I’ve had a fairly wonderful week getting started in a new game of D&D. This post is about how the processes I’ve adopted have made this a lot easier and a lot more fun that I’d previously imagined possible.
The difference has come from three elements:
- A fabulous map from Mapforge.
- Brian Jamison’s “Gamemastering“.
- Players willing to try something new.
I’ve also begun to experiment with documenting the new setting of Hollowrim using the excellent Realm Works software, something that is worthy of a post of its own.
For now, let’s take those above points in order.
A Fabulous Map
Inspired as I was by the map from Mapforge’s “Duskengrim” setting, which I used to run my solo game of RuneQuest, I chose to grab another map to inspire this campaign too:
What I love about this map is the vast array of options that it offers me as a Game Master: I can see opportunities for everything from traditional tomb-raiding through to seaborne high-jinks and clashes with bandits in the desert.
I chose a simple spot – the town of Cuttersley, just above Isoth on the centre-top island – and drafted some background notes similar in style to those I wrote for The Titan’s Abdomen. From there, having chosen some House Rules for the game, I contacted by friends and invited them to join me for a game.
Gamemastering, Brian’s Way
I’ve had Brian Jamison’s book for ages – ever since a kindly G+ contact suggested I grab the free .PDF file and see what was of use. I’ve also long thought that there is a lot of good stuff in there… but I’ve never put it into action, not fully.
This time, spurred by the determination to be a great Game Master, I have opted to try the method as-written. Although open to tweaking things as I go, the reality is that the method is working well just as it is so far.
Because I’ve written on them so recently, I’ll not bore you with the methodology on setting up the world or even the details on the Character Interview process. Instead, I want to endorse the process that I’m right in the middle of now: the one-time prep tasks.
I’ve spent this morning writing up the “GC Cards” (Gamemaster Character Cards), which is to say I’ve been scribbling on 3″ x 5″ index cards to document every character that the players mentioned during their character interviews. Referring to their notes, I have been using the Jamison methodology to add the basic details I need to use all of those characters – and there are perhaps two dozen or more – in the forthcoming game. It has been an absolute hoot – not the chore I thought I was expecting – and I’ve had loads of inspiring ideas along the way.
Yes, Jamison encourages the Game Master to sink an awfully big investment of time into the beginning of the game… but the aim is, in the long-run, to reduce session prep to under 1 hour at a time. And I can certainly already see how that is likely to be the case.
The tables in the book have been the biggest help: I’ve not rolled on them but rather used them to inspire me, providing suggestions to turn a simple character idea into something I look forward to roleplaying at the table. So far, so good.
Willing Players
Although they don’t always like to admit it, the group I game with are an Action Camp crowd. That means they like to DO STUFF more than they like to TALK – evidenced by the usual “kick in the door, ask questions later” approach of past D&D games.
That said, everyone is a bit bored by kicking in doors and counting Goblin ears later.
This time, inspired by my experiences going solo, I invited the guys to come and sit through a character creation session on Friday. The format was a group gathering during which we shared basic concepts for our new heroes, then a one-to-one interview for 15-20 minutes each, followed by going back to the group to put the character into the system.
In short, at least from where I was sitting, it went well… I had a lot of fun listening to and questioning further the ideas the guys brought to the game. In fact, as I commented at the end, for the first time ever it felt like the players were working (collectively) harder than I was as Games Master.
Practical upshot? I have a nice selection of interesting characters for whom to build adventures. It was the efforts of the players, including their willingness to suggest locations and encounters (not to mention interesting objects) in the town of Cuttersley, that have awakened my creative juices and given me hope for a really cracking new game of D&D.
Now all I have to do is deliver on the promises that Jamison asks me to make:
- Make the player characters the subject of the story.
- Have them interact with the core Gamemaster Characters the players have suggested.
- Help the player characters to reach their goals… albeit as they overcome interesting obstacles along the way.
All in all, it’s been a cracking week! I can’t wait to bring all of the notes together and forge a fun first adventure ready for the next session.
Game on!
Next post --> Lessons From Hollowrim