So the experiment went well! My players didn’t get as far as expected, but that was due to 2 main factors: me shaking off that game mastering dust since I haven’t run a game in probably a year now, and the fact that I got tired before any of them.
See, even though I have been spending my time mainly writing, I.e., working on my own schedule, I still wake up at 5am every morning on the dot. It doesn’t matter if I fall asleep at 9:30pm or midnight or 2am, it just happens. Weird eh? Last night I kicked them out at 9:15pm and was asleep at 9:30pm. Very early for me but for some reason I was just hit by a wall. Probably a combination of the mental strain of keeping all the pieces juggling in the game, and the Guinness I claimed as my right as game master.
Anyways, it actually really did help me work out a few kinks in my world and as a storyteller. I found something interesting in the meantime, I get much more self conscious trying to explain my story to others in person instead of just as a written story. My story is basically a fish-out-of-water fantasy with a few spins on the genre. It’s been fun to write, but just trying to explain it to someone, I get lost stumbling over myself. How much do I give away? How much do I hold back?
Writing for the game itself became interesting since I had to lay the general story out on the line and more. No longer were the characters just speaking through me, but also interacting and responding to the player characters.
I, and I assume many others, have come to what can be looked at as the adventurer assumption. For instance, the world is threatened, you have the means to stop it through a mysterious item or quest, do you embark on it as soon as possible, or do you research? Can caution be thrown to the wind, or should it be trusted and steps measured. At what point do you say to hell with it and jump through the doorway or read the forbidden book or speak to the creepy old man?
As a game master, I see this a lot. The sections where I assume the players will selflessly throw themselves into a dangerous situation, they debate and research. When I assume they’ll act with caution, they will ride in like heroes, guns ablaze. This is more of an indictment of my abilities as a storyteller, and I’m extremely happy that I tried it. It helped point out the jumps in logic I make because I know what comes next. Not what the characters will do necessarily, but major events that are in the works and when they happen. I’m still working on making the world proactive. I need to remember that even though my POV characters may not be involved in a certain plot point, it still develops and is both proactive in it’s progression, and reactive to protagonist actions.
One of the best things I’ve learned from writing actually came from an RPG book for game masters. Remember that while the players have their goals and are seeking them out, the villain isn’t just sitting on his throne, bored, occasionally ordering minions to go bug the player characters. They have wants and needs of their own, and while the players are doing things so are the villains progressing in their goals. Maybe their goal is to be lazy, but if they’re developing a super weapon or rigging an economic system or whatever the case, they should still be making progress in the vacuum of the player characters. I need to remember that for my stories.
All in all, experiment a success, and it sounds like we might get back together next Sunday so I’m glad everyone enjoyed getting together enough to be up for having another go where we left off.
Also, shout out to Carla Doria M. of “Diaries of the happy loner” for recommending Microsoft OneNote. All my writing I still do in Scrivener, but OneNote was perfect for maps and documents on the fly for my group. Who doesn’t like a MS Paint hand-drawn map of a fantasy world? I made the castle orange so they knew it was special.