1. Money, resources and experience
One of the characteristics of most of my current role playing group is that the players are not overly concerned with advancing their characters. Either as far as acquiring 'stuff' (money, new weapons, gear etc.) or gaining the new skills etc. that come from advancing their characters experience. Which makes life fairly easy for the GM, because the group becomes fairly easy to guide, as they just flow with whatever story the GM wants to tell, instead of worrying about what they will get from this mission, adventure, etc.
But I am not like that, I like to advance my character, get new things etc. One of my fondest role playing games was when I ran a Shadowrun character for so long that he was maxing out his capabilities in amazing ways, which allowed the GM to keep escalating the adventures.
One of my goals with this game is to force this group start to think about their characters. I want them to realize that there can be a lot of fun, and new horizons that come from increasing skills, and acquiring new 'stuff'.
I will implement this in 2 ways. First, by dropping the characters into what amounts to a new world, with nothing but the clothes on their back, they will be forced to think about things like "how do I get my next meal" or "how can I afford more ammunition for my gun". Second, because there is a very real chance that some, if not most, of the party will have the potential to wield cool new powers and/or belong to a different race, they will have to apply some time to learning these new things.
And I will gear my sessions around missions or runs where there is a defined goal, be it monetary or loot or both. And there will be a defined (for me at least) number of 'experience points' to be gained for completing the missions. So there will be a regular reward for each mission, making it fairly easy to advance. Of course as the players advance the toughness of the missions will escalate, but that's part of the fun.
2. Our group has become rather inconsistent in attendance of late, so much so that we haven't actually played in 2 months, and probably won't return to doing so for another month. This is because some players have had things come up, and the GM doesn't want the group to go on without everyone there. Which is understandable. However, one of the things I will make a priority is to write each weeks adventure so it is not dependent on everyone being there. And while I dearly love 'cliff hangers' I won't write them into an adventure unless I am 100% sure everyone can be there 2 sessions in a row, which is unlikely based on recent experience. Because I want to play, and I know other people want to play as well, even if circumstances keep 1 person from showing up.
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