My greatest fear about the Star Trek campaign that I'm
slowly
working on is that the players won't like it. My aim is to run
a campaign that's more cerebral and puzzle solving, than the
sort of combat-focused campaigns we usually play. Something
where talking your way through is the best way to achieve your
goals.
That's not to say that we don't do this. Every campaign we play
has a fair amount of problem solving and diplomacy. We don't
just barge in with blasters firing. But many a time, violence
is the last and all too expedient resort. So it worries me that
if I slow down the gameplay it'll bore most of the players.
The other danger being that fights take a long time to resolve.
We can easily use up most of the game session in a big fight,
and even significant fights can take an hour or two to finish.
Combat is easy to run, very little thinking on the part of the
Gamemaster. Everything else is harder.
A game with reduced combat means more time to roleplay, which
means that I as a GM have more work to do preparing and during
actual gameplay. My hope is that I will be able to run most of
my games out of prepackaged modules. And to be sure, there are
quite a few adventure packs for ST:TNG. That still means I have
to read them and do some amount of work.
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I've written about this before, and I bring this up
because I
just read an article in rpg.net called "The Tigger Effect".
It's a short piece, the point of which is that players won't
tell you what kind of campaign they want. A GM can talk to the
players and get the feeling that a political campaign would
work well. He prepares for a few weeks beforehand. The campaign
starts, and after a few sessions of struggle he can't figure
out why the characters go out of their way to avoid situations.
On asking the players, he finds out that they don't want to
play a political campaign. Well, what kind of campaign then?
Anything you come up with, just not politics. That was the last
campaign he ever ran.
And that's something that I'm afraid of. After I read the core
rules, the narrator's toolkit, and the first volume of the main
campaign, I'll write a bit of how I plan to run the campaign,
the tone and specific setting. What I expect from the players,
what kind of characters they can play, the kind of attitude
I'm trying to promote.
Will this work? I don't know. We don't really know what we want.
I feel that if AD&D is on in the morning then a combat light
campaign can survive. But then again, we've started campaigns
that just died after a week or two. And not all of them were
mine.
One of the ones I remember is Traveler: The New Era. We got
everyone hyped up for it. Shannon read the rules. It was an
off week so Shannon, Matt, Eric and I went through a test
scenario. System sucked big time, we never played the game.
I'm also planning on running a test scenario with pregenerated
characters to get people used to the system and for them to
see what skills are necessary. That way when they make their
real characters they don't make someone who couldn't have lived
to become a Starfleet officer.
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