ON LOCATION
By Jonathan Hicks
The hour has arrived. You, the Gamesmaster, have spent the last few days preparing a new campaign for your players to get involved in. It concerns a plot where an ex-Imperial has taken over a weapons lab and is building his own war machine. The players have to track him down across their sector of space and stop him, meeting several beings and visiting several locations as they travel. Each planet and non-player character has been designed, with narrative and descriptions of them laid out on sheets ready to grab at a moments notice.
The dining room had been prepared,
and one by one the players arrive. They sit and talk amiably for the first half-hour,
going over whats been going on since they last met, tales of real life and the
imaginary. The game begins.
The characters meet their foe and
learn of his plans. He escapes. A battle, a starfighter attack. They meet another NPC
who agrees to help them, puts them in touch with another who might help further.
Theyre double-crossed. More fights and you look at your watch and decide that
thats enough for one week. You wind things down and the players relax, going over
whats happened and leaving.
The next week arrives. Youre
ready with the notes from the last game and the repercussions of the players
actions. They seat themselves and prepare. Just as youre about to start, one of them
asks;
Sorry, but what happened in the last game again?
You stare at him, dumbfounded. How
can he not remember? Didnt he enjoy it?
Yeah, I enjoyed it, but you know, its been a week.
But why didnt he remember what
happened?
Ive been busy since then. It didnt really stick in my mind.
But if that happens youre going
to have to make notes during the game every week to re-appraise the players of whats
been going on. Its hard enough work GMing.
Why cant one of us write it down?
Because thatll still slow your
game down. Youll all be waiting for the writing player to finish sentences or making
sure details are correct.
I get it. What can we do?
You said that it didnt really
stick in youre mind. Why was that? Are you sure you enjoyed it?
Yeah, I did, but this room has become the normal thing every week and I
forget sometimes what game we played when.
Maybe you should change locations.
Ask your friends if you can hold the game somewhere different.
Its possible we can do it at my house, says one of the others,
but itll have to be in my bedroom. Theres not a lot of space.
We could do it at my
place but my younger brother would probably keep interrupting. Itll ruin the
atmosphere.
So, the options of locations is a
problem, and, as stated before, the normal thing to do is to congregate at your house. Is
there something you can do to improve the location youre in at the moment, try to
make the atmosphere right to make the games more memorable?
If you do choose to change playing
locations you could start by making sure there are no distractions, which will interrupt
play and ruin the continuity of the game. If there are others in the house you live in
then make sure they know that this night is youre gaming night and that youll
need a couple of hours to yourself. The last thing you want is for people to wander into
the room and start a conversation as they pass through. Where exactly is the
room you are holding youre games? If its a dining room, which is the only
access to the kitchen, then youll get people wandering through at regular intervals
and spoiling the moment. If there are things in this room that others in the house may
need then theyll be popping in to get it and that will generate the same problem. If
thats the case and youre limited on options as to other locations in the house
then you will have to make do as best you can. Warn the others living there that if they
need something then they should get it before play begins. If they have to pass through
then make sure they understand that they should pass through with minimum fuss. Not
everyone understands the necessity of atmosphere during a role-playing game, may not even
understand the hobby itself, and carry on regardless. Explain it to them politely, asking
them if they wouldnt mind taking youre group into consideration before doing
anything. Getting upset or impatient about it wont help, and they live there too,
after all.
But its okay here, we dont get interruptions. It sounds as though
moving the game to another place might be more trouble than it sounds. What can we do to
make things better here?
Take a look around you, youre
usual role-playing area. Whats in the room? If the room is filled with a simple
table, chairs and minimum decoration then youre already half way to a decent place.
If there are too many things in the room then the players may get distracted. That may
come in the form of books that are to hand, magazines lying around and anything else that
a player might turn to whilst they are waiting for their turn.
But when someone else is doing an action that takes a while then I get
bored.
