Sunday, February 20, 2011

Dryland Exercises For Butterfly

Leading role for the first time II

and may end up like this ....

second part of the entry Leading role for the first time.

Make a pact of expectations :
Talk to your players so that you know they expect from the game and let them know that you expect from them. Subscribe remarcales the main ideas and it's your first game and cooperation of everyone waiting. find more information here.
Watch the characters :
Pay attention to the characters that your players want to lead. For your first experience as a director is recommended a balanced group with people who are experts in different specialties (mage cleric thief warrior etc.) And also a group with a low level of internal conflict (Do not be a cop and a gangster together, or dwarf elf who hate to death ...). Do not give concessions to one or more players. Avoid powergamers.

Search tips online :
Do a search online for advice and specific aspects as they for example (you did not find here, of course).

Organize your papers :
is highly advisable to have everything in order: Ten underlined and marked module If you opted for a module published. If you opt for your own write yourself a guidance sheet sequence of events in another's name and description of the NPCs in the adventure. Have the necessary plans and maps and even a few more in case (always have at hand a tavern or bar!), Sheets etc NPCs and opponents. You can print things on sheets of different color or command you manner that is easy to see anything.

Locate the key moments of the game : The timing of the PCs have to get involved in a plot where they can lose their lives, where they are able to solve the puzzles or the final confrontation, the climax of heading etc. and special attention in their preparation and staging.

Direct :
Once relax at this point, the nerves are your worst enemies. Nobody is going to eat you or crucify a bad game. Assume commit a mistake, as everyone and remember that you are there to have fun.

Main errors:
  1. Do not be timid, do not be victimized by the players, if you take a correct decision that you think explain and keep it. Worse yet, do not be stubborn, not blind you in band to hear arguments of your players and rectify if necessary, players will not play against you. Avoid
  2. stiffness plot. The game is not a book you have written and must be exactly as you want. Create a scenario and are the players who decide the outcome and sometimes themselves will give you great ideas to include in your game. Always remember this phrase: It tells the director, tells all
  3. flee ahead: if you've thought about 1000 ways to react to a stimulus that players will find you plant 4000 to act on it. If their actions are far from your schemes prepared and should stop the game do, so take your time to think, prepare the necessary and play again. It is always better to miss one coherent adventure yourself and not know how to back ...
  4. little preparation. An excess of confidence, or carelessness can be fatal. A good master must be able to improvise, if necessary, but always better when you improvise a good job back. From the design of the game to a new reading session before heading
  5. Read: Do not read the game, and descriptions or speeches, get organized otherwise than by a look at some key ideas fluently and can explain your words what they see or hear. Think of someone reading a speech and another giving a speech and you'll understand.

Rate:
Once the balance beam line. Both personally and with the players, discover your weak points and try to improve, identify the strengths and potential.


If
finally you jump to it I hope it can help you. In this blog you will find more material to be improving gradually. Good luck and welcome!

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