Thursday, August 31, 2006
One thing I've been trying to figure out how to do for some time is to get the players in my RPG group invested in the creation of the campaign itself -- whether it's offering ideas for storylines, explaining to me what kinds of subplots they'd like their characters to be involved in or otherwise helping to find an appropriate direction for the plot and/or character development.
The typical game group (and the Sunday night group is no exception -- and neither am I, for that matter, although I've been trying to change) has a GM who does all of the preparation for a game, including writing the adventures, coming up with villains and long-term plots, figuring out what would be a good subplot for characters (hopefully with a little help from the character's background) and basically doing just about everything to keep the game running. It's one hell of a chore, and I'm sure it's a contributing factor to GM burnout.
For players, their responsibility is limited to character creation and simply showing up for a game session to play (although some players don't even take responsibility for showing up on time).
Perhaps I read too many "theory" threads on RPG.net or maybe my big burnout that ended my D&D campaign made me change my priorities in roleplaying, but the end result is the same: I want the entire group to take responsibility for the adventure and campaign. Not only should this all but eliminate GM burnout, but it should also create a better playing environment, as it's not just one person's creativity that's dominating the show -- it's three, four, five or even six people that are contributing.
Starting in mid-September, the Sunday night group will be re-forming once again to try playing RPGs on a regular basis (or so I hope). Logan and I have been reading Blue Planet books all summer, but we're far from being ready to run the game. Until we are ready, other games will have to fill in.
First up will be Wushu. As I've mentioned before, I've been dying to try Wushu out. However, I didn't really know what exactly I wanted to do with it. I put it to the players. I suggested an Ancient Japan setting (I was thinking during the war time period of the Muromachi Period) or a modern setting involving Yakuza and gun-fu. I crossed my fingers and hoped I'd get some ideas. I poked and prodded a bit before the ideas started flowing.
Now we have some strong ideas to build stories from. I'm a happy GM.
The typical game group (and the Sunday night group is no exception -- and neither am I, for that matter, although I've been trying to change) has a GM who does all of the preparation for a game, including writing the adventures, coming up with villains and long-term plots, figuring out what would be a good subplot for characters (hopefully with a little help from the character's background) and basically doing just about everything to keep the game running. It's one hell of a chore, and I'm sure it's a contributing factor to GM burnout.
For players, their responsibility is limited to character creation and simply showing up for a game session to play (although some players don't even take responsibility for showing up on time).
Perhaps I read too many "theory" threads on RPG.net or maybe my big burnout that ended my D&D campaign made me change my priorities in roleplaying, but the end result is the same: I want the entire group to take responsibility for the adventure and campaign. Not only should this all but eliminate GM burnout, but it should also create a better playing environment, as it's not just one person's creativity that's dominating the show -- it's three, four, five or even six people that are contributing.
Starting in mid-September, the Sunday night group will be re-forming once again to try playing RPGs on a regular basis (or so I hope). Logan and I have been reading Blue Planet books all summer, but we're far from being ready to run the game. Until we are ready, other games will have to fill in.
First up will be Wushu. As I've mentioned before, I've been dying to try Wushu out. However, I didn't really know what exactly I wanted to do with it. I put it to the players. I suggested an Ancient Japan setting (I was thinking during the war time period of the Muromachi Period) or a modern setting involving Yakuza and gun-fu. I crossed my fingers and hoped I'd get some ideas. I poked and prodded a bit before the ideas started flowing.
Now we have some strong ideas to build stories from. I'm a happy GM.
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