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Difference between revisions of "How to Guide"

 
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As a Guide in Realms, you take on the role of the main storyteller. Your words set the scenes, narrate the events, act as the non-playable characters, and prompt the Trackers towards their own self-organized activities.  
 
As a Guide in Realms, you take on the role of the main storyteller. Your words set the scenes, narrate the events, act as the non-playable characters, and prompt the Trackers towards their own self-organized activities.  
  
That’s a lot of responsibility, but don’t worry-- we like to have fun here! The following chapter is full of resources to aid your adventures in Guiding!
+
That’s a lot of responsibility, but don’t worry-- we like to have fun here! The following chapter is full of resources to aid your adventures in Guiding!<br />
  
 +
===== What You're Getting Into =====
 +
There's no point scoring or number crunching in this game! Realms of Cascadia combines group storytelling, roleplay, and gameplay which teaches practical bushcraft skills.
 
<br />
 
<br />
 +
=====Preparation=====
 +
Much of the Guide’s work is done on the fly. However, there are a few ways to prepare for running a game that will make things smoother and more fun for everyone!
 +
As a best practice, read over the daily events, practice your [[NPCs]], and decide on your games before the day starts. In the rare occasion a prop is required, make a note to gather it before the day's activities begin. There are blocks of descriptive text through the Story Guides, but consider them suggestions rather than a set-in-stone script. If possible, incorporate situational or environmental context into your descriptions.
  
 
======Game Database======
 
======Game Database======
Each Story Guide suggests when to insert games into the day’s activities. There may also be a specific game to play, but frequently, the Guide will be able to choose from any game with the qualifying Game Tags.
+
Every day includes 3-4 games. Some of these games are fixed in the story, with details to be found in the Story Guide. Most, however, can be chosen from the database using any game with the qualifying [[Game Tags]].
 +
<br />
 +
======Safety======
 +
Each game has a few basic safety considerations. Review these every time you plan a gaming session or use a new site for gameplay.
 +
<br />
 +
=====Players=====
 +
 
 +
There isn't ''one correct way'' to play this game. Different Trackers will enjoy different aspects of the game, and your goal over the week is to observe what gets your players motivated. After a few you can tweak the gameplay to best match the group!
 +
 
 +
Here are some key player drives you'll come to recognize, as well as how to integrate them into a harmonious roleplaying group:
 +
 
 +
<br />
 +
 
 +
======The Dramatist======
 +
These players live to be in-character. They're chiefly interested in gameplay which fleshes out the story and their character. They want to genuinely feel immersed in this fantasy world, and appreciate a more serious tone with plenty of roleplay opportunities.
 +
 
 +
 
 +
'''Encourage Dramatists by...'''
 +
 
 +
*Suggesting journaling about character development
 +
*Referencing their characters' traits or origin stories in the adventure
 +
*Recruiting them to help determine narrative elements
 +
 
 +
 
 +
'''Watch out for Dramatists...'''
 +
 
 +
*Acting disruptively because it's "in-character"
 +
*Centering the narrative around themselves
 +
*Dictating others' actions to fit their idea of the story<br />
 +
 
 +
======The Improvisor======
 +
This type of player likes their decisions having weight in the roleplay world. They prefer not to waste too much time in planning, and may take risks or deliberate bad choices just to see how things play out. This can be intimidating for the Guide, but properly directed, can lead to exciting and unique game sessions.
 +
 
 +
 
 +
'''Encourage Improvisors'''
 +
 
 +
*Framing the preferred course of action as more dangerous or difficult
 +
*Selecting games which encourage experimentation in achieving the objective
 +
*Handing down creative consequences rather than flatly prohibiting actions
 +
 
 +
 
 +
'''Watch out for Improvisers...'''
 +
 
 +
*Disregarding the teams' fun in favor of their own
 +
*Pushing roleplay scenarios towards conflict
 +
*Breaking character or upsetting the tone of the roleplay
 +
 
 +
<br />
 +
======The Achiever======
 +
Achievers are typically very passionate gamers with efficient, logical minds. They want to the determine parameters and succeed. They tend to be objective-oriented and enjoy the thrill of measurably increasing their skills and beating bad guys.
 +
 
 +
 
 +
'''Encourage Achievers by...'''
 +
 
 +
*Noticing and praising their progress
 +
*Springing extra objectives on their them if the challenge level appears too low
 +
*Characterizing NPCs as being impressed by them
 +
 
 +
 
 +
'''Watch out for Achievers...'''
 +
 
 +
*Treating teammates as lackeys
 +
*Rushing past story or roleplay moments to get to the game mechanics
 +
*Defaulting to fighting as a way to "win"
 +
 
 
<br />
 
<br />
 +
======The Tactician======
 +
These players like to make choices carefully, after the situation has been observed and considered. They look not just for success, but for the path of minimal risk and least resource consumption. Their satisfaction is largely based on their input aiding the group's progress.
  
