Showing posts with label Advice/Tools. Show all posts
Showing posts with label Advice/Tools. Show all posts

Thursday, January 21, 2016

Managing the Long Campaign

I’m a campaign GM. I’m significantly more nervous running one-shots and short series. There’s a safety for me in long campaigns- I have time to fix things. But really I enjoy the slow development it offers and the chance to play to find out what happens over the long haul. In this episode of Play on Target we talk about how we’ve handled long campaigns, for good or ill. As I mentioned in my notes for last episode, we're especially lucky in that we're joined by Rich Rogers for this one. He graciously came in at the last minute. You can check out his work with theIndie+ network as well as on The Gauntlet podcast. He also works for Dr. Tom the Frog.


Here are twelve thoughts, epiphanies, and tips I didn’t get to in the episode:
  1. Preventative Maintenance: Take care of problems early. If you think a game has legs, deal with personality clashes and play tics from the start. If you let something go, it becomes more difficult to address. A player may think they’ve gotten approval for their behavior before. Check in with players in the early days to uncover anything you’ve missed with the at-table dynamics. It’s always good to fix these things, but crucial for the health of a long campaign.
  2. Save the Date: Most of the long campaigns everyone discussed didn’t have any sense of how long they’d go (except for mine). They just rolled on and went well. My instinct is to have an idea about campaign length at the start. But after this episode, I’m not sure that’s a necessity. But you need to make sure players know it could be open ended. A couple of times I’ve joined “limited run” campaigns. But campaign keeps running along well after limited has expired. Then I feel a little stupid. I hadn’t planned that commitment. But at the same time, I don’t want to ask “when’s the game ending?” for fear of looking like a spoilsport. My feelings about transparency in campaign expectations comes from that.
  3. Faces in the Crowd: I love NPCs. I love discovering their voices, seeing which ones the players like, hunting down pictures, and finding out they aren’t how I originally imagined them. But over time you can end up with a huge cast, one which makes A Game of Thrones look like Waiting for Godot. After you’ve created a deep bench and decide to introduce a new NPC, ask yourself “Can I bring the same info/plot/perspective with an existing character?” Work to add depth to existing characters.
  4. Yes, But…: In the episode we toss around the topic of bringing in new players. That probably deserves its own show. My fellow hosts offer good suggestions for integrating latecomers. Let me refine my idea. A couple of situations make adding a new player to a long-running campaign more difficult. One, if the player is new to the real world group as well as new to the campaign. You then must manage several dynamics. Two, if the existing players played the setting in previous campaigns. It’s easy to miss how much a group relies on callbacks and insider info. That can confuse and alienate new players, even if they’re playing a “new to the setting” character. Three, if the campaign has many NPCs, plots, and mysteries. Not even a cheat sheet will help in this case.
  5. Yes, And…: On the flip side, it’s easier to bring in a player late in the campaign if they know the rest of the group. That eases communication about. Sam also mentions the importance of campaign type. Some games, episodic or with little continuity, make switches easy. The campaign’s state can also impact this. I had a fantasy campaign than had been running for about a year when we had a big switchout of players. The resulting group split evenly between old and new. It worked. In a Changeling the Lost campaign I ran we had huge turnover, losing four of the five starting players. That was tough. In that case, it meant changing the course and tone of the game when we added two new PCs to fill out the roster.
  6. You Hold the Purse Strings: If you’re GMing a campaign where you set advancement (via points, advances, experience points) be stingy at the start. You can dial that up later. But you’ll have a revolt on your hands (quiet or open) if you close the tap on their precious, precious xp after they’ve bathed in abundance.
