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33

A decade or so ago, I had this exact problem playing with new/young players. I came up with a few solutions that worked depending on the group/players. It's admittedly a hard situation because they would assume anything the GM explicitly mentions is usually important. There's one thing I want to ask, but let me answer your questions, first: Explicitly ...


28

Story issues I think the transformation of your character could well work out the way you described it, but I think for such a basic and deep change to your characters morality and basic alignment you also need a very strong motivator/cause. For Anakin that was fear of the loss of the ones he loves, catalyzed by the death of his mother, a vision of his ...


15

Don't bother trying to prevent your PCs from over-investigating. You want them to go and investigate those false clues, unreliable rumors, and cryptic hints so that they experience the logical consequences of doing so and thus learn from experience that some clues are useful and some are not. When you're a kid simply being told not to touch a hot stove ...


14

Let the player know your plans as soon as possible You need this player on side, and want to avoid wasting their time with plans for a new character, or worrying about when they next get to play. At least as much as "no need to roll up another character, your character's story will continue". Ask them to keep it secret from other players if it would be a ...


11

There's quite a bit of Yakuza-related material in older sourcebooks. Sourcebooks Seattle Sourcebook (FASA 7201) is an SR1 book, and doesn't have much beyond basic description. It's probably not worth tracking down. Underworld Sourcebook (FASA 7123) is an SR2 book, but considering that criminal cartels are the core of the book, it's got some good data and ...


10

I like the above answers (and comments) but would like to add, for your consideration, the possibility of making this not just about your character's development, but also the other player's character. The other player isn't a sidekick in your character's story -- he's the protagonist of his. Once you've taken into to consideration whether this will work ...


8

So you want the other sword, and you're thinking about your character killing the other PC who has it, though your character is Good(tm) and likes the other PC. Why? Why do you even want it, if you already have one? Why would you start with thinking to kill your friend to get it? Are you an evil player with a Good character? Are you used to games where ...


7

In case you're still looking for it, I found it on Google. It originated on 4chan, but has ended up on both reddit and imgur. You can find it below.


5

I've been in a few groups where the GM role was regularly passed on, but the main characters and setting remained. My advice would be: Focus on fixing the problem your group is experiencing. If GMs are running 5-10 sessions before running out of steam, then focus on that and don't "oversteer" to swapping GMs each session. One session stories can be nice, ...


4

The road to hell is paved with good intentions Imagine how much good you can do when you become half-dragon! You can change the world, and people will sing about you as a hero! All you have to do is do this itsy-bitsy one evil step... But then, there will be thousands of good deeds that will pay it back! Right? Right?... Imagine your character repeating ...


3

A game about stealing-- and nothing else-- is a puzzle-driven game. And there is nothing intrinsically wrong with a puzzle game, if this is what you and your player (solo, in this case) both want. It would be roughly analogous to a story-lite or story-free sequence of dungeon crawls, where the focus is more on the tactics of hacking and slashing and ...


3

How to hint at events outside the scope of the current quest? I have used three tools in the past. In some cases, I stole my ideas from published authors in seeing how they built the background to a story. 1. Rumors & News of War and Disaster. "We have always been at war with Eastasia." "We have always been at war with Eurasia." George Orwell ...


2

Another Anchor Something similar to Jessa's anchoring idea is to try and compare RP characters to people you know. It doesn't always work, as you have to already know someone that seems similar, but it can help you model behavior sometimes. For instance, if you have to RP with a very artistic character and you happen to be friends with someone that does ...


2

The first question to ask is, is intra-party conflict the norm in your game? If you're playing something like Paranoia, or if your group just generally expects a certain amount of infighting and backstabbing, then just go for it. For the rest of this answer, I'm assuming that's not the case. That is, your fellow players and GM generally expect the PCs to ...


2

Many good advices have already been given here, which I'll summarise below. Underneath, I will explain some other techniques that might be useful in your situation. Some very good ways to solve your problems would be: Prevent them from immediately following up on clues. For instance, they hear something suspicious while people are in a hurry, or the clue ...


1

The Essential Requirement for Adventure is Conflict In most campaigns the conflict is obvious: "Here there be monsters". For your campaign you need to invent something a little different. Just stealing stuff does provide some conflict automatically. The PC has to get around guards, pick locks, fence the goods - but these are fairly static challenges that ...


1

Hide the information in plain sight. Make it a part of some boring routine procedure. If the routine changes later due to the evil, they will notice and get curious. Players usually try to investigate interesting or strange events, not routine junk. So you just need to put the overarching storyline into some less interesting facade at the beginning. It ...


1

I know this question is old, but I feel somewhat compelled to answer it, because I feel that I struggled in this way as well when I first started playing RPGs. I had no idea what kind of character I wanted to play, so I usually loosely based them on myself, which was boring. However, I was lucky enough to play with enough people with genuinely interesting ...


1

Don't assume you know which campaigns will go long Assume that most campaigns will be fairly short, and you'll only ever run one or two which are a massive 1st-level to max-level epic. Plan accordingly. For a short campaign, what will make it awesome? Probably that's playing with mid-level characters, enough to experience some of the epic things you have ...


1

I feel that you should only ask people to roleplay something if there's a meaningful choice for them to make. If you've already decided that "new character joins the party" is the outcome you want, then don't ask them to roleplay making that decision: it will feel artificial and wooden to them. Just tell them what happened. Here's what I do when a new ...



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