Brendan Conway Do you have any tips on between session prep for long-term play? I’m running for my group over the playtest period and probably longer, so I could use some guidance on how to organise things for campaign play.
Brendan Conway Do you have any tips on between session prep for long-term play?
Brendan Conway Do you have any tips on between session prep for long-term play?
Are you familiar with setting up Fronts from Apocalypse World?
Tim Franzke Yeah, just not sure how to organise them in this case. AW has each front express a scarcity, not sure what to group them by for Masks.
I feel like MotW mysteries would be a better model if you want to add regular villain fights.
Over at The Gauntlet, the recommend reading the Dungeon World Starter’s Guide for understanding the system of PbtA games. Caveat, I haven’t read that (yet), but I trust their judgement. They say there’s a lot of exportable knowledge in that guide.
direct link: http://www.mediafire.com/view/?ypk10uede2sgri6
This isn’t going to be a mechanical answer, but I’ve found it’s useful to think about a “lead character” for the session. While there is a central story that the team is working on, I find that the story generating elements on each of the class sheets are too much for me to handle simultaneously, especially with a large group. So I’ve started to have individual conflicts, villains and storylines connected to each character, and I rotate those as central to each session. I try to put pressure on players who have been a bit less active in the last session so that they feel like they are at the center.
Since the characters link to each other during character creation, I know that way that each session will hit on the needs of several of the characters around the table for each “episode”. I find there is only so much I can do with the main villain, so I like to have him turn up when he’s not necessarily expected, or have him working behind the scenes in ways that connect more directly to the characters’ back stories.
Sadly the front system in MH is very very rudimentary.
My strategy has worked like this: Think of each session as an issue in an ongoing comic series (one that’s actually relatively serialized, not just a trade paperback that’s been broken into chunks). Then figure out the high concept for each issue and develop npcs and initiating events that work with that concept.