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I need your GM tips!

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kenkthulhu kenkthulhu's picture
I need your GM tips!
Hi there - if you haven't guessed by now, I am running EP at AusConGames this Sunday. But I'd like your GM tips for running a con event, for the first time, with a group of complete strangers, who quite possibly know absolutely nothing about the game. Easy right? Well maybe for you, because you are seasoned vets. With a long history of RPG gamemastering, and a microscopic knowledge of the EP setting. Am I right? So what are your tips for running two successful 4 hour apiece con sessions of EP? If you have any tips, please let me know. Soon. Real soon. Please. ~ken What? Me, desperate? Nahhhhhhh. (gulp) --cross posted--
kenkthulhu Duty Now for the Future
cappadocius cappadocius's picture
Re: I need your GM tips!
Advice for running one shots, ESPECIALLY Con One Shots, is slightly different than general GMing advice, so don't NECESSARILY take this as universally useful: 1) [b]Keep it the hell moving.[/b] In a campaign, with your buddies, if not much happens at this session, they've got next session to look forward to, and at least you got to BS with your buds. At a Con, you paid good money, you don't know these other jerks from adam, and you've got a panel on Kewl Powerz to attend right after this session so you can't afford to run long. Don't let the party dither unless it's obvious they're having [i]helluv fun[/i] doing so; if they're stumped, give 'em a clue; if the non-climactic fight is dragging, cut it short. 1a) This [b]especially[/b] applies to the rules. The most important thing for a con game is the [i]feel[/i] - let folks grok the transhuman existential sci-fi horror, and they can really master the minutiae of morph swapping and the exact stress value of finding a marzipan rat in your ramen (d10 divided by 3, if you must know) once they've bought the game in the dealer's room. If you don't know a rule, make a guess, stick with it, and let the players know that their rules mileage might vary once they own the game. If a rule takes more than 30 seconds to explain, you need to fake a simpler rule for the con game. 2) [b]Go with the flow.[/b] Let an old Octomorph trot out a story. I was at GenCon playing a Hollow Earth Expedition demo, and the adventure clearly was written for Heinleinien two-fisted jack-of-all-trades heroes, real Ultimates and Mentats, with sharp wits, hard fists, and, like, three engineering degrees. Somehow, our group all hit a wavelength where we were all more Victorian-era exploiters, Flashman and Ciaphas Cain types, and after impressing the Hollow Earth natives with our fantastic 1930s technology, we basically had them do all the work fighting the monsters and risking their lives. The GM could have stonewalled us, tried to get us to play the game "right", but he ran with it; when he saw the unholy glee we took in telling ignorant hollow earthians that our lighters and flare guns were sky-god magic, he ran with it. And because of that, "Zippo, we need you to do [i]this[/i]" STILL brings a nostalgic smile to my face, years later. Don't worry *too* much about getting EP right, worry about getting EP *fun* for *that* group. 3) Spotlight everyone. Again, in a campaign, Bob understands that if he doesn't get a lot of screen time this session, you've got a Bob-centric adventure planned a few weeks down the line. If Dave has to sit on his hands for three of the four hours because there's a drama queen monopolizing your time, he's a sad demo-goer. If everyone can walk away from the table at the end of four hours with a story to tell about how THEY were awesome, you've potentially sold the game to every player there. 4) Try to fit in something that you can ONLY do with Eclipse Phase. I can go home and kitbash something vaguely Eclipse Phase-LIKE using Call of Cthulhu, Transhuman Space, and Shadowrun - but there's something [i]specific[/i] about Eclipse Phase that makes it stand out. Find that something, and shine a big bright light on it. 5) Relax. This is "Eclipse Phase for Dummies"-level advice, but it's important. Too many GMs get nervous trying to make everything perfect, trying specifically to follow all that advice I just gave you, that THEY don't enjoy the game. Just go in there, smile, throw some dice, and think of Meat Hab.
Tell me, O Octopus, I begs Is those things arms, or is they legs? I marvel at thee, Octopus; If I were thou, I'd call me Us. -- Ogden Nash [img]http://img148.imageshack.us/img148/9071/upliftuserbar.jpg[/img] [img]http://img7.imageshack.us/img7
nezumi.hebereke nezumi.hebereke's picture
Re: I need your GM tips!
How much GMing experience do you already have?
kenkthulhu kenkthulhu's picture
Re: I need your GM tips!
