in the air, you can then have the characters go explore it. By doing that they&#8217;ll find out things about it, but also new questions. Don&#8217;t answer all the questions you have posed with new questions. That just gets frustrating for everyone.</p>
<h3>6 &#8211; Use Stories To Sell You</h3>
<p>This has actually more to do with selling NPCs than selling you. When you introduce a person to the game and want it to be interesting, give it a story to tell the players. By a story I don&#8217;t mean a full-fledged narrative, but something that is interesting and tells the players something about the NPC. Could be something like when the new recruit to the team comes in a bit late, she says &#8220;Hi guys, check my new gloves &#8211; I had to actually tear them from this chav chick&#8217;s hands over at the store. They were the last pair and I weren&#8217;t going to let some skank have them before me. So, what&#8217;s going on?&#8221; This is something that will help the players relate to the NPC a bit better instantly. Even if the game is about fighting supernatural terrors from beyond, a character that nearly got into a fight at the H&amp;M will be remembered better and with more personal attachment than some cute chick with neat gloves.</p>
<p>In fact, keep a few different stories around for each character and tell them as the game progresses &#8211; to re-introduce the NPCs to the players every now and then. Maybe every few gaming sessions.</p>
<h3>5 &#8211; Be Interested In What She Has To Say</h3>
<p>Interaction is the core of RPGs. This means that you have to pay attention to what the other side is saying. And by paying attention, I mean really paying attention. What are the things that keep coming up again and again when they talk? Which parts of your GMing they react to? When are they being non-responsive? When you&#8217;re playing with other people, these are the ways they can and will give you clues of what they want from the game. Sometimes a direct approach helps (asking &#8220;What do you want from the game?&#8221;) but might also lead them to just bullshit their way out of the situation &#8211; telling you what you want to hear. What <em>you </em>want from the game. Thus, being interested in what they say when in actual game situations comes in handy.</p>
<p>Also, this leads to another seduction tip that I have to mention here &#8211; Eye contact. Eye contact. Eye contact. Don&#8217;t just observe, show that you&#8217;re observing. If you&#8217;re hunching into your rulebook while the player is trying to explain her ideas, you&#8217;re discouraging her. She will think that you&#8217;re dismissing her ideas outright and will not go all the way with them. Even if you were actually listening while reading, you&#8217;ll miss on content as the other party thinks you&#8217;re not interested.</p>
<h3>4 &#8211; Mirror Her</h3>
<p>Now, a mirroring technique in seduction means something where you are copying a person&#8217;s movements and gestures and eventually noticing how she starts to mimic you, and you&#8217;ll be able to get her bend over backwards for you. In RPGs the techniques are more about you being willing to let the players influence how the game works to get them drawn in and using that to your advantage.  If you paid attention a moment ago when I was talking about paying attention or even bothered to read the player&#8217;s character sheet, you already know quite many things about what a player wants to do in the game. And more often than not these wants and needs the player has are in opposition to your own ideas about what the game should be about.</p>
<p>How is it done? Simple. Pay attention when the players are explaining their characters to you and start the game with the players having their characters involved in exactly what they&#8217;re wanting. Give them positive things to associate with the game by doing what they like to do and then slowly introduce your own ideas.</p>
<p>The benefit of this is that the players get more excited about games where the things they like are happening. So if you give them a game where the focus is on these things, they&#8217;ll be eager for more, even when you start bringing in plot elements that aren&#8217;t the ones they were originally interested in.</p>
<h3>3 &#8211; Learn From Each Encounter</h3>
<p>Sometimes things go right, sometimes things go wrong. What is important is to know what worked and what didn&#8217;t.</p>
<p>After each game, try to think what was good and what was bad. And then think how to replicate the good in future games. And how to avoid the bad. Much more demanding than it sounds. Players are usually horrible at giving feedback, especially negative. You&#8217;ll have to listen to what they say went well and then fill in the holes as &#8220;ok, they didn&#8217;t say this thing was good. Was it mediocre or bad?&#8221; And every time you start a new gaming session, try to fix one of the things that have been going wrong and hold on to one of the things that went well (if you manage more, that&#8217;s even better, of course). Eventually you&#8217;ll get the hang of what went right and what went wrong.</p>
<h3>2 &#8211; Don&#8217;t Say Things Just To Impress Her</h3>
<p>A good player can spot bullshit a mile away. When you try to feed her stuff that is not really you, you&#8217;ll get made. Of course, as a Game Master, you will have to create NPCs and tell stories. But try to be something you&#8217;re not cut for and you&#8217;ll end up with the players rolling their eyes. If you can&#8217;t create great action scenes, settle on creating good ones, but make the social interaction great. If you have problems running games with huge complicated conspiracies, run games that don&#8217;t have them. And if you decide to make a scene that seems really cool, make sure both you and the players have emotional investment to it so that you&#8217;re not just running it to impress everyone while your heart is not in it.</p>
<p>Also, know your shit. The more things you need to pull out out your ass, the more your authority ends up under inspection. If you are playing with a new system, try to know most of it beforehand. And if you don&#8217;t know something, say &#8220;I&#8217;m not 100% sure about this, but is it okay with all of us if we use a variant of this rule here,&#8221; at least you&#8217;re being honest. And honesty can be a great thing when you&#8217;re getting called on doing things differently than the rulebook said.</p>
<h3>1 &#8211; The Best Way To Get Over a Bad Lay Is To Have Ten Great Ones</h3>
<p>And when everything went to hell, and half of the players aren&#8217;t talking to you anymore after you tried some experimental Norwegian artsy things they didn&#8217;t like, the best way to get back on the horse is to get back on the horse. Play something light everyone likes, don&#8217;t try too much. Roll AD&amp;D characters and play a scenario you found on the internet while laughing together at how bad it is. The best way to get over a bad game is to ignore all the fancy things, all the roleplaying game theory you know, and just to hang out with your friends. And roll some dice.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.the-cow.net/2009/03/top-10-seduction-tips-for-game-masters/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>

