You could even start writing a superhero scenario by deciding who the heroes’ allies or patrons are going to be. Or you can start to write a superhero adventure by deciding who the victim is going to be. You can start to write a superhero adventure by deciding who the villain is going to be. But it almost always takes more than just the player characters to make for a gaming session, although planning a session where there are no other people involved might make an interesting exercise in creativity itself. If you’re a gamemaster, part of the who question for your storyline is already answer–the story is about the player characters. Some of the answers, maybe even most of the answers, will be useless crap, but some of them will be roleplaying gold. But just by asking these questions, a gamemaster and/or player will instantly become more creative, because asking questions forces the brain to think of answer. The sixth one is sometimes left out, and I’d suggest that when using this concept as a framework for an RPG adventure design or any other type of RPG function, the “how” is what happens when you actually play the game. I have some thoughts about being more creative in the superhero RPG process, and it involves an old journalism concept called “The Five W’s.” For those who’ve never taken a journalism class or are otherwise unfamiliar with the concept, the five W’s are question-generators: And if you have a controlling, micromanaging gamemaster who doesn’t want your input, you might find playing in a game with a different GM is more fun. When they succeed, most gamemasters are grateful for their input. Players should aspire to be more creative, too. So being more creative isn’t just something for a GM to aspire to. They should also get to contribute to the creation of the setting and even the plotlines. Players should have input into more than just their characters’ names, powers, and actions. And that’s assuming you’re not just having a one-shot game for the evening.īut the reality is that a roleplaying game, regardless of the genre, is a collaborative effort between the players and the GM. After all, she’s the one who’s going to come up with the plotline and circumstances for any given night of gaming, and she’s also the one who puts together the entire campaign. You might think that the only person who needs ideas in a superhero roleplaying game is the gamemaster.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |