Showing posts with label Eleanor. Show all posts
Showing posts with label Eleanor. Show all posts

13/07/2013

Eleanor Sells Her Next Adventure

The first adventure went smoothly. Really smoothly, actually. Eleanor was about to start thinking about how she shall sell the next one. She went through her notes, going over the PCs' backgrounds, and created the next adventure. It was supposed to be an adventure based around a magic item that the group was supposed to reach before a creature. She thought about this magic item, about how it was created and about how the creature was unleashed from it.
She then thought about what she finds the coolest aspect of the game, about the aspect that makes this adventure her adventure. She understood that if she'll focus on this aspect, she'll sell it better. The enthusiasm started to fill her, and a smile went through her face.
The next part was easier. She went through the NPCs that she has defined, and picked the one that was the most appropriate. Lady Mellisa was picked for the task, as she was the group's patron.
She then went to decide about when she'll suggest it. She was torn between suggesting it mid-adventure and at the end of it. She picked the end, as Lady Mellisa was on a quest of her own, and she weren't supposed to return 'till the end of the PCs' adventure.
Then, after she had all of this, she thought about the little details: About the legend of Geldofious, the amazing wizard who locked this vile creature in his sword. She thought about how the creature ended in the other side of the world, when it went out. More importantly to her, she thought about how it was supposed to affect the inhabitants of the little village. "Starvation and suffering", she thought, "and little thin children, with big eyes and way too thin bodies like..." The thoughts rolled in her mind, and...

When the time came, she used this way to sell the adventure. The suggestion went perfectly great, and the group was on its way, ready to face the creature...

So, this is how both I and Eleanor sell our adventures. How about you? What ways do you use for it? How does it turn out?

30/06/2013

The Group Goes Adventuring

"If you'll complete this mission for me, I will reward you, with many a gold piece. Your reward will be great, 2500 gp for each..." Beatrix remembered it far too well when they were on their way, even better when they started to fight their way to the centre of the dungeon where the "Sword of Elerondium" lies for centuries. She remembered it even better when they got close to it. She felt they were close. 
When the dragon emerged in front of her, she knew what the baron said by heart. When the dragon emerged, ready to burn their asses, she knew that she has to run. The entire group knew that it doesn't worth it. 2500 gp for each doesn't worth one of them. They've got far enough money to train themselves better (and to advance a level, Eleanor would think to herself after the session), and the dragon is far too powerful...

Eleanor decided that it won't happen in her game. She remembered far too well the number of times that this shadow of the past came to haunt her, manifesting each time differently, in another group and in another mission. She decided that in her game, the reason for the mission will be personal.
She knew another thing. She knew that if it will be a cliche, it may destroy everything. The last quest bestowed by the mentor is not the way to do it. So it is to rescue the daughter of the king. But to rescue their parents? Their friends? That's a different thing. Or maybe she can go for their goals and ideals? There is sure a thing there that she can dig for...

The group were on their way, ready to face what it will take them to complete their quest, ready to fight for what is worth fighting and to save who is worth saving. Eleanor was happy, the group didn't know what meant her smile and started to panic a little bit...

A few points that were raised in Eleanor's GMing, and/or in her GM's GMing

  • Reasons to go for adventuring should be personal.
  • If they are not personal, be ready for the players to decide that their characters are leaving when they'll think it doesn't worth it.
  • Players understand differently smiles of the GM, and it can be used.
  • The background of the PCs is a goldmine for reasons to go adventuring, and also for the adventures themselves.

29/06/2013

Eleanor Opens a New Campaign...

Eleanor continued to look in her memories, searching for another tricks, for another ways that her old GM used to open campaigns with. She looked at the players, a little bit nervous, a little bit sad, but it soon changed. She decided to continue no matter what.
She was sitting there, her GM starts the adventure, and the picture emerged back. Her old GM knew when to read from the papers and when to improvise scenery. What was so wonderful, was that she did both of this things overly dramatic, and it was way too hard to discern when she did which.
The session started, her old GM stops before an important message, before terrifying scenery, before...
Eleanor always felt that she sees the world, but more than that, she smelled the world, she touched it, she heard it, she tasted it, the world was around her and within her and... Beatrix smelled the roses in the fields. She went to the bar, leading her group. Although she knew what was there, although she was in the bar a moment before she was in the roses garden, she didn't feel cheated. She felt it was justified. It was a flashback, this scene, and she led the group to where they begun...


