I offer no excuses for getting behind on these, except that I am on holidays for the first time in a while and I have enjoyed catching up on my reading. If you can block out a day or two where you can just read, with breaks to eat and sleep, I highly recommend it. But onto the topics!
How can players make a world seem real?
I think it’s important for Game Masters to get their players invested in the campaign world as soon as possible. Character backgrounds are an obvious way to do this, but they are sometimes a little “higher level”. I like to find ways to get the players to tell me details about the world we’re in, rather than me just declaiming things to them. So if they are asking me about something their character would reasonably know, I’ll turn it around and ask, “Why don’t you tell me what that looks like?”, or “Describe how that works.” Sometimes I’ll even ask a player about details their characters might not be as familiar with, because people in the world often have ideas about how things work even if they don’t actually know (see most any conversation online at one time or another), and either supporting or contradicting those ideas. Suggestions of specific questions to draw details out of your players:
- What are some of the stranger items on the tavern menu?
- What is stamped on the local gold pieces.
- What do people in this world do instead of handshakes?
- What’s a common kid’s game?
- Is there a local sport team? If so, what are they called, what do they play, and who are their rivals?
Surprise them with questions like this from time to time, and maybe reward them (XP or otherwise) for their answers. With luck, you may get them to the point where they are volunteering tidbits on their own, and as a GM that is the best.
How can a GM make the stakes important?
The characters have to have something to lose. Whether on a personal level or just plot-wise, there needs to be a sense that you can take something away from the characters, that their choices may result in things getting worse, not better. I’ll add the caveat that you need to tailor that to your group, so you avoid analysis paralysis; you don’t want them so afraid to make a choice that they don’t do anything.
Character backgrounds are a good place to start. Any relative they mention is fair game, but so are old mentors, teachers, rivals. And loss doesn’t have to mean death. If the character has a beloved mentor that made them the adventurer they are today, what does it do to them to discover that their mentor has changed, or that they never were the kindly teacher at all? As well, relationships which develop between PCs and NPCs (or PCs and PCs) become a way to raise the stakes. And the best part is the characters make that decision themselves, so they accept that raising of the stakes. That said, I do recommend not “fridging” every NPC that catches a character’s eye, as that is the quickest way to convince your players to never make those attachments for their characters. Use it sparingly, like saffron.
How can we get more people playing?
Stop all the gate keeping bullshit. Gentles, I have been playing TTRPGs for thirty-nine years and I’ve loved every minute of it. Except the minutes spent dealing with douchecanoes who think that their time in the hobby, or their knowledge of a particular game system, or just being a cis white dude, means they can decide who is a real gamer and who isn’t. When I started playing in 1980, there was really only one way to get in the hobby: discover a group and start playing. Now, though, there are so many ways to get involved in TTRPGs, so many ways to start playing, or watch games being played, or learn to paint miniatures, or build terrain, of make TTRPG crafts, or… If you’re an OG like me, you need to realize that folks can come to our hobby from almost any angle now, and that’s a good thing. What’s also a good thing is allowing women, LBGTQ2S, and Persons of Colour in our hobby their voice, or making the games accessible to people with disabilities, mental and physical. I’ve often talked about it as making room at the table, but that isn’t entirely accurate. These folks have been in the hobby from the beginning so we aren’t making room. We’re acknowledging the space was always theirs as well, and making it more consciously welcoming. Doing this takes nothing away from the hobby I love, and gives it such a rich realm of experience to draw upon, to present stories and games we might not otherwise have available.
But what do you think? Drop your answers to any of these questions in the comments below.
One thought on “RPGaDay Catch-up: The Inevitable Sequel”
I think this is all great and all worth stating. Thanks.