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This edition of Off the Cuff is about players and some thoughts concerning doing what you can from the players spot to help enhance the game for yourself and the others at your table.
It’s short and to the point this week. A long while ago we found a bad take on twitter and decided to discuss it. There’s also some commentary about Spelljammer and the adventure found within its contents.
We’re talking inspiration, experience points, and multiuse currency along with a bevy of other topics about house rules. We got most of the ideas from our slack community along with a sprinkling of some of our own in there. Thank you slackroom for life. Your contribution this week is greatly appreciated.
What is Just In Time Campaign Management? I was wondering the same thing and then Phil let us know what it was all about so we could tell you what it is. I’ll give you a hint. It’s about prep. I mean it’s Phil so there was a good chance it was about prep.
I love Star Wars, Star Trek, the Cosmere, Middle Earth, Marvel, DC, and a bunch of other existing worlds out there that wonderful stories are told in. But when it comes to playing RPGs in them it becomes a much more difficult lift to have them come off feeling right. We’re asked the question, “How do you run games in licensed settings?” This off the cuff was our answer.
Settings are a part of all ttrpg’s and the majority of storytelling forms that exist in the world. But I wonder if yours is a living breathing world that moves and functions even if your PCs do nothing? It’s ok if that’s what you’re looking for but if you want a setting that isn’t just reacting to the characters actions then this is the episode for you.
What made those amazing moments in games so amazing? That’s the question we broach today as we talk about some of those moments and get into what made them so great for us. Then we see what kind of GMing and player tips, tricks, and advice we can tease out of them.
Something a little different today. We had a week off so in this episode you get an MMP off the Cuff about metagaming and then Chris gives his first ever campaign conversation about his Spelljammer game using the Light of Xaryxis as his basis and how he’s changed it.
How a campaign ends will have an effect on how the players and GM feel about the campaign overall. If it ends well, there will be good feelings and often the story everyone created will be discussed by the group for years. If it ends poorly, it can lead to dissatisfaction with the game and gaming in general.
On this episode we discuss getting your campaign to an ending everyone is happy with and how to achieve them.
Characters. They’re the focal point of stories. They have a lot of time and attention paid to them in every other medium of storytelling, even before any scripting, writing, or acting in front cameras begins. But as it often happens in TTRPGs, players come to the table not knowing who their characters are. Their wants, needs, internal conflicts, and personalities are mysteries that take half a dozen sessions to emerge.
We decided that it shouldn’t take a month and a half of game sessions to know who your character is. There’s a methodology to discover who the character is before session one starts. This episode gives you a way to get there. Use as much or as little of it as you want. I promise it’ll help.
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