Eleanor came back to the present, her group looking at her, waiting to see and to hear what she's gonna do. Less than a minute has passed, and she knew right away what to do. She described the surroundings, the world, the where and what and when of the game. She continued to a little bit of the whom of the story, those that were at the bar anyway, and she laid the ground to the PCs. 

The PCs were there, her changing voice, volume and tone, drew them near, drew them in, her descriptions created the living picture that she tried to create...


The group sat in the bar, looking at the commoners and at the few nobles who were there. They suddenly were asked about their history by the barman, who looked interested to hear how they have met, and what have they done in the past few months, and if they are adventurers. 

The group started to describe, telling about coincidental meetings and about first-look loves and about family-bonds and about event-bonds. The barman listened quietly, asking one question there, another one then, suggesting ideas when they were stuck.
It wasn't a clean way, she knew, but it was useful, and it was in character. "Get this thing in the beginning and it will continue 'till the end", her old GM used to say, and she was right, of course... Before she knew it, she had a group with history, with a background and a few deeds, and with a goal. She was happy with what she had. It was a great beginning...


And so, Eleanor continued with her GMing. A few things that were pointed here:


  • Descriptions: All five senses.
  • Voice: Changing all the time. Not monotonous or anything, but a changing vibrant voice in both volume and tone.
  • If there's a contradiction to a thing that was said, it's better to give a quick convincing explanation. Flashback was great in this example- it used the contradiction to explain how they arrived at the bar, but it can also be solved in another ways (dreams are a favourite of many...).
  • It's best to ask the group how they met. Not how their characters met, but how they as the characters met ("Beatrix, how did you and Robert met?" As opposed to "Eleanor, how did you and Bobby met?").
  • If the group is stuck, suggest ways to continue. It doesn't have to be crystal clear, as with the example of the barman, but a little leading question there, another small one a short time afterwards and you've got something...

28/06/2013

The Story of Eleanor

This moment comes, when you open a new game, with new characters and all, and you all sit across the round table and wait for the ordinary world to disappear and for the imaginary world to fill the space. You, like every person wants to get into the mind of your character, you want to be him/her and not yourself anymore, at least for a few hours.
The GM starts to speak. She describes the setting, going over all the details of the bar that you're within, of the tired barkeeper and of the stinking man with the purple roses who's supposed to be some kind of a magician. Then he asks you: "What are you playing?"
And in a moment, everything that she built is lost. In a moment, you're not Beatrix anymore but only play her. The shift is too quick, too strange, too out of its place. You look at your wonderful GM with your eyes and she suddenly understands what mistake she made. She quickly corrects herself: "Can you please describe yourself?" And the change is far too great. Suddenly, you're not Eleanor anymore, but Beatrix. 
She then continues to one of her old tricks, and she asks you (just like she asks everyone else) a question about Beatrix. Not a familiar question, but a strange one. "What does Beatrix do every Sunday morning?" Last story opener she asked you about Lisa's marriage life, and she asked Bob's character about what he liked best in his wife. She didn't ask Bob, as she didn't ask you, she asked the characters. Suddenly, you were in the characters' minds, thinking like them. The shift was well familiar, and it felt great.

Today, it's the time to start a new session, and you begin in the same way your old GM opened the game. The players respond well, and you can see that they begin to be their characters, to come into their skin, to sit into their brains, just like the way it happened to you.


I don't know if I succeeded with what I tried to pass here. I hope I did. It's not magic, and Eleanor didn't lose touch with reality (although she wasn't real in the first place...). It just helped this Eleanor to be her character for a few hours, and to leave the troubles behind when she met her friends...

How about you? How do you help the players to be their characters?