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MAG.E 6
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MAG.E 6 (Disk 1 of 2).adf
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1977-12-31
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@3CREATING TENSION IN RPG SESSIONS
@2================================
@1
Throughout the years that RPGs have existed there have been many problems
with creating tension within the characters. The most obvious one of these
has been that the players have expected and anticipated the surprises
before time, knowing more about the GM than was good for them. I am
going to suggest some methods that will serve to recreate that initial
surprise and in doing so make games memorable again.
The most obvious way is to have a regular change in GMs. This will mean
that different players can bring their own personal ideas into the game,
and also mean that each player can learn from the mistakes of the
others within the gaming sessions. It will also ensure that no one
person is typecast with the Gms role, which can be disheartening at times.
The disadvantage is that this prevents fully developed campaigns to some
extent, unless there is some agreement or method by which each GM can
take charge of a different part of the gaming world.
A second idea is to vary the type of adventure used, ie some times
use published adventure modules, other times home grown ones, other
times commercial ones with subtle changes. A good system here is to get
to know other GMs who use a similar RPG system to yourself and to swap
adventures between yourselves (either home grown or commercial). This will
provide the largest mix.
Of course the element of surprise within the aventure context mustn`t be
overdone. That`s why for ten adventures I`d suggest the following
ratios:
1 Completely normal routine adventure.
2 That seem normal with a twist.
1 Completely unusual adventure.
1 That seems unusual but isn`t.
3 That mean something to the party.
2 That you enjoy!
(The latter is important as you *are* the GM!)
Creating tension within the actual session is more difficult but still
quite possible. The plot twist is a useful technique here, of which the
re-occuring semi-regular villian always goes down well (with a good
plotline too). Another alternative is the sudden ambush, sudden reactions
nedded scenario, where both player and character are tested.
To create a horrific situation dim the lights. Play some very quiet but
eerie music to set the scene. Get the players worked up, then suddenly
relieve them. Do this a few times before the real surprise.
You should also get into the habbit of passing notes around, that way the
players are always edgy (bribe the player that the note was passed to
with extra experience to keep him quiet!)
You`ll find that if a mixture of these techniques are used, and none of them
on too regular a basis, it is quite possible to creating tension within
the evening`s play.
@2Thomas Lancaster
"The Ranger"