Tuesday, September 15, 2009

Serenity Today - Changing my Approach

Been about a month since I last updated my blog, merely because I have been spending more time on Facebook rather than updating my blog. Since today is the next Serenity session, I figured I'd comment on some changes I am making. I have learned much on how I should run the game after having ran one module. Here are some changes I am making to my approach.

Pacing for one Act per session
One of the things I am grateful for is that the players have a tendency to cover a lot of ground per session. When it comes to the published Serenity modules they have averaged one or two, sometimes three even, acts every session. So speed isn't a problem. Well, it isn't so much a problem except when it comes to prepping. Unlike the first module, I read the entirety of the second module before running it. Problem is I still felt stilted while running the first act. Why? Because I hadn't given enough preparation and thought to the first act. In many ways that was the same with the first module. So far I hadn't been able to give proper attention to what I running for every session. My solution is to borrow an approach used by a WOTC staffer. I am only going to plan for one segment each session. Once the players reach the end of that prepared segment, the session will be over for the most part. For the current module, that means one act per session. Which happens to work out rather nicely as the module has three acts and an epilogue.

Not running a game of Vampire the Masquerade
Sigh. Everything was going well among the players until this last session. A player that missed the previous module but character was still present did something questionable. Several players were upset about it. Furthermore, I didn't know the player had done that until it the player revealed it in dialogue. To compound matters another player was passing secret notes. I am not running a game of inter-party intrigue ala Vampire the Masquerade. As Jayne's betrayal was hinted at on camera so shall it be with this game. No secret notes. No surprise actions that happened without GM notification. Everything that happens will occur 'on camera'.

If you are not there, your character isn't
I felt that by keeping the non-present PC's with those actually playing would help foster an in-game connection. Last session, I learned that all depends on the player. No more.

The need for a rules helper
Honestly, I haven't been able to devote as much time to both prepping the module and learning the rules as I would like. Today, I plan to appoint one or two rules helpers. On a related note, the assignment idea never happened as I either forgot to assign or no on volunteered.

That's about it for now.

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