Prep More Content Without Robbing Player Agency | RPG Mainframe

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  • Опубликовано: 29 сен 2024
  • Get your pen and paper ready for this one. I propose a method to marry the opposing forces of GM prep and true player agency. No easy love affair, but with a few 'blobs and fingers,' I think I have an answer!
    RPG Mainframe Ep. 53
    Originally shared on Patreon Nov 5, 2019
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Комментарии • 35

  • @Game.Master.Allen83
    @Game.Master.Allen83 6 месяцев назад +19

    Your take on player choices really hit home for me. Instead of mapping out every session in detail based on every possible outcome, a simpler outline of 'what ifs' sounds like a game-changer. Like, if the goal is to acquire the Hanzo Sword, just bullet point what success (A) and failure (B) look like and how they ripple through the story. Then, flesh out the details after seeing where the dice land. Keeps the adventure fresh and responsive! Thanks for the strategy; it's a perfect blend of prep and adaptability.

    • @Castheknotted
      @Castheknotted 6 месяцев назад +1

      I always try to ask myself, what the failstate and success for the dice roll im asking for.

    • @Game.Master.Allen83
      @Game.Master.Allen83 6 месяцев назад +2

      @@Castheknotted agreed. As a GM, if you're asking for a die roll, ensure it's because two outcomes await. If a failed roll doesn't change the scenario beyond lost time, maybe it wasn't roll-worthy. Success or fail, every roll should push the story forward, turning failures into new hurdles.

    • @willkeir155
      @willkeir155 5 месяцев назад +1

      I agree. Player choice feels like the holy grail of tabletop gaming.

  • @DexSaveDan
    @DexSaveDan 6 месяцев назад +9

    Take a shot every time he says agency, binary or choices.GO!

  • @AdamPerry-yi2sz
    @AdamPerry-yi2sz 6 месяцев назад +8

    Can't say I always agree with Hank, but boy, he sure does consistently give me food for thought.

  • @jstrtx
    @jstrtx 6 месяцев назад +6

    Well stated thesis! In my experience, while many players may be enticed by the idea of an open world sandbox game, the majority of players don't want to play in games that require a lack of defined story threads that are easy to consume, having more open-ended questions about what's going on than knowing their current purpose and direction.

  • @kokokakanomane
    @kokokakanomane 6 месяцев назад +3

    I'm running a cyberpunk sandbox campaign and it's challenging not to be overwhelmed by the amount of things to prepare. I find cyberpunk much more difficult to prepare than medieval fantasy. I blend authoritarianism for setting up and launching the game and freedom for the rest of the session with occasional nudges when necessary to preserve the fun. Thanks for the advice, I'll implement it right away.

  • @GregMcNeish
    @GregMcNeish 6 месяцев назад +4

    Best content on all of RUclips, bar none.

  • @MatthewBrpg
    @MatthewBrpg 6 месяцев назад +2

    Do not dictate how, BUT, if the players are floundering on the how, it can be helpful to them to offer suggestions. Just make sure you are giving multiple options (rule of three) plus explicitly leaving the door open for other solutions. "You could try negotiating, fighting, or evading, or do something completely different - it's up to you!"

  • @k0rr_th3_barbarian
    @k0rr_th3_barbarian 6 месяцев назад +2

    Love the DM tips from the podcasts and older videos. I just ordered "Index Card RPG Master Edition" hardcover. Can't wait to get that in my hands. I found your videos several years ago, great content for sure. Also, you inspired me to bust out my journals. Keep up the good work.

  • @snailcorepistolwhippits9488
    @snailcorepistolwhippits9488 6 месяцев назад +2

    Dude I really like your dungeon terrain.

  • @hemareso
    @hemareso 5 дней назад +1

    Great video! You helped me tremendously!
    I have a work coleague with who i discuss a lot about TTRPGs filosofy. He has been playing for 40 years xD but has a ceptic aproach about Dnd. He says that its a format o TTRPGs that 100% kills the player agency, because the DM decides everything. The players only do the HOW, but no meaningfull decision... That way of thinking has paralyzed me from preping recently :( But this video unlocked my doubts! If they can take atleast 1 significant decision every session, they are having player agency! Even if within my architecture. Plus! Its manageble! Tytyty! My olympic fire has been reignited!

    • @Runehammer1
      @Runehammer1  5 дней назад

      @@hemareso geez that’s grim and awful. go forth and have fun!

  • @lowRolls
    @lowRolls 6 месяцев назад +3

    As always, The Mainframe delivers. Five years later and still strikes like lightning!

  • @diegoandaloro98
    @diegoandaloro98 5 месяцев назад +1

    As I understand it, this is a method to prepare more than one session at a time, not to be confused with what's going to happen in each of these sessions. So the binary choices you're planning ahead are possible general outcomes that change the general thread of conflict that you're presenting in the beginning.
    For instance, let's say in the first session the players are presented with "something really bad will happen if you don't act" then you could plan ahead what's gonna happen to the players if they choose to ignore this thread or try unsuccessfully to solve it.
    Note that you're not depriving them from the "how" are they gonna do it, in the case they get hooked on the idea of solving the thread.
    Now, you might think "well, if they can go any other way, chasing any other storyline they want, what's the point on prepping at all?" And I agree partially, its true that you cannot force them to get hooked. But, while you present a conflict you make up many other details about the plot that will serve you to later on even if they choose to go any other way thread-wise. And also I think you should be able to participate actively in the story with a single thread that is important, at least if the players are only getting the collateral damage of ignoring it. You're also a player in the end :)
    Sorry for the wall of text, I was thinking while redacting. This is just my take, tell me what you think!

