With term speeding to an end, most of the things I need to do are becoming manageable.
Costume construction - under way and continuing.
Play written.
Props list and other stuff for Oklahoma! - underway and continuing.
Rehearsals planned.
Games all running along nicely.
Obviously I need another project and luckily there is one to hand.
In a moment of lunacy back in February, husband, son and I decided to throw an Easter party for no better reason than we hadn't had a party for years. To the socially ept, this may seem like an easy thing to do. Allow me to explain that this is not so around our place.
Although I am quite good at making and keeping friends, along with the rest of my immediate family I am petrified of large gatherings. Parties in particular. As a teen, I never went to them. Partly because I wasn't invited to any (extreme introvert and reluctant to leave the safe confines of my bedroom), partly because even if I had been invited, I'd have worked myself into such a state of trauma that I wouldn't have gone.
The family record is not good in this respect. It is, therefore, a little strange that we decided on a whim to hold a massive Easter egg hunt for what now looks like about 35-40 people on Easter Sunday. The British weather being what it is, the current warm and Spring-like spell is unlikely to last. I mention this only because we're planning to hold said egg hunt in the garden. In the event of rain, it will be inside.
Several challenges await.
The house must be tidied. Not simple. We live in a very large house indeed and it is packed to the gunnels with what can only be described as clutter. For guests to get through the door without injury, something must be done. Son has agreed to help. Amazingly.
Mass catering must ensue. This is fun and easy. No problems there. Except that in my nightmares, all guests decide they have better things to do and don't come. Always an embarrassing possibility with parties.
Eggs must be purchased. Also fun and easy, but brings me back to the original title of this post. Can there be too much chocolate? Clearly I can live on the stuff and I know I'm not alone in this, but I've got a slight fear that unless we make some kind of uber-spreadsheet, we may well be finding unfound Easter eggs well into next year.
So far I've got lots on order. No recent shopping trip has been complete without adding a couple of packets of chocolate eggs of varying types to the basket.
Guilt-free shopping for chocolate. Lovely.
Showing posts with label plans and why you should have them. Show all posts
Showing posts with label plans and why you should have them. Show all posts
Wednesday, 28 March 2012
Tuesday, 28 February 2012
On PbPs - another basic primer
Over at Paizo, threads pop up fairly regularly asking how to run a PbP and I'm jotting down some thoughts about that here.
There are many more potential players than potential GMs.
GM dropout or burnout is responsible for the vast majority of PbP deaths.
So, how do you start one, how to you keep it running and how do you keep your own interest going?
Planning
However much you want to run a whole adventure path bringing the players from novice wet-behind-the-ears adventurers to super-charged world changers, accept right now that you can't.
Plan one adventure at a time. You can build from one adventure to the next and create a campaign that way, but if you set out to run all six modules of The Curse of the Crimson Throne you are setting yourself up for a world of heartbreak.
PbP is slow. In a three-hour live gaming session you can reasonably expect to get through at least one combat encounter and a certain amount of plot, negotiation and rambling around. In a PbP you may well be looking at 3 months.
Look at your material right now and prune it. Be ruthless. Read the adventure with a critical eye and ask yourself which encounters further the plot. Look at the maps and ask yourself which ones are necessary. On average, you will need to trim out at least one third of a pre-written module. If it doesn't progress the story, ditch it.
If you are running a homebrew, it's easier to make those cuts. However, it's your heart that breaks when all your carefully crafted subplots have to vanish. Trust me. They do have to vanish. You may be able to work some of them back in, but don't count on it. Running a homebrew requires a bigger investment from players and unless you live online, you can't possibly hope to answer all the questions that would take 10 seconds at the table and may eat a week of PbP time.
While this may seem like brutal railroading, be aware that the timescale of PbP means that a lot of plot points will be missed. If something is important, you need to say it loud and clear. And then say it again. Your players aren't stupid, but something mentioned in passing five pages ago can easily be missed. You will do yourself and your players a huge favour if you condense and telescope down to the essentials. If it matters, tell them.
16 archers may seem like a very cool encounter. Just be aware before you run it that updating those 16 archers is going to take a lot of your time. Maybe a couple of hours of it until the players start killing them. Consider reducing it to 6 rather more awesome archers.
Brutal pruning makes room for your players to build their own bits of plot. More on that below.
You will get player attrition. The chance of the same party existing in 6 months time is negligible. Keep that in mind and have ways of getting new players into the game without breaking the flow. Easy in urban settings, not so straightforward in the middle of a dungeon.
Run something you like or can turn into something you like. You will be looking at this baby for a very, very long time. Starting a game you're only half-invested in is doom before you even ask for players.
Advertising
You've got your adventure. Now get your players.
At risk of stating the obvious, be clear from the outset. Include the following information as a minimum.
