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Planning Ahead for the Cold Dark Winter… Scenarios are
sometimes like military tactical campaigns – long, dreary and held in
underground bunkers. But it often pays
dividends to plan ahead and try to anticipate the hazards that await you and
your group. Mark Newbold gazes
into his crystal ball and gives a short page of advice as he waits for the
mists to clear… It’s early dawn on a cold
October morning. You hold in your hand
an icy flintlock pistol, the bulbous barrel lying easily within your
grasp. Directly behind you, broad back
pressing against your is the Earl of Lichfield – an outrageous snob and
aristocrat who insulted your parentage and took advantage of your young
cousin Matilda. Her honour besmirched,
you challenge him to a duel. Your
second nods to you in encouragement and you return a thin-lipped smile as you
walk the ten paces towards the turn…and life or death. One, Two, Three, Four, Five, Six, Seven, Eight, Nine, Just as you prepare to turn on ten paces you hear a strangled
cry as the Earl of Lichfield is crushed into the ground by the four meter
wide foot of an Imperial All Terrain Armoured transport which was hiding in
the branches of a nearby tree. Your
second runs towards you, victorious smile plastered across his face.
“Good idea sir. Hiding an AT-AT
in the branches.” You smile back and place your hands on your
hips.
“Well Andrew, it’s like my mother always said. `Brush your teeth, check your flies and
wear clean underwear when you cross the road.’ “And
what did she mean by that?” You smile as you head back towards the
mansion.
“Always plan ahead.” It may seem like a rather unusual example to use to illustrate
my point, but it’s true. In some cases
it does pay to plan ahead. Certain scenarios are long haulers, lasting for anything up to
twelve sessions. Other, shorter
missions are over and done with in less time and flow so fast it’s pointless
to make plans, but a true campaign requires more than simply reacting to
situations. It’s like the difference
between one-day cricket and a test match.
Same game, different approaches.
In one-day you go in, swing the bat at every ball that comes close and
try to amass the most runs you can in fifty overs. In a test the idea is to stay at the crease
for as long as possible, cultivate a decent score and make life hard for the
opposition. In this case the GM is the
opposition. He’s the bowler who sets
the agenda, the pace of the game, places obstacles in your path and generally
determines who you’ll meet and what their reactions to you will be. You’re the batsman who has to react to
whatever he throws at you and make the best of it. So in a multi-part scenario you have to
have at least a vague idea of where you’re going and how to get there. Because the GM has a storyline laid out if
it’s a long batch of sessions and he’ll expect you to play the game
accordingly. So, you’ve gauged the kind of game you’re in for – a short
session. You know it will be a short
blast for you the gamer, but the GM also knows he or she has a limited amount
of time to rip through the game. So
here we go. No long chats over the
cantina table, no shopping for coats or getting
haircuts. In, out, shake it all
about. No messing. The GM will be making fast and furious rolls, the gamer will throw more dice in two hours than in
the usual three session run of games.
And the posterior will be perched firmly on the edge of the seat. Which is where it should
be. So we all know where we
are. Which means
that everybody at the table has a rough idea of how to approach the game. A long series of sessions brings a totally different approach to
the table. You can let ideas percolate
and brew, whether you’re a gamer of a GM.
Plot threads build and grow over the sessions and plans of action can
be worked out. GM’s can hit on ideas
and return to them later, and if the game doesn’t go down an avenue they’d
like it to or to a story idea they’d like to use then that can be inserted at
a later date. But both kinds of game
are equally memorable – unless you’re like me, who needs reminding what
happened at the last game almost every time, even now. Especially now – my brain cells must
fall out of my ears in the night when I’m asleep… So, to recap the recap of the recap. Whichever game you enter into, be you GM or
gamer, you’ll probably have a good idea of what pacing to expect. A slow, deadly dull three-hour one-off
session is a waste of everybody’s time.
However, a slow three-hour game in the middle of a twelve-part
scenario is a good opportunity to catch your breath and recap. Make plans with your fellow gamers or, if
you’re a GM, decide on the next twist in the game by listening closely to
what your players are planning and slowly trapping them into doing what you
wanted them to do in the first place. Cynical? Moi? You betcha! |