Midnight - RPG Theory Improvements

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The following are ideas for "improvement" goals and ideas that the GM and players as a group and individually might try to increase everyone's "fun" for the games. We already do alot of great things (obviously) but this is just brainstorming ideas. Please note ideas, and try to explain or give good examples.


Let's Get Physical[edit]

I've been considering some things to tighten up with our game play and space.
Here are points to consider:
Front Table Space - I dislike clutter. I'd like to implement that we keep the middle table ONLY for miniatures and dice. No clipboards, binders, food/drinks, notes, crap, etc... notes:
  • Get it ready - this is a helpful hint to plan to get the front table out/ready as the GM is prepping game stuff.
  • One thing each - okay, I like that Steve has his "tiny arrows" on the front table. I'd consider this part of the miniatures/dice. Everyone's aloud one small thing.
  • Minis on the Table - miniatures are fun! I'd like that we ALWAYS prep to have our PC miniatures out on the table before game. that includes NPCs and such. They should generally be placed in the "marching order" or positioning, then anytime it actively changes - CHANGE it... This would reduce the "kevin's drawing and clearing the table, there's going to be a battle factor" that I hate.
No Desk Seat - This is on Bill... sorry Bill. I just hate asking you to move everytime. I hate not being able to have a clean desk to easily work the music during games or pull up pictures, etc... Here are my suggestions:
  • Make room - we can figure this one out. There's a BIG entire couch to sit on, Steve likes being up and moving. An alternative (if he likes) could be that he "sits" on a rolly chair beside the couch. If sitting on the other side of the couch seems packed to Bill, we can either reorganize or trade seats somehow.
  • Kevin at the Helm - An alternative to just having Bill move is to relocate myself completely to the desk. My only issue with this is that I dislike having a "barrier" between myself and the group, as well as the couch seats with their back to me...
Rolling Dice - I've become one that really enjoys the "fate" laid down by the roll of the dice. I think it's fun to share this. I feel we've gotten away from rolling dice only when the GM asks, with some folks rolling ahead of time, etc... The ritual rolling of dice is really part of the drama for me. I'd like to implement a plan that will both share and clean up dice rolling. (NOTE: this is not not not an accusation about cheating in any way, its about drama die rolling fun):
  • Everyone roll on the front table - all rolls on the front middle table, this one may be hard only because of apt logistics
  • Rolling Buddy - no die rolls counts unless at least one other person witnesses the roll and stop of the die, kin I git a witness! This one might be best as it slows things down just enough to make the die roll mean something.


Evocative Descriptions[edit]

Adam pointed out to me how, while we get the point across that sometimes the descriptions are less than they could be. We talked about this for GM descriptions but I want to go one step further. I think anytime anyone is asked to describe something it should be considered in these directions. At times a player may know more in general about a subject - if so they may be briefed shortly with a few key words by the GM to do an excellent descriptive text...
Here are points to consider:

QUALITY NOT QUANTITY[edit]

Pause and breath - many times we'll rush things to "get past the flavor text", the flavor text is what RPGs are all about. Make an effort when ready to describe a new thing to:
  • stop, sit back, consider the description needed, breath, then launch into it with vigor!
Better...Stronger...Faster - reduce the description to a shorter 30-40 seconds, describe things in narrator voice "old school" module "read aloud" text block style.
6 Senses - when describing, try to hit all six senses
  • Sight - what the PCs see, taking into account all racial/class abilities such as Darkvision, etc... Consider near/far and peripheral.
  • Hearing - what the PCs hear, loudest to softest textures. Base and pitch. Of just the "white noise".
  • Taste - taste can be experienced, it's usually spurred by scent and sight. Consider that you can "almost taste" things as you walk in a bakery or the gag reflex of "almost tasting" sulfur fumes, etc...
  • Smell - what the PCs smell, the most potent scents to the least. Usually described in a "taste" such as sweat or spicy, etc... smell. Smell leads directly to taste and is usually the most memorable.
  • Touch - touch can be experienced first through the feeling of how the PCs walk/enter an area, as well as when the actually touch/brush by something. Consider textures a great deal here.
  • 6thSense - this is the general atmosphere feeling. Be sure not to "tell" the PCs how to feel (you are scared), however aluding to how a "lesser man would be in terror" can help. Feeling like "eyes are watching you" or feeling uncomfortable, out of place, cramped, etc... can all enter in here. Also consider any actual alternate senses PCs might have such as telepathy, etc...
NPCs too!! - don't forget to give this description style to each NPC as well... Cut the time down to 5-10 seconds. Consider giving each player the chance to "make the description" after giving the player a few key words needed. Remember to include:
  • give two personality quirks for an NPC (such as stingy, pompous, etc...)
  • remember to give each a physical style/quirk (such as fiddling with her knife, always leaning with arms crossed, etc..)
  • don't get tempted to be goofy, remember comic relief is good but NOT if its used too frequently
  • broaden the "types" of archetypes of NPCs, here are examples:
Character Sketch
The study of the Character, as it is now known, was conceived by Aristotle’s student Theophrastus. In The Characters (c. 319 BC), Theophrastus introduced the “character sketch,” which became the core of “the Character as a genre.” It included 30 character types — twenty-six moral types and four social types. Each type is said to be an illustration of an individual who represents a group, characterized by his most prominent trait. The Theophrastan types are as follows:
The Insincere Man (Eironeia)
The Flatterer (Kolakeia)
The Garrulous Man (Adoleschia)
The Boor (Agroikia)
The Complaisant Man (Areskeia)
The Man without Moral Feeling (Aponoia)
The Talkative Man (Lalia)
The Fabricator (Logopoiia)
The Shamelessly Greedy Man (Anaischuntia)
The Pennypincher (Mikrologia)
The Offensive Man (Bdeluria)
The Hapless Man (Akairia)
The Officious Man (Periergia)
The Absent-Minded Man (Anaisthesia)
The Unsociable Man (Authadeia)
The Superstitious Man (Deisidaimonia)
The Faultfinder (Mempsimoiria)
The Suspicious Man (Apistia)
The Repulsive Man (Duschereia)
The Unpleasant Man (Aedia)
The Man of Petty Ambition (Mikrophilotimia)
The Stingy Man (Aneleutheria)
The Show-Off (Alazoneia)
The Arrogant Man (Huperephania)
The Coward (Deilia)
The Oligarchical Man (Oligarchia)
The Late Learner (Opsimathia)
The Slanderer (Kakologia)
The Lover of Bad Company (Philoponeria)
The Basely Covetous Man (Aischrokerdeia)