Stratton
Speaks: Surprise Yourself
By Jay
Stratton, Lead Designer at Pantheon Press
Somewhere along the way, like any good GM, I realized that I had to put the adventure in front of the players. Didn’t matter where they went, that’s where the adventure happened. This worked pretty well, for a long time. I would prepare maybe three ‘scenes’ and the party would ‘discover’ these scenes almost regardless of their choices. I would even vary the order or shape of the scenes depending on PC action. I’ve heard this called ‘the illusion of choice’. This is SOP for a lot of GMs and it ain’t bad.
So my admonition for
the Gamemaster:
Let the players surprise you. Surprise
them right back. Hell, surprise yourself.
Of course, this requires a very different kind of prep. You have to have a bigger sense of the campaign and your world, and you have to think quite fast on your feet. You also have to foster real player investment. They can’t just be ‘on an adventure’ they have to be fighting for their lives!
Stratton Speaks: We Can’t All be Wolverine
May, 2011
MR. PINK: Why can't we pick out our own colors?
JOE: I tried that once, it don't work. You get four guys fighting over who's gonna be Mr. Black.
For every Wolverine, you need at least one Cyclops. You need that personality that represents the moral compass - someone who will say, “No! If we kill him, then we’d be just as bad as him!”
Corny? Not if you go for it! A character that stands up for compassion? optimism? love? It takes courage, but if you commit to it, it will NOT be corny. And remember, ‘Good’ does not mean ‘Weak’. Your character will be even more memorable if they back up their beliefs with decisiveness and action.