======Safety======
+
 
Each game has a few basic safety considerations. Make sure to review these every time you plan a gaming session.
+
'''Encourage Tacticians by...'''
 +
 
 +
*Including riddle and puzzle challenges
 +
*Making it possible to succeed without combat or drama if the right conditions are met
 +
*Give their ingenuity lots of recognition from NPCs
 +
*
 +
 
 +
'''Watch out for Tacticians...'''
 +
 
 +
*Grinding the story or action to a halt
 +
*Telling other players what to do
 +
*Taking too much responsibility onto themselves
  
 
<br />
 
<br />
 +
======The Vigilant======
 +
Vigilant players enjoy taking in the experience more than shaping it. They may be shy or newer to roleplay, but are no less immersed in the world and story. They tend to be peacemakers, prioritizing fun and a comfortable social setting over in-game efficiency.
  
=====Preparation=====
+
 
Much of the Guide’s work is done on the fly. However, there are a few ways to prepare for running a game that will make things smoother and more fun for everyone! As a best practice, read over the daily events, practice your [[NPCs]], and decide on your games the night before.
+
'''Encourage the Vigilant by...'''
<br />Every day includes 3-4 games. Some of these games are fixed in the story, but most can be chosen from the database with minimal prep work.
+
 
 +
*Not placing pressure on them to perform
 +
*Prompting them through roleplay situations
 +
*Commending them for acting outside their comfort zone
  
  
Throughout the story guides, there are areas of quoted italicized text. Consider these suggestions, not exact scripts! Whenever possible, incorporate your environmental context into the description.
+
'''Watch out for the Vigilant...'''
  
 +
*Being distracted or distracting others from the narrative
 +
*Having more assertive teammates talk over their ideas
 +
*Trivializing serious scenes in the roleplay
  
====='''Storytelling'''=====
 
 
<br />
 
<br />
======'''Improv Skills'''======
+
=====Storytelling=====
 
<br />
 
<br />
======'''Steering Skills'''======
+
======Improv Skills======
 +
 
 +
 
 +
LARPs don't have a script, so be prepared for plenty of improvisation regardless of how much prep time you have. Try to relax, be flexible, and accept that complete control isn't possible or desirable in collaborative storytelling. You may be surprised to find the altered storyline is even better than what was planned!
 +
 
 +
The cornerstone of all improv is saying, '''"yes, and..."''' This means taking what a player has offered, validating it, and building it into the story. Blocking a suggestion for no concrete reason can bring the action to a screeching halt, so consider carefully before answering in the negative.
 +
 
 +
Here are some other techniques to improvising:
 +
 
 +
*'''Be obvious.''' Don't assume the players will remember everything you mention. Circle back to information and be patient in answering questions. Don't let them flounder for too long without a heading!
 +
*'''Think narratively.''' Keep the end point of the day in mind and try and guide players towards it. Don't worry if material gets skipped over in favor of players' creations.
 +
*'''Bring elements back.''' Establish familiarity with callbacks to NPCs, plot devices, and games. You don't need to generate new ideas if you can build on existing ones.
 +
*'''If it sucks, change it.''' It sounds simple, but it can hurt to jettison carefully laid plans. However, if a scene or game is clearly bombing, dramatic shifts are preferable to losing the players. Try ratcheting up the difficulty or stakes, game-ifying a conversation with an NPC, or transitioning the intensity of a game to match the group's energy.<br />
 +
 
 +
======Steering Skills======
  
  
Line 32: Line 135:
  
  
'''Read the Room'''
+
'''Problem Solving'''
  
Different groups will have different interests and limits in roleplay. Continuously assess how your group id doing, and steer towards the best representation of the Tracker's [[Compass]] as possible.
+
Different groups will have different interests and limits in roleplay. Continuously assess how your group is doing, with an eye towards these common issues:
 
{| class="wikitable"
 
{| class="wikitable"
 
|+
 
|+
Line 41: Line 144:
 
|-
 
|-
 
|Trackers are freaked out.
 
