I've DMed DnD before, but I'm wanting to get a game of In A Wicked Age started up, which is much less crunchy than our 4e oriented group is used to. What advice would you have for someone trying to introduce this style of game to a set of players more used to DnD? What advice would help a GM who's similarly never gotten a chance to play or GM story games himself?
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I'm running IaWA every other Sunday right now. During the phase where your friends are picking their characters from the oracle elements, if you can get away with it -- based on the oracles that you've drawn, consider not choosing any NPCs to stat up. If the player-characters are compelling enough, they don't need you to have NPCs with their own Best Interests. So you'll still role-play everyone they encounter, but you don't need to be pushing the story at all. That allows you to consider scene-framing more intently. Who's going to be in this scene? Where? How does that cause their friction-bearing elements to escalate conflict? Also, make sure that when your players are stating the best interests of their characters, that they refer to other PCs (or your statted-out NPCs if you're having some). Things like "burn the town to the ground" sound at first like good conflicty best interests but in play are weak. "Leave Burna-Buriash (a PC) at the bottom of the well" or "Marry Exmirlae (another PC) under the full moon" work better. Help them to generate satisfying best interests. I haven't been a regular DM of D&D since AD&D 1E, so I can't really help with specifics, but those are things you should remember about running IaWA. Thinking about that perspective, I guess: Make sure they know how to get on the owe list. Make sure they understand that failure is fun. Make sure that they know they may well never play this character again, so don't sweat what happens. |
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It's just a game. Don't make a big deal about it. Don't regale the merits of indie games. Don't point out all the differences between D&D and your indie game. For godsake, don't talk about game theory. It's an awesome game. Presumably you think this indie game is awesome, or you wouldn't introduce it to your friends. Be enthusiastic without being annoying. Enthusiasm is contagious. It's a new game. Because your players don't know the rules, they will be out of their comfort zone. Do some things to make them more comfortable:
It's a game of In a Wicked Age. Here are some suggestions specific to this indie game:
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I am overgeneralizing here, but D&D games tend to have the GM provide the plot and the players react to it. Games like IAWA require that at least some of the plots and conflicts originate from the characters themselves. Make sure the players recognize that going in so they are prepared to participate in this way. It can be a difficult shift of mindset for some people. |
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Everything Jere said is absolutely correct. Also, you've chosen a good game to get your feet wet: Vincent Baker focuses on concrete GM advice. Try and follow it closely; make note of the places where he says to do stuff that isn't the way you're used to doing it, and do those things the way the book recommends. If you can find some actual play discussions for the game you're trying, those are also very helpful. |
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While Adam has the same general advice I'd give, and I'm not familiar with IaWA itself, there are a few things I've not seen yet in others' answers.
Good Luck. My current group is transitioning to John Wick's Blood & Honor... so far, 3/4 are having fun, and the 4th is not certain how to cope with narrative authority... So I've been making the same transition recently. |
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