Monday, July 02, 2007

Making your game feel awesome as it should be (or whatever sales pitch you marketed it to be)

Just browsing through threads at this forum and this thread caught my eye. The deeper I read into it, it appears more in line with the left turn agenda I have come to realize and apppreciate.

The thread mentioned happens to start the semi-rant of the thread creator about how come the games he's been in doesn't have that sense of awe in spite the efforts put into the game by players and GM. Further responses and feeling some sense of familiarity brings it to the fore.

Its about the emotional investment for the players with regards to the stories they offer and play out in the campaign whether as mainline plot or subplot. Plot and/or subplot can be addressed with decent storyhandling skills of the GM but part of the equation has to come from the player in terms of input and what story elements he/she offers.

I would surmise enough that it has to start from the campaign's creation and the players who'll be interacting with it. The other element that would make this work further is that players have to trust GM in the handling of the story elements brought into the campaign's mix and secondly, GM and Players should not downplay or ridicule any emotional spotlighting that can happen in the course of the session or campaign itself.

I would have to treat the matter as a theatrical production which is done by the table and not on the stage. Another thing to note is that some enticement or incentive from the GM would help matters along to encourage players to act out the parts more or give meaning to the very personas they are playing. Without such, it always come out trite and just another mundane routine of scenario crawling and bashing usually perpetuated by incentives of earthly rewards achieved by the brief thrill of rolling dice.

To get your own brand of awesome into the game, it will require planning, cooperation and time to get it out. This is like locating and mining the really hard-to-find stuff which you can use to make your magic bullet of creation (This is a metaphorical reference based on this entry writer's post.). The payoff from this in the long run would be great stories that reflect on the session itself and moreso for the campaign in terms of memories and its highlights.

All in all, like a movie, investment is one part of it and the rest has to be handled competently by its production and cast in order to produce a movie of good story and presentation.