Thanks for the tips. I have considerable experience running sessions in campaigns for scfi and fantasy rpgs (think old-old school). I ran events at cons before - with extreme and opposite results. From outstanding to "outta here". I am returning to gaming arena (life got in the way for a while), and EP is a bit of a steep hill to climb. I hope to spark some local interest and then take to the road, running con events around the nation (Australia). I have put this adventure together which I am happy to run by anyone (as long as I am convinced they won't show up at the con). And I like the EP material - even if the combat/opposed skill resolution drags immensely. I will be using six player characters from the EP book - but would roll with four.
kenkthulhu Duty Now for the Future
nezumi.hebereke nezumi.hebereke's picture
Re: I need your GM tips!
Yeah, definitely stick with the pre-generated characters for now. Practice combat a few times. Be ready to handwave it. Bookmark those pages in your book, just in case. Aside from that, understand that EP is narrative centered. The mechanics are secondary, and meant to be simple enough for you to improvise as you go. EP characters are superhuman. Don't be surprised when they press the bounds of incredulity. That's normal. You're going to have to keep it in check, obviously. They might be able to walk on water, but there's no way they can turn water into wine without adding carbon. You'll do best if you know enough science (or psuedo-science) to explain why some ideas won't work, but avoid railroading if you can at all help it.
GJD GJD's picture
Re: I need your GM tips!
Have a list of spare names to hand. Nothing highlights an "unimportant" NPC to players so much as scrabbling around for a name. They should always believe everybody is important for SOME reason... If you are stuck, try making up a name by taking the last few letters of a word in a sentance and the first few leters of a word in the same sentance. So, for insantce, looking at this sentance we can come up with : Sen Wecan Lo Tance Inga Athis Takes a bit of practice, but works OK if you are in a bind. I also like to build up a library of NPC "Headshots" from film and TV, so if I need to give a face to a name, I can say , "OK, Inga Athis, security chief of the station, looks like Eve Myles, Gwen from Torchwood" quick google checj and you have an image. Picture paints a thousand words and all that. There is also lots of inspirational art out there. I liberally plunder several links for images that will be useful, either running as a screensaver in the background to set the tone, or specific images for events: http://coolvibe.com/digital-art/scifi/ http://conceptships.blogspot.com/ http://conceptrobots.blogspot.com/ I also ask my players to come up with 3 contacts, 3 enemies and 3 plot hooks for each of their characters (I nicked this from a guy on the AEG 7th Sea forum years ago). These don't give an OP but do allow me to hang parts of my campaign into their idea of the characters backstory. A technique related to the art above, taken from Hot War by Contested Ground Studios, is to ask each character to either find or describe 3 images that that they would like incorporated into the campaign. In Hot War, set in the early 60's after a twisted version of the cold war goes nuclear (shambling radiation zombies and weaponised not-shoggoths - very Charles Stross) the images are black and white photos, but in EP i'll accept any media. The understanding is that it can be whatever they like, but it's up to me how it comes about and what it means. You can give me an image of your PC (or their proxy) standing atop of a pile of money and beautiful (insert gender here) but you might find out somone has hijacked your morph and left you in the toaster off screen whilst the gloat.... G.
Smokeskin Smokeskin's picture
Re: I need your GM tips!
GJD, awesome, awesome links! Thanks for sharing :D
Tyrnis Tyrnis's picture
Re: I need your GM tips!
Really appreciate those links! Some great art to be found...now I'm going to have to build game events and NPCs around some of them.
det det's picture
Re: I need your GM tips!
...very nice tips GJD, thanx for sharing! ;) On topic: I'd say the usual KISS and chose one setting and stick to it. 4 hours aint long, you can barely finish one of the (very nice IMHO) adventures they published for EP. But I don't think you'd be able to make them resleeve in 4 hours play...a pity.
Arenamontanus Arenamontanus's picture
Re: I need your GM tips!
One thing I have is (besides a list of random names) is a list of random scenes, plots or people to drop in. This helps me rapidly bring in new themes, symbols or just complications when I need it. For example: The former street rebel who has now settled down. The oldtimer's conspiracy: some of the high rep but now pushed into the background original space colonists are making plans for "fixing" the habitat. The youngster's clearly cannot do it. The little octopod that seems to be following the characters. It is actually a kind of AI-run doll that is quite common, but due to a bug it conspicuously looks at one character. The smell of cinnamon/nutmeg flavoured pastry.
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