Something a bit more in the direction of general GM advice for today. Learning the rules through solo play.
Preface
I am planning to run a few multiplayer sessions of Traveller (specifically Mongoose 2E) and would like to share a method I use to familiarize myself with a new ruleset. This approach works with pretty much every 'traditional' RPG that has structured game phases and isn't overly focused on rules-light narrative gameplay.
Fair warning: this is much slower than simply testing a few example situations without context, but it is vastly more enjoyable (in my opinion) to play through a proper story instead.
The Concept
- Read the rules at least once
- Take note of major gameplay aspects (combat, exploration, social, vehicles, magic, etc.)
- Create a simple adventure and a new character for each aspect
- Repeat as necessary
- Use your solo adventures as a backdrop to your GM prep
Read the rules at least once
Allow yourself to absorb the most important core rules, and don't try to understand every special rule and exception at once. The most common rules will come up during your test adventures, so everything else isn't essential for your first few sessions.
Take note of major gameplay aspects
Sticking with the example of Traveller, I wanted to test the following aspects
- Infantry Combat
- Vehicle Combat
- Spaceship Combat
- Social Encounters
- Psionics
- Exploration and Survival
- Trade
This may seem like a lot but keep in mind that I only plan to run a short self-contained adventure focused on each aspect. Simultaneously, it allows me to create several characters, which should make me confident enough to run my players through character creation later down the line.
Create a simple adventure and a new character for each aspect
There will be major overlap in the actual gameplay, but you should try to really focus on the specific rules of the aspect you are currently testing. If you're testing spaceship combat, don't spend a lot of scenes interacting with the crew. Most of the action should be about fighting other ships.
Repeat as necessary
Repeat this process until you feel confident to explain the rules to other people and to improvise within the restrictive framework presented by the rules.
Use your solo adventures as a backdrop to your GM prep
Your former PCs could be NPCs that your group may encounter, and their escapades may have become legends told in taverns throughout the area.
Did you randomly generate a location for your solo adventures? Use it for your GM prep! If it has enough detail to allow solo play, it probably has enough detail for multiplayer sessions.
Your players may not know (or care) about the origin of these lore details, but being a GM is all about the little things. Do whatever makes your prep and GM-ing more enjoyable!
Comments
Post a Comment