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How Would You Run a Game with 5 Mins Prep Time
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<blockquote data-quote="hawkeyefan" data-source="post: 6915353" data-attributes="member: 6785785"><p>In the past, for a one off adventure, I've used a good amount of improv, and even involved the players in the world building. Let them determine some of the details. I come up with a very loose plot that I can change on the fly if need be. I then take the characters that the PCs make, and draw any possible ideas from what they've provided. </p><p></p><p>So, in the most recent example of when I did this, I started off by saying "You find yourselves in a large chasm, with only one torch lighting your way. You stand upon a pathway that descends into darkness. Behind you, you can just faintly see the light marking the mouth of the cave that leads to the surface world. What brings you here?"</p><p></p><p>I let the players answer that question. It's a bit of a jarring method at first....you have to kind of let them know they can make that decision, and maybe coax them along a bit. My players hesitated at first, but quickly warmed up to the idea. "We're here looking for my brother," said one of the players. So I could take that to mean that he was missing and they were searching for him, or that he had done something wrong and they were hunting him. I figured that having the brother be an enemy would be more investing, so I went with that. </p><p></p><p>"Okay," I said, "your brother is wanted for horrible crimes, and you've been asked to hunt him down and bring him to justice." Then I asked the other player what the brother did. </p><p></p><p>This lets them determine the story just as much as you do. And you take the details they provide, and you use those as the foundation to move things along, and as inspiration to come up with ideas of your own. Then you just improv as best you can. It's not nearly as hard as it sounds. </p><p></p><p>I've only done this a few times, and found it to be very fun most of the time. It takes some getting used to...and one time I tried it, I had to abandon it quickly and go full improv because two of the players could not handle the approach....but it is pretty rewarding. Even if the story you build is not that memorable in and of itself, the way in which you build it can more than make up for that. It's a very collaborative experience, and a nice change of pace from the standard way we play.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 6915353, member: 6785785"] In the past, for a one off adventure, I've used a good amount of improv, and even involved the players in the world building. Let them determine some of the details. I come up with a very loose plot that I can change on the fly if need be. I then take the characters that the PCs make, and draw any possible ideas from what they've provided. So, in the most recent example of when I did this, I started off by saying "You find yourselves in a large chasm, with only one torch lighting your way. You stand upon a pathway that descends into darkness. Behind you, you can just faintly see the light marking the mouth of the cave that leads to the surface world. What brings you here?" I let the players answer that question. It's a bit of a jarring method at first....you have to kind of let them know they can make that decision, and maybe coax them along a bit. My players hesitated at first, but quickly warmed up to the idea. "We're here looking for my brother," said one of the players. So I could take that to mean that he was missing and they were searching for him, or that he had done something wrong and they were hunting him. I figured that having the brother be an enemy would be more investing, so I went with that. "Okay," I said, "your brother is wanted for horrible crimes, and you've been asked to hunt him down and bring him to justice." Then I asked the other player what the brother did. This lets them determine the story just as much as you do. And you take the details they provide, and you use those as the foundation to move things along, and as inspiration to come up with ideas of your own. Then you just improv as best you can. It's not nearly as hard as it sounds. I've only done this a few times, and found it to be very fun most of the time. It takes some getting used to...and one time I tried it, I had to abandon it quickly and go full improv because two of the players could not handle the approach....but it is pretty rewarding. Even if the story you build is not that memorable in and of itself, the way in which you build it can more than make up for that. It's a very collaborative experience, and a nice change of pace from the standard way we play. [/QUOTE]
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