RPGnet Columns
06-07-2005, 10:44 AM
Post originally by Ian Sokoliwski at 2005-06-07 09:44:44
Converted from Phorums BB System
Great column! This deals with one of the biggest hurdles in any game system.
I've been keeping the concept of staleness at bay in my ongoing Hunter: the Reckoning game partly by introducing elements from right across the World of Darkness, and by making as many creatures and encounters first look like one thing, then ultimately reveal them for something completely different. (Actually, I'll be dealing with this type of misdirection in next month's instalment of my 'Winging It' column here :) )
Plus, being such a player-directed game, the players themselves have been primarily responsible for keeping things new and exciting - I keep asking for suggestions on stories they like, stuff they want to play out. They will let me know which elements they are less interested in, and which they would like to see more of.
Plus, the whole 'taking a break' idea works really well. Every so often, I run a D&D or Call of Cthulhu session (sometimes bringing in different players - I have two different circles of players for my games, and not all of them can make it to all sessions) just to completely change pace.
(Strangely enough, I really like how different the tone is between playing H:tR and CoC - they should be more similar, but end up being quite divergent. At least the way I run them :) )
Converted from Phorums BB System
Great column! This deals with one of the biggest hurdles in any game system.
I've been keeping the concept of staleness at bay in my ongoing Hunter: the Reckoning game partly by introducing elements from right across the World of Darkness, and by making as many creatures and encounters first look like one thing, then ultimately reveal them for something completely different. (Actually, I'll be dealing with this type of misdirection in next month's instalment of my 'Winging It' column here :) )
Plus, being such a player-directed game, the players themselves have been primarily responsible for keeping things new and exciting - I keep asking for suggestions on stories they like, stuff they want to play out. They will let me know which elements they are less interested in, and which they would like to see more of.
Plus, the whole 'taking a break' idea works really well. Every so often, I run a D&D or Call of Cthulhu session (sometimes bringing in different players - I have two different circles of players for my games, and not all of them can make it to all sessions) just to completely change pace.
(Strangely enough, I really like how different the tone is between playing H:tR and CoC - they should be more similar, but end up being quite divergent. At least the way I run them :) )