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First time GMing

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Parisa Parisa's picture
First time GMing
So I have played in 3 games of EP, and I decided to run a short game for some friends (including my GM, since he has never gotten to play). I am curious to know, how much do you leave to the players, and how much do you plan? Like i have ideas of NPCs, motivations, and some landmark events tht could occur and change based on when they are encountered. What do other GMs do? Also, what do you think is the ideal number of player characters? I think i will have 5, one of whom is skyping in from another state. Apart from having no clue of how the logistics of skyping will work, is this way too many? Should i ask someone to back out of appear as a guest NPC?
Yerameyahu Yerameyahu's picture
Re: First time GMing
While the more PCs in a group slows play and increases their power (specialization niches, etc.), it's usually a shame to waste that valuable resource called 'willing players'. :) Give it a try; if it's simply too hard, talk to the players about ways to make it easier for everyone. I'd say that 5 is a typical number (4-6 is the general sweet spot, by my lights).
Googleshng Googleshng's picture
Re: First time GMing
I find just about any RPG works just fine anywhere in the 3-6 PC range. The real concern isn't so much the player count as it is diversity. With this sort of game, really, the more people you have, the less variety you want to the group. Simple example, if everyone's skills and interests are all over the map, and you end up needing to run through a backroom mob meeting with character A while character B is hacking a security system and character C is picking a fight out front for a distraction and so on and so on, it could get a tad stressful on the GMing side. If everyone is just crassly tossing guards around demanding access to something though, it's just a question of having enough guards.
Parisa Parisa's picture
Re: First time GMing
Hmm sounds like you are pretty optimistic about my skills! Hopefully when they report in their character concepts we can work out the pretty details on how they can mesh together. So I am trying not to use any of the books to come up with some villains (since our former GM has read all of them). What's your fvavorite creature? My campaign is in a torus space hab, and on a planet nearby, so I have a lot of diversity as to the crazy encounter possibilities.
Yerameyahu Yerameyahu's picture
Re: First time GMing
Man. :) Always the best villain, creature, whatever.
OneTrikPony OneTrikPony's picture
Re: First time GMing
In my opinion, knowing your NPCs and the 'game board' is more handy than having a specific plot outlined--Especially when you're dealing with a new group of PC's. All you need to do is know what *Your* characters are doing how that might involve the PC's initially and how they might respond once the PC's start getting in the way. If you want to add tension you might jot down a time line of events that might happen. As to getting a new group to mesh. USE Motivations, make sure every player knows what their character's motivations are and what every other character's motivations are. It helps a lot. From a GM perspective this may be my favorite part of the rule set. Once a GM knows the character's motivations it's not hard to rope them into an adventure. For the first adventure or module I'd suggest that you use a Villian who is 'Over Powered' but uses minions and may not be giving the group his full attention. This way if the group surprises you you've got plenty of backup or if they don't play well you can tone it down. Try an Ascync 'face' character who gets everyone else to do his dirtywork through social manipulation and mind control. Anywho, that's how I'd do it. Good Luck :D

Mea Culpa: My mode of speech can make others feel uninvited to argue or participate. This is the EXACT opposite of what I intend when I post.

