Editing How to Run:Sorcerer

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This is a summary of some of the threads found in the [[Sorcerer:_A_Menu|''Sorcerer:'' A Menu]] page, specifically, [http://www.indie-rpgs.com/forum/index.php?topic=13709.0 ''Sorcerer'' One-Sheet Preperation] and [http://www.indie-rpgs.com/forum/index.php?topic=16901.0 Getting Started]. All content is cribbed solely and shamelessly from Ron Edwards, Lisa Padol and Paka (with a little editing by IMAGinES to get it all fitting together).
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This is a summary of some of the threads found in the [[Sorcerer:_A_Menu|''Sorcerer:'' A Menu]] page, specifically, [http://www.indie-rpgs.com/forum/index.php?topic=13709.0 ''Sorcerer'' One-Sheet Preperation] and [http://www.indie-rpgs.com/forum/index.php?topic=16901.0 Getting Started].
  
 
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# '''Re-read ''Sorcerer'' and the supplements.'''
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# Reread the book and the supplements.
# '''Decide on a setting and write a summary of its basic features:'''
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# Decide on a setting.
## '''List your influences and inspirations and keep them in mind during the process.''' Re-watching or re-reading your influences can be cool, especially if you can screen the movie for or lend the books to the players who will be playing.
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# Make the one sheet. Don't overprep. Don't underprep either, but definitely don't overprep.<br />
## '''What is Humanity?''' This is the engine that drives the game.  Without it, the paintjob might look pretty but it won't go anywhere.
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This consists of 10 Steps (just like character and demon creation )
## '''What are Demons?''' If Humanity's the engine, Demons are the tires.   
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## List your influences and inspirations and keep them in mind during the process.<br />
## '''What are Sorcerers and thus what is Lore?''' What the players will be is important, they need to understand who they will be portraying.
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Re-watching or re-reading your influences can be cool, especially if you can screen the movie or lend the books to the players who will be playing.
## '''What are Binding, Summoning, Contacting, Punishing?'''
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## What is Humanity?<br />
## '''Descriptors: Do you need new ones and if so, how are they informing the players about and marrying the PC's to the world?''' These are important, they are how you display the world.  During character creation, I would show them the one-sheets and then while they were still percolating with vague ideas, I'd shove the descriptors in their face and watch their eyes light up.
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This is the engine that drives the game.  Without it, the paintjob might look pretty but it won't go anywhere.
## '''Give it a look over.  Is it fun?  What were you trying to do with it and what has it become?  How do your rules choices reinforce the feel you are trying to achieve?''' Reading other Actual Play posts (especially [[Sorcerer:_A_Menu#Cooking_Tips|Art Deco Melodrama]]) and giving ''Sorcerer'', ''The Sorcerer's Soul'' and ''Sorcerer and Sword'' another re-reading are good ideas at this point.
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## What are Demons?<br />
## '''Get feedback from others.''' Post it.  Show it to friends.  I find this step invaluable.  Very often I have a kernel of a good idea and I'm not even sure what it is.  Getting that feedback is invaluable.   
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If Humanity's the engine, Demons are the tires.   
## '''Create a Relationship Map.'''
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## What are Sorcerers and thus what is Lore?<br />
## '''Consider what all the various NPCs & so on might be up to, what they'll drive toward during play.'''
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What the players will be is important, they need to understand who they will be portraying.
# '''Make a One-Sheet.''' This is a blast, it is like making a movie poster for your game.  On-line resources, clip-art and fonts can make 'em really nifty.  Each of your players should get a copy of this. It's recommended that you put the quote from ''Sorcerer,'' "During combat, role-playing rules the dice!" on your one-sheet, so players remember that when they describe stuff, they get more dice (and more dice = more power).
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## What are Binding, Summoning, Contacting, Punishing?
# '''Get players together''' to discuss the one-sheet and basic ideas of the game in full, moving into character creation.
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## Descriptors, do you need new ones and if so, how are they informing the players about and marrying the PC's to the world?<br />
# '''Take a few days to look over everything.'''
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These are important, they are how you display the world.  During character creation, I would show them the one-sheets and then while they were still percolating with vague ideas, I'd shove the descriptors in their face and watch their eyes light up.
## '''Internalize all Kickers''' into your understanding of play as a whole, spike them if necessary, use them as the basis to revise everything else.
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## Give it a look over.  Is it fun?  What were you trying to do with it and what has it become?  How do your rules choices reinforce the feel you are trying to achieve?<br />
## '''Embrace all characters' demons''' as if they were your own, favorite, desperate-to-be-played NPCs.
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Reading other Actual Play posts (especially Art Deco Melodrama), re-reading Sorcerer, Sorcerer's Soul and Sorcerer and Sword are good ideas at this point.
## '''Refine, finish, and possibly totally revise''' or even replace the Relationship Map you started with.
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## Get feedback from others.<br />
## '''Rewrite your one-sheet.'''
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Post it.  Show it to friends.  I find this step invaluable.  Very often I have a kernel of a good idea and I'm not even sure what it is.  Getting that feedback is invaluable.   
## '''Come up with nifty collages''' built of pictures and words, just as arty handouts.
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## Make a one-sheet.<br />
## '''Totally revise the "what NPCs are up to" stuff,''' beef it up with steroids and meth, and make sure to include the demons now.
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This is a blast, it is like making a movie poster for your game.  On-line resources, clip-art and fonts can make 'em really nifty.  All of your players will have this in front of you. I have put the quote from the Sorcerer rule book, "During combat, role-playing rules the dice!" on all of my one-sheets, so players remember that when they describe stuff, they get more dice and more dice = more power.
## '''Construct a bandolier of Bangs,''' realizing that the first session will almost certainly make more use of your prep than any other session.
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# Create a Relationship Map.
## '''Consider possible Crosses and Weaves''' in the same way as Bangs, i.e. a bandolier.
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# Consider what all the various NPCs & so on might be up to, what they'll drive toward during play.
# '''Run the first session.''' (Note that the players are only building trust and interest at this stage.)
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# Get players together to discuss the one-sheet and basic ideas of the game in full, moving into character creation.
# '''Do the NPC and demon steps again,''' in detail, and make Bangs that are really engaging based specifically on the consequences of players' choices during the session.
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# Take a few days to look over everything.
 
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## Internalize all Kickers into your understanding of play as a whole, spike them if necessary, use them as the basis to revise everything else.
[[Category:How_to_Run|Sorceror]]
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## Embrace all characters' demons as if they were your own, favorite, desperate-to-be-played NPCs.
[[Category:Sorcerer]]
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## Refine, finish, and possibly totally revise or even replace the Relationship Map you started with.
 +
## Rewrite your one-sheet.
 +
## Come up with nifty collages built of pictures and words, just as arty handouts.
 +
## Totally revise the "what NPCs are up to" stuff, beef it up with steroids and meth, and make sure to include the demons now.
 +
## Construct a bandolier of Bangs, realizing that the first session will almost certainly make more use of your prep than any other session.
 +
## Consider possible Crosses and Weaves in the same way as Bangs, i.e. a bandolier.
 +
# Run the first session.<br />
 +
the players are only building trust and interest at this stage
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# Do the NPC and demon steps again, in detail, and to make Bangs that are really engaging based specifically the consequences of players' choices during the session.

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