This idea is not about romantic interest between players, it’s about addressing downtime between games, or when starting the game. Having just started my newest campaign last night, I’m keen to try out this idea, borrowed from Apocalypse World. Basically, the idea is to write a short letter to each character (not player), setting up what’s happening for them and how they get to where they start the game session. Give them a choice or roll that exercises their skills (or draws on where you left off last, if that’s more appropriate), and update them on experience or any gear they’ve gained/lost as part of the decision. So, one might read as below: “Naeris, You’ve been working as a caravan guard for a full season, and it’s been paying decently. You met Guth’Ore, the towering Orc, and the two of you get on alright, despite him being an enormous sociopath with no manners. Just as you’re reaching the town of Buckton, your employer Tennyn draws you aside and says “you and the Orc have done well. I’m giving you a bonus, what he doesn’t know won’t hurt him though.”, and hands you a small purse with an additional 5 gold. You know Guth’Ore has expensive habits (needing to replace stuff he’s smashed, and pay fines) but that’s an extra month’s pay. It’s up to you. Make your choice whether to split it with Guth’Ore, keep it for yourself, or turn it down. Regards, The GM” Of course, each player gets one, and you’re completely in your rights to send another one on reading “Guth’Ore, It’s been a difficult few months guarding these stupid merchants. They keep laughing at your ways, and they clearly don’t think you’re smart, despite paying you to guard them. That elf Naeris seems to be alright though, even if he’s a *lulgijak* who uses a blade. Just before reaching Buckton, you’re in one of the tents coiling rope when you hear your employer Tennyn speaking to someone outside, maybe Naeris. You can overhear him say “you and the Orc have done well. I’m giving you a bonus, what he doesn’t know won’t hurt him though.”, and the clink of coins in a pouch. You keep it to yourself, but later you’re tidying the fireplace and packing the wagon, and come across the little casket that you know Tennyn keeps treasured letters from his wife in. Did you want to get even with the *hol’khurv* merchant by throwing his letters into the warm embers, or leave them alone? Make your choice, but remember you and Naeris are due at that inn tomorrow- apparently there’s a wedding on, and everyone’s invited to join in on the food. You don’t want to miss that! Kind regards, your benevolent GM.” As you can see from the examples, you can use these to set up some fun NPC interactions, and deal with private matters that shouldn’t necessarily take up party time. Guth’Ore and Naeris’ players might talk about their experiences, and a confrontation over the bonus might happen, but it sets the tone easily. If characters have relationships with NPCs, these are an ideal time to deal with them, without making the rest of the party sit through a weird scene where you play someone’s husband bidding them farewell. You can do these whenever the party has split up- they’ve gone back to town to cash in their loot and do their own thing for a bit, or even if someone gets a message from home while camping outside a dungeon overnight. When starting a new campaign, it’s best to give one to everyone and offer some opportunities for characterization, but from there, deal them out as necessary. It can also head off some unhelpful behaviour in the game- Guth’Ore’s player can get some petty destruction in, off-screen, and not disrupt the party by doing that when negotiations are more important. They’re pretty quick to write, and you can even send them as private messages in between games to keep players’ interest levels up during the mid-week slump, if that’s the way your player dynamic runs (Originally posted on Game Masters Stash on 26 January 2019) Categories All Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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