kcw | journal | 2003 << Previous Page | Next Page >>
In role playing games, I hate disadvantages, especially when I'm the game master. The character gets bonus points during creation, then afterwards it's usually the GM who has to make them into disadvantages. When I ran MechWarrrior 2E there were no disadvantages so I didn't have to deal with them. For LUGTrek I just wasn't using them enough so I had the characters buy them off.

In DC Heroes I'm starting to do the same thing. In DCH if I'm using a disadvantage it'll be as a subplot so the hero gets a Suplot Award and at that point it's double points since they already got points when they took the disadvantage in the first place. I'd rather have them roleplay their disadvantages and give them extra Roleplaying Awards and Subplot the rest.
Thoughts on writing adventures: it's hard. I ran the last adventure with about an hour setup -- after I had been thinking about it for a week or two and not getting anywhere. So I boiled it down to a few linear events on two tracks and then ran with it. And it went well because Shannon is a very good player. But I still would rather write up the five or six page adventure and have everything ready. Even if the players immediately go off the script, at least I have a script to steer them back to.

When players get off the track what can you do? One option is to give them more clues to steer them back to the main plot. A second option is to change the plot to match what the players are doing (it helps if the players talk a lot and discuss things out so you know what they're thinking). The third option is to do nothing and let them stall until they get back on their own. I hate the third option because I've seen it grind games to a halt as players get frustrated. Still, it takes experience and knack to know which option to use.
Copyright (c) 2003 Kevin C. Wong
Page Created: December 19, 2003 Page Last Updated: December 19, 2003