Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Ryan Dancey on Redefining the Hobby (Updated: time elements in a storytelling game)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="maddman75" data-source="post: 3698793" data-attributes="member: 2673"><p>Part of what led me to this structure is a long series of fizzling game groups. We'd get some people together, I'd have some big long multisession arc to set up, and it would die off before we got anywhere. I changed my perspective. I would not spend much time setting future games up - most of my effort needed to be to make *tonight* a completely awesome game.</p><p></p><p>The trick is to control the flow so that when midnight rolls around, the episode is complete. That, or you throw in a twist or complication and announce a 'To Be Continued' episode. Next game, your recap is the introduction and you start right back in the action. Again, this is not railroading because you aren't pushing them at a paticular conclusion, rather you are pushing them toward an emotionally satisfying one. The players come to love this, and I've been threatened with a dice-pelting for doing the TBC on more than one occasion. Players want to finish the episode tonight!</p><p></p><p></p><p></p><p>I've found that by planning for social time it makes everything go a lot smoother. If you game at six, plan to get together to eat and hang out, maybe play a card game or video games or something. Then when its time to game, you can game!</p><p></p><p></p><p></p><p>I don't know if it needs to go down that far. You can also have asynchronous rules. Cinematic Unisystem, what I'm running now, has a fairly complete character rule system. But the bad guys can be put on a quick sheet, and can effectively be run with just a half-dozen numbers. This'll fit on a 3x5 card easily. This lets the game be run fast and loose while giving the players plenty of options.</p><p></p><p>As I was reading through my blog again when digging up the link, I thought maybe I could put something more formal together, like a scene creation form. Establish the set, the conflict that is explored, and the characters involved. Simple, but might be effective.</p></blockquote><p></p>
[QUOTE="maddman75, post: 3698793, member: 2673"] Part of what led me to this structure is a long series of fizzling game groups. We'd get some people together, I'd have some big long multisession arc to set up, and it would die off before we got anywhere. I changed my perspective. I would not spend much time setting future games up - most of my effort needed to be to make *tonight* a completely awesome game. The trick is to control the flow so that when midnight rolls around, the episode is complete. That, or you throw in a twist or complication and announce a 'To Be Continued' episode. Next game, your recap is the introduction and you start right back in the action. Again, this is not railroading because you aren't pushing them at a paticular conclusion, rather you are pushing them toward an emotionally satisfying one. The players come to love this, and I've been threatened with a dice-pelting for doing the TBC on more than one occasion. Players want to finish the episode tonight! I've found that by planning for social time it makes everything go a lot smoother. If you game at six, plan to get together to eat and hang out, maybe play a card game or video games or something. Then when its time to game, you can game! I don't know if it needs to go down that far. You can also have asynchronous rules. Cinematic Unisystem, what I'm running now, has a fairly complete character rule system. But the bad guys can be put on a quick sheet, and can effectively be run with just a half-dozen numbers. This'll fit on a 3x5 card easily. This lets the game be run fast and loose while giving the players plenty of options. As I was reading through my blog again when digging up the link, I thought maybe I could put something more formal together, like a scene creation form. Establish the set, the conflict that is explored, and the characters involved. Simple, but might be effective. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Ryan Dancey on Redefining the Hobby (Updated: time elements in a storytelling game)
Top