Major Moab
First Post
My gaming group and I were discussing the potential running of Mage: the Awakening, and, since I am the most familiar with the setting and mechanics, I am the volunteered Storyteller. So I have been thinking about it.
And the biggest thing I have realized is that I haven't really run a game since 1994.
I have several ideas for "episodes," and I think a solid idea for a "season." I'm using those terms since I feel that campaign/adventure doesn't really suit the tone of Mage the way they do in D&D.
I am unsure however, how much detail I should put into each episode. I am trying to build the season on a chronological storyline, rather than a physical one, and I don't want to waste 25 hours on a plot point that will go completely unnoticed, or spend 20 minutes on a project that deserved far more attention than I gave it.
So to the Storytellers/DM's out there:
How much detail do you give each NPC? The primary NPC of an adventure?
Are red herrings and Chekov's gun an effective idea? Are they a waste of detail oriented time?
Should I build a schedule of events detailed to the month, week, day, or hour? Possibly build a time map of events if the players don't get involved, and improvise when they do?
What is the key in your mind of building a grade "A" Top choice adventure?
And most importantly, to me, how do you keep player's emotionally invested in their characters?
None of the questions are meant in mechanical sense. I am asking more about Theory of DM'ing, 101.
And the biggest thing I have realized is that I haven't really run a game since 1994.
I have several ideas for "episodes," and I think a solid idea for a "season." I'm using those terms since I feel that campaign/adventure doesn't really suit the tone of Mage the way they do in D&D.
I am unsure however, how much detail I should put into each episode. I am trying to build the season on a chronological storyline, rather than a physical one, and I don't want to waste 25 hours on a plot point that will go completely unnoticed, or spend 20 minutes on a project that deserved far more attention than I gave it.
So to the Storytellers/DM's out there:
How much detail do you give each NPC? The primary NPC of an adventure?
Are red herrings and Chekov's gun an effective idea? Are they a waste of detail oriented time?
Should I build a schedule of events detailed to the month, week, day, or hour? Possibly build a time map of events if the players don't get involved, and improvise when they do?
What is the key in your mind of building a grade "A" Top choice adventure?
And most importantly, to me, how do you keep player's emotionally invested in their characters?
None of the questions are meant in mechanical sense. I am asking more about Theory of DM'ing, 101.