|Trackers are freaked out.
|Tone down the stakes for younger Trackers
+
|Tone down the stakes or enemies, especially for younger Trackers.
 
|-
 
|-
|Trackers want to choose violence.
+
|Trackers choose violence.
|Remind players of the Trackers [[Compass]] to curb wanton punchiness. If they insist on fighting, consider allowing it with appropriate consequences (for the characters, not the Trackers themselves). Possibilities include getting captured, additional obstacles in games, or losing an NPCs' cooperation or friendship.
+
|Remind players of the Trackers [[Compass]]. If they insist on fighting, consider allowing it with appropriate consequences (<u>for the characters, not the Trackers themselves)</u>. Possibilities include getting captured, additional obstacles in games, or losing an NPCs' cooperation or friendship.
 
|-
 
|-
|Trackers are hung up on something specific.
+
|Trackers get hung up on something specific.
|Make note of it, and make a plan to use it. Even if it's ridiculous and unfeasible, there is some way to bring it in, if only as a cameo. In the meantime, tell the Trackers to '''forget about it!''' That is absolutely '''not''' happening.
+
|Make note of it, and make a plan to use it. Even if it's ridiculous and unfeasible, there is some way to bring it in. Possibly only as a cameo. In the meantime, tell the Trackers to '''forget about it!''' That is absolutely '''not''' happening.
 
|-
 
|-
 
|Trackers are struggling with roleplay.
 
|Trackers are struggling with roleplay.
|If a second Guide is available, play off them to let interesting or secret information slip. You may also restructure a conversation into an improv game.
+
|Make the objective of dialogues clear, and have NPCs ask leading questions.
 
|}
 
|}
  
  
'''Social Engineering'''  
+
'''Social Engineering'''
 
 
 
 
'''Share Secrets'''
 
 
 
  
'''Give People What They Want'''
+
Inclusivity can be hard for groups to self-assess and regulate. Therefore, it's important for the Guide to pay attention to the social structures in the group. Intervene if you suspect a player needs more opportunities to have their voices heard.<br />
<br />
 
======'''Narrative Skills'''======
 
<br />
 

Latest revision as of 00:05, 21 June 2021

As a Guide in Realms, you take on the role of the main storyteller. Your words set the scenes, narrate the events, act as the non-playable characters, and prompt the Trackers towards their own self-organized activities.

That’s a lot of responsibility, but don’t worry-- we like to have fun here! The following chapter is full of resources to aid your adventures in Guiding!

What You're Getting Into

There's no point scoring or number crunching in this game! Realms of Cascadia combines group storytelling, roleplay, and gameplay which teaches practical bushcraft skills.

Preparation

Much of the Guide’s work is done on the fly. However, there are a few ways to prepare for running a game that will make things smoother and more fun for everyone! As a best practice, read over the daily events, practice your NPCs, and decide on your games before the day starts. In the rare occasion a prop is required, make a note to gather it before the day's activities begin. There are blocks of descriptive text through the Story Guides, but consider them suggestions rather than a set-in-stone script. If possible, incorporate situational or environmental context into your descriptions.

Game Database

Every day includes 3-4 games. Some of these games are fixed in the story, with details to be found in the Story Guide. Most, however, can be chosen from the database using any game with the qualifying Game Tags.

Safety

Each game has a few basic safety considerations. Review these every time you plan a gaming session or use a new site for gameplay.

Players

There isn't one correct way to play this game. Different Trackers will enjoy different aspects of the game, and your goal over the week is to observe what gets your players motivated. After a few you can tweak the gameplay to best match the group!

Here are some key player drives you'll come to recognize, as well as how to integrate them into a harmonious roleplaying group:


The Dramatist

These players live to be in-character. They're chiefly interested in gameplay which fleshes out the story and their character. They want to genuinely feel immersed in this fantasy world, and appreciate a more serious tone with plenty of roleplay opportunities.


Encourage Dramatists by...

  • Suggesting journaling about character development
  • Referencing their characters' traits or origin stories in the adventure
  • Recruiting them to help determine narrative elements


Watch out for Dramatists...

  • Acting disruptively because it's "in-character"
  • Centering the narrative around themselves
  • Dictating others' actions to fit their idea of the story
The Improvisor

This type of player likes their decisions having weight in the roleplay world. They prefer not to waste too much time in planning, and may take risks or deliberate bad choices just to see how things play out. This can be intimidating for the Guide, but properly directed, can lead to exciting and unique game sessions.