Thats fair enough. Youll
have to try and divide youre attention between the players equally, make sure they
dont feel left out or ignored. Spending a maximum of three minutes per player, as
far as independent actions go, is about right. Its difficult to judge but try to
keep the time you spend on a player consistent between everyone at the table. Keep an eye
on the other players and if you see one of them looking a little bored or start reaching
for something to read then switch youre attention to them. Get them into it again,
it doesnt matter what you want them to do. In fact, ask them what they want to do.
Im not sure. This doesnt really concern me, does it?
Doesnt concern him? Why is he here then? Look at your game
design and make sure that what you have written down has enough in there so that the
players, no matter what they do for a living or what theyre skilled at, will have
some hand in the game. It can be difficult to allow for every player character, that much
is true, but the players should feel as though theyre involved even when another
player is performing an action. You should make sure that the players around the table
take notice of whats going on around them. If you turn to a player and ask them for
their action and they basically tell you that they werent really paying attention,
then just shrug. You cant tell them, the other players will have to. Make sure they
understand that if they dont take any notice then their characters dont take
any notice. You cant spend precious gaming time re-explaining what happened five
minutes ago. Have the other players tell them in
character if possible to keep the atmosphere going, maybe even chide them for not
paying attention. This way the player wont feel left out, especially if theyre
being told that theyre not paying enough attention through their character. Now, is
there anything else you can do?
The games seem to be getting pretty run-of-the-mill. Theyre fun
but...
Thats understandable. Maybe one
of them should try GMing for a change?
Ive never done it before.
Then start. Every GM has to start somewhere. You
cant be expected to continually create and execute games on a week in, week out
basis. That well of creativity needs to be refreshed from time to time. The players may
respond well to another perspective, increasing the enjoyment and making the games more
memorable. What else can you do?
Theres nothing in this room that makes me feel Im in a Star
Wars setting. Its all romance novels on the shelves and pictures of flowers on the
walls.
Well, you cant re-decorate the
room just to make your games better can you? Unless the place belongs to you, which in
this particular instance it doesnt, theres not a lot you can do. Having a
location you can change to suit your own tastes is a gamers dream, which is not
always attainable. If you can move the odd bit of furniture or the odd fixture, which is
easily replaceable, to help out then so much the better. Going the whole hog and filling
the room with Star Wars items may have opposite the desired effect;
therell be more things for the players to be distracted by.
So, youve got a few ideas on
how to change the room and how to get the players more involved. What else makes a Star
Wars movie?
The sound effects. Theyre good.
Bit of a problem, that one. How can you generate a blaster bolt with every shot, a starship roar with every manoeuvre, a squeak with every alien? You cant. Unless youre a pretty good mimic theres not a lot you can do, apart from getting hold of a special effects recording and choosing those certain sounds that sound like a cantina or resemble a starship yard. Thats one thing thatll be down to the players imaginations.
What about music?
Thats easier. Most Star
Wars fans have the soundtrack, so why not put that on in the background? Fair
enough, the music that plays may not suit the scene youre in at the moment but the
ideas there. Thats why CDs are excellent. With a flick of a button you
can go straight to a track, even repeat it if the scene goes on longer than the music.
Dont reach for the CD player until youve started the scene, mind you; if the
players see you reaching for the button as they sneak into the next scene then
theyll figure out that somethings going to happen. Let the scene begin before
jumping tracks. If its a tape player youve got then youll have to either
let the music play quietly in the background so that its not intrusive but audible,
or pre-record the tracks youll need to follow the games planned progress.
How about props?
Player handouts are always a good
thing. If the players can get hold of the item or photocopy of information they need then
theyll respond to it better.
Lets start this weeks game, then, shall we? I cant wait to
see who was in that starship we boarded.
I want to see what Gerrats going to do with that parcel I gave him.
Cmon, GM, its time. Get going. What happened about the ship? Is
Gerrat on there?
Ahh. Now thats what you wanted to hear.