My novel is going surprisingly well, considering I have no idea what I'm doing. My last two NaNoWriMo novels, and most of the successful writing I've done in the past, have all been planned to some degree, even if it's just a general sketch of the starting situation and a rough idea of what I want the climax to look like. This time, I mostly intentionally decided I wanted to do something different, and see if I could write my novel without any idea of what I was doing or where I was going. (I was also really busy this October and working on other things, but that's beside the point.)
I shouldn't be surprised, really, that it's working (at least so far, we're not out of week one yet so there's still time for it to all go to hell) because I do stuff like this all the time when I GM. One of the best single sessions I ever ran was almost completely improvised: a one-shot, Gnome Town. I'd sketched out a little dungeon in the hour before I ran it, but I ditched that half-way through and just started riffing on whatever bizarre thing popped into my head and whatever crazy plan the players came up with. The players were pretty hot that night, so it worked out well.
That's the only session I've ever run completely on the spot, though I did improvise most of my one session of Feng Shui. More often, I'll have a general idea of the situation, but little or no idea what the players are going to do. That tends to be my default play style, and it can range anywhere from reasonable responses to character actions based on the pre-defined scenario, to completely making up major details of the game on the spot just because it would be cool.
When it works, it works. Going into the Infamous Wedding Incident, I didn't have a clear idea of what was going to happen, figuring that the players would come up with something. They didn't have a clear plan, because they figured something weird would happen that they could riff off of. My solution? Faen ninja terrorists. In hot air balloons, with long-spears and flaming catapults. The players grabbed hold of it and started doing their crazy thing, and pretty soon we were jamming. It was great.
Of course, the session could have been even better if I'd had better floor plans for the wedding, and a better map of the city, and a better idea of the "normal" order of events, what would have happened if the wedding hadn't been disrupted by a four foot tall version of the IRA and a cross between Mr. Freeze and Jack Sparrow. And part of why it turned out as well as it did was that I knew who a fair amount about the other people who ended up involved--the town guard and the main villain--and what their tactics and motivations were. Because the faen just got the fight started; what made that fight great was the combination of Faen, the villain's attempts to take advantage of the disruption, one of the player's attempts to take advantage of the disruption, and the rest of the party's efforts to keep order along with the city guard.
But being willing to make stuff up as I go along? Being confident in my ability to make stuff up as I go along? It's been key to whatever success I've had as a GM. And it's fun. Part of the reason I count those sessions among my major successes is what I great time I had during them. Which isn't everything, because the fun has to be there for the whole table, but it's important.
Showing posts with label nanowrimo. Show all posts
Showing posts with label nanowrimo. Show all posts
Tuesday, November 04, 2008
Saturday, November 01, 2008
National Novel Writing Month
I don't have a plot. Or more than the vaguest sketches of characters. I don't even have that much of a setting.
But I've got enough. "College. In space. With pirates."
That should be enough for anyone. We'll see how this goes.
Oh, and I'm Oddysey on the NaNo website too. NaNo madness is better together.
Saturday, December 01, 2007
Sort of Kind of Mostly Back
Novel's done. Finished. First draft, anyway.
Currently the big project is getting a group together for January. Still don't know how I'm going to go about teaching four new people to play D&D. Don't know how well that's going to work out, what the best way to do it is, any of it.
Currently I'm thinking, run a quick one or two session deal, pre-made adventure, something along the lines of The Burning Plague. Or write something like that, but I'm leaning towards just going with that, because that's the first adventure I ever played. Besides the rescuing unicorns from goblins junk, but that was just a two hour thing and really doesn't count. So there's sentimental value in that adventure, and of course that needs to be passed on, no matter how ridiculous it happens to be, what with it's plot that the players can't have.
And then after that, run an actual campaign, with new characters. Probably in the initial intro adventure, hand out pre-made characters, because it's a lot easier to teach the game than it is to teach character creation. (In my experience.) Then have people make characters, once they've got some idea of the mechanics of the game.
Currently the big project is getting a group together for January. Still don't know how I'm going to go about teaching four new people to play D&D. Don't know how well that's going to work out, what the best way to do it is, any of it.
Currently I'm thinking, run a quick one or two session deal, pre-made adventure, something along the lines of The Burning Plague. Or write something like that, but I'm leaning towards just going with that, because that's the first adventure I ever played. Besides the rescuing unicorns from goblins junk, but that was just a two hour thing and really doesn't count. So there's sentimental value in that adventure, and of course that needs to be passed on, no matter how ridiculous it happens to be, what with it's plot that the players can't have.
And then after that, run an actual campaign, with new characters. Probably in the initial intro adventure, hand out pre-made characters, because it's a lot easier to teach the game than it is to teach character creation. (In my experience.) Then have people make characters, once they've got some idea of the mechanics of the game.
Sunday, November 04, 2007
Not In My Pie
Very little blogging of late. Been busy. NaNoWrimo, etc.
In other news: Some random dead guy just took over my novel.
Huh.
In other news: Some random dead guy just took over my novel.
Huh.
Sunday, October 14, 2007
Because No Game Master Can Be Too Insane
I'm of the opinion that every game master should write at least one novel.
Or make at least one movie. Or one comic book. Or video game. But a novel is one of the simplest, most solitary, and easiest to complete narrative forms around. (And it will be particularly easy to complete when NaNoWriMo rolls around.)
Trying another narrative form is a good way to pick up tricks applicable to running a game. Character development, world design, the generation of conflict; a novel improves all these skills.
But more broadly, knowing another narrative form is a good way, maybe the only way, to find out what roleplaying is really good at. What can I do with a campaign that I can't do with a novel?
Once I've answered that question, those are the things I should focus on. Because those are the things that players can only get from my campaign. Those are the things that will keep them coming back.
Or make at least one movie. Or one comic book. Or video game. But a novel is one of the simplest, most solitary, and easiest to complete narrative forms around. (And it will be particularly easy to complete when NaNoWriMo rolls around.)
Trying another narrative form is a good way to pick up tricks applicable to running a game. Character development, world design, the generation of conflict; a novel improves all these skills.
But more broadly, knowing another narrative form is a good way, maybe the only way, to find out what roleplaying is really good at. What can I do with a campaign that I can't do with a novel?
Once I've answered that question, those are the things I should focus on. Because those are the things that players can only get from my campaign. Those are the things that will keep them coming back.
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