A small tip for those who like it - in social games, a decent GM will take careful note of player choices during the character creation process, divining from them a way to collectively entertain and satisfy everyone. Scenes, stories and even entire campaigns can then be built around those choices. For example, if your game is called 'Precinct 13' and one player has made Interrogation a high end trait while another has rated Empathy, one thing you might be looking at is a good cop/bad cop tag team. At the very least, those two traits will have scenes in which they are tested, and the same goes for neglected or ignored traits (which become possible challenges).
So, list all your characters traits, abilities, powers, macguffins and everything else that matters to you as a player of that character. Add all the highly rated choices first, then the low and neglected. I use the Keep app for this. When you come to create a new scene (or other story unit) select or randomly roll from this list 2-3 items. Try to incorporate these into your scene as mechanical rolls that test the protagonists skill and luck. This could help people who have a dissatisfying sense of narrating a story rather than one of playing a specific game.
Wednesday, February 10, 2016
A small tip for those who like it - in social games, a decent GM will take careful note of player choices during the character creation process, divining from them a way to collectively entertain and satisfy everyone. Scenes, stories and even entire campaigns can then be built around those choices. For example, if your game is called 'Precinct 13' and one player has made Interrogation a high end trait while another has rated Empathy, one thing you might be looking at is a good cop/bad cop tag team. At the very least, those two traits will have scenes in which they are tested, and the same goes for neglected or ignored traits (which become possible challenges).
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