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Role Playing Public Radio Podcast / Re: Fan Actual Plays
« on: October 13, 2009, 08:20:29 PM »
I can see how both of those scenarios can be worked.
The big plot of the session can be completed so the players feel accomplished, but something they thought was small can reveal itself to be potentially bigger than they previously considered and will get them thinking about what they want to do for the next game.
The key thing is to keep the players thinking about the game even long after they last played.
If even one player comes to you, as a gm, and starts telling you what they want to do next time they play, or that they couldn't stop thinking about what happened last time for days, then you know your doing something right. Sometimes it's difficult for me to prepare to gm the next session because I get distracted by Hero's campaign and what I want my character to achieve next time.
The big plot of the session can be completed so the players feel accomplished, but something they thought was small can reveal itself to be potentially bigger than they previously considered and will get them thinking about what they want to do for the next game.
The key thing is to keep the players thinking about the game even long after they last played.
If even one player comes to you, as a gm, and starts telling you what they want to do next time they play, or that they couldn't stop thinking about what happened last time for days, then you know your doing something right. Sometimes it's difficult for me to prepare to gm the next session because I get distracted by Hero's campaign and what I want my character to achieve next time.