Well, the campaign has come to a close!
Throughout this campaign, I have been listening to a lot of podcasts on being a game master, and I have been learning a lot of great techniques.
One really cool point that I listened to was how if system designer is like a game designer, then the GM's are all level designers. They have to not only create the world that the players play in, but they have to craft experiences for their players. It's like it's only their job to create the fun; all of the players are responsible for that; but the GM has the power to cater to their players. The players of a video game pick the game that matches their tastes, but in a tabletop game, you have five players who may all have different tastes. If you're lucky, your playstyles align to a degree, but it's also up to the level designer to make sure the spotlight can pass from player to player, week to week.
By the end of the game, I think the players all had opportunities to play to their strengths. In the final sessions, they revisted Aleria, the city that they visited way back during the second session. I have to say, I'm extremely proud of myself, and my players, for following a breadcrumb trail I set up. Amidst the now demon-infested city, the mystery played out perfectly, with them finding the right pieces of information to find the right location.
Unfortunately, the ending wasn't all happy sunshine and demon blood. By the end, we had lost the lives of both the NPC they were traveling with, and the wizard who was with us from the beginning. We did a quick epilogue, where the bodies were brought back to the academy to be laid to rest, then the remaining two players, the paladin and druid, went back to close the portal, from the inside out. But that, is another story.
And what about the Fate game, you ask? It too has come to a close, just before the end of the year. We lost two along the way, but the three other players were plenty to finish out the campaign. I learned a few things from this game, as well.
To start, I wasn't able to give them the same freedom as my other players, because newbies often just don't know what to do with the freedom. Fate is an extremely improvisational system too, which I now realize, would work much better with experienced role-players. My normal methods of "what do you do in response" didn't always pan out, as they were stuck deciding among too many options. Though the improvisation occasionally got really interesting and even threw me off a number of times.
All the same, there were some really fun subtle puzzles to solve and history to piece together. They explored some high-tech ruins (which I had fun designing) and the campaign came to an interesting close, when the Bureau they were working for was ransacked -- and the kind director went missing. The group disbanded and the scholar character went into hiding with the artifacts... for now.
Clearly, I like my endings open ended. I blame Miyazaki's influence.
Showing posts with label Fate. Show all posts
Showing posts with label Fate. Show all posts
Sunday, October 18, 2015
Sunday, May 31, 2015
Dungeon World and Fate
Our team has expanded once again. We've added Bartuc the Warrior (played by Chris) and Dagulus the Paladin (played by Mike) to the party, so if someone couldn't make it, we could still run the game. Their introductory mission gave us a chance to explore out the non-campaign locations of the world a bit more, and thus Rivends was founded in just one session.
But on the main front, at this point, our merry bunch has made it to New Gareth, the capital city and arcane fount of this coastal area. I only expected them to spend a session, and maybe half of another, in this location, but they've been here for three. A fun little sewer dungeon left them with some dark items, and a misunderstanding with a guard left them as bunch of murderers. And that led to a trial, three sessions later. AND it turns out that one of the characters follows a false arcane patron, the same as the big bad evil guy.
If only they had left, as I had expected them to, this would have all been avoided. I learned something interesting, in that players don't always get what you think is very obvious, and even when I spelled out "if you go with the guards, you will have a trial for murder, and they will find your dark patron, which you know is grounds for execution," that the evil-aligned player would still go along with it.
So now one of them is free, one of them is in jail, one of them is permanently locked in a high tower, to be executed in 2 days. This has become incredibly interesting; and to think, originally I wanted them to leave.
On lighter news, I've also started a second group, running a system called Fate. (I love Fate too, by the way.) This group has been interesting because it's several strangers I've never met. I barely know their real names.
There were some issues from the get-go. Since nobody had webcams, it was hard to tell when people were not paying attention, or just thinking. That was doubly difficult with some people having microphone problems and being forced to communicate by typing. But these players, mostly new to tabletop games, have given me some really interesting stories as well. It's a very different experience as the Dungeon World group.
If only they had left, as I had expected them to, this would have all been avoided. I learned something interesting, in that players don't always get what you think is very obvious, and even when I spelled out "if you go with the guards, you will have a trial for murder, and they will find your dark patron, which you know is grounds for execution," that the evil-aligned player would still go along with it.
So now one of them is free, one of them is in jail, one of them is permanently locked in a high tower, to be executed in 2 days. This has become incredibly interesting; and to think, originally I wanted them to leave.
On lighter news, I've also started a second group, running a system called Fate. (I love Fate too, by the way.) This group has been interesting because it's several strangers I've never met. I barely know their real names.
There were some issues from the get-go. Since nobody had webcams, it was hard to tell when people were not paying attention, or just thinking. That was doubly difficult with some people having microphone problems and being forced to communicate by typing. But these players, mostly new to tabletop games, have given me some really interesting stories as well. It's a very different experience as the Dungeon World group.
Subscribe to:
Posts (Atom)





