~ welcome to role-playing game
So, you've decided to convict yourself to nerdery. But you want to do it with style. You figure, if you're going to run a role-playing game, it's not going to be a hack-and-slash monty haul dungeon crawl. No, it's a role-playing game, damn it! It's going to be a work of fucking art. Oh yes: you are a storyteller.
But, you need some ideas to get you started and keep you focused.
First, you must remember the golden rule: this kind of role-playing is a game, and should be fun. This doesn't have to be Larff-Fest '02; some players enjoy the catharsis of tragedy or the mental exercise of peeling away layer upon layer of intrigue. The point is, make sure everyone is participating because they enjoy participating. The second rule, which is corollary, is to know your troupe. Know what kind of game you like to run, and what kind of game your players like to play. Help indicate what you're interested in running by hashing out basics of plot and atmosphere with them in a brainstorm. "Yeah, what about a sorta Gothic Weird Tale blend set in eighteenth century Croatia?" It's often said that the only limit to role-playing is your own creativity, but remember that you don't want to tax or bore your players, either. Imagination is the most important faculty when it comes to role-playing, but don't let yourself get carried away.
Now, you need to know your rules. There are just so many rules systems to choose from, and all of them have acre upon acre of handbooks, sourcebooks, umpteenth editions, supplements, modules, boxed sets, and adventures. It's important to remember that even the best rules can be abused by bad (or simply bored) players, and even the worst rules can be redeemed by enthusiastic and concientious players. The two industry benchmarks are Dungeons & Dragons, which is in (what is commonly referred to as) its third and arguably best edition, called simply "d20;" and the Storyteller system, which was pioneered by the surprisingly popular indie game Vampire: The Masquerade. The d20 system is basically level-based; characters' combat skills improve automatically, and their other abilities are developed together at discrete intervals. It's good for games that will involve a lot of combat. The Storyteller system, by contrast, is skill-based; there is no quick index whereby the "power" of the characters can be compared, but skill development is gradual and more realistic. Two other popular systems are the HERO System, which is a point-based game designed for campaigns in which the players take on the roles of superheroes; and the various Palladium systems (Palladium, Teenage Mutant Ninja Turtles, Rifts, et alia), which are level-based and are very much inspired by the original editions of D&D, though applying those concepts to a variety of genres. Then there are the indy games, which tend to be simpler and geared for specific niche genres, like Marcus Rowland's shareware "science romance" game Forgotten Futures. Furthermore, there are a number of free form or customizable systems available, such as TheBooBooKitty's Open Roleplaying Game; or the excellent (and free) Window, in which a central design premise was that characters should be described primarily with adjectives and description, not numbers. Take a look around for the system that has the right kind of balance for the kind of game you're looking for.*
No core rulebook will be perfectly adapted to your needs. For this reason, it is tempting (oh, I know all too well how tempting) to comb through supplement after supplement to find the right patches for the kind of game you want to run. This is a bad idea. There is a deep, abiding contradiction in the role-playing game industry: In order to survive, they need to sell books. Since getting people hooked on games in the first place is difficult, they often end up making their money by developing existing games – which almost invariably means, developing existing games more than they need to be developed. This only makes it harder for new customers to get into the game, and makes running successful games more expensive, thus limiting the market even more. Supplements represent options; but the cornerstone of a successful campaign is focus. Actual rules should impede on game preparation and play (and on the wallet) as little as possible. A campaign doesn't need to have every single published prestige class or Discipline or "official" campaign secret; trying to amass this will leave you depleted of creativity. Choose a handful of resources (the core rules, maybe a handbook or two, and some magazine articles or something) and go from there.
The same is true of house rules. Try to avoid die rolls as much as possible; when they are necessary, make them as simple as possible. If the company whose game you're playing also published a LARP system based on similar rules (as the Mind's Eye Theatre productions are based on the "World of Darkness" Storyteller system), you might consider incorporating roll-saving procedures from the LARP system in your own tabletop house rules. Above all, don't get bogged down trying to develop the "perfect" rules before you begin play.
You will want to set up a campaign plan. First, you must decide how your troupe is going to be organized. The traditional organization of a roleplaying game is to have one full-time game leader ("Dungeon Master," "game master," or "Storyteller"), and at least one role player or actor – the typical campaign will have three or four role players. However, other arrangements have been tried; for example, in the Ars Magica system, participants alternate leading the game from session to session or story to story.
