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Thursday, December 8, 2011

Good Game Mastering Part III

Also, as an addition, use props.  Some of the best role playing I have seen happened over a taped up box of cigarettes and a draped cloth sewn with random shapes.  The box was the center point of a plot to steal it and changed hands between players and a half a dozen NPCS back and forth.  Hearing everyone ham it up and get into the mood of getting their hands on the box was the high point of the night.  Props build atmosphere and allow for good suspension of belief.  That point teeters on the edge of talking about tools, so I'm not going to beleaguer it more.  Still, use them.  Maps, rolled up paper, notes, crystals, pins, etc.  Use them and involve your players.

Oh, and while I'm thinking about this if you are going to bring maps into the game, then make one.  It goes back to the idea that people loves props and props help them suspend disbelief.  If you are going to give them a map, then by god make sure that you actually give  them a map!  Don't just say "you've got a map!"  As a player, that kind of thing is sure to piss you off if repeated enough.  Once in a while is understandable but continually doing so is disappointing if not maddening.

Also, since I'm on the topic, if you make a map especially a detailed one, even if just for you, do it in advance!  It goes back to preparation.  If you need a map, and you'll want them for some situations, especially if the layout is important or center point to the story plot.  If you are living a cliche and have your players in a dungeon, then you'd damn well better have at least mapped it out.  And cities.  Oh cities are lovely if you actually map them.  You can keep your players there forever if you want to, getting them involved in all the little thins you decided to show them on your map.  Tourists.  Bah!  Or, worse, *shiver* they get involved in shopping trips!  As a word to the wise, never bog a game down with shopping unless the entire party is involved and agreed upon it!

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