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<blockquote data-quote="Tim C Koppang" data-source="post: 4724472" data-attributes="member: 44460"><p>Elijah, that makes me very happy to hear. I know you were the only one at the table who hadn't played before. There were a few moments when I worried I wasn't explaining things well enough for you, but I think you really held your own. If you've never played a game where you are given great narrative freedom, it can be intimidating to come up with something creative on the spot (trust me, I know). On the other hand, I always try to encourage collaboration amongst the players. This can really help to take some of the pressure off.</p><p></p><p></p><p></p><p>If you'd like to run Hero's Banner, I might suggest the <a href="http://tckroleplaying.com/herosbanner/downloads/hbdemo.html" target="_blank">demo pack</a> I wrote a while back. It gives you a few sample characters to work with and a bit of advice on how to get the ball rolling. Really though, you've already had the best training on how to run a one-shot. What I did on Saturday isn't really that different from how I run my regular games. Yes, the pace was a bit quicker, but the tension and drama is the same.</p><p></p><p>As for concrete advice, I recommend coming to the table with at least partially pre-generated characters. For first time players, the hardest part is often just coming up with the three influences. For whatever reason, once they've played through the game once, creating influences isn't a problem anymore. I think it's just one of those things that seems overwhelming at first.</p><p></p><p>I also enjoy one-shot games where there is a lot of inter-character conflict. This isn't necessary for a good Hero's Banner game at all, but it does help to keep the action moving forward and the players interested -- especially when they are just getting the hang of how the game works.</p><p></p><p>As for your second question, yes, I have thought of running the game set in modern day, although I haven't yet. I've had lots of people suggest alternate settings, actually. The important thing is to make sure that the characters are in powerful positions. The game really sings when the stakes are high.</p><p></p><p>Finally, as for taking some of the pressure off the players, I'd have to say: encourage collaboration. Make sure you let everyone know that suggestions are welcome, but also be sure to stop other players from talking over anyone else. You have to give everyone some time to think a bit. So you might also want to slow the game pace down if you have the time. Sometimes that pressure isn't so much a function of the game as it is the perceived pressure that the other players put on you to perform.</p><p></p><p>I hope this helps. Let me know if you have any other questions.</p><p></p><p>- Tim</p></blockquote><p></p>
[QUOTE="Tim C Koppang, post: 4724472, member: 44460"] Elijah, that makes me very happy to hear. I know you were the only one at the table who hadn't played before. There were a few moments when I worried I wasn't explaining things well enough for you, but I think you really held your own. If you've never played a game where you are given great narrative freedom, it can be intimidating to come up with something creative on the spot (trust me, I know). On the other hand, I always try to encourage collaboration amongst the players. This can really help to take some of the pressure off. If you'd like to run Hero's Banner, I might suggest the [URL=http://tckroleplaying.com/herosbanner/downloads/hbdemo.html]demo pack[/URL] I wrote a while back. It gives you a few sample characters to work with and a bit of advice on how to get the ball rolling. Really though, you've already had the best training on how to run a one-shot. What I did on Saturday isn't really that different from how I run my regular games. Yes, the pace was a bit quicker, but the tension and drama is the same. As for concrete advice, I recommend coming to the table with at least partially pre-generated characters. For first time players, the hardest part is often just coming up with the three influences. For whatever reason, once they've played through the game once, creating influences isn't a problem anymore. I think it's just one of those things that seems overwhelming at first. I also enjoy one-shot games where there is a lot of inter-character conflict. This isn't necessary for a good Hero's Banner game at all, but it does help to keep the action moving forward and the players interested -- especially when they are just getting the hang of how the game works. As for your second question, yes, I have thought of running the game set in modern day, although I haven't yet. I've had lots of people suggest alternate settings, actually. The important thing is to make sure that the characters are in powerful positions. The game really sings when the stakes are high. Finally, as for taking some of the pressure off the players, I'd have to say: encourage collaboration. Make sure you let everyone know that suggestions are welcome, but also be sure to stop other players from talking over anyone else. You have to give everyone some time to think a bit. So you might also want to slow the game pace down if you have the time. Sometimes that pressure isn't so much a function of the game as it is the perceived pressure that the other players put on you to perform. I hope this helps. Let me know if you have any other questions. - Tim [/QUOTE]
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