Encourage Improvisors

  • Framing the preferred course of action as more dangerous or difficult
  • Selecting games which encourage experimentation in achieving the objective
  • Handing down creative consequences rather than flatly prohibiting actions


Watch out for Improvisers...

  • Disregarding the teams' fun in favor of their own
  • Pushing roleplay scenarios towards conflict
  • Breaking character or upsetting the tone of the roleplay


The Achiever

Achievers are typically very passionate gamers with efficient, logical minds. They want to the determine parameters and succeed. They tend to be objective-oriented and enjoy the thrill of measurably increasing their skills and beating bad guys.


Encourage Achievers by...

  • Noticing and praising their progress
  • Springing extra objectives on their them if the challenge level appears too low
  • Characterizing NPCs as being impressed by them


Watch out for Achievers...

  • Treating teammates as lackeys
  • Rushing past story or roleplay moments to get to the game mechanics
  • Defaulting to fighting as a way to "win"


The Tactician

These players like to make choices carefully, after the situation has been observed and considered. They look not just for success, but for the path of minimal risk and least resource consumption. Their satisfaction is largely based on their input aiding the group's progress.


Encourage Tacticians by...

  • Including riddle and puzzle challenges
  • Making it possible to succeed without combat or drama if the right conditions are met
  • Give their ingenuity lots of recognition from NPCs

Watch out for Tacticians...

  • Grinding the story or action to a halt
  • Telling other players what to do
  • Taking too much responsibility onto themselves


The Vigilant

Vigilant players enjoy taking in the experience more than shaping it. They may be shy or newer to roleplay, but are no less immersed in the world and story. They tend to be peacemakers, prioritizing fun and a comfortable social setting over in-game efficiency.


Encourage the Vigilant by...

  • Not placing pressure on them to perform
  • Prompting them through roleplay situations
  • Commending them for acting outside their comfort zone


Watch out for the Vigilant...

  • Being distracted or distracting others from the narrative
  • Having more assertive teammates talk over their ideas
  • Trivializing serious scenes in the roleplay


Storytelling


Improv Skills

LARPs don't have a script, so be prepared for plenty of improvisation regardless of how much prep time you have. Try to relax, be flexible, and accept that complete control isn't possible or desirable in collaborative storytelling. You may be surprised to find the altered storyline is even better than what was planned!

The cornerstone of all improv is saying, "yes, and..." This means taking what a player has offered, validating it, and building it into the story. Blocking a suggestion for no concrete reason can bring the action to a screeching halt, so consider carefully before answering in the negative.

Here are some other techniques to improvising:

  • Be obvious. Don't assume the players will remember everything you mention. Circle back to information and be patient in answering questions. Don't let them flounder for too long without a heading!
  • Think narratively. Keep the end point of the day in mind and try and guide players towards it. Don't worry if material gets skipped over in favor of players' creations.
  • Bring elements back. Establish familiarity with callbacks to NPCs, plot devices, and games. You don't need to generate new ideas if you can build on existing ones.
  • If it sucks, change it. It sounds simple, but it can hurt to jettison carefully laid plans. However, if a scene or game is clearly bombing, dramatic shifts are preferable to losing the players. Try ratcheting up the difficulty or stakes, game-ifying a conversation with an NPC, or transitioning the intensity of a game to match the group's energy.
Steering Skills

Steering is when you make an action or comment designed to direct players to in-game elements. The more subtle the steering, the more immersive the gameplay experience. However, it will always be necessary in some form to keep players on track! Here are some suggestions for keeping a light touch:


Problem Solving

Different groups will have different interests and limits in roleplay. Continuously assess how your group is doing, with an eye towards these common issues:

Situation Suggestions
Trackers are freaked out. Tone down the stakes or enemies, especially for younger Trackers.
Trackers choose violence. Remind players of the Trackers Compass. If they insist on fighting, consider allowing it with appropriate consequences (for the characters, not the Trackers themselves). Possibilities include getting captured, additional obstacles in games, or losing an NPCs' cooperation or friendship.
Trackers get hung up on something specific. Make note of it, and make a plan to use it. Even if it's ridiculous and unfeasible, there is some way to bring it in. Possibly only as a cameo. In the meantime, tell the Trackers to forget about it! That is absolutely not happening.
Trackers are struggling with roleplay. Make the objective of dialogues clear, and have NPCs ask leading questions.


Social Engineering

Inclusivity can be hard for groups to self-assess and regulate. Therefore, it's important for the Guide to pay attention to the social structures in the group. Intervene if you suspect a player needs more opportunities to have their voices heard.