Progress on running rpg = 0%
Sep. 25th, 2015 12:55 pmI've had the Spirit Of The Century rulebook for a while now. It looks like a good system. I love the setting! I want to run a game.
I did have a reasonably conveniently located group semi-organised, for when I got back to England. But I'm less conveniently located. Plus I wasn't with
flickums at the time, and do rather want to involve her, and her librarian assassin or whatever it is she wants to play.
In Fate based games, character creation is apparently a big thing, and takes up the first session. I can't really do a multi session campaign, and wouldn't want to. Plus people rather like pregens. This is a more solvable problem. There are rules for accellerated character generation, and Stack Exchange tells me that they can be adapted to pregens, so that's probably not a big problem. It also gives a ot of scope for players to add their own stamp to the characters. Coming up with a set of reasonably interesting characters might be a bit tougher.
Final problem is I am really not all that experienced with GMing. I've had a couple of goes. I've learned that I really hate doing combat encounters (so Ideally I'll leave fighting as an option), I am no good at timing, and am terrified of railroading too much, or leaving players completely in the dark. I also have no idea whatether pitfalls to avoid.
I need fate tokens (to keep track of fate points)! Can probably work something out here though. Wonder if I can find anything that would be suitably themic for 1920's adventurers.
I did have a reasonably conveniently located group semi-organised, for when I got back to England. But I'm less conveniently located. Plus I wasn't with
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In Fate based games, character creation is apparently a big thing, and takes up the first session. I can't really do a multi session campaign, and wouldn't want to. Plus people rather like pregens. This is a more solvable problem. There are rules for accellerated character generation, and Stack Exchange tells me that they can be adapted to pregens, so that's probably not a big problem. It also gives a ot of scope for players to add their own stamp to the characters. Coming up with a set of reasonably interesting characters might be a bit tougher.
Final problem is I am really not all that experienced with GMing. I've had a couple of goes. I've learned that I really hate doing combat encounters (so Ideally I'll leave fighting as an option), I am no good at timing, and am terrified of railroading too much, or leaving players completely in the dark. I also have no idea whatether pitfalls to avoid.
I need fate tokens (to keep track of fate points)! Can probably work something out here though. Wonder if I can find anything that would be suitably themic for 1920's adventurers.