|Subject:||New GM Needs Help Part III|
|Date:||Fri, 27 Feb 1998 12:25:04 -0600|
> Adam J writes:
> >10 lines, and it will take several sessions to play out, and it's so
> >generic that I can adapt it on the fly to anything at all. I'll probably
> >end up going into the session with a couple pages of brief notes, but
> >that's it.
> >In short, I've found that the less you plan, the easier the game is. YMMV.
> Ditto, in my experience... Spending five days writing down an adventure in
> excruciating detail really seems pointless when your players, at the very
> first opportunity, choose option D: None of the above when they can make a
I don't plan the adventures as such but do a great deal of planning in
other areas. Where I do the big planning is the area of house rules. For
my current campaign I have tons of notes and what not some are for my
private use and some stuff the players get... Everyone got (gets) a
handout to start with explaining the assorted changes I've made. I'm
pretty sure I posted my changes to north america which take about 3
pages in and of themselves. Some general rules as to what is and is not
used edges/flaws etc. The restrictions, changes and interceptions to the
magic system. The restrictions and options that apply to metahuman
races. Cyberware/bioware issuers. It's about 10 or 12 pages for that
players and binder full of stuff on my end.
> I tend to give myself a broad outline, flesh out (in my mind... rarely on
> paper) the salient points of the plot, get an image of what the major and
> minor players are like, and take it from there. Mind you, I tend to have a
> lot of "props"... generic characters, such as Lone Star cops and yakuza
> hitmen, and layouts for bars, etc. But this, in my opinion, goes under
> background. The more background you have, I find, the less foreground you
> need. :)
This I agree with 100% a good solid background is your best tool. I let
the actual adventure flow in whatever direction it's going to head.