CityofSin
Wednesday 04-14-2010, 12:56 PM
I love running modern games, but I find many of