Pretend this is Cosmopolitan magazine for a minute. The cover has a photoshopped female celebrity
in fashionable but practical seasonal clothes, plus splash graphics about losing weight, celebrity interviews, or sex secrets... and there's always a quiz:
...So let’s skip to hypothetical page 24 and do that
quiz!
1. When preparing for a game session I first
envision what...
A) The protagonists will be doing on their adventure.
B) The antagonists need to do next to achieve their sinister
goals, or how they will react to what the protagonists have done recently.
C) Dramatic questions I would like the protagonists to face.
C) Dramatic questions I would like the protagonists to face.
2. More than anything else, campaign or adventure plot is a
framework for...
A) Scenes of cool things that the protagonists get to try to
do.
B) Sinister plans the antagonists will attempt to
perpetrate.
C) Generating complex challenges for the protagonists to
resolve.
3. NPCs are most important because they...
A) Help me tell the story, providing information,
motivating protagonists, or serving as enemies to be defeated.
B) Are the primary way I determine how the plot
moves. They drive the plot with their
plans and actions.
C) Can be used as obstacles themselves or hooks to pull
the protagonists into conflicts.
4. The most important thing about an NPC is...
A) How I can make her interesting to the story - either as a
cool enemy, intriguing source of information about the story, appealing hook,
or colorful ally who takes action to advance the story.
B) What her long term plans are, how that informs what she's
been up to lately, and how that offers challenges or opportunities to the
protagonists.
C) How she can be used as a challenge for the protagonists,
resource by the protagonists, or how I can use her as a hook.
5. My campaign notes most resemble a…
A) Novel outline or summary
B) Pile of CIA dossiers on various terrorists and illicit
conspiracies
C) Therapist’s or teacher's notes on each of my players’ characters listing things each cares about, ways those things could cause trouble in their lives, capabilities at overcoming challenges, favorite challenge types, etc.
C) Therapist’s or teacher's notes on each of my players’ characters listing things each cares about, ways those things could cause trouble in their lives, capabilities at overcoming challenges, favorite challenge types, etc.
6. My session prep notes most resemble a…
A) To do list of cool events that are probably going to
happen, with either/or options in there to allow player agency.
B) Series of conflicts and why they are happening,
relating back to NPC and faction plots and conspiracies.
C) List of the challenges that the protagonists could
encounter given their current goals and intentions.
Scoring: For each A
answer, give yourself 1 point. For each
B answer, give yourself 3 points. For
each C answer, give yourself 5 points.
High scores aren’t necessarily good and low scores aren’t necessarily
bad. They just place you on this
continuum…
6-10 points: Consummate Storyteller: You rely on your charisma and enthralling
storytelling abilities to craft exciting and captivating adventures for your
players. They probably feel that they
can do just about anything. Your
greatest challenge is keeping them from feeling like your arbitrary whims determine
the limits of their characters’ actions.
Your second greatest challenge is keeping the world from becoming too
easy on them by letting them have everything they want. Balancing between arbitrary limits and
permissiveness keeps them feeling like they can affect the world, but that the
world can still affect them. Try to
think more about what the protagonists “must overcome” than what they “will be doing.” Examine the hooks you’re using and make sure
you’re not being too heavy handed. Give
your players more options and choices if you are. Your primary creative agenda is probably “Narrativism.” For you, the system is good if it lets your
players participate as Storytellers as well; and bad if it only lets them
interact with your story by escaping or resisting it.
11-15 points: You share
characteristics of the Storyteller and Puppet Master. Your stories probably rely on a lot of
colorful NPCs, though in an individual game session or scene within a session
may be more about what the protagonists do than what the antagonists do. Try to let yourself think like a Toymaker
sometimes, and don’t plan for the protagonists’ actions as much.
16-20 points: Consummate
Puppet Master: You use NPCs to drive the
plot, so your world feels very real to your players. Events all seem to fit into patterns and
themes, and when your players push, the world pushes back in a believable and
rational way. Your greatest challenge is
making sure that the story makes sense from the players’ perspective. Your second greatest challenge is making sure
that your NPCs are always creating interesting challenges for the players,
rather than just info-dumps or ambush attacks.
Your primary creative agenda could be just about anything. For you, the system is good if it lets you create
interesting challenges quickly so that NPCs can react to PCs’ actions
immediately.
21-25 points: You’re a Toymaker
who links everything back to a few NPCs or factions. One of the Toymaker’s greatest challenges is
stringing the challenges he makes together into a coherent story, and you use
NPCs and factions to serve that purpose.
One of the Puppet Master’s greatest challenges is making sure that the
NPCs are creating challenges that interest the players, and your lean towards Toymaker
tends to take care of that. Both the Puppet
Master and Toymaker are encouraged to put themselves in their players’ heads and
imagine what the game looks like to them.
Seeing things from the player’s perspective helps you to plan challenges
where some of the possible solutions are the players’ favorite activities at
the table. It also helps you to make
sure that the story is coherent from their point of view.
26-30 points: Consummate
Toymaker: You love to create situations
and see how your players will react to them.
You rely on your knowledge of the players and their characters, and a
well-tuned system to create challenges that thrill and excite. Your greatest challenge is making the individual
events cohere into a narrative flow that makes sense and feels real. Your second greatest challenge is giving the
world life, so that NPCs and settings have character and story beyond their
utility as “toys” for you to challenge your players with. Your primary creative agenda is probably “Gamism”
or “Simulationism.” You like to draw maps, especially if there are multiple ways to go and places to visit. For you, the system
is good if it lets you build a variety of challenges that are carefully
balanced and thrilling to resolve no matter what strategy the players choose. It also helps if your system injects story
and setting into your challenges or conflict resolution mechanics for you.
Comments are welcome!
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