I’ve lurked around here for awhile and have seen how some people plan their missions from pages of dialogue to short lists. I’ve read through mission after mission of player created to sample from the book, and read and re-read The Mission chapter time after time. I just can’t seem to get the dang thing down.
After personally running a sample mission from the book (If I recall it was Trouble in Grasslake) it seemed like it worked okay, though since I was still learning the system, I might have downplayed story and up-played mechanics. Keep in mind, it was just me acting as GM and the PCs which is not how it’s meant to be played.
Then, I ran Find the Grain Peddler with three other friends acting as Kenzie, Saxon, and Lieam. Just to get a hang of the game I went verbatim by how the book introduced things. It seemed to go a little awkwardly but I think that was in the players since they haven’t RPd before that point and were unsure what they were capable of doing and saying.
Recently I’ve been trying to start up a solo campaign with a friend from the Find the Grain Peddler group. She created a character and I created a mission. This time my mission was incredibly railed and I had plenty of description of what her character was doing going from obstacle to obstacle, though she just seemed to be rolling dice.
We decided to try again since she was just starting to remember the system and it turned out the same way. So I’m designing another mission a different way: Just a mission and sample obstacles and twists that will keep her from accomplishing it. Now it seems to me that it’s one giant Player Turn. With me giving her a mission then her choosing how she’s going to go about doing it, whether or not she travels here or there, what she does when presented with an obstacle, where my only job is to present the obstacles and impose the twists. Is this right?
I feel like I need to find a steady middle area. I’ve read on here that just coming up with two obstacles and twists is enough to get an idea but to use the actions from the players and rolls as guides to where the story is going. Also to remember that it’s not my story, but the players’.
Should I maintain the page of travel and give the player the two obstacles to overcome or should I write down the mission and (secretly) where I want the campaign to go and then have her decide the journey and how she gets there?
Or maybe I’m thinking too much, since “I always pack carefully for a journey, ensuring I have everything I need.” Sorry for the very long first post on the forums. Hello.