Many people have asked me for little tips here and there on ways to make their pen/paper style RPG's more immersing. While my biggest advice is always going to be to use sensory words whenever possible to describe EVERYTHING; The room FEELS cramped, the tone of the room SOUNDS shallow giving you a sense of CLAUSTROPHOBIA. Pulls the player in allot more than “You have entered a 10x10 room and the lights are out. What now?”
Of course this is the most basic and important aspect of creating an immersing environment as a GM, and hopefully you are already doing this. That's why I want to talk about a trick you can use along with “good GM” skills... Props.
Generally when you think of props in Role-playing your mind goes into two very distinct locations; One would be the gutter, and the other LARPing (The live action version of whatever it is you are playing.) The idea is borrowed a bit from the latter, but not on such a large scale. Instead of fully acting out entire scenes or constructing elaborate sets, a GM may use a few key items to help draw in their players.
One example might be a letter from the prince. However, instead of scribbling a simple note, a GM might take the time to print it in a handwritten style font on a piece of parchment. Then, seal it in an envelope with a bit of red wax. Things like this can go a long way for giving your players a little taste of what their characters may actually “experience” helping to draw them into your world. Another good example of prop placement is the creation of character credentials. Give your players a drivers license sporting their characters portrait and information. Even better, give them an opportunity to use it or lose it in game.
While I am on the subject of props, there is something I should address... prop weapons. Of course the decision is entirely up to you and your group. But, as a personal choice I GREATLY urge groups never to allow any form of prop weapons. Some pen/paper groups and LARP groups use cardboard cutouts, Nerf, and air soft weapons. With the right level of maturity and a close group this could work. I have no doubt in my mind that my group could probably handle the same kind of responsibility. The effects of allowing such types of props into your games is far more hindering than immersing (in my opinion.) Now while you may think that I am an anti gun activist, or some extreme safety nut. That is not the case. I have a very large weapons collection as well as a large assortment of air soft assault weapons for back yard fun.
My main argument is of course safety. Beyond that there is more to the case. Weapons are a distractive prop. By giving your players weapons to brandish at the table, you have set a hack n' slash tone. You are telling your players that combat will always be the most viable option in your game (why else would you have armed them for combat, but not given them the spell book prop?) It sets an aggressive tone. Rather than actually negotiate a situation, you may find more standoffs at gun point than you normally would. Weapons have a tendency to replace role-playing, which is not the goal of props. There are many more reasons I am against weapons at the table, but I'm sure you can think of many more. Ultimately the choice is yours. But I urge safety. And Never, ever take your weapons out on the streets.
Of course this is the most basic and important aspect of creating an immersing environment as a GM, and hopefully you are already doing this. That's why I want to talk about a trick you can use along with “good GM” skills... Props.
Generally when you think of props in Role-playing your mind goes into two very distinct locations; One would be the gutter, and the other LARPing (The live action version of whatever it is you are playing.) The idea is borrowed a bit from the latter, but not on such a large scale. Instead of fully acting out entire scenes or constructing elaborate sets, a GM may use a few key items to help draw in their players.
One example might be a letter from the prince. However, instead of scribbling a simple note, a GM might take the time to print it in a handwritten style font on a piece of parchment. Then, seal it in an envelope with a bit of red wax. Things like this can go a long way for giving your players a little taste of what their characters may actually “experience” helping to draw them into your world. Another good example of prop placement is the creation of character credentials. Give your players a drivers license sporting their characters portrait and information. Even better, give them an opportunity to use it or lose it in game.
While I am on the subject of props, there is something I should address... prop weapons. Of course the decision is entirely up to you and your group. But, as a personal choice I GREATLY urge groups never to allow any form of prop weapons. Some pen/paper groups and LARP groups use cardboard cutouts, Nerf, and air soft weapons. With the right level of maturity and a close group this could work. I have no doubt in my mind that my group could probably handle the same kind of responsibility. The effects of allowing such types of props into your games is far more hindering than immersing (in my opinion.) Now while you may think that I am an anti gun activist, or some extreme safety nut. That is not the case. I have a very large weapons collection as well as a large assortment of air soft assault weapons for back yard fun.
My main argument is of course safety. Beyond that there is more to the case. Weapons are a distractive prop. By giving your players weapons to brandish at the table, you have set a hack n' slash tone. You are telling your players that combat will always be the most viable option in your game (why else would you have armed them for combat, but not given them the spell book prop?) It sets an aggressive tone. Rather than actually negotiate a situation, you may find more standoffs at gun point than you normally would. Weapons have a tendency to replace role-playing, which is not the goal of props. There are many more reasons I am against weapons at the table, but I'm sure you can think of many more. Ultimately the choice is yours. But I urge safety. And Never, ever take your weapons out on the streets.
2 comments:
Okay, so I finally found a minute. A few good points there. I had thought of prop weapons being a distraction and possibly a safety hazard, but I hadn't thought of how they might alter the group's thinking. On the other hand, that might be making the game more realistic, since a barbarian with a Greatsword is likely to want to use it.
It's a situational sort of thing. Hopefully your players are good enough that they can come to their conclusion on their own without the aid of a great sword on hand.
However, give your Brujah rabble some replica Desert Eagles and watch your well planned rant turn into a shooting gallery when Brujah are just as able to give passionate political views as they are able to dish out gang violence.
And I don't even want to bring up a certain group of players who shot up their RPG group because real guns were mixed into the batch of "play" weapons. It's things like that which give us gamers a bad rap.
It is a personal choice however. Should I ever play in a group where bringing a weapon is optional, I think I might stray away from bringing one for myself or from the game as a whole.
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