Ik heb een aantal van deze technieken ook al eens geprobeerd in mijn laatste sessies als GM. Lijkt me leuk om daar status ook aan toe te voegen. En bij het thema loslaten, is wel een goede tip, laatste sessie werd een beetje teveel benadrukt door de macht van een monster. Terwijl het eigenlijk niet zo heel boeiend was om uit te spelen. (d.w.z. er waren boeiender gedeelten).I just got through my second reading of Graham Walmsley's Play Unsafe. ...
Play Unsafe is broken down into 5 roughly equal parts as follows:
Play (niet origineel zijn, doe het normale)
This section gives Game Masters and Players alike advice on "letting go". Not trying to script out everything and not working to a specific plan. This is especially important for Game Masters who have the ability (by virtue of their powerful status within the game) to railroad the players to force them back onto their path. It talks about being less clever and more ordinary - for when the players and GM do the ordinary (i.e. what is expected of them given their character roles), it often turns out extraordinary.
Build (samenwerken en accepteren)
Here the book talks about building. The Game Master builds upon ideas presented by the players. The players build upon ideas of other players and the GM. Rather than have a "shoot down" mentality (in an attempt to keep to your plan), go in the direction the group is pulling. If they want to explore an area you hadn't detailed or execute a plan that you hadn't accounted for - let them. The players will fill in most of the details as you guide them and they will feel like they have had a hand in creating both the story and the outcome.
A fairly Player-centric section (though useful for Game Masters running NPCs) that focuses on playing your character. It details both high-status and low-status characters - your typical "King" and your typical "Pauper". It also includes ways to take your character from a low status to a high status and, often more importantly, from a high status to a low. These status shifts can provide drama and interesting stories for the entire group.
Tell Stories (structuur, routine opbouwen en doorbreken)
A fairly Game Master-centric section that talks about setting up routines and then breaking them to introduce drama. It also details some tricks to tie your story together such as to "reincorporate" where something is introduced early but has a use/reason later. These sorts of things tend to really bind your story and keep the players thinking "I wonder what this will be used for?!".
Work Together (samenwerken)
The final section is all about letting go. It's about feeling comfortable with your character and your fellow players. It's about remembering that your character and you are not the same - that it's okay to take chances, to do things you wouldn't dream of in real life and not be judged by the other players at the table. Here we rediscover that games are supposed to be fun - both for you and for the other players at the table. Work on making it fun for others - they will reciprocate and its at those times the "magic" of the Role-play experience happens.
Het is me ook wel bevallen om de achtergrond van spelers te verwerken in het verhaal, zodat ze echt betrokken raken in de sessie en gebeurtenissen. Beetje zoals bij tell stories wordt uitgelegd. Maar dat kan nog wel meer eigenlijk.
Ben wel benieuwd wie een paar van deze of al die regels ook toepast bij GM.