{"id":620,"date":"2005-02-10T13:54:08","date_gmt":"2005-02-10T13:54:08","guid":{"rendered":"http:\/\/random-average.com\/?p=620"},"modified":"2005-02-10T13:54:08","modified_gmt":"2005-02-10T13:54:08","slug":"how-do-i-prep","status":"publish","type":"post","link":"https:\/\/randomaverage.com\/index.php\/2005\/02\/how-do-i-prep\/","title":{"rendered":"How do I prep?"},"content":{"rendered":"<p>Over here, <a title=\"random encounters: Heroquest, Spring Fountain: 2\" href=\"http:\/\/random.average-bear.com\/archive\/004955.html#comments\">here<\/a>, Shawn wrote:<\/p>\n<blockquote><p>\nHow do you prep and run so many different games? I&#8217;m blown away by planning &#038; running one game every other week or so! I mean, my group seems to have fun (they keep coming back, which I guess is a good sign), but I&#8217;m so fatigued. And that&#8217;s, as I said, just one game.<br \/>\nSo, how is it possible to play out so many different games? <\/p><\/blockquote>\n<hr>\n<p><!--more--><br \/>\nWell, there&#8217;s a couple parts to this:<br \/>\n<b>One &#8211; system:<\/b> Right now, most of the games I post about are Heroquest or some other Indie system &#8212; these systems are, by and large, pretty easy to prep, because most mooks aren&#8217;t fully statted out &#8212; they&#8217;re just as statted as they need to be for the encounter.  For a guard, I might just write down &#8220;Guard. Sword and Shield Combat 2W&#8221; and just let everything else default to base NPC levels.  If I want to give him a bit more depth or a weakness, I might add something like &#8220;Loves sister, 10W; Like his booze, 5W&#8221; and so forth.  A very simple system to prep, but one with real depth if I need it.<br \/>\nAside from that &#8212; there&#8217;s a nice little eight-page booklet with typical attribute ratings for everything from fighting a godling to doing a running broadjump over a shrubbery &#8212; so you can adlib a lot of stuff.<br \/>\nAdlibbing a lot of stuff is important, because of point two.<br \/>\n<b>Two: There is no Plot<\/b><br \/>\nBy this I mean I don&#8217;t try to &#8220;run a scenario&#8221; &#8212; which I&#8217;ll define as &#8220;First, the players will go here and talk to this guy, then they&#8217;ll go here, and find this thing.  If they find it, they&#8217;ll be attacked by these guys&#8230; if they don&#8217;t, they&#8217;ll have this roleplay encounter, THEN be attacked.&#8217;<br \/>\nUgh.  That&#8217;s work, man. Secondly, it&#8217;s not interesting to me.<br \/>\nSo instead of writing a scenario, I set up a situation.<br \/>\nTake a look at my current Spring Fountain situation <a href=\"http:\/\/random.average-bear.com\/Heroquest\/SpringFountainPlayerBriefing\">here<\/a>.<br \/>\nNow notice this really important part in the player guidelines:<\/p>\n<blockquote><p>Your character concept needs to include ties to three of the NPCs listed below, and it&#8217;s important that something is at stake in the relationship.<\/p><\/blockquote>\n<p>Now, if you go and look at the six characters I have for that game, you&#8217;ll see that most of them went right along with that request &#8212; at least to the point where each player has at least two NPCs, preferably three, that they give a rat&#8217;s ass about &#8212; either in a positive or negative way.<br \/>\nTHEY care.  Not their characters.  Yeah, their characters do also, but it&#8217;s cool (and potentially useful) that the PLAYERS care.<br \/>\nAfter that, all I have to do is provide <b>Conflict<\/b> and play the NPCs as they would act in the situation that we&#8217;ve created.<\/p>\n<blockquote><p><b>Conflict<\/b> breaks down into <i>Goals<\/i> (stuff you&#8217;re trying to achieve), <i>Doubt<\/i> (about when, whether, and how Stakes will be won), and <i>Cost<\/i> (to achieve the Stakes).<\/p><\/blockquote>\n<p>Every PC has at least three goals already (from those relationships)&#8230; probably more&#8230; before they even begin play. They quickly accrue more.  The system and the situation provides the Uncertainty, and the Player decides whether the Price is worth it.<br \/>\nHow do I set up Stress?  Before the game I scribble down about three <b>Bangs<\/b> for each character.<\/p>\n<blockquote><p>\nA Bang is when a scene is introduced which <b>requires a choice<\/b> from one or more of the players..<br \/>\n<i>&#8220;You&#8217;re a holy knight, and you just met a pack of hobgoblins looking for a fight&#8230;&#8221;<\/i> is not a Bang.