[InSpectres] First game, and new to player authorship.

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jydog1:
Howdy.  I'm going to be running Inspectres at a minicon in June.  It's safe to assume that most of the players will be unfamiliar with the system, so I ask those who are more versed the following:
 1) I'll have the chance to communicate with both sets of players (i'll be running it twice) via email a week or so before the con.  Should I break down the basics of the system in email so they have a concept before we get together, or just toss it at them as they come through the door (all will be experienced gamers)?  i mean, if you were a player, how would you prefer it?

2) pre-gen characters or let/force them to do it at the beginning of the block?  Pre-gen is easier for everyone, but this seems like a game that embraces and rewards creativity and would be more fun with them making their own little ghostbusters.

3) How far off what I've loosely planned should I expect gameplay to go?  For instance, I have an outline for the first mission (well, three of them, actually) - where they have to go, what they'll face, why it's there in the first place, etc - but in reading accounts it seems like I'm only fooling myself to think it'll go that way.

I may have more questions.  I'll probably not be afraid to post them.  Wish I had some locals to playtest it with, but not right now.  Oh well.  Cool system.  thanks in advance for any help.

Kit

Nathan W:
I'm no expert as I've only run the game 3 times myself, but I'll offer what advice I can.

1) I'd let them know some of the basics before hand. At least explain the idea that rolling high means you narrate and rolling low means the GM narrates. Also, letting them know the basics of character creation will help with your next question...

2) I'd let them make their own. It gets the creative juices flowing, and char-gen in InSpectres is fast anyway.

3) Throw your notes away and be prepared to go with the flow. I've found that the best preparation for this game is to roll on the "Client Roll Chart", or just spend a couple of minutes thinking up a memorable opening scene, and then just let things develop from there. Depending on your players there may be times when you have to jump in and decide where the story is headed, but for the most part it's going to be up to your players. For example, if a player decides to investigate an NPC and rolls a 6 then they get to decide what they find out about that NPC. So forget having a detailed mission planned out and just let it develop during play. Don't plan beyond the first scene. The great thing about this is that you, as the GM, get plenty of surprises from the story just like the players.

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