  7. Special Snowflake: I’m an outlier on another point from the discussion. I dislike players switching characters in mid-campaign. The few times it has come up I’ve signaled my negativity. This episode started me wondering why I react that way. At root when players ask to switch, I feel my work and effort as a GM has been wasted. I’ve expanded on character-related plots, developed hooks for them, and integrated their background into the story. It’s not unlike my feelings when a player quits abruptly without giving me a chance to wrap things. But I tell myself my reaction’s about fairness to other players and their character investment, the cost in time to add a new player, and the imbalance of artificially developed vs. levelled up characters. But that’s all a smoke-screen. My reaction’s selfish. It values my pretty, pretty snowflake setting and plot over the player’s enjoyment. I need to take that more seriously and be open to changes.
  8. Another Kind of Change: Does extended play insulate PCs against their death? There’s pressure when both the player and GM have invested in the PC. In some systems, it makes GMs gunshy about lethality. Even in games with easy death (RM, DCC) GMs may not fudge rolls, but pull their punches. Don’t worry too much about this. But even if that is true, the GM has many, many other ways to harm and challenge a player. Every session deepens a player’s investment in their character and makes them more susceptible to ego-based pushes.
  9. Lethal Hiatus: Long breaks are poison for a long campaign. Especially when those breaks happen out of the blue or in succession. What can you do? Try to schedule out in advance and get everyone to communicate future problems. Look to bundle together breaks; i.e. take advantage of those skip times to do your own big stuff. Look at the possibility of make-up sessions. The GM may have to do a hard press on this and be willing to run for a partial table. If a GM does end up with a significant break, figure out a way to reinforce the game away from the table. Consider brief news reports or background snippets done weekly. Put together an NPC Pinterest board and use that as the basis of an OOC discussion. Do what you can to maintain awareness of the game. In the weeks before returning, the GM (or even players) should send out a synopsis of plots and stories. Emphasize character-centered hooks. When you come back to the table, the GM needs to approach it with maximum seriousness and energy. Charge up the players.
  10. Breaking Builds: If you’re going to make serious rule changes in mid-play, talk to your players. Don’t do it by fiat. They’ve invested time in the campaign, just as you have. Be prepared not to alter things or hold off those adjustments for another campaign. Offer players the opportunity to retool characters in the wake of any significant changes.
  11. Unfinished Business: Alas, sometimes campaigns die. It’s sad and I hate losing games without a resolution. But don’t drag it out, especially if it’s killed by the poison of breaks I mentioned above. We’ve lost several games to cancelled sessions and player schedules. My favorite Exalted game got killed off by a break and then the major life changes of some players. I thought about returning to it, but knew the combination of roster change and lost time wouldn’t work. Most of all I didn’t feel it. In another case, we took a break from one of my absolute favorite campaigns to bring a new player into the group. They’d had awful personal stuff and we wanted to give them something new. A couple years later we returned to it and I spent a ton of time and money putting together cool supplements. But we had one player quit unexpectedly which broke the momentum. Given they were one of the three originals, I felt I couldn’t do it without them. My biggest regret there is I didn’t get a chance to wrap it up, which I could have with a couple more sessions.
  12. Spectacular Spectacular: You don’t always have to top yourself with new plots and arcs. Sometimes, after doing something big, you worry you’ll never match that again. I know I felt that way at the end of each arc of our Mutants & Masterminds campaign. How could I do better than Hel leading the Frost Giants to attack New York with a host of Jack Kirby giant monsters in tow? One trick is to vary your beats. If you’ve done something big for a long time, go small and intimate for a while. Another is to realize that an events scale and impact don’t come from the moment alone but from the lead up to it. You’ll do fine next time. Players will buy in and it will feel big.


