Hey Everybody,
So over the course of planning around 10 games I've
unintentionally came up with a system that I wanted to share. Hopefully this
will cut some of the initial planning time for new DM's who are trying to start
creating their own story lines from scratch. I've found their to be on average
seven main points every story should hit before the players sit down at the
table. I try to plan these in order, Environment, Story, Maps, Characters,
Monsters, Traps, and Loot.
First off is the environment, jungle, forest, urban or
anything else, knowing your environment before planning a game helps shape the
story more easily that you would believe. The setting and story are hand in
hand. Which leads into step two creating your story.
Your story is entirely based on the concept you want to
convey, I usually prefer an emotion as a center focus because its generally
easier to keep the main theme. It's extremely beneficial to know your players
while planning a game because you can cater to their general mindsets. The
story line I've been planning revolves around the setting of Disney and the
emotion of fear. This allows me to pull from a large array of environments and
also use the players previous conception against them. The story is your bread
and butter of your game but its best to keep it flexible. I prefer to plan the
personalities of the NPC and to keep a general situation for the driving plot.
This way the players can interact and the NPC can act logically and without information
the players are fully aware of, this creates story depth and more realism.
The third step is maps, main goal here is options. Linear
games are frustrating to players because it limits their options in a game
based on creativity. I like to try to situate my players in maps that have at
minimum two options of ways to go. Its best to stick to around three to four
options think more mansion than strait cave. Given the opportunity players will
surprise you with their out of the box thinking, and immediate willingness to
split up. From the DM's chair handling two or three skirmishes between monsters
and players vs. team fight, skirmishes are always easier to handle. I've also
noticed that in smaller fights players are more likely to be creative verses
just hitting the guy the party is hitting.
Four step characters, we went over this a little bit in
story, but to elaborate its best to give your characters a bit of personality
even if its very general stuff. The more pinnacle to the story the more personality
they should have. Its good to give them a few memorable ticks or features to
give them a sense of realism.
Last thing to consider is traps and loot, planning these two
things before the game and writing them down can solve arguments in an instant.
They also helps to minimize the amount of things to adlib. If you have a player
who feels like you're intentionally trapping them repeatedly or one who feels like
they don't get enough loot, showing a list of concrete areas they didn't check
or walked right into will quickly resolve the issue.
Feel free to go above or beyond these steps or try to add
more, hopefully this will act as a decent basis to work off of, for anyone
interested I also created a online website shop for the game I'm currently
running. If you want to use it for reference check it out at duanelouispierce.wix.com/boatsinthedungeon.
Game on,
Duane
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