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Gamemaster suggestions V2


Daytona211

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This is referring to my old post from around a year ago 

Not going to restate everything I put there. 
The player base 100% appreciates the GM's that put int the time and effort to entertain us but there are certain things that should try to be improved some stand outs are 
1. Documentation 
All events should have a somewhat detailed document (Examples: Operation: Broken Bark Operation: Sandy Wastes) which outlines the general flow of the event and what the progression of the event should be. For those that play D&D this should be pretty familiar.
This has a multitude of benefits firstly it lets you think through the lore of your event and ensures that you aren't making any rash decisions that undermine the characters in your event (IE: A General who is an asshole but has a heart of gold doing something out of his character)  it also allows if YOU crash or have to leave mid event another GM helping with the event can pickup the document and be able to carry the event through without the players noticing a difference. 

A clear example of this not being done was today when a GM crashed and instead we were originally going to just walk back to DB until the players voted to fight through some enemies first. While technical difficulties are infuriating they shouldn't be a problem if we prepare for events adequately. 
These are the things as stated above that I would like to see: Operation: Broken Bark Operation: Sandy Wastes
Lack of story telling

This isn't always the GM's fault it is easy to throw together a (Go here -> shoot this -> get that -> RTB) type of event that's why most games have side quests that are all about this fetch quests. We however should strive to have most of our deployments or encounters contribute to an overarching story or sense of immersion. Think of long strings of missions that have reoccurring characters with clear motivations, and objectives. 
Typically, this is a long process and is not always easy since most players prefer a style of run, and gun and not care so much about the why. You can improve this through interaction with average players have your character walk around the base and speak to troopers, or if you have a CIS aligned villain then have them leverage comms to communicate lore to players through DB or during an event.  

Long term deployments
This is an exciting new opportunity due to the hard work of our map makers and developers whom provide maps for us to play on. This has been suggested before but I think it begs a reminder that we could have a unique CWRP experience through the use of extended deployments. Where we set up a campaign of events (lets call it 5 or so for the sake of this example) throughout the 5 events we spend time on a venator. This is because logically we would need to travel from planet, to planet. Upon arrival at the planet we deploy to the planet and conduct one of the events after which we would return to main and travel to the next planet. Finally when the campaign is completed we return to anaxes. Of course there can be other deployments spread throughout which can be role-played a few different ways. This could increase player immersion and interest in the story line being told. If you tell an engaging story the players WILL listen.

Remember at the end of the day GM's are STORYTELLERS  It is the job of the GM to tell an entertaining story with the players being pawns and interactive participants in that story. With that comes some bumps if the story doesn't go as planned but we have an overarching document that allows us to have the whole story down so it can be followed and critiqued. 

I hope current gamemasters take note of this and attempt to take parts of this advice and integrate it into their events.

Edited by Daytona211
  • Agree 1

former: cadet,private,private first class, specialist,Sergeant,Staff Sergeant,Sergeant First Class,Master Sergeant,First Sergeant,Sergeant Major,Command Sergeant Major,Warrant Officer, Sergeant Major of the battalion, 2nd Lieutenant,Lieutenant,Captain,Major,Lieutenant Colonel,Colonel,Commander,Executive Officer,Battalion Commander,Regimental Commander,Marshal Commander,501st,212th,DU,21st,CG,RANCOR,104th,SOBDE,Jedi,Naval,41st,Event Job,Gamehelper,Gamemaster,Gamemaster Officer, Gamemaster Manager, Gamemaster Director, New Admin, Admin, Senior Admin, Veteran Admin,Head Admin, Director,Managment, Founder, Retired Founder, forum mod, forum admin,forum dev,Yoda,Mace WIndu

current: Versock

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As a game master, I'm currently planning a bunch of things that will need some time to finish + create. I want to finish a 212th storyline that's pretty story-driven and kickass, then see about doing a storyline for each battalion (including Jedi/BO/etc.) One of my big ideas is a server-wide, long-term deployment galactic conquest similar to the old BF2 game, following a bit of story. I'm talking about capturing command posts, vehicles, bases, etc. but I lack quite a few things, such as help, time, building, and map selections. If we had more maps, it'd be better. Also, the issue with the prop packs doesn't help either!

  • Agree 1

"If you have time to think of a beautiful end, then live beautifully until the end." 

"A hero need not speak. For when he is gone, the world will speak for him." 

https://www.youtube.com/watch?v=kZTMETl7Ga0&list=PL5Og0VYg8k2TnPDvarJa9Ijipx7W0Or0x

 

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  • 3 months later...
Head Admin

Very nice 

Current: Head Admin | Specialized Regimental Commander

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