System - is it OSR, 4e, 3.5, Pathfinder, whacky thing you knocked up on the fly one drunken evening.
Starting level and character creation rules - self-evident, but important.
Setting - delving through the pygmy infested jungles of Rythortan is not going to require the same players as your high level diplomacy game negotiating with Grazz't. Players keen to build cavalier types will be justifiably unhappy if you don't warn them that they'll be spending a lot of time on boats. In an ideal world, any PC should be able to operate in any setting, but the reality tends to be that PbP PCs may only get the one adventure to show their chops. Don't let someone build a character they can't have fun with in your game.
Your own expectations - this is important. You need to state clearly what you want from your players. Posting once a day, 24 hour deadline or you get GMPCed in combat, notice of absence if possible. Whatever it is, get it out there. Corollary to this: stick to it. If you say you expect people to post within 24 hours of their combat turn coming up, make sure you do act on their behalf. (This is one of my rules and the one I try hardest to stick to).
If your game is something with obscure rules, can the potential players get easy access to them? If there's an online resource, post a link. Make it easy for people to find out about your game.
Tips to make your life easier
Ask your players to keep track of their own hp and conditions and to make sure that they have a complete character sheet available and up to date where you can see it. If you need to run that character, you need that information.
Consider asking your players if they will let you roll init on their behalf. Time zones being what they are, it can take two days to get into combat if you have to wait for everyone to check in and post. Nearly every player I've ever met would rather post a set of cool things they've done than an init roll.
If you provide maps, keep them updated. Players need to know where they are in a battle. I use Flickr which occasionally refuses to update properly. It's my biggest bugbear.
Try to post all the information the players need in some easy to read format. If 16 archers all attack, you are going to have to make sure that each of those attacks is posted clearly. If any of those attacks have fancy effects, you need to say so. Let the players know if they're injured or blinded, or drowning in toxic mud without making them wade through an incomprehensible paragraph. Like this one.
Running the game and troubleshooting
Assume everyone is an adult and wants to have fun.
Your primary job as the GM of a PbP is to be available and to keep nudging. Let the players know if you're too tired to post. Tell them you're going to be without internet for three days. Post regularly. You have to. If you keep checking in to see what the players are doing, they will keep checking in to see what's happened to their characters. It also means that if your internet does fry for some inexplicable reason and you can't get a message to them, they tend to know something is wrong and you haven't just abandoned them.
If you are burning out, losing interest or don't have time to run the game properly, let people know. If it's a temporary issue, ask the players if they're happy to accept a change of pace for a while - even putting the game on hiatus if you need to. However terrible it feels to make those posts, it is far, far better to do so than to jump ship without warning.
Be prepared to be ruthless. If you have a group of four or five great players and everyone is constantly waiting on a single laggard, you may well have to boot the offending player. You don't have to be rude about it, but you need to deal with the issue. Some players just need a different pace or a different game. You are not going to be the ideal match up for every player every time. Accept it and don't berate yourself.
You will make mistakes, so be up front about them. In general unless the mistake is completely game-breaking, don't try to revise it. Just suck it up and move on, implementing whatever it was you got wrong from now on. Similarly, if players make mistakes, sort out the issue as quickly as you can and move on.
One of the wonderful things about PbP is that you and the players can develop characters much more organically and improvisationally than at the gaming table. Suspension of belief is easier when you can't see the large bearded gent playing the tiny girly halfling. This works both ways. Players give you a lot of clues about their PCs through their posts. Read them. Use them. It's game material on a plate. It is free plot. Pick up on their randomly expressed thoughts, file them away and use them. Make it personal.
Enjoy what your players bring to the table and let your own imagination roll. You have time to look up the rules and world-build, so use it.
There are many more potential players than potential GMs.
GM dropout or burnout is responsible for the vast majority of PbP deaths.
So, how do you start one, how to you keep it running and how do you keep your own interest going?
Planning
However much you want to run a whole adventure path bringing the players from novice wet-behind-the-ears adventurers to super-charged world changers, accept right now that you can't.
Plan one adventure at a time. You can build from one adventure to the next and create a campaign that way, but if you set out to run all six modules of The Curse of the Crimson Throne you are setting yourself up for a world of heartbreak.
PbP is slow. In a three-hour live gaming session you can reasonably expect to get through at least one combat encounter and a certain amount of plot, negotiation and rambling around. In a PbP you may well be looking at 3 months.
Look at your material right now and prune it. Be ruthless. Read the adventure with a critical eye and ask yourself which encounters further the plot. Look at the maps and ask yourself which ones are necessary. On average, you will need to trim out at least one third of a pre-written module. If it doesn't progress the story, ditch it.
If you are running a homebrew, it's easier to make those cuts. However, it's your heart that breaks when all your carefully crafted subplots have to vanish. Trust me. They do have to vanish. You may be able to work some of them back in, but don't count on it. Running a homebrew requires a bigger investment from players and unless you live online, you can't possibly hope to answer all the questions that would take 10 seconds at the table and may eat a week of PbP time.
