GreySector RPG Superstar 2013 Top 8 |
You should not need to do anything other than withhold any prestige noted in the adventure; however, context is important. If the NPC died because the PCs killed him in plain sight of civic-minded witnesses or guards, that may result in the PCs' arrest. More and more, scenarios that I develop include special conditions to discourage the murderhobo phenomenon, whether in the prestige calculation, as a form of censure during the adventure, or as a negative boon on a Chronicle sheet.
John, perhaps we could take a cue from the Adventure Card Game and call negative boons on your chronicle 'banes'?
Fromper |
TheFlyingPhoton wrote:Every once in a while, a player forgets the goals/point of the particular adventure due to things like zoning out in the middle of a particularly long box text, getting distracted by getting themselves set up at the table or stuff happening outside the table, or by getting lost in a particular early encounter that they forget about everything else (it happens to me as a player, too).There is a GM in Pirate Rob's area that has recently taken to solving this by folding 3x5 cards (or 4x6 cards) in half to make a little tent-like structure. He writes on the side of the tent the main objective in as few words as possible. For example, "Save Venture-Captain Sharrowsmith." Then he'll use additional cards to write any other objective or warning. For example, "Don't kill the kobolds."
So as the game plays, there are 2 or 3 (or 4!) cards in front of his GM screen, each with a short warning in big letters. It has made things MUCH easier. I intend to copy what he's doing.
I've seen it recommended here (and I believe tried it once, though it's been a while since I was active and GMed regularly) to copy and paste the entire opening mission briefing into MS Word, and hand it out to the players at the start of the session. Maybe highlight the most important bits, to make it stand out.
trollbill Venture-Lieutenant, Florida—Melbourne |
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TheFlyingPhoton wrote:Every once in a while, a player forgets the goals/point of the particular adventure due to things like zoning out in the middle of a particularly long box text, getting distracted by getting themselves set up at the table or stuff happening outside the table, or by getting lost in a particular early encounter that they forget about everything else (it happens to me as a player, too).There is a GM in Pirate Rob's area that has recently taken to solving this by folding 3x5 cards (or 4x6 cards) in half to make a little tent-like structure. He writes on the side of the tent the main objective in as few words as possible. For example, "Save Venture-Captain Sharrowsmith." Then he'll use additional cards to write any other objective or warning. For example, "Don't kill the kobolds."
So as the game plays, there are 2 or 3 (or 4!) cards in front of his GM screen, each with a short warning in big letters. It has made things MUCH easier. I intend to copy what he's doing.
nosig |
outshyn wrote:I've seen it recommended here (and I believe tried it once, though it's been a while since I was active and GMed regularly) to copy and paste the entire opening mission briefing into MS Word, and hand it out to the players at the start of the session. Maybe highlight the most important bits, to make it stand out.TheFlyingPhoton wrote:Every once in a while, a player forgets the goals/point of the particular adventure due to things like zoning out in the middle of a particularly long box text, getting distracted by getting themselves set up at the table or stuff happening outside the table, or by getting lost in a particular early encounter that they forget about everything else (it happens to me as a player, too).There is a GM in Pirate Rob's area that has recently taken to solving this by folding 3x5 cards (or 4x6 cards) in half to make a little tent-like structure. He writes on the side of the tent the main objective in as few words as possible. For example, "Save Venture-Captain Sharrowsmith." Then he'll use additional cards to write any other objective or warning. For example, "Don't kill the kobolds."
So as the game plays, there are 2 or 3 (or 4!) cards in front of his GM screen, each with a short warning in big letters. It has made things MUCH easier. I intend to copy what he's doing.
I have done this for a long time... works great! It does especially help when there is a lot of background noise during the briefing - the Players can follow along while we go thru the VC briefing.
Zauron13 |
And for players that want to be ready even if the GM doesn't want to remind you of the goal, get the Chronicler/Scribe prestige follower! You can ask them 1 question during the game about something your character heard but you, the player, don't remember. Forgot the mission briefing? Have the scribe repeat it!