If you like RPG Gaming podcasts, I hope you'll check it out. We take a focused approach- tackling a single topic each episode. You can subscribe to the show on iTunes or follow the podcast's page at www.playontarget.com.


Thursday, November 12, 2015

Shadowrun EZ-NPC Generator

I'd put together a variant on my normal NPC generator for the Shadowrun FAE sessions I ran. Mischa Krilov helped me by creating an easy Google sheet for it. I've put a version of it together over at Last Gasp under NPCs as "Shadowrun NPC Generator". That includes racial randomizer based (loosely) on the distributions mentioned in the Almanac. The first column covers "visual" or a little obvious from casual interaction traits, the second focuses on behavior & personality, while the third is their occupation. 

Acned
#1
Academic
Aggressive
Abrasive
Activist
Agile
Abrupt
Adept
Alluring
Absorbed
Administrator
Aloof
Accepting
Advisor
Altered
Accident-Prone
Agent
Ancient
Adaptable
Agitator
Anemic
Aggressive
AI Specialist
Angular
Agitated
Anarch
Anorexic
Alcoholic
Animal Specialist
Apricot
Altruistic
Antiquarian
Articulate
Amateur
Apprentice
Athletic
Ambitious
Architect
Awkward
Amoral
Armorer
Balding
Animated
Arms Dealer
Barking
Apologetic
Artificer
Barrel-Chested
Apprehensive
Artist
Battle-Scarred
Arrogant
Artiste
Beady-Eyed
Artful
Assassin
Beak-Nosed
Articulate
Assessor
Bearded
Aspiring
Assistant
Beautiful
Assertive
Athlete
Beefy
Barbaric
Attache
Bellowing
Bashful
Auctioneer
Bent
Benign
Bail Bondsman
Big
Black Ops
Bandit
Bizarre
Blissful
Barfly
Bland
Blithe
Bearer
Blind
Blowhard
Beat Cop
Bloodshot
Bored
Beggar
Booming
Boring
Biker
Brainy
Brave
BioTech
Branded
Brazen
Black Cybersurgeon
Brawny
Brittle
Bodyguard
Bright-Eyed
Bubbly
Bodyshop Hack
Broadchested
Burnt-Out
Boss
Broad-Shouldered
Businesslike
Botanist
Bruised
Calculating
Bouncer
Bulbous
Calm
Bounty-Hunter
Business-like
Cantankerous
Builder
Busty
Careless
Business Owner
Cadaverous
Cautious
Buyer
Caramel
Chaotic
Caretaker
Charming
Charismatic
CEO
Chiseled
Charmless
Chauffeur
Clean
Chaste
City Bureaucrat
Clumsy
Cheap
City Cleaner
Cold
Clear-Headed
Clerk
Colorful
Clever
Climber
Combed
Clinical
Club Kid
Comely
Coarse
Club Owner
Composed
Cocky
Coffin Hotel manager
Coughing
Cold-Hearted
Combat Decker
Craggy
Companionable
Combat Mage
Crazed
Compassionate
Commando
Creamy
Content
Con Artist
Cross-Eyed
Contrary
Conspirator
Crusty
Cooperative
Consultant
Curvy
Corrupt
Contact
Cute
Covetous
Cook
Cyber'd
Crafty
Corp Manager
Dark
Crude
Corp Scientist
Darting
Cultured
Corp Secretary
Deaf
Cunning
Corporate Henchman
Decorated
Cynical
Corruptor
Deeply-Tanned
Dangerous
Courier
Deformed
Dazzling
Courtier
Dense
Deceptive
Covert Ops Specialist
Dirty
Defiant
Criminal
Disfigured
Delusional
Cultist
Disheveled
Depressed
Customs Official
Distinctive
Desperate
Cybercriminal
Doe-eyed
Discrete
Cyberpsycho
Downtrodden
Disgusted
Cybersurgeon
Drab
Dishonest
Cyber-SWAT
Dreadlocked
Disloyal
Dancer
Drooping
Dissatisfied
Data Broker
Dumb
Domineering
Data Thief
Dusky
Dramatic
Decker
Dyed
Driven
Demolition Man
Ebony
Drug-Addicted
Dentist
Elderly
Dull
Digger
Elegant
Egocentric
Dilettante
Elite
Emotional
