dvandom: (goggles)
dvandom ([personal profile] dvandom) wrote2008-06-02 10:59 pm

Essay: Running a mystery in an RPG

Advice on Running a Mystery in an RPG.

This essay's been percolating in my head for a few days, finally found the space in my mental schedule to write it. :)
ext_26697: (Default)

[identity profile] brainiacfive.livejournal.com 2008-06-03 05:04 am (UTC)(link)
Good tips. I agree with most of this (hell, I USE most of this).

I remember coming to the realization during my New Orleans Buffy game back in 2002 that a rough outline was all I should really stick to. I had plot points I wanted to come out, and events to occur, but I had to leave my motivations loose. The players actions and reactions dictated the connections between them. They uncovered new clues I hadn't planned, which would lead them to clues I had, or encounters that would further the parts they uncovered, and hint back towards what I had originally planned, so it could occur later.

It is a bit of GMing by the seat of your pants, but it doesn't work out too well unless you're grounded in your setting. Know your world back and forward, so you've got the info to improv with. And if you need to make something up right then and there, don't be afraid to make little adjustments later on when you've had time to think through the implications. If you give the players the feeling that they are somewhat in control of their character's destinies, you can probably get buy in for a little retcon here and there. As long as you don't make a habit of it.

Nice article.

[identity profile] amigoid.livejournal.com 2008-06-03 03:02 pm (UTC)(link)
Kinda reminds me of the improv stuff I had to do with my Champions RPG.