Post by Rocton on Sept 23, 2011 13:48:09 GMT -5
1. Challenge not Annihilation
Your goal as a Mission coordinator is not to utterly destroy your participants or cripple them for life, it's to provide a fun, interesting challenge for their skill set. Make a tactical fighter push the limits of his tactical thinking with a puzzle. Make a speedy fighter chase and jump through an obstacle course. Make a strength character fight a bear.
You don't have to limit yourself to playing to their strengths though and are free to make say a strength character have to figure out a riddle but if you do something like this,make sure that it isn't a test that even a genius character would have trouble with.
2. Foreshadow but don't advertise
A good story, and a good mission, has an aura of mystery around it. Keep your participants guessing what will happen next but don't openly flaunt your next move and future plans. Drop subtle hints (An out of place object or a muddled tale) not open declarations (A sign that say "Secret kishin base to miles down to the left under the spotted rock with two scratches")
3. Research and Plan
Before you even post your mission, you should research any of the terrain involved, the tech or equipment that will be used, and plan the NPC's that will be brought into the missions. Avoid inconsistencies (such as an American military vehicle in a North Korean village) and find ways to use the environment to expand upon your original idea. The more information available in your missions, the better and smoother it will go.
4. Keep basic Storyline outline in mind
Your mission should be a story about characters confronting a problem and overcoming it. Don't jumble things up by making characters "Shoot first, Story later" It makes things look messy and uninteresting. Keep this graphic in mind Here
5. You're a storyteller not a fangirl writing a fanfic about your favorite kishin
It's your duty as coordinator/DM, to play the world itself, not just the one character within it. Take the time to describe what's going on, to spread yourself out to more than one character .A coordinator, a Dungeon Master for all intents and purposes, should approach their thread like a storyteller. Give some depth, some interaction with the environment itself instead of only with one character (something which in DnD terms is often called 'DM-PC'ing, wherein the DM has made an NPC that is their equivalent of a main character, with godlike abilities).
Resources for Mission Coordinators
As defined on 1d4chan wiki
NPCs are used for every Misson. Make sure you're using the right kind and in a right way. Here's a list of the different kinds of NPCs and the kind which you should avoid
Also from 1d4chan
More may be added in time.
Your goal as a Mission coordinator is not to utterly destroy your participants or cripple them for life, it's to provide a fun, interesting challenge for their skill set. Make a tactical fighter push the limits of his tactical thinking with a puzzle. Make a speedy fighter chase and jump through an obstacle course. Make a strength character fight a bear.
You don't have to limit yourself to playing to their strengths though and are free to make say a strength character have to figure out a riddle but if you do something like this,make sure that it isn't a test that even a genius character would have trouble with.
2. Foreshadow but don't advertise
A good story, and a good mission, has an aura of mystery around it. Keep your participants guessing what will happen next but don't openly flaunt your next move and future plans. Drop subtle hints (An out of place object or a muddled tale) not open declarations (A sign that say "Secret kishin base to miles down to the left under the spotted rock with two scratches")
3. Research and Plan
Before you even post your mission, you should research any of the terrain involved, the tech or equipment that will be used, and plan the NPC's that will be brought into the missions. Avoid inconsistencies (such as an American military vehicle in a North Korean village) and find ways to use the environment to expand upon your original idea. The more information available in your missions, the better and smoother it will go.
4. Keep basic Storyline outline in mind
Your mission should be a story about characters confronting a problem and overcoming it. Don't jumble things up by making characters "Shoot first, Story later" It makes things look messy and uninteresting. Keep this graphic in mind Here
5. You're a storyteller not a fangirl writing a fanfic about your favorite kishin
It's your duty as coordinator/DM, to play the world itself, not just the one character within it. Take the time to describe what's going on, to spread yourself out to more than one character .A coordinator, a Dungeon Master for all intents and purposes, should approach their thread like a storyteller. Give some depth, some interaction with the environment itself instead of only with one character (something which in DnD terms is often called 'DM-PC'ing, wherein the DM has made an NPC that is their equivalent of a main character, with godlike abilities).
Resources for Mission Coordinators
As defined on 1d4chan wiki
An Non Player Character is a character under the control of the GM. They are there to provide backstory and life to a campaign, and to advance plot hooks. The role of the NPC is essentially to provide external life to the game so the players have an avenue to suspend their disbelief that they are just sweaty guys in a basement with a bunch of dice. A world full of NPCs who are played well can lend credence to the reality of the world.
Sadly, this doesn't always happen, and the NPC is abused by many a DM who either doesn't know any better, or is a raging prick.
Sadly, this doesn't always happen, and the NPC is abused by many a DM who either doesn't know any better, or is a raging prick.
NPCs are used for every Misson. Make sure you're using the right kind and in a right way. Here's a list of the different kinds of NPCs and the kind which you should avoid
Also from 1d4chan
If you know what your players want you're one step closer to running a good game. Some just want to kick some goblin arse, others want to get involved in the political intrigue at court, others don't really know what they want. Try to lead them on adventures that involve all the characters and give them all challenges that depend on what they do best. If you have a rogue in the party make sure to have some sneaking or trap-finding to be done, if you have a barbarian be sure there will be opportunity to kick some ass and so on. Talk to your players.
In the end there is really only one rule, Rule 0, which states: Have fun. Meaning everyone at the table. Make sure everything is moving forward, try to avoid stalling and monotony. If the players are really stuck just throw something at them, even ninjas. Keep things happening and everyone interested.
In the end there is really only one rule, Rule 0, which states: Have fun. Meaning everyone at the table. Make sure everything is moving forward, try to avoid stalling and monotony. If the players are really stuck just throw something at them, even ninjas. Keep things happening and everyone interested.
More may be added in time.