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PING! WHAT A GREAT IDEA! If you're a veteran Star Wars gamer, then you
probably know the problem of coming up with new and interesting ideas. If
you're new to gaming, then you'll need inspiration. Jonathan Hicks looks at
ways to get those creative juices flowing. It's Sunday
evening. There are five people sitting around a table. Four players- Bill,
Bob, Brenda and Belinda- and a Gamesmaster. The atmosphere is quiet and
expectant. All eyes are on the GM, waiting for those few words to start the
evening's session. GM: Right.
It's evening, and you're speeding towards the town of Boord-um... BILL: Is
this the town from the other week where we killed those bounty hunters? GM: (Suddenly
remembering the PC's had been here before) Yeah... yeah, that's right.
The whole place seems to be deserted... BOB: Like
that place we visited where all the people had been kidnapped by Zobian
pirates? GM: (Scrapping
the notes he'd made about the evil pirates) Yeah, something like that.
There are signs of savage fighting, but no bodies are to be seen... BRENDA:
Janos Executioners. GM: What? BRENDA: I
bet Janos Executioners killed them all. We visited that space station last
month and they'd been attacked, remember? The place looked like this. GM: (Forgetting
his idea about the Janos Executioners) Well... it doesn't look exactly
like this, there's more blood. (Starts making notes about giant worms) BELINDA:
Like when those giant worms killed all those Stormtroopers on Tedee-um and ate their bodies? GM: Sort
of... but... Oh, I give up. Well, it
happens to us all. We dry up. Sometimes the GM may just need a bit of a break
from running games to recharge and re-evaluate their campaign. Sometimes it's
because of lack of ideas. Scenarios
and whole campaigns are up to the GM to supply. They must create and breath life into their NPC's, locations and gaming worlds.
Each different character and location must have some form of originality to
keep the player's interested. After all, you can only defeat a particular
type of arch-villain only so many times. Even pulling the planet back from
the brink of destruction can be boring if the players do it every other week. So where do
all these ideas come from? Lets say the average GM
runs one game a week, fifty weeks of the year. If that GM has been gaming for
five years, that means they would have overseen at least two hundred and
fifty games. That's two hundred and fifty original story lines and scenario
ideas. Phew! That's some creative genius! Surely the ideas department would
have run dry even after the first fifty! It took George Lucas twenty years to
come out with his fourth story! Not at all.
A lot of games are very similar in overall plot, but are very different in
execution. Fair enough, the game this week may be about investigating another
murder, but it's how the murder took place- and for whatever reasons it took
place- that make the game original. A number of games can revolve around the
same plot device but the events in that game can run in a very different
order to resolve a very different situation. This is what keeps the players
interested. But what
happens when the plots get thin, the action becomes repetitive and the NPC's
sound all the same? GIVE
IT A REST Sit back.