  • @Umberhulk-yr1ul
    @Umberhulk-yr1ul 6 месяцев назад +2

    You had me at chunky thoughts

  • @SkittleBombs
    @SkittleBombs 6 месяцев назад +1

    I play a zero prep GMless game. It’s basically co-op solo rpg style gameplay.
    As a group of 3,we generate the LOGs, TTT on the fly using random tables as a group and the mechanics.
    Ironsworn and starforged are a masterclass of this and it’s core mechanics support the gameplay loop in their wording.
    The downside is obstacles are abstracted for the sake of narrative flow. Character growth/Experience is earned from completing quests and exploration. And there are 5tiers of difficulty to choose from for all monsters, travel and quests.
    Gear and supply is also abstracted to a stat that gives “quantum supply”

  • @Dom2Wan
    @Dom2Wan 6 месяцев назад +1

    Short-shift should actually be short-shrift, just fyi. Great talk as always.

  • @difenderu
    @difenderu 6 месяцев назад +2

    now that's interesting

  • @Castheknotted
    @Castheknotted 6 месяцев назад +4

    I think naming your sessions is important. At the beginning I would tell your players.Hunzo sword is the name of this Session so that they kind of have an idea of the plot points.

    • @MisterWebb
      @MisterWebb 6 месяцев назад

      Have you ever heard/read anyone talk about this idea? I have it built into the game I’m designing: each episode (session) is assigned a “working title” by the GM at the beginning and is then given a formal title (usually beginning with “The one where …”) by the players at the end.

    • @Castheknotted
      @Castheknotted 6 месяцев назад +1

      @MisterWebb yeah man, lots of live play ttrpg Gms do this. Great idea thou, very friends!

    • @MisterWebb
      @MisterWebb 6 месяцев назад

      @@Castheknotted Darn - I thought I was being original!

    • @Castheknotted
      @Castheknotted 6 месяцев назад +1

      @MisterWebb supergeekmike just did a video on this, i think youd enjoy!

    • @MisterWebb
      @MisterWebb 6 месяцев назад

      @@Castheknotted thank you!

  • @jn3Storyteller
    @jn3Storyteller 6 месяцев назад +2

    Maybe it’s my 43 years of GM experience, writing every adventure I’ve ever run since 1981, but the prospect of my players completely surprising me with the direction of the next adventure doesn’t scare me at all. In fact, few things make me happier as their GM than when they push the story in a manner I never even imagined.

  • @KeineMaerchen
    @KeineMaerchen 6 месяцев назад +4

    I love everything you do ❤ I am watching and listening more Runehammer than Netflix 😂

  • @Grimlore82
    @Grimlore82 6 месяцев назад +4

    These videos brighten my Tuesday morning 🛡️!!

  • @marcuslopes3806
    @marcuslopes3806 5 месяцев назад +1

    I didnt quite got how this binary thing becomes a tree. Like, Im about to GM a Deathbringer Dark Sun campaing. At the end of game one, the party will know about two quest oportunities. If they go for Quest 1, tha`s a "No" for Quest 2. Whats next for that branch?

    • @Runehammer1
      @Runehammer1  5 месяцев назад +1

      there never was a branch 😀

    • @marcuslopes3806
      @marcuslopes3806 5 месяцев назад +1

      @@Runehammer1 OMG the man himself has answered. The first encounter will be the one from your video. Thanks a lot!

  • @2ndPerk
    @2ndPerk 5 месяцев назад

    I know this is old, and may no longer be relevant for discussion. But I do think that this method doesn't only rob players of agency - it completely and utterly destroys player agency. There no longer is any player agency to discuss, only a set of 2^n stories (where n is sessions played), one of which the GM will present to the players as they travel through and observe.

    • @diegoandaloro98
      @diegoandaloro98 5 месяцев назад

      As I understand it, this is a method to prepare more than one session at a time, not to be confused with what's going to happen in each of these sessions. So the binary choices you're planning ahead are possible general outcomes that change the general thread of conflict that you're presenting in the beginning.
      For instance, let's say in the first session the players are presented with "something really bad will happen if you don't act" then you could plan ahead what's gonna happen to the players if they choose to ignore this thread or try unsuccessfully to solve it.
      Note that you're not depriving them from the "how" are they gonna do it, in the case they get hooked on the idea of solving the thread.
      Now, you might think "well, if they can go any other way, chasing any other storyline they want, what's the point on prepping at all?" And I agree partially, its true that you cannot force them to get hooked. But, while you present a conflict you make up many other details about the plot that will serve you to later on even if they choose to go any other way thread-wise. And also I think you should be able to participate actively in the story with a single thread that is important, at least if the players are only getting the collateral damage of ignoring it. You're also a player in the end :)
      Sorry for the wall of text, I was thinking while redacting. This is just my take, tell me what you think!

  • @anathamon
    @anathamon 6 месяцев назад

    Food for thought, 🤔