While this may seem like brutal railroading, be aware that the timescale of PbP means that a lot of plot points will be missed. If something is important, you need to say it loud and clear. And then say it again. Your players aren't stupid, but something mentioned in passing five pages ago can easily be missed. You will do yourself and your players a huge favour if you condense and telescope down to the essentials. If it matters, tell them.
16 archers may seem like a very cool encounter. Just be aware before you run it that updating those 16 archers is going to take a lot of your time. Maybe a couple of hours of it until the players start killing them. Consider reducing it to 6 rather more awesome archers.
Brutal pruning makes room for your players to build their own bits of plot. More on that below.
You will get player attrition. The chance of the same party existing in 6 months time is negligible. Keep that in mind and have ways of getting new players into the game without breaking the flow. Easy in urban settings, not so straightforward in the middle of a dungeon.
Run something you like or can turn into something you like. You will be looking at this baby for a very, very long time. Starting a game you're only half-invested in is doom before you even ask for players.
Advertising
You've got your adventure. Now get your players.
At risk of stating the obvious, be clear from the outset. Include the following information as a minimum.
System - is it OSR, 4e, 3.5, Pathfinder, whacky thing you knocked up on the fly one drunken evening.
Starting level and character creation rules - self-evident, but important.
Setting - delving through the pygmy infested jungles of Rythortan is not going to require the same players as your high level diplomacy game negotiating with Grazz't. Players keen to build cavalier types will be justifiably unhappy if you don't warn them that they'll be spending a lot of time on boats. In an ideal world, any PC should be able to operate in any setting, but the reality tends to be that PbP PCs may only get the one adventure to show their chops. Don't let someone build a character they can't have fun with in your game.
Your own expectations - this is important. You need to state clearly what you want from your players. Posting once a day, 24 hour deadline or you get GMPCed in combat, notice of absence if possible. Whatever it is, get it out there. Corollary to this: stick to it. If you say you expect people to post within 24 hours of their combat turn coming up, make sure you do act on their behalf. (This is one of my rules and the one I try hardest to stick to).
If your game is something with obscure rules, can the potential players get easy access to them? If there's an online resource, post a link. Make it easy for people to find out about your game.
Tips to make your life easier
Ask your players to keep track of their own hp and conditions and to make sure that they have a complete character sheet available and up to date where you can see it. If you need to run that character, you need that information.
Consider asking your players if they will let you roll init on their behalf. Time zones being what they are, it can take two days to get into combat if you have to wait for everyone to check in and post. Nearly every player I've ever met would rather post a set of cool things they've done than an init roll.
If you provide maps, keep them updated. Players need to know where they are in a battle. I use Flickr which occasionally refuses to update properly. It's my biggest bugbear.
Try to post all the information the players need in some easy to read format. If 16 archers all attack, you are going to have to make sure that each of those attacks is posted clearly. If any of those attacks have fancy effects, you need to say so. Let the players know if they're injured or blinded, or drowning in toxic mud without making them wade through an incomprehensible paragraph. Like this one.
Running the game and troubleshooting
Assume everyone is an adult and wants to have fun.
Your primary job as the GM of a PbP is to be available and to keep nudging. Let the players know if you're too tired to post. Tell them you're going to be without internet for three days. Post regularly. You have to. If you keep checking in to see what the players are doing, they will keep checking in to see what's happened to their characters. It also means that if your internet does fry for some inexplicable reason and you can't get a message to them, they tend to know something is wrong and you haven't just abandoned them.
If you are burning out, losing interest or don't have time to run the game properly, let people know. If it's a temporary issue, ask the players if they're happy to accept a change of pace for a while - even putting the game on hiatus if you need to. However terrible it feels to make those posts, it is far, far better to do so than to jump ship without warning.
Be prepared to be ruthless. If you have a group of four or five great players and everyone is constantly waiting on a single laggard, you may well have to boot the offending player. You don't have to be rude about it, but you need to deal with the issue. Some players just need a different pace or a different game. You are not going to be the ideal match up for every player every time. Accept it and don't berate yourself.
You will make mistakes, so be up front about them. In general unless the mistake is completely game-breaking, don't try to revise it. Just suck it up and move on, implementing whatever it was you got wrong from now on. Similarly, if players make mistakes, sort out the issue as quickly as you can and move on.
One of the wonderful things about PbP is that you and the players can develop characters much more organically and improvisationally than at the gaming table. Suspension of belief is easier when you can't see the large bearded gent playing the tiny girly halfling. This works both ways. Players give you a lot of clues about their PCs through their posts. Read them. Use them. It's game material on a plate. It is free plot. Pick up on their randomly expressed thoughts, file them away and use them. Make it personal.
