[IAWA] Maximum Prep?
Ry:
"Let's say" "for the sake of argument" I'm "hypothetically" "thinking about" planning to run a really long IAWA game. I'm deadset on making my own oracle for the whole thing, which is the same as making a custom setting.
I'd like to make a player's primer as well, something that says "here's what the setting is" including some jargon, a nice, fairly blank map and some pictures (here's what a wyvern looks like, here's how a troll behaves, here's the typical caste system of a city, here's a list of the three promises the gods made to mortals and have to keep).
Besides scripting 'things that are going to happen' is there anything that I should absolutely avoid preparing?
Ben Lehman:
... So can I be a hardliner?
Avoid preparing anything but a small number of topically focused oracles.
No pictures.
No guidelines.
Certainly no "players guide."
Trust the group of people that you're playing with or, if you can't, play with a group of people that you trust. It'd be best to let someone else be the GM for the first three chapters.
yrs--
--Ben
Ry:
You can be the hardliner, but I'd really like to do a game of IAWA in a particular setting, and help the players get into it. I.E. if I did a game of IAWA using Planescape tropes I definitely would provide the players with a sheet with the planar cant on it. They need to know what a yugoloth is, and if we want that style we need 'berk, cutter, pay the music, dark' and so on.
Ry:
Also, my gaming situation is very specific: With Play Now and the local scene, I have a massively volatile player base. At the same time I want to have some kind of consistency for my own enjoyment. It's not about trust so much as wanting to share this game with people and being realistic about who's showing up week to week.
Alan:
I'm working on a Conan oracle. I envision a package of a couple of things
1) a sketchy map, essentially with only coastlines and a fe cities or ruins marked on it, no labels.
2) the oracles, chosen from Howard's writing to define characters.
3) a list of ancient peoples -- from which players can name the peoples who inhabit the land.
4) lists of potential character names
I think well chosen oracles will define the kind of characters, beasts, and demons that appear in the world. The group would add to the map as chapters unfolded.
The one thing I think isn't covered by oracles is the Robert Howard feel of magic It's hard to qualify every mention of "wizard" or "sorcerer" with a description of how their magic works.. For this, I hope to lay out some basic guidelines. eg no flashy D&D magic, pulp hypnotism, poison, powders, necromancy, and the rare mind reading or clairvoyance.
Navigation
[0] Message Index
[#] Next page