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DFRPG / Making a location feel alive
« on: December 01, 2015, 10:50:34 AM »
Hello fellow roleplayers.
I´ve been playing DFRPG since it first came out. But always as a player.
Now I´m trying to get my ass in gear and try to GM. I tried GMing once before, but collapsed under my own expectations, not my players mind you. I wanted to be as good as my very experienced GM, and well that´s not happening over night, and what I tried I think was improv GMing, which diden´t pan out at all, so now I´ll try preperation GMing.
So now I´ve stripped the magic of the FATE system, I have for some reason never got that on the backbone just being able to do it, and so I removed it from the game. It makes sense as well since my group I´m running for, all are relatively new to RPGs, one of them have a bit of D&D experience a long time ago, another a bit of Call of Cthulhu but nothing much as far as I know.
One of my players wanted a Zombie game and so did I for that matter, so I tried to create it and I think I´ve got some fairly useful. It was supposed to be a one shot, now it´s a short little campaign it feels like.
My current situation for this act/session of the campaign is, the players has reached a supposedly "secure" location, a survivors camp kind of thing. Who´s running the joint is kind of up in the air right now, I´ve got two candidates the "old one" and the "new one" and they are supposed to help be the deciding factor for what happens now, who gets control. Now earlier I´ve just planned it as I´ll be able to toss different scenes at my players as they progress the story. But now I´m in one location, and I need them to make decision based on feedback from NPCs, which way should they go, ultimately it´s up to them of course, but it´s one location I need to make feel alive. Enough people on the location to make it feel alive, with different opinions and stuff, but not so many that it will overwhelm both players and me for that matter. I´ve had characters two ways before this. Full PC style NPC sheets, which most of my NPCs consist of, one people who are basicly just one aspect to cover what they are like. Do I need to just make a bunch of aspects to try and bring this place to life? one aspect being one person? or come up with a bunch of "full" NPCs? what do you guys do when you need to make a location feel alive? have you got some web based resources for generating Aspect ideas? have you got some old characters I could "borrow" and alter to suit my need for populating my location? or perhaps like most of the time, I´ll get ideas from talking back and forward with you guys, back and forth conversations is usually a good way normally to spawn ideas. Any idea how many I would need to populate a location? looking forward to your input.
I´ve been playing DFRPG since it first came out. But always as a player.
Now I´m trying to get my ass in gear and try to GM. I tried GMing once before, but collapsed under my own expectations, not my players mind you. I wanted to be as good as my very experienced GM, and well that´s not happening over night, and what I tried I think was improv GMing, which diden´t pan out at all, so now I´ll try preperation GMing.
So now I´ve stripped the magic of the FATE system, I have for some reason never got that on the backbone just being able to do it, and so I removed it from the game. It makes sense as well since my group I´m running for, all are relatively new to RPGs, one of them have a bit of D&D experience a long time ago, another a bit of Call of Cthulhu but nothing much as far as I know.
One of my players wanted a Zombie game and so did I for that matter, so I tried to create it and I think I´ve got some fairly useful. It was supposed to be a one shot, now it´s a short little campaign it feels like.
My current situation for this act/session of the campaign is, the players has reached a supposedly "secure" location, a survivors camp kind of thing. Who´s running the joint is kind of up in the air right now, I´ve got two candidates the "old one" and the "new one" and they are supposed to help be the deciding factor for what happens now, who gets control. Now earlier I´ve just planned it as I´ll be able to toss different scenes at my players as they progress the story. But now I´m in one location, and I need them to make decision based on feedback from NPCs, which way should they go, ultimately it´s up to them of course, but it´s one location I need to make feel alive. Enough people on the location to make it feel alive, with different opinions and stuff, but not so many that it will overwhelm both players and me for that matter. I´ve had characters two ways before this. Full PC style NPC sheets, which most of my NPCs consist of, one people who are basicly just one aspect to cover what they are like. Do I need to just make a bunch of aspects to try and bring this place to life? one aspect being one person? or come up with a bunch of "full" NPCs? what do you guys do when you need to make a location feel alive? have you got some web based resources for generating Aspect ideas? have you got some old characters I could "borrow" and alter to suit my need for populating my location? or perhaps like most of the time, I´ll get ideas from talking back and forward with you guys, back and forth conversations is usually a good way normally to spawn ideas. Any idea how many I would need to populate a location? looking forward to your input.