Enjoy what your players bring to the table and let your own imagination roll. You have time to look up the rules and world-build, so use it.
Wednesday, 22 February 2012
Dreaming on
Having been horribly failed in my attempts to get myself qualified to teach adults and therefore to earn a slightly more respectable wage, I have turned my attention to other avenues.
Followers will be aware that costume has been on my mind and in my hands a lot recently. Also, as it conveniently turns out, with the grandmother of one of my students. She and I have been meeting regularly to talk fabric and doublets and it's all be huge fun. Last week, over coffee and cake (she is my kind of lady), a cunning plan evolved. We should descend on Hartlepool and take part in some of their degree courses on costuming.
At the moment, it looks promising for a pattern designing course starting on Monday. Already, in my mind's eye, I can see myself constructing things like the picture above. Wild fantasy I know, as I've only just acquired a sewing machine. But you gotta have a dream.
They do millinery and corsetry as well. Who knows where this could lead?
Thursday, 8 December 2011
Ooof
Just to say, the great trestle collapse has rendered me a bit inoperative in the last couple of days, and I've been devoting myself to taking lots of pain killers and doing the things that really had to be done - like, for example, rehearsals.
All is now well bar some minor bruising and I'm nearly out of the teaching woods for the year. We finish a week before the schools this time around. A good thing as that give me time to make some vital lists to not-accomplish.
Got behind on Mikelmerck as well, but I'll be catching up with that again later tonight.
All is now well bar some minor bruising and I'm nearly out of the teaching woods for the year. We finish a week before the schools this time around. A good thing as that give me time to make some vital lists to not-accomplish.
Got behind on Mikelmerck as well, but I'll be catching up with that again later tonight.
Tuesday, 18 October 2011
Half term - oh how shall I fill the hours?
Bar the casting of the nativity play on Friday, I have no rehearsals or classes for the next two weeks. This lull should be used profitably, but I'm afraid it won't be. Or not as profitably as it would be used if I was a better organised person.
The brain says that now is the moment to get some concrete work done. Such as finding out how to work the sewing machine I've been loaned. Such as making a proper business plan for the future. Such as ordering logs for the rapidly approaching winter. Such as continuing to empty the house. Such as making sure son has trousers that fit. And so on and so forth.
The heart says that most of this will, in fact happen, just not in a particularly orderly way. I'll get distracted. I'll find myself looking at the contents of the freezer and making piles of useful, but not needful danish pastry dough. I'll get side-tracked by another gaming system and build myself a character or two. I'll chat endlessly to the online friends I chat endlessly too (you know who you are). I'll read a lot of books. Plan a lot of shows.
I will also, of course, do a lot of game updating. Tombs I and II are both mid-battle and I want both encounters to shift along a little. Rune Stones have just defeated the Jeevesian cyclopes and now need to find their way into the old mines. Lost City is just kicking off and will take some watching as I don't know their powers yet. Plus the games I'm in, which are all chugging along.
Actually, when I think about it, I'll probably do more than I plan to do, but it will somehow feel as if I've done less. That doesn't seem right. A list maybe? I just need something to convince myself that I'm not really sitting about doing nothing.
The brain says that now is the moment to get some concrete work done. Such as finding out how to work the sewing machine I've been loaned. Such as making a proper business plan for the future. Such as ordering logs for the rapidly approaching winter. Such as continuing to empty the house. Such as making sure son has trousers that fit. And so on and so forth.
The heart says that most of this will, in fact happen, just not in a particularly orderly way. I'll get distracted. I'll find myself looking at the contents of the freezer and making piles of useful, but not needful danish pastry dough. I'll get side-tracked by another gaming system and build myself a character or two. I'll chat endlessly to the online friends I chat endlessly too (you know who you are). I'll read a lot of books. Plan a lot of shows.
I will also, of course, do a lot of game updating. Tombs I and II are both mid-battle and I want both encounters to shift along a little. Rune Stones have just defeated the Jeevesian cyclopes and now need to find their way into the old mines. Lost City is just kicking off and will take some watching as I don't know their powers yet. Plus the games I'm in, which are all chugging along.
Actually, when I think about it, I'll probably do more than I plan to do, but it will somehow feel as if I've done less. That doesn't seem right. A list maybe? I just need something to convince myself that I'm not really sitting about doing nothing.
Sunday, 2 October 2011
NaBloWriMo 1 ("Why do you blog?")
NaBloWriMo seems like an entirely excellent idea.
Why do I blog? Because I find the discipline of keeping things going is good for me is the short answer. Left to my own devices, I am the procrastination queen. Deadlines work. There may be a longer answer later today.
Why do I blog? Because I find the discipline of keeping things going is good for me is the short answer. Left to my own devices, I am the procrastination queen. Deadlines work. There may be a longer answer later today.
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