Distiller
Elongated
Enthusiastic
Doctor
Emaciated
Envious
DocWagon Medic
Energetic
Evil
Doorman
Enigmatic
Ex-
Double-Agent
Exaggerated
Faithful
Driver
Exotic
Famous
Dropout
Experienced
Fearful
Drug Dealer
Fae-like
Feckless
Duelist
Fair-Skinned
Feisty
Dupe
Fat
Fickle
Ecoterror
Fearsome
Flirtatious
Electrician
Feeble
Folksy
Enchanter
Flabby
Foreign
Enforcer
Flatulent
Forgetful
Entertainer
Flaxen
Former
Escort
Foreign
Freelance
Eunuch
Forgettable
Freewheeling
Evictor
Formal
Fretful
Exotic Merchant
Fragile
Friendly
Exterminator
Freckled
Frigid
Extortionist
Frog-like
Frivolous
Extraction Specialist
Funny
Frugal
Face
Furtive
Frustrated
Factory Worker
Gap-Toothed
Fussy
Fanatic
Gaudy
Garrulous
Fashionista
Gaunt
Generous
Fence
Glowing
Genial
Financier
Gnarled
Gifted
Firefighter
Golden
Giggly
Fixer
Graceful
Gluttonous
Food Processor
Gravelly
Gossipy
Forger
Greasy
Graceless
Fringe Scientist
Greying
Grateful
Gambler
Greyish
Grim
Gang Leader
Guttural
Gruff
Gang Member
Haggard
Grumpy
Gardener
Hairless
Guilt Ridden
Geneticist
Half-Blooded
Gullible
Ghoul
Hard of Hearing
Gung Ho
Glammer
Hard to Understand
Harmonies
Guard
Hatchet-Faced
Harried
Guide
Hawk-Faced
Hateful
Gunman
Healthy
Heart-Broken
Gunsmith
Helpless
Heartless
Hacker
Hesitant
Helpful
Hate Grouper
Hirsute
Honest
Headhunter
Hoarse
Honor Bound
Henchman
Humming
Hormonal
Heretic
Hunchbacked
Hostile
Hero
Husky
Hotheaded
Hipster
Immaculate
Humble
Historian
Impaired
Hungry
Hitman
Implanted
Hyperactive
Huckster
Impulsive
Hysterical
ID Manufacturer
Inexperienced
Idealistic
Informant
Injured
Ill-Informed
Insurgent
Innocent
Illiterate
Interpreter
Insane
Impressionable
Inventor
Interrupting
Impudent
Investigative Reporter
Knobby
Incisive
Investigator
Knowing
Inconsiderate
Janitor
Lame
Incorruptible
Johnson
Lanky
Indecisive
Judge
Leaden
Indignant
Kidnapper
Leathery
Inexperienced
Laborer
Leering
Infamous
Landlord
Limping
Inhuman
Lawyer
Lip-Licking
Innovative
Leader
Lisping
Insecure
Liar
Lithe
Insensitive
Loan Shark
Lively
Intense
Local Dive Owner
Local
Jaded
Lorekeeper
Loud
Keen
Low Corp
Lumbering
Killjoy
Lunatic Fringer
Lunatic
Know-It-All
Machinist
Lurching
Law-abiding
Madam
Lurking
Lawful
Mafiaoso
Mangled
Lazy
Magistrate
Marked
Level-Headed
Maid
Middle-Aged
Lordly
Manhunter
Mixed Race
Lovable
Manservant
Mole-Faced
Loving
Martial Artist
Monotone
Loyal
Matron
Mottled
Lucky
Meat-Packer
Mousy
Mature
Mechanic
Mulleted
Mellow
Medium
Mumbling
Menacing
Mercenary
Muscled
Merciful
Middle Manager
Mussed Up
Miserly
Migrant Worker
Mutated
Moody
Miner
Mute
Morbid
Money Launderer
Muttering
Morose
Moneylender
Natural
Mystical
Monk
Near-Sighted
Narcissistic
Mortuary Tech
Neat
Neutral
Mr. Fix-It
Nimble
Obsessive
Muckraker
Oddly-Attired
Odd
Muscle
Off-Kilter
Off-Putting
Musicians
Oily
Old-Fashioned
Mystic
Old
Open
Narc
Old Seeming
Ostentatious
Negotiator
Olive
Passionate
Ninja
One-Armed
Patient
Nomad
One-Eyed
Pedantic
Nurse
Ordinary
Perfectionist
Occult Investigator
Pale
Phobic
Offical
Pallid
Placid
Officer
Pasty
Playful
Oracle
Perfect
Polite
Organ-Legger
Perfumed
Political
Paramedic
Pert
Popular
Parasecurity Expert
Petite
Possessive
Patron
Pierced
Precise
Pawn Broker
Plain
