GM Primer: Game Design
Revision as of 02:35, 6 April 2025 by Tesslerj (talk | contribs) (Created page with "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 spotligh...")
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.
- Run requests
- 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
- 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.