<br \/>\n<i>&#8220;You&#8217;re a holy knight, and the pack of hobgoblins you&#8217;re chasing splits up, one group carrying away your church&#8217;s holiest reliquary, the other group leading a chain of slaves that includes your sister&#8230;&#8221;<\/i> <b>That&#8217;s<\/b> a Bang.<\/p><\/blockquote>\n<p>So, like I said, I write down a couple-three Bangs for each character.  Here&#8217;s a sample from the last session of Spring Fountain:<\/p>\n<blockquote><p>Emilie &#8212; Female squire<br \/>\n1. Status as Squire called in to question (How?: Serge makes it clear in a private conversation that there is no way Emilie will continue to be the squire for the new Baron of Trymirwall; she can do well enough to be reassigned or poorly enough to be tossed out on her ear. Her choice.)<br \/>\n2. Collete asks Emilie to let Guilbert &#8220;distract himself&#8221; &#8212; if Guilbert&#8217;s less viable as an heir, people will try harder to bring back Eustef.<br \/>\n3. Guilbert is about to do something politically disastrous in public.<\/p><\/blockquote>\n<p>These are actually pretty weak examples, but they&#8217;ll do: one and two are really just two parts of the same Bang, and 3 is really just a catalyst forcing action on the facts within 1 and 2.<br \/>\nActually, 1 and 2 don&#8217;t have to be &#8216;nothing&#8217; bangs &#8212; you might toss #1 out there, and the player might decide to slap Serge right there &#8212; you never know what bangs are going to really take off and which ones are going to go &#8216;eh&#8217;.<br \/>\nAnd that&#8217;s fine.  You&#8217;ll probably only use half of the little bangs you wrote down with each session anyway&#8230; THERE WILL BE TOO MUCH GOING ON.<br \/>\nWhy?  First Bang goes out there&#8230; you play your NPCs&#8230; dig right in and play the hell out of them in that scene.<br \/>\nNot to deliver information &#8212; not to sell fucking equipment &#8212; play them like people who WANT things.  Write down what they want.  Make sure they try to get it.<br \/>\nI don&#8217;t mean &#8220;My daughter is missing and I&#8217;ll pay you 1000 gold to go find her.&#8221;<br \/>\nI mean &#8220;Listen, my daughter&#8217;s shacking up with Sir Nobbs, and I want him beaten fucking senseless; and if you do it, I will MAKE SURE your brother doesn&#8217;t go to prison for that mix-up last night.&#8221;<br \/>\nThe character then does something.  This causes the NPC and other NPCs to decide, based on the new situation, what they want, and from whom.  THEY GO AFTER IT.<br \/>\nNext player. Next bang.<br \/>\nThrow out a few bangs&#8230;  then just play the NPCs some more&#8230; when things slow down, throw another bang out, and keep playing the NPCs.<br \/>\nThe second time around the table, don&#8217;t give themplayers bangs &#8212; ask them what scene they want.  Who are they talking to? Who are they mugging?  Who are they poisoning?  Who are they bribing?<\/p>\n<hr>\n<p>So&#8230; how do I prep?<br \/>\n1. A situation: that means a nest of intra-related NPCs that you&#8217;re going to ask your players to tie themselves into at at least one and probably several points.  This will take some time, but it&#8217;s really just setting up the setting, and you only have to do it once per campaign. (Hell, once per two campaigns when you just rename everyone and run a second campaign with the same NPCs &#8212; see Xian Quan.)<br \/>\n2. Look at the characters, scribble down some bangs for each one.  Two or three is fine.<br \/>\nBe ready to play your NPCs like crazy, and have a list of standard resistances\/challenges at hands for when the players come out of the blue and say &#8220;I want to wrestle that greased pig!&#8221;<br \/>\nThat&#8217;s it.  Thoughts?<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Over here, here, Shawn wrote: How do you prep and run so many different games? I&#8217;m blown away by planning<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[7],"tags":[],"class_list":["post-620","post","type-post","status-publish","format-standard","hentry","category-musing"],"_links":{"self":[{"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/posts\/620","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/comments?post=620"}],"version-history":[{"count":0,"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/posts\/620\/revisions"}],"wp:attachment":[{"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/media?parent=620"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/categories?post=620"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/tags?post=620"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}