I heard from Sue late last night and she is happy with the responses of patrons at Midwest Furfest. It is going very well.
For myself I am finally beginning to enjoy this "lonely" time. It takes me a couple of days to adjust. I have done a lot of reading the last couple of days and it has brought me to think about writing a couple of articles.
One is on the handling of "clues" when running RPG games. I would argue that clues come in two flavors: necessary and luxury. Some clues are essential to the success of the party. These clues need to be delivered by the GM. That means that the characters must get the necessary clues by using their skills, no matter what the dice say. They need to be able to read the sign, or find the notes, or solve the puzzle. The luxury clues can be missed, they are not essential, just nice to have.
I think that I need a way in the adventures I am working on to let the GM know which clues are necessary. I think that having a "Clue" section on the encounter form would give a place to point out the clues. I have just skipped over to my format for encounters and rooms and done some work on it. The sections of a Crypt Crawl/Go Time encounter sheet now look like this:
1. Quick Looks: (Things the players see without a contest.)
2. Hidden Sights: (Things the players note with a contest.)
3. The Story Here: (To help the GM role-play the encounter.)
4. Clues: (Information necessary for the players to acquire.)
5. Traps: (Natural dangers and set dangers that can hurt the characters.)
6. The Opposition: (The opposition is to be overcome by combat or role-playing.)
7. The Friendlies: (The potential friendlies involved.)
8. Obvious Treasure: (Right out in the open, no roll needed.)
9. Found Treasure: (Hidden treasures, roll needed to find.)
10. Special Treasures: (Treasures that have a special significance, such as Relics. Easy to find.)
Everything takes more time to do than one expects. Writing, in particular, may go easily or it may fight back. Sometimes I spend hours on a short work and other times it seems to flow. I am never sure when to "give up" and move on, returning to the pieces I am stuck on later.
Saturday, November 21, 2009
Good Morning! and a few other thoughts.
Labels:
convention,
Crypt Crawl,
fantasy,
mark ellis harmon,
RPG,
Susan Van Camp
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