Relax. Leave it. Stop designing and running games for a couple of weeks. The
reason your drying up may be due to the fact that
your just working too hard at it, especially if your GM'ing
more than one game a week. That little break may be all you need to get your
brain back into gear. You'll be surprised how many ideas just pop into your
head when you're thinking about something other than role-playing. If you
need space, then run a couple of published adventures, that's what they are
there for. Those scenarios you bought may give you ideas for a sequel in
future games. Also, try
playing for a while instead of GM'ing. It can be
quite refreshing to sit on the other side of the GM's screen for a change and
actually participate in a game. You can watch the other GM run the scenario
and think 'if I was running this game I would do this instead of that',
and come up with your own ideas. Of course, it's not a good idea to do
blatant re-hashes of someone else's scenario. SQUARE
ONE If the PC's
have become quite powerful or they have explored pretty much every inch of
the location they are gaming in then it may be time to start a fresh
campaign. It can be difficult to come up with new challenges in an already
well used location for high-level characters, and so a change of place and
PC's would be a good thing. If the genre
you are using is restricted to one planet then go to another area of that
planet, say the tropics or the desert. If you can, change the planet. If your
players are regularly planet hopping then take them to another sector of the
galaxy. It is quite easy to change the gaming area, and a change of
surroundings means a fresh new location for fresh new ideas. If the
players are a bit unsure whether they want to retire their favourite PC then
just change the style of the game you are running. If your players are
diverting world shattering events then bring them down to earth a touch by
making their encounters more personal. It pays to read whatever background
the players have written for their characters. Those little notes about PC
childhood's and adolescence can spray forth ideas on how to get PC's more
involved with the game instead of spending every waking moment battling the
forces of the Empire. Vice versa,
if the players are doing a lot of adventures that don't mean much in the
overall scheme of things then run a huge groundbreaking adventure. Ending a
campaign on a high note may make the players more comfortable about retiring
their powerful characters. ALL
CHANGE! If you have
really bled the game dry then it may be time to change the gaming style. Go
from Rebel operatives to smugglers or from smugglers to bounty hunters. Of
course, players may be loath to do this. After all, it is them you are
entertaining and if one player is unhappy with the setting the game is in
then the sessions will suffer. The gaming group will have to come to an
absolute decision on how the game is to be played. It may take a little while
for the players to get used to a new setting, but a new game may generate new
story ideas. If the group is really serious about gaming then a change will
not be a problem, but make sure that everyone is comfortable with it. REPEAT
YOURSELF If your running games for two different groups, then it's not
impossible to run the same story for each one, even if they are gaming in two
different genres. Designing a setting which virtually any game can use is
possible. With a little work you can quite easily adapt the game you designed
for your smugglers to be used for your group who want to defeat the alien
scourge. It's easier, of course, to run the same game for the two groups, but
this may not always be the case. If you design your adventure without
restricting it to a particular style, you can quite easily use it for two
different sessions, and even save it for future use. STOP!
THIEF! A great
source of information and inspiration comes from one huge source that is
easily accessible- entertainment. Television, radio, newspapers, the movies,
novels... all these mediums can inject ideas. It can be very easy to take a
movie plot and 'adapt' it to suit your game, although be careful... it can be
quite annoying when one of the players has seen the movie or read the book
and second-guesses you. The original movie or book plot can be 'tweaked'
sufficiently to keep the players on their toes. It's also fun to take a few
ideas and mesh them together. Wouldn't it be fun to run around a Blade
Runner type city being hunted by Terminator type robots and
avoiding Geiger's Aliens? I bet that's given you a few ideas already,
hasn't it? Even taking
dull ideas from dodgy television shows and spicing them up can give you all
you need for an evening's play. An edition of the news, giving you current
affairs and important information, can inspire
scenarios. That middle-east conflict or this political scandal
can be easily adapted. The stories are there if you look hard enough. JAWA
SWAP-MEET Communication
is a great forte of role-players, and so swapping ideas and stories with
other GM's is an excellent way of keeping the fires of creativity burning. If
you know of a local club then it may be worth going along and talking to
other gamers about their experiences and favourite settings, and sharing in
their character's exploits may give you the spark you need to start writing a
new scenario. Talking to your own players and ascertaining what kind of
adventures they enjoy and figuring out their passions... all these factors
can contribute to original scenarios. In a lot of cases, as long as the game
is done in a particular vein the players will appreciate, it doesn't matter
how unoriginal a scenario is. If the players enjoy running around
space stations, blowing up the bad guys and escaping in a battered old
freighter, fine. As long as they have a goal to aim for they can pretty much
do what they want. So, as you
can see, there are quite a few sources and methods to choose from. Even
events in everyday life can inspire the GM. A good point to remember... if
you communicate your ideas with the players and get their feedback,
then you can all settle into a game which everyone will enjoy. The aim of the
game, after all, is for everyone in the group to be social and enjoy the
evening. At the end of the day it is the sole purpose of role-playing, and
continuous fresh scenarios is a major contributor. |