Difference between revisions of "GM Primer: Game Design"

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*** This will avoid a lot of player frustration because they feel like they are always making progress.
*** This will avoid a lot of player frustration because they feel like they are always making progress.


'''Link to Zoom Recording for Session 1:'''https://valenciacollege.zoom.us/rec/share/az7Iw99vHWprt8TIyFuJbGb0tEu1nQIvzpcCbAne5cKdaxAuoaMfXeNar5NhSPlu.Jgb6t968Wrib1W2e
'''Link to Zoom Recording for Session 1:''' https://valenciacollege.zoom.us/rec/share/az7Iw99vHWprt8TIyFuJbGb0tEu1nQIvzpcCbAne5cKdaxAuoaMfXeNar5NhSPlu.Jgb6t968Wrib1W2e

Latest revision as of 16:34, 6 April 2025

Primer 1: Game Design

  • Outline your work
    • Determine run premise
    • Outline narrative beats
    • Add in mechanics
  • Do the Work:
    • Outline, plan, prep
    • Run better games, not just more games
  • Personalize your work
    • Run requests
      • Should obviously have key spotlight moments for the run requesters
      • Other runners should have less narratively impactful spotlight moments but should still get the spotlight
    • Open Call
      • You know the roles you need - place spotlight moments for those roles
      • Don’t take roles you don’t need. Sometimes that means lower runner numbers, which frankly makes encounter mechanics easier to manage, anyways.
  • Key Narrative Points
    • Plan out, pre-write if you need to, key narration. What do the important moments of complication look and sound like? What does the key VIP look like? Borrow from DND Modules, etc.
    • What items can you pre-plan to make sure those spotlight moments happen?
    • Sometimes this can be narratively impactful moments of deep emotional roleplay and character developments
    • Sometimes it’s just big numbers and giving the soak tank some ridiculous thing to soak so they get to see their build do the thing they built it to do.
  • Overall Narrative Process
    • Freytag's Pyramid
FreytagsPyramid.jpeg
    • Agency and Character Driven Stories
      • Players are there to be the stars of the show, not passive observers of it.
      • Things occurring in a run should be anchored in character motivation, character driven, actions.
      • This means planning a “Most Likely” route for success, but pre-thinking alternatives and being open to player improvisation
      • Run complications should not occur, not as “Gotchas!” - we want characters to be surprised, not players
      • Signposting, or foreshadowing, is vital for this. Give them enough clues to put things together. If the complication happens because they’re not paying attention, that’s on them - and the complication will make more sense to them in context later.
    • Sometimes the run solution is literally “The Players will do something clever”
    • Look for reasons to say that yes, it works, as opposed to shooting down ideas until they magically read your mind
    • Look for places to reward character actions with plot points as opposed to holding the plot points until they do Just the Right Thing
      • This will avoid a lot of player frustration because they feel like they are always making progress.

Link to Zoom Recording for Session 1: https://valenciacollege.zoom.us/rec/share/az7Iw99vHWprt8TIyFuJbGb0tEu1nQIvzpcCbAne5cKdaxAuoaMfXeNar5NhSPlu.Jgb6t968Wrib1W2e