[UA] Re: Story-Centered or Player-Centered
Mattias Östklint
mattias.ostklint at husqvarna.se
Tue Jul 3 07:40:47 PDT 2007
This is a good question. One of my better GM sucesses revolved around
(this was werewolf) a small caern, near a small ex coal-mining town in
wales. I based it in equal parts on murder mysteries TV shows (Morse is a
good example, but also agatha christie) and Trainspotting. I had the Caern
and its three elder members well figured out, and some of the more
frequent "regular people" by name and demeanor, and I have a mission
statement for the characters: make this caern flourish again. After that
they were on their own. They had people to ask and plot-dispenser aplenty,
but pretty much anyyhing was ok, I asked them to give me some advance
warning if the wanted to do something very different, but other than that
just went with it.
This campaign had two things going for it.
First, it was situated (with shorter detours) in one small area that I had
figures out. Made improvising a LOT easier and consistent.
Two, the players (and the characters in this case, but that's not strictly
necessary) had a larger mission. That ment that they didn't do too crazy
things, and also meant that they pretty much wrote the adventures
themselves.
It made for quite relaxed GM-ing, and they had a lot of fun and freedom.
And you know what - it turned into a pretty good story after all, with
slower periods, frantic action, great drama, love, visionquests, social
realism and an original theme song. (kidding about the song)
Mattias
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