Professional Documents
Culture Documents
Workshop 5
Example: Princess Leia is part of being “part of Don’t go overboard on descriptions of major NPCs
history.” Luke and Hans are dragged in. New and skimpy on lesser NPCs. Your players will notice.
characters, such as Lando, will also be dragged in. Don’t give them big clues. Give lush enough
description to give them flavor, but not so much
Build the idea that things are changing. Let them that the players are hit over the head.
know that there are things happening that they
have no control over when they start. The player Manipulate your player characters through your
characters should know they have to choose non-player characters by emotion. Let them think
between going with the flow, try to change it, the actions taken are entirely their idea. If you try
or even try to stop it. to push your player characters, they will always go
the other way just because you are trying to force
them to do something.
Build adventures around lesser non-player Build on what you’ve done before. Items you’ve
characters. If the player characters get an emotional developed before start having meaning here.
tie to a non-player character, use him. Don’t discard Non-player characters seeking revenge should start
him. Give them non-player characters early. The here. Let the consequences of their past actions
main goal at this point is to let the player characters come back to haunt them.
create a niche for themselves. At first, give them a. Start to have “crisis points.” This happens
different locations at different locals and describe in conjunction with the major theme. Decisions
the setting. Create people, places and things the must be made. Characters can no longer be
characters will care about and want to defend. unaffected by things happening around them.
Give them reasons to care. They have to take a stand.
b. Players begin to see progress and minor
4. Major conflicts victories against major villains. You need to
Major conflicts should loom on the horizon. move toward their personal goals. The players
Give them changes and ability to ask “why” these must feel their characters are changing /
changes are occurring. Let their surroundings / life growing or they will lose emotional attachment
begin to be changed by the major conflicts around with their player characters and then interest in
them. their characters.
c. Non-player characters start noticing the things
Early Campaign the player characters have done. Rewards and
(4-5 months after starting game) recognition come into play. Have villains
After establishing characters, relationships and working through lackeys to retaliate.
getting your players interested let the characters d. Let the details slide once the player characters
build — financial base and experience base. Get have established a routine. These details are not
friends. Build a power base. as important.
● Locate and obtain magic, spells, and allies. e. Give the player characters something to protect
● Build a sense that there is more to obtain and declare theirs. Now, this causes more
than what they have. problems. They will work harder to protect it.
● Side adventures / sub-themes. Get a feel for the f. Player characters need to create new goals that
players (or for the Game Master). relate to the main theme. Also, these new goals
should fit in the opportunities that have
originated from the campaign that have
nothing to do with theme. Also, goals will come
from their experiences.
g. Game Master must handle a cycle of goals 2. Landscape
being achieved and made. The player Changes in landscape can result from volcanoes,
characters must stretch and work toward their raising islands, sinking existing land masses, fire,
goals. Then, when accomplished, they make floods, etc.
new ones.
3. Social structure
Older Campaign You can raise / lower the player characters through
a. Characters only die heroically or because their actions and the influences of things not under
of severely bad judgment. their control.
b. Player characters are used to working together.
c. Campaign flow has hit the rapids -- main 4. Biological
theme. Player characters must be challenged Major fauna / flora changes.
by this conflict. Harder to accomplish and more
consequences to actions. Levels change more 5. Ecological Disasters
slowly at these levels. If you kill all the dragons, what does that do to the
d. They start obtaining major goals. Characters world around you?
are established as part of their society. They are
the center of attention. 6. Time
e. More focus on campaign history. The more Move the player characters 200 years forward or
“past” you have, the more “past” you have to backward.
deal with. Also have “upstarts” to deal with.
f. Now, major decisions are made. Things bog 7. Technology
down . . . they are getting tough. You can move up or down on this.
Have you done everything you can to save it? You can
always set is aside for a while and come back to it later.
If you are going to take it out . . . do it with a BANG!
This paper is a written record of the “Game Master Workshop Series” presented by Guy McLimore and Greg K. Poehlein, creators
of Star Trek: The Roleplaying Game. This workshop was held at GenCon in 1993. There are eight pieces to this series.
This account was made by Laura Rajsic-Lanier (lauralanier@comcast.net). She makes no claims to the material presented herein.