Game Idea

Aug. 22nd, 2006 04:08 pm
orikes: (emby)
[personal profile] orikes
There’s a small con coming up this October at one of the local colleges. Rudicon 21 at RIT, to be specific. I’ve been debating trying to run a game at a con for the experience if nothing else, and since I’m expecting this one to be pretty small, I figured it’s worth a shot.

I’d like to run something akin to the opening scenario I ran for my M&M campaign. E.G.O. Project: Genesis starts with the characters waking up in a lab. Before they were kidnapped (which is the last thing they remember), they were normal people living normal lives. As the adventure progresses, they begin to realize that they now have super powers.

Half the fun is the players having their characters discover their powers as they go. With my gaming group, it was no big deal for them to know what their powers were ahead of time and just tell them when they ‘discovered’ a new ability. For the con game, though, I’m not sure quite which way I’d like to play it out.

Do I:

a. Hand the players the full character sheet with all the powers listed and just admonish them to not use the powers until it comes up in the course of the game? The pro of this is that it’s less work for me and gives the players an understanding of what they’ve got right up front. The con is that it spoils some of the mystery, and there’s no telling the quality of player I’d get.

b. Hand the players a background description of the character, but no character sheet. During the course of play, tell them some of the strange abilities they’ve suddenly developed. After they’ve discovered the bulk of their powers and before any major battle, provide them with the full character sheet. The pro of this is that it preserves the mystery of what’s going on and helps develop a good dynamic. The con, though, is that some players won’t like not getting a character sheet to start with, and some players may be a bit lost as to their characters abilities.

c. Hand the players a character sheet that represents the character before transformation. During the course of play, start having them experience some of their new abilities, and then before any major battle, give them the full blown character sheet. This is probably the best option, but the con is that it presents the most work for me. I’d essentially have to build these characters twice – once without powers, once with.

Any suggestions or alternatives?

(no subject)

Date: 2006-08-22 08:47 pm (UTC)
From: [identity profile] cori-chronicles.livejournal.com
I agree with what jengagne said... I'm a less experienced player, but having the information in front of me is really helpful. I'm assuming when you had AngCon I you gave us the full sheets and we sort of worked things out as we went... I appreciated that a lot, and it made it easier for me to play. I don't really understand how to make all the stuff, but if you give me a sheet, I can mostly figure out what to do with it. :) So maybe that would appease experienced and non-experienced players alike?

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