A few resources go a long way.
Posted: Mon May 25, 2009 6:13 am
To put it simply, I have a problem.
It has been many years since I had run a game that lasted more then a few hours and wasn't just messing around.
I had forgotten most of the rules, but I am slowly remembering the more complicated ones. I was able to run a game with a decidedly cinematic feel but had forgotten how that was done, I am getting it back slowly as well.
I am also very creative and able to put my ideas down on paper, but I have hit a snag in this area. I have completely forgotten how to create a fully fleshed out scenario/adventure and am having trouble finding information to help in this regard.
Most of what I had been doing so far was improvisation and general shooting from the hip. That's not bad but I don't really like just making things up as I go all the time, that's the players job. I want to have structure, I feel like I have no real control over the direction the game can go, no resources (tables, encounters, etc) to be able to make adventures more full, and no real way to describe/present the adventure to the players without getting bogging myself down thinking things over.
The GM guide's and Adventure guide are very capable in telling how a well done campaign is done, but not in how it is made or run. How to make use of those adventures you write down or read and how to appropriately use them so as to not muck things up for yourself.
Can anybody help me please.
It has been many years since I had run a game that lasted more then a few hours and wasn't just messing around.
I had forgotten most of the rules, but I am slowly remembering the more complicated ones. I was able to run a game with a decidedly cinematic feel but had forgotten how that was done, I am getting it back slowly as well.
I am also very creative and able to put my ideas down on paper, but I have hit a snag in this area. I have completely forgotten how to create a fully fleshed out scenario/adventure and am having trouble finding information to help in this regard.
Most of what I had been doing so far was improvisation and general shooting from the hip. That's not bad but I don't really like just making things up as I go all the time, that's the players job. I want to have structure, I feel like I have no real control over the direction the game can go, no resources (tables, encounters, etc) to be able to make adventures more full, and no real way to describe/present the adventure to the players without getting bogging myself down thinking things over.
The GM guide's and Adventure guide are very capable in telling how a well done campaign is done, but not in how it is made or run. How to make use of those adventures you write down or read and how to appropriately use them so as to not muck things up for yourself.
Can anybody help me please.