Getting back into the game, part three…

With this at three parts one would be lead to believe I might actually get my ass off the pine and onto the field but, hey, that’s me, Capitan Pontificate.

As I started thinking about this post it dawned on me that this site is two weeks shy of it’s first anniversary and that my second post was whether or not I am cut out to GM. Here I am full circle, not so much questioning my ability or motivation, as thinking about what has gotten me here and more importantly how I can draw upon real life experiences to better the game. Bit of a head scratcher as I struggle not to be distracted by shiny objects.

Writing a campaign is much like writing a story or, better yet, an improvisational play. There needs to be a distinct and compelling narrative arc, a cast of characters, a setting, and most importantly a motivation or motivations to carry the cast through the arc. Additionally, the space that the players will move through needs to be formulated and realized to some extent. In this regard, I am often at my laziest often falling back the notion a “fog” that obscures the line between the known and unknown. Development only extends so far as the cast is likely to see after that point it the world is populated by half conceived set pieces.

To help in organizing my thoughts I’m going to fall back on some tools from my MBA and days as a project manager:

Flow Charts - This would really be only used to begin sketching out the basics of the campaign and/or the adventures contained within. Essentially the major components would be assigned to a block and those blocks would be arranged to represent the over all trajectory to guide the writing. Think of it as more of a dynamic outline as those blocks could be rearranged as writing progressed. It does, however, form the foundation for the next two tools.

Decision Trees - In reality these are more like consequence flow charts but can help organize the branching and emergent nature of participative gaming. My worry during the first part of the campaign was that I was constraining the players too much in an return was giving them a game on rails. Ideally, I would like the details of the story to emerge from them in that I will provide the set, scenery, extra cast, and motivation and the rest is up to them. Decision trees can organize the game play from my perspective so that I can best approximate what needs to happen next based on their actions.

Gantt Charts - One of my favorite parts of PMing is the organizing the schedule where the trades are your orchestra, you are the conductor, and the schedule your score. These charts are great at helping you determine how long the project should take, what the dependencies are and what order they need to be in, and what resources are necessary for completion. Its use here would be to organize the overall goals and narrative of the story by outlining the major points from beginning to end and providing the necessary details for each milestone to be met (i.e. fetch key, rescue orphans, defeat boss).

Now, you might be thinking, “Damn, James! that is really anal retentive!” and you wouldn’t be too far off the mark. I have spent, and still spend, a good portion of my life swimming in chaos either of my own doing or others. By nature I am a very unorganized person and I struggle to define, categorize, and label things to maintain order. One of the challenges with periodic gaming is the tendency towards forgetfulness. What did we do last week? What happened last month? What are the names of those NPCs we are supposed to meet/greet/kill? For me, if I do not provide myself with a highly structured environment than the players are going to get mired in my own chaos and ultimately that is going to detract from the game. So I have learned that as a player and a GM an extra fifteen minutes spent organizing and cataloging information will save me hours worth of grief and frustration.

Hopefully, this will be my last chin stroking post and I’ll actually begin to write about putting together the next leg of the campaign. We’ll see how that works out.

5 Responses to “Getting back into the game, part three…”


  1. 1 Silas

    ok, everyone, chant with me, “OCD OCD OCD”

    C’mon James, get off the pine and get into the game!

    Use a few post-it notes (if you must) as your pathetic “milestones”. Keep those in mind as you run the session. Gently guide the players with those notes in mind, and let the game happen. Maybe you need to provide stronger stimulus to get the players to go where you would like them to, but you shouldn’t have ‘fixed’ points in mind ’cause the gorram players are gonna do things you NEVER thought of.

    Someone will always pick up an unknown whistle off a an obsidian altar and blow it, just for kicks, eh? Some other bozo will smash the blue musical globe that is the trigger to open the only entrance to the secret passage. Right? Sometimes you just gotta go with the flow and **make adjustments between sessions**

    Let your hair down (figuratively speaking), dude, and go with the flow. (c:

    My 28 coppers.

  2. 2 james

    Me = OCD

    It is a certainty that players are going to do unanticipated things, hell that in of itself is half the fun! But for me I really do need that level of organization in the sense that I have to be fairly clear on the mechanics of the world otherwise I’ll begin to loose track of the game itself.

    After playing videogames for most of my life there is one thing that I abhor and that is either a game on rails or one that is so open as to have no purpose. It really is a challenge to design a game that balances goals with emergent behaviors, that unanticipated actions can be woven into the overall theme. Even sandboxes have constraints, I’m just hoping that my preparation can be as flexible. ;-)

  3. 3 Silas

    OCD= Obsessive Compulsive Disorder; for the uninitiated

  4. 4 Silas

    I have given up on GMing myself due to my propensity for killing PCs **completely unintentionally**. I’ve managed to underestimate (a) the tenacity of PCs in completely outmatched encounters and (b) the ability of one special or supernatural ability to level half the party before they can get their turn in initiative. That’s how I’ve acquired the moniker of “TPK [Silas]” in my group.

    I’ve resigned myself to the fun part of campaign design - the world; geography, cultures, languages, and overall self-consistency rather than on hack-and-slash dungeon after dungeon with little to no context. After nearly 25 years of intermittent map making, religeon design, and developing consistent systems of place naming, I consider myself well entrenched in my own OCD, James, so you’re at least in bad company.

  5. 5 james

    Bah! Boss battles are meant to be hard! If a game isn’t challenging then reward isn’t so sweet in the end. ;-)

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