Preoccupied
Pervert
Pleasant
Prescient
Pilot
Plump
Pricey
Pirate
Pock-Marked
Prim
Police Officer
Poor
Profane
Political Intern
Porcelain
Professional
Politician
Portly
Promiscuous
Pornographer
Pot-Bellied
Proud
Priest
Predatory
Prudent
Prison Guard
Quiet
Pugnacious
Private Eye
Radiant
Punctual
Procurer
Ragged
Pure
Professor
Rat-like
Quarrelsome
Programmer
Ravishing
Queer
Prosthetic Master
Red-Faced
Questioning
Prostitute
Refined
Quirky
Racer
Relaxed
Quixotic
Raider
Repugnant
Racist
Rent-a-Cop
Resonant
Ranked
Repairman
Robotic
Rash
Reporter
Robust
Rational
Research Scientist
Rosy
Realistic
Retail Salesperson
Rough
Recalcitrant
Retainer
Sallow
Reclusive
Rigger
Saucy
Refined
Rival
Scarred
Reflective
Road Warden
Scary
Regretful
Roboticist
Scowling
Reliable
Rocker
Scratching
Remorseful
Rocket Biker
Scrawny
Repetitious
Rumormonger
Senile
Repressed
Saboteur
Sexy
Respectful
Sage
Shaggy
Responsive
Samurai
Shaky
Retiring
Sanitation Engineer
Shifty
Rich
Scavenger
Shorn
Righteous
Scholar
Short
Rigid
Scrapman
Sinewy
Romantic
Secret Police
Sinuous
Rowdy
Security Expert
Slender
Rude
Sensei
Sloppy
Sacrificing
Servant
Sly
Sadistic
Server
Small
Saintly
Sewer Diver
Smart
Sanctimonious
Sewerman
Smelly
Sarcastic
Shaman
Smooth
Scheming
Shamanic Healer
Soft-Skinned
Secretive
Sharpshooter
Solid
Self-Confident
Shestiorka
Spindly
Self-Conscious
Simsense Star
Square-Jawed
Self-Controlled
Singer
Squat
Selfish
Slumlord
Staring
Serious
Smuggler
Steady
Sexist
Snitch
Stiff-Backed
Shallow
Snoop
Stitched
Sharp-Tongued
Socialite
Stooped
Shiftless
Soldier
Straight-Backed
Shrewd
Sorcerer
Strange
Shy
Spider
Strapping
Skilled
Spook
Strong
Sleepy
Spouse
Stuttering
Small-Time
Spy
Stylish
Sober
Squatter
Svelte
Soft Spoken
Stall keep
Sweaty
Solicitous
Streetfighter
Swift
Sophisticated
Streetrunner
Talented
Stern
Stylist
Tall
Street
Surveillance Officer
Tattooed
Strict
Survivor
Tawdry
Strong-Willed
Talent Scout
Thin
Stubborn
Talislegger
Thin-Lipped
Studious
Tamanous Member
Thunderous
Suave
Taxi Driver
Tiny
Submissive
Teacher
Tired
Subservient
Technomancer
Toothsome
Suspicious
Technoshaman
Tough
Tactless
Terraformer
Tremulous
Talkative
Test Subject
Twisted
Thick-Skinned
Theater Owner
Twitching
Tight-Lipped
Theoretical Scientist
Ugly
Timid
Thief
Unassuming
Tolerant
Thug
Uncultured
Touchy
Tinker
Unfashionable
Tribal
Toolmaker
Unkempt
Trouble-Free
Torturer
Unshaven
Troublesome
Tough
Unsteady
Trustworthy
Tracker
Vacant
Uncommitted
Trader
Virile
Undercover
Transcriber
Voluptuous
Unfriendly
Transit Worker
Vulpine
Ungrateful
Transporter
Wall-Eyed
Unhurried
Triad
Warty
Unlucky
Trid Pirate
Weak
Unpredictable
Undercover Op
Weird-Eyed
Unsentimental
Urban Anthropologist
Well-Defined
Urban
Urban Explorer
Well-Dressed
Vague
Urchin
Well-Outfitted
Vain
Vendor
Wheezing
Venerable
Vendor
Whistling
Vengeful
Veterinarian
Wide-Eyed
Vexed
Videographer
Wig-Wearing
Vindictive
Vigilante
Wild
Violent
Villain
Wimpy
Vulnerable
Wanderer
Wincing
Wanted
Warehouser
Wiry
Weak-Willed
Weapon Tech
Withered
Wealthy
Weapon Trainer
Wooden
Well-Informed
Weaver
Worried
Well-Rounded
Wildlander
Wrinkled
Whimsical
Wisdom
Yellowed
Whining
Worker
Young
Wise
Wrecker
Youthful
Woeful
Yakuza