Actions

Session 0: Difference between revisions

From The Wild Tangents

(Created page with "blargh")
 
No edit summary
 
(4 intermediate revisions by the same user not shown)
Line 1: Line 1:
blargh
= 1 Protip =
 
* "Roll Then Roleplay" may lead to surprising results
 
= 3 Reminders for the Session =
 
* Party synergy is key so use Aid where possible
* The player handbook is a powerful tool
* Recall Knowledge is basically a cheat code
 
= 5 Principles of the Gaming Table =
 
* Collaborate to ensure everyone shines in the story and the GM will fosters teamwork to enriching the adventure.
* Use creative approaches to challenges, understanding that some innovative ideas may stray from the mechanics and will require adjustments to maintain pacing.
* Respect and decorum are vital for a harmonious game. When the table is split on what to do, the GM will ask for a table poll to vote on a group consensus.
* In-game tensions should stay separate from real-life relationships. Conflicts should be addressed separately and the GM informed of anything affecting the game.
* Gaming sessions will inevitably need to schedule around important life events and sessions shall be planned ahead to facilitate participation.
 
= 7 Assurances from the Gamemaster =
 
* I'll work on coaching examples of foundational tactics to boost teamwork. Players are encouraged to craft adaptable characters to take on multiple roles in flexible party strategies.
* Character death isn't permanent unless chosen by the player. When a character "dies" in-game, they're temporarily removed from the immediate story. The GM and player will decide together what happens next. Having backup characters can add new layers to the party dynamics.
* Challenges will have multiple solutions within characters' capabilities. I'll avoid creating no-win situations due to the party's limitations, though I may use clear no-win scenarios to push the plot forward.
* Expect a narrative style akin to pulp action: character-driven plots, clear paths forward, minimal complexities, and a world that embraces colorful heroes (think Discworld).
* I'll provide a simplified journal outline (NPCs, Locations, Quests), with the GM adding details as the adventure unfolds. Players manage their own notes and contributions.
* I'll share a general adventure design breakdown to shed light on the power balance. Adventure arcs may diverge from these design targets.
* All feedback will be taken in earnest and considered within the broader context. I aim to improve the gaming experience and my skills as a GM and some changes might not be immediately noticeable.
 
== Further Reading ==
On finding a group consensus: [https://adultchildren.org/comline/aca-toolbox/what-is-a-group-conscience/ Inspiration taken from ACA]

Latest revision as of 01:25, 23 May 2024

1 Protip[edit | edit source]

  • "Roll Then Roleplay" may lead to surprising results

3 Reminders for the Session[edit | edit source]

  • Party synergy is key so use Aid where possible
  • The player handbook is a powerful tool
  • Recall Knowledge is basically a cheat code

5 Principles of the Gaming Table[edit | edit source]

  • Collaborate to ensure everyone shines in the story and the GM will fosters teamwork to enriching the adventure.
  • Use creative approaches to challenges, understanding that some innovative ideas may stray from the mechanics and will require adjustments to maintain pacing.
  • Respect and decorum are vital for a harmonious game. When the table is split on what to do, the GM will ask for a table poll to vote on a group consensus.
  • In-game tensions should stay separate from real-life relationships. Conflicts should be addressed separately and the GM informed of anything affecting the game.
  • Gaming sessions will inevitably need to schedule around important life events and sessions shall be planned ahead to facilitate participation.

7 Assurances from the Gamemaster[edit | edit source]

  • I'll work on coaching examples of foundational tactics to boost teamwork. Players are encouraged to craft adaptable characters to take on multiple roles in flexible party strategies.
  • Character death isn't permanent unless chosen by the player. When a character "dies" in-game, they're temporarily removed from the immediate story. The GM and player will decide together what happens next. Having backup characters can add new layers to the party dynamics.
  • Challenges will have multiple solutions within characters' capabilities. I'll avoid creating no-win situations due to the party's limitations, though I may use clear no-win scenarios to push the plot forward.
  • Expect a narrative style akin to pulp action: character-driven plots, clear paths forward, minimal complexities, and a world that embraces colorful heroes (think Discworld).
  • I'll provide a simplified journal outline (NPCs, Locations, Quests), with the GM adding details as the adventure unfolds. Players manage their own notes and contributions.
  • I'll share a general adventure design breakdown to shed light on the power balance. Adventure arcs may diverge from these design targets.
  • All feedback will be taken in earnest and considered within the broader context. I aim to improve the gaming experience and my skills as a GM and some changes might not be immediately noticeable.

Further Reading[edit | edit source]

On finding a group consensus: Inspiration taken from ACA