Sunday, May 18, 2008

Someone Set Us Up The Game!

Welcome to the first post of the RPG Tactics blog! Since this is the beginning of the blog, I feel it's only fair to discuss the beginnings of an RPG campaign. Let's get started, shall we?

Before anyone gathers around the table, before the dice are set to rolling, and certainly before the pizza arrives, all those involved in the game should have a clear idea of what to expect from the coming game. Is it a sword and sorcery fantasy? An exciting deep space thriller? A murder mystery? There are almost as many different settings and styles for games as there are people in this world, and picking the right one is the first step to any good game.

There are other questions to consider, as well:
What system will you be using?
There are so many systems available, with varying compatibility to a game. Systems like Alternity, GURPS, and d20 give game masters incredible options and basic rules that can apply to nearly any campaign. Generic systems have the ability to mold themselves rather closely to any setting.

Other systems, like Battletech or The Call of Cthulhu are tailor-made for certain styles of gaming. Fantasy or inter-spacial psychological thrillers often require more complex and theme specific rules which could put off some players.

Will everyone know the rules well enough to begin playing, or are cheat sheets needed?
Some systems have nearly all the rules of play contained on ready-made character sheets. Others are so complex or setting-specific that some new(er) players may need some guidance by the game master or other experienced players. A great example of this is ROBOTECH: The RPG. The rules are what Palladium Games later based Rifts upon, but so much of the system is setting specific that a player needs to know about both the show and the gaming system in detail before the game begins to make sense.

How much time and energy do you have to devote to play?
Is everyone going to be staying the same length of time each session? What night(s) will your group gather to play? Is it an online game, and how is it run? All of these need answers, and many require a group consensus. An online game can be held in a chat room or on a message board, and both have their advantages and disadvantages.

Play-by-post on a message board allows everyone to meet a minimum schedule, but often players can be stuck waiting for unresponsive players or GM's. It can get frustrating quickly, or fall apart while no one is watching.

Playing in a chat system allows the GM to tailor each session to who is available, and in theory no one will have to wait very long for the next player in line to react to the game. However, one player's absence can completely change the game's direction.

I hope this brief foray into starting your games has helped in some small way. Much of it is common sense, but sometimes a person still needs a clear idea of what to expect in their minds. Next post, I'll be discussing choosing a setting, and what one needs in order to begin crafting their campaign.


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