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Changes to my Roleplaying Calendar

For those who haven't heard, Unicon has had to be cancelled this year.

In previous years the convention has had the venue at Melbourne University for three days, Friday night for the set up, and then Saturday and Sunday for the actual convention. This year Melbourne University decided to charge more per day than they had charged for all three days last year. The organisers tried to find an alternate venue, however while finding a good convention venue is hard enough, finding one at short notice is next to impossible, so as a result they have no where to hold the convention.

Bugger.

They are definitely wanting to continue the convention next year, so the search for a new venue for next year has already begun, which is good.

My game for Unicon, Lockdown, is almost finished and was going to be finished this weekend, but with the cancellation I didn't bother. However it will be finished shortly, so it means I will have a spare game I'm able to run sitting ready. Currently considering running it in a private session at Fi and Adams place one weekend, though not the Unicon weekend as both Fi and Adam have a wedding to deal with that weekend. Anyone interested in playing, please let me know.

I was talking with arienmir on Sunday and she indicated that it looks like Arcanacon may have had too many Freeforms submitted, and if so all of the people who submitted multiple freeforms will be required to choose one freeform only, however they are still a bit low on table top roleplaying games.

As a result, this morning I removed on of the games I had submitted (A Darkened World) leaving only one freeform (Unions and Intersections) and added a new Shadowrun table top game instead :

Back in the Biz...

In the early 50's NightKat and BigDog were well know and well respected names in the Seattle scene.

NightKat was a master sneak thief. She could get anything from any where, leaving no one the wiser as to where it went. BigDog was muscle and steel, as good with the fist and sword as he was with the pistol and machine gun. Together they made an unstoppable team.

In '54, they disappeared. Officially they died while making an attempt on a Shiawase bio-tech research facility, but no one believed it. Rumours spread like cut-price NERPS on the streets, but no one had any answers.

The year is 2070. Two weeks ago both NightKat and BigDog reappeared on the streets, on the run. Word is, they're back in the biz...


Now this leaves me with a question for the people in the audience who do table top games at cons. How much should I put in the game? I don't know how to judge what is enough for a two and a half to three hour session, so advice from the floor will be greatly appreciated.

Also, is there anyone who would like to be an additional GM for this game, if needed? A 13 session con, and I'm running a freeform as well, so that's probably two sessions I'll be elsewhere at least. 11 session of a five or six player game should be enough, but you never know...

Comments

( 3 comments — Leave a comment )
aeduna
Sep. 3rd, 2007 07:47 am (UTC)
Depends how you measure it... I usually write about 20 pages, including background for someone running the game, more if there's handouts and all.

Plot wise, about 4 or 5 scenes, plus a couple of optional (oh, but they never /stay/ that way, do they). I try and think of a single session game as having about as much plot as a 30 min tv show :-)

delwyn
Sep. 3rd, 2007 08:49 am (UTC)
I find it best to be prepared with too much content, although said content needs to be flexible enough that it can be added or removed easily without seeming forced or obvious.

You can approach it from either end:

  • Create the entire story and determine which elements can be removed by incorporating neccessary plot elements into other scenes, or
  • Start with a minimal skeleton required to tell your story in the least number of scenes and create complications or alternative paths to furthering plot points.

    Either way, it helps to build in flexibility so that the game can handle players who spend more time characterising and roleplaying (thus usually taking longer to further the plot) as well as those who focus upon story resolution (who tend to go through plot at an alarming rate!). Combat tends to be good for filling in time, but may not always be desirable :)

    Finally, playtest, playtest, playtest! Ok, really one playtest should be enough (unless the game turns out to be really broken >.<) - I just wanted to get the point across ;)
  • rantinan
    Sep. 4th, 2007 02:20 am (UTC)
    Way i do mine is kinda like this
    Characters; Gotta have em, gota have em detailed.
    Plot: I give myself a set up, a finalle, and then a series of semi interconected events linking the two. I like to have at least one character driven event per major character. part of the problem wiht tabletoping is that in a small group, it becomes easier for dominant peopel to well, dominate. this ensures everyone gets to be pushed into the spotlight.
    NPC's: Major NPC's get invented and have paragraph bios. I do my minor ones on the fly, it's more fun that way. Having a co Gm to handle minor NPC's can be helava fun too.
    Dialouge: I script as litle as possible. Usualy only formal wordy bullshit (which is sometimes unavoidable when running a fantasy game, even if its comedy)
    Worldbuilding: oh my do i worldbuild. my tabletops have to survive the random/sim/steve test, or being able to survive with plot intactish even if I dont survive intact. This meens knowing everything about he world, knowing what the players will see if they turn right instead of left.
    2 hours is usualy for me a proluge, 6-10 scenes (depending on how into it people get) and the finalle. over the course of the playtest and the first couple of run throughs the game evoleves massivly. Usualy 2 or 3 of the optional scenes will get cemented into absolute cannon (like the Drowish mother scenes from SMCDtoo)I've also been known to invent scenes up on the fly if the players aere going to fast. Ask sim about "Hey dave neon" sometime for an example of that.

    basic example from SMCD too as origionaly concieved:
    Prolouge: In the station house
    First group of scenes
    the coffeeshop, the cakeshop, the rugby team, the fashion shop, the Drowish mother, the marketplace, the butler, The gang.
    Second group of scenes
    the drowish mother (if missed in the first group), The bookstore, the gang (if missed, or can be revisited), the evangelists, the University gorunds, the university quadrangle (large setpiece fight), the univerity catacombs (only dungeon like bit) incorporating the drunk uncle and the runnaway golem,
    the Union building (with extra clubs), the final revilation.
    Grand finalle: the church next to the station house.
    I added another event in the playtest "the slums" which dovetialed nicely off "the gang" but turned out to be a lot more usefull as a first tier event.
    The prolouge established 'the slums' "the butler" and "the drowish mother" as set up events, but an amazing number of parties ended up in the coffeeshop, the cake shop or conversing wiht the gang as their starter.
    ( 3 comments — Leave a comment )

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    Desert Rose

    I dream of rain
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    And as she turns
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    This fire burns
    I realize that nothing's as it seems

    I dream of rain
    I dream of gardens in the desert sand
    I wake in vain
    I dream of love as time runs through my hand

    I dream of rain
    I lift my gaze to empty skies above
    I close my eyes
    This rare perfume is the sweet intoxication of her love

    I dream of rain
    I dream of gardens in the desert sand
    I wake in vain
    I dream of love as time runs through my hand

    Sweet desert rose
    Each of her veils, a secret promise
    This desert flower
    No sweet perfume ever tortured me more than this

    Sweet desert rose
    This memory of Eden haunts us all
    This desert flower
    This rare perfume, is the sweet intoxication of the fall

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