If it's your first time, gosh, keep it simple because most of it will be about the mechanics of running the story and the type of RPers you get to do it.
Ask yourself what the best RPs you have done were like, and how the person running it dealt with managing the players. That should help you decide how you would like to approach it.
The story itself I would suggest keeping it simple to start with, and leave convoluted things for another day when you have the mechanics down. So start with very simple, small scenarios.
Ask yourself what the best RPs you have done were like, and how the person running it dealt with managing the players. That should help you decide how you would like to approach it.
- How will you start the RP
- How will NPCs be dealt with
- How will things like order of actions occur
- How will outcomes of actions be resolved
- How will you move from one scene to another
- What will you do when the players miss the plot and miss the clues
- How will it end, will they know they won
The story itself I would suggest keeping it simple to start with, and leave convoluted things for another day when you have the mechanics down. So start with very simple, small scenarios.
- Remember you are facilitating the RP of others, and you are supposed to loose while providing a challenge
- What is the starting point that initiates the plot
- Why would the characters care
- Make sure there are ways to progress the story
- Avoid single points of failure, because the players will mess up and that kills your plot dead
- Do some work on fleshing out the main NPCs
- Be prepared to wing it on general NPCs
- Be open to players coming up with things you never thought of and accommodate them as best you can (in fact welcome and reward it)
- I find it useful to write a separate bit on "what is really happening" rather than what the characters see. This lets your plot/NPCs respond to what is happening, rather than you responding to the characters.
- The RP on adventures happens a lot in the still moments between the activity, let the players enjoy that before hurrying them along (there is no need to rush)
- Take item A to person in other place
- Go and retrieve item A from the bad folks
- Help for someone on the road
- I have to go to the ball and I have nothing to wear.. help!
- The Bishmark has run out of flower! - what will the characters do
- Go and unload the ship and report back what they are carrying
- etc..
Char:Â [Nebula Stardancer] Â FC: [East Eerie Trading Co]
Link Shells: [Hugs & Cakes] Â [Witches' Wyrd Web]