Ideally, all of your players can meet in one place to roleplay. Sometimes, this can't happen. When the person playing a central character can't make it to the game, you'll have to either play the character yourself (a prospect that puts many off, leaders and players alike), or come up with some good in-game reason for the character to be absent. On the other hand, sometimes you're going to have a character who's separated from his group for a more extended period. In these cases, you'll want to run a one-on-one adventure, just you and the player. These can be run just like any other adventure, or they can be handled via the wonder of "bluebooking." Bluebooking consists of writing a narrative version of the adventure in a log book of some sort, which the game leader and the player trade back and forth, each adding a new section in response to the previous. This works much like a live game, but is great for between-session gaming; it also lends itself well to an e-mail format. Be creative when trying to find alternative methods of playing.
Next, you'll have to decide whether you're going to have the players' creations define the story, or vice versa. Most game leaders prefer to have a very loose story idea, and then permit their players to come up with their own characters within some very broad guidelines (eg., in a medieval fantasy setting, the characters can't be rocket rangers or some shit). On the other hand, I've found that, with players who are more interested in the acting and role-playing aspect of the role-playing game, a very successful set-up is to have a developed story in mind, and assign roles on that basis. For example, if you've got a space opera campaign in mind, you might decide that your campaign needs a ship pilot, a gunner or engineer, a wealthy heiress, and a mysterious navigator. You might have a particular player in mind for the navigator or the princess, and might even have a full background worked out for those characters. Some players enjoy freedom in developing their characters; some enjoy being cast.**
I like to have my players do short writeups on their characters – some notes on their character's background, personality, outlook, and aspirations. This is a habit I picked up from years of playing White Wolf's Mage: The Ascension, where your character's philosophy can shape the reality of the game world. I've learned that, in any game, it's just a good way to get your players thinking in character. There's no need to make it too long; 500 words is a good minimum for most players. Of course, there's no need to set an upper limit, and giving stat bonuses (in experience points, for example) for longer writeups is an excellent incentive for players to develop their characters before play even begins. I call this "homework," and my players enjoy the assignment. You can keep this writeup, as well as the character sheet and any notes the player might want to keep, in a special duotang folder dedicated to that character; this is a great way to keep everything organized.
Many roleplaying campaigns are picaresque. They consist of "episodes" (separate "adventures") with little in the way of organizing principles that tie them together to form a plot. Many troupes are satisfied with this kind of play; I'm not. I prefer to have an overarching plot. For hard-core roleplayers, plot is the most important aspect of the game.
The plot will come to you in chunks; you might think of a great way to begin the campaign, but not know exactly where it will go – or you might have a great idea for an ending, but not know how to get there.† Before you start play, you will need to have formulated a clear idea of how to begin, as well as some of the challenges, conflicts and villains your players' characters will face. Beginning the game in a way that brings the characters together in a coherent fashion is always difficult; the cliché of having the characters meet in a tavern and discover they're applying for the same adventuring job is not only worn, it's never been very cementing of character bonds in the first place. Consider having your players help you out with this problem, consulting with one another to determine how they know one another and why they might want to adventure together. You also might consider defining some relations by fiat, asking two players to create their characters so that they would be siblings or cousins, old friends, or employer/employee. On the other hand, you might want to sow some intrigue into your troupe by having some of the characters mutually suspicious or at even antagonistic.
Forming a clear idea of some challenges your troupe's characters might face is not as hard as coming up with some balanced challenges the characters could overcome. Your first-level characters aren't going to be able to overthrow Pakhtuq, the Troll Tyrant of Orpa; they'd be eaten alive if they even tried. As the master of the game, you really have two options.
First, you could allow your players to create characters of a level of power more appropriate to the kind of game you want to play. This method has a significant disadvantage, in that players have less background with their characters. A story is always more personally involving if the players have watched their characters progress from weakness to strength. On the other hand, this method allows you to jump right into more dangerous and complicated stories of saga scope.
Your other option is to save the epic tales for later, and develop some adventures that will build the characters up to the levels required to complete those harder quests later. Starting from scratch makes the overcoming of long-term plans and overwhelming difficulties a lot more meaningful, because the players have watched their characters progress from the point where they would never have been able to overcome them. On the other hand, it really means you're in it for the long haul; it takes time to build characters of great power and experience. It can be difficult to hold the players' interest in a plot or a handful of plotlines that may take a year of real-time biweekly play to resolve. What's more, this method also burdens you with trying to extend the main conflicts of the plot into something that touches the lives of the characters from the very beginnings of their careers. Your epic tale in which humans restore the fallen god to grace might be the greatest tale you ever thought of, but if you can't figure out a way to get your troupe's characters on the path to encountering the fallen god, your great game idea is a flop, plain and simple.
