In science and business processes go through planning, doing, checking, and adjusting which is in a turn a version of the scientific method. Use an RPG version of this method to improve your game and resolve problems. Work hand in hand with your players to create a campaign and adventures designed specifically for their characters and the goals they are pursuing. Use Design-Run-Discuss-Reshape (DRDR) to kick off a new campaign.
D&D and Pathfinder have books that cover adventure paths: connected adventures for a GM to run for her players. The challenge is if the group can make it through the whole thing and hopefully have lots of fun doing so. RPGs can be run other ways however.
Imagine pitching a game and setting to your players and working in their suggestions for additions and changes. Having those players make characters based on the world and setting the group came up with. The GM then discussing how character creation went and how well the PCs fit in to the concept the group came up with. The GM and players then doing any needed tweaks to finalize the setting and PCs. Then the GM creates an adventures tailor made to those PCs and the goals and interests they want to pursue. And as the game progresses, both GM and players continue to play, review, and adjust as the story unfolds cooperatively.
The goal is no longer to complete the adventures. The goal as players is to see what happens next. Can the players’ characters achieve their goals and dreams? Not even the GM knows. Everyone keeps playing to find out.
Consider using the big hardcover or six softcovers only as reference and not to kick off your next campaign. Try DRDR and see the machinations and scheming of your PCs come to life.
1. Design
The GM decides on a system and genre and the basics of setting. No adventure building yet. The other players discuss this broad pitch and narrow it down. They come up with NPCs their PCs might interact with and jobs they might want to take. They consider what characters to create.
2. Run
The PCs run through character creation. The GM answers any questions they have. When finished, each player sends the GM a copy of their character. They include goals for their characters, some secret.
3. Discuss
During character creation, the players may want some changes made. The GM may also make suggestions.
4. Reshape
Any suggested changes are implemented if desired. The GM will then be ready to design the opening scene.
DRDR is a cycle. Once the GM and players run through one cycle it circles back around to design. The GM can now design the opening scene and possible adventure using the Company and the secrets swirling around the PCs as a springboard. Plus the crane. Using DRDR for adventure design will be covered in a future article.
D&D and Pathfinder have books that cover adventure paths: connected adventures for a GM to run for her players. The challenge is if the group can make it through the whole thing and hopefully have lots of fun doing so. RPGs can be run other ways however.
Imagine pitching a game and setting to your players and working in their suggestions for additions and changes. Having those players make characters based on the world and setting the group came up with. The GM then discussing how character creation went and how well the PCs fit in to the concept the group came up with. The GM and players then doing any needed tweaks to finalize the setting and PCs. Then the GM creates an adventures tailor made to those PCs and the goals and interests they want to pursue. And as the game progresses, both GM and players continue to play, review, and adjust as the story unfolds cooperatively.
The goal is no longer to complete the adventures. The goal as players is to see what happens next. Can the players’ characters achieve their goals and dreams? Not even the GM knows. Everyone keeps playing to find out.
Consider using the big hardcover or six softcovers only as reference and not to kick off your next campaign. Try DRDR and see the machinations and scheming of your PCs come to life.
1. Design
The GM decides on a system and genre and the basics of setting. No adventure building yet. The other players discuss this broad pitch and narrow it down. They come up with NPCs their PCs might interact with and jobs they might want to take. They consider what characters to create.
Example: I’d like to run the Alien RPG for you. You can be space truckers or frontier colonists either freelance or working for the man. You’ll have a ship and be based out of Novgorod Station. The players discuss. They want to play frontier colonists doing salvage, survey, and courier work using a deep space salvage starship freelance. We come up with named NPCs including a dock master, colonial admin, street rat informant, tech company liaison, a scientist with backers, and a ship inspector. They will make a company agent, pilot, roughneck, and scientist. The roughneck player really wants to use the starship crane.
2. Run
The PCs run through character creation. The GM answers any questions they have. When finished, each player sends the GM a copy of their character. They include goals for their characters, some secret.
Example: The company agent has the following personal agenda: The Company is holding back information from you. What? And why? The GM decides to dangle information pertaining to this agenda on this for the opening scene of the campaign. Along with some possible crane work.
3. Discuss
During character creation, the players may want some changes made. The GM may also make suggestions.
Example: The GM knew the player of the scientist was torn between that and the profession of medic. The GM tells the player that a medic would fit really well with the personal agenda of: You have some unusual (but classified) medical reports that the Company is looking for. Find out why they are so important. The player says he’d like to see a medlab added to the ship as soon as possible if he decides to play a medic.
4. Reshape
Any suggested changes are implemented if desired. The GM will then be ready to design the opening scene.
Example: The player liked the medic idea and also wants the agenda of: You are addicted to a strong painkiller. Protect your stash—and your secret. The GM agrees and can tie this agenda into the first scene. An offer of a medlab from the Company is extremely likely. Hooks firmly attached and dangling. And the GM has some leverage for the Company to use if they find out the PCs secret which in turn will generate more experience points for that player.
DRDR is a cycle. Once the GM and players run through one cycle it circles back around to design. The GM can now design the opening scene and possible adventure using the Company and the secrets swirling around the PCs as a springboard. Plus the crane. Using DRDR for adventure design will be covered in a future article.