nezumi.hebereke nezumi.hebereke's picture
Re: First time GMing
Parisa wrote:
I am curious to know, how much do you leave to the players, and how much do you plan?
I plan the game board, the NPCs, and have a general timeline of events. However, you always need to anticipate the characters zooming through your plot way faster than you anticipated, taking a completely novel route, or waiting to be lead by the nose. Players are strange creatures.
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Also, what do you think is the ideal number of player characters?
4 is probably 'ideal'. I wouldn't go over 7. 5 isn't a problem, as long as the players aren't complete newbies. The more familiar they are with each other, the easier it is. One thing to remember with EP is that, basically, the characters are capable of anything. It's not like D&D where you need a particular spell for a particular effect. Unless you specifically forbid it, it's most likely possible with sufficient ingenuity, skill and time. Regarding monster of the week... Yeah, the scariest monster is 'man', but that requires some forethought to make a proper conspiracy, and you may not want to do that for your first time. The easiest answer is to run a pre-written mission. Ego hunter came out yesterday. Or look at some GURPS Transhuman Space missions, which can be easily ported over. Or take a mission and rewrite. Failing that, the general 'dungeon setup' is probably one of the simplest missions, since it requires no real plot and you just have to manage combat. Set up something simple like breaking into a derelict ship to retrieve old stacks. Populate it with crazy people, exhumans, technology run amok, or exsurgents. Play up plague, paranoia and mutation. Shake thoroughly. Serve.
Parisa Parisa's picture
Re: First time GMing
nezumi.hebereke wrote:
One thing to remember with EP is that, basically, the characters are capable of anything. It's not like D&D where you need a particular spell for a particular effect. Unless you specifically forbid it, it's most likely possible with sufficient ingenuity, skill and time.
O this fact I have down. I actually just started playing in my first game of D&D a few weeks ago. I am much more familiar with EP, which we have been doing for over a year now. I know, i do things backwards, but *shrug* I am just crazy. My players however, are the opposite. Most have played D&D, or shadowrun, or something Warhammery, and have not played EP. So I guess I should make the "you can do anything" very clear.
nezumi.hebereke wrote:
Regarding monster of the week... Yeah, the scariest monster is 'man', but that requires some forethought to make a proper conspiracy, and you may not want to do that for your first time. The easiest answer is to run a pre-written mission. Ego hunter came out yesterday. Or look at some GURPS Transhuman Space missions, which can be easily ported over. Or take a mission and rewrite. Failing that, the general 'dungeon setup' is probably one of the simplest missions, since it requires no real plot and you just have to manage combat. Set up something simple like breaking into a derelict ship to retrieve old stacks. Populate it with crazy people, exhumans, technology run amok, or exsurgents. Play up plague, paranoia and mutation. Shake thoroughly. Serve.
Well my question was more posed originally to get ideas for some mini-monsters. See I have a small conspiracy, and some major monsters that can be fought. I just needed to work out kinks in my plot. For example, it starts with the investigation into the disappearance of a firewall agent. This person disappeared through a Pandora gate (they will find out upon arrival) and after protocol is followed and strange things happen, they may be asked to investigate. If they go, i need the perfect amount of stuff to happen, and I have been deciding what that is. Luckily the Gatecrashing book is quite informative and helpful in these matters. I actually haven't read any of the pre-written missions. In general, my players don't like being led around, which is why I planned out extra NPCs that may or may not come into play based on their actions. I also haven't planned specific events after their initial investigation because they can go so many ways.
nezumi.hebereke nezumi.hebereke's picture
Re: First time GMing
Who is creating these monsters (and for what purpose)? Regarding the adventures... One of them seems to have a pretty linear, 'go here, do that' plot I'd consider 'getting led around'. One is an investigation so I guess you follow the clues? Two are 'get here and retrieve X', so the players are left to their own devices. It's a nice diversity. I used to always hate pre-generated adventures. I felt like I was cheating. But when my SR campaign started winding down I pulled some out. A well-designed module doesn't feel like you're leading the characters around, it just presents an environment, a problem, and lets them go to town.
Parisa Parisa's picture
Re: First time GMing
you have a point. I should read them before beginning to make judgments. I guess I have been put off by a friend who has run the same game like 4 times, 2 of which I have seen, and occasionally with some of the same players. To me that who idea is a bit strange.
nezumi.hebereke wrote:
Who is creating these monsters (and for what purpose)
Well my campaign is a mixture of investigating a disappearance, and attempting to retrieve alien artifacts. Of course they may run into some exsurgents with their own ideas. And by may, I mean most certainly will. I have mixed some strains and put some new things together, to make it a bit more interesting, but I am focusing on the digital and xeno strains.
nezumi.hebereke nezumi.hebereke's picture
Re: First time GMing
Parisa wrote:
I guess I have been put off by a friend who has run the same game like 4 times, 2 of which I have seen,
Unless that mission is 'Food Fight' for Shadowrun, yeah, that's a bit strange. Bear in mind also that all of the missions are available for free, if you want to go that way. Download them, read through them. If you don't like any of them, nothing lost. If you do like them, buy the ones you like (or all! PHS won't say no), and run with it. The only thing risked is your time, and most of them are fun to read through even if you never play them.
Quote:
Well my campaign is a mixture of investigating a disappearance, and attempting to retrieve alien artifacts. Of course they may run into some exsurgents with their own ideas. And by may, I mean most certainly will. I have mixed some strains and put some new things together, to make it a bit more interesting, but I am focusing on the digital and xeno strains.
Exsurgents are a card to do whatever you please. You can have them seem completely normal, but run by an alien intelligence, creepy monsters, something that steps through the fourth spatial dimension, whatever. The question then is what sort of setting are you trying to create. Paranoia? You want viruses or dopplegangers. Action? Freaky monsters. Horror? Setting is most important, but an inhuman monster (maybe a swarm?) works. Aliens are also an excuse to 'make cool'. Reading Revelation Space, I'm dying to do a freaky alien artifact. Crazy robots, wandering egos, self-replicating weapons... Remember there's a reason the race isn't hanging around any more, and those few defended caches of egos and cultural artifacts, and both are likely to squash a transhuman like a bug. Once you have a size for the hole you want to fill, you need to put your distinctive twist on it. Creatures don't exist in a vacuum, so pull that in too. A creature in space may be a distributed dust, invisible against the vacuum. A creature in a city may have perfect camouflage or leap from person to person, assuming identities. Setting is really important, I can't stress that enough. For me, I tend to look at ancient mythology (especially demons) and any monster-related stuff I can get from Del Toro for inspiration. I'm looking for more sources, so if you find any, pass it on. That or I ask my wife, "what is the most frightening thing you can imagine exploding from your eyeballs?" and I just write that down.
Parisa Parisa's picture
Re: First time GMing
Well since I am going with xenoarcheology and exsurgent, I was planning on incorporating crazy alien artifact. I think drawing from mythology would be cool, I haven't thought much about that. I decided not to go with any of the alien races in the book, even though I think Iktomi are pretty cool. I was thinking that I would have some race that was mostly confronted with something that changed their physical form (similar to xeno virus), and tried to manipulate the way it affected them to "keep them normal" (and for various other reasons). The result of their efforts was that the exsurgents learned even more about them, and could take away the senses and things they relied on. For my campaign, what we know of as the xeno virus is the result of this previous strain mixed with these poor aliens who thought they could manipulate it. I am not sure if that makes any sense, but I have lot of backstory which the characters may or may not get into. Either way, it will probably affect the campaign in different ways.
nezumi.hebereke nezumi.hebereke's picture
Re: First time GMing
Sounds awesome! I look forward to hearing how it went.