Like any story, a roleplaying game campaign – at least one with a strong roleplaying dimension – will have a theme, the idea being explored by means of the story. A theme could be a conflict, like "human against nature," "individual against civilization," "slave against master," or "youth against age," and could be explored from any perspective. Or a theme could be much more introspective: love, hate, redemption, forgiveness, and revenge all make compelling themes. Once you've got a theme, you'll want to decide the tone with which you'll treat it. Tone is the essential component of style or atmosphere, and is just as distinctive to your games as theme. A story which took the conflict between the individual and civilization as its theme could be run in a light, comedic way, in which the characters are burdened by the exaggerated foibles of their fellows; it could be run in a heroic way, in which the characters reform a corrupt or decadent society; or it could be run in a paranoid or ultimately tragic vein, in which the gregarious agents of a totalitarian regime are everywhere, and the character's faith in others is their ultimate undoing (think Nineteen Eighty-Four). The importance of having a clear idea of theme and tone for your campaign can't be stressed enough. While obviously the plot of your story is going to involve secrets your players aren't ready to know, it's essential that they understand and support the theme and tone of the campaign; – otherwise they might become bored or even upset by the game.
You might want to keep a campaign bible. This is a notebook or folder that has all the information that your players can consult, especially the basic constitution of your game in terms of theme and tone. You don't need (and probably don't want) to come right out and say explicitly, "This is my theme; this is my tone." Instead, draft up a few pages of background material (known among gamers as "fluff") to whet their appetites. Think of composing a brief history of your gothic Croatian city state and the surrounding country as it is wracked by wars, invasions, and psychopathic nobles; the story of the Troll Tyrant's conquest of Orpa; or the prophecy of the newborn god leading a war to overthrow the current race of deities. Don't give away important secrets, but do try to give your players a good impression of what kind of story this is going to be, and make sure they're into it. This is the essence of what legbagede calls the "seed concept." Your campaign bible is also a great place to put summaries of completed adventures for you and the players to consult, in case there's any concern over forgetting important plot details or maintaining consistency.
Last but not by any stretch of the imagination least, you're going to want a master file. A Dungeon Master file, if you will. This is where you're going to keep episode summaries, session plans, non-player character and monster sheets, campaign maps, notes on imagery, snippets of conversation, segments of script, prop letters, pictures, and anything else you're going to need to run the specific story or adventure you have planned. This is your own personal file, not for any other eyes.
This is all you need to get started. Remember that although preparation is no substitute for creativity, creativity is no excuse for being unprepared. Keeping motivated and interested is also essential to running a long-term campaign. The best way to do that is to have fun.
* You can get Forgotten Futures at: < http://www.forgottenfutures.com/ >
Hook up with The Window at: < http://www.mimgames.com/window/ >
** The Norwegian live-action roleplaying community has apparently taken this principle of casting one step further. Many Norwegian LARP games now incorporate a principle called Skjebnespill or Lagnadspell – fateplay. In this system, every player is given a few easy imperatives, or "fates" (skjebne). The fates of the characters intertwine, creating the plot. For example, in a game inspired by Oedipus Rex, the main character may have the following fates: "You will flee Corinth to protect your parents from your prophecy. You will kill a braggart in a duel on the road. You will find your way to Thebes. When the plague descends, you will set out to find the murderer of King Laius." In itself, this fate seems fairly innocuous; but in the context of the larger story, its significance will become apparent. Note that this technique can be used to give more structure to the plot of a story in those cases where you want your players to focus more on character development and roleplaying. It doesn't lend itself well to more structured plots; players will feel that they're being "railroaded" toward preconceived conclusions that have nothing to do with their actions.
More on fateplay can be found at: < http://fate.laiv.org/ >
† A couple of years ago, I was running a campaign consisting mostly of middle. It was set in a small Mediterranean fascist island-state on the eve of World War II (think Malta). It had all sorts of intrigue revolving around the discovery of a forgotten library. Problem was, summer was almost over, players were moving away, and I didn't know how to finish the game; so I decided that the assassin-scholars who maintained the library also maintained something else: a semi-fluid protean infant god. They kept it in a vat, and as they were showing the players' characters around the library, they took the opportunity to shove the characters in, to be eaten by the god as it accumulated power for the end times. I thought the ending felt slapped-together, and had thought of it only the week before, but some of my players said it was the best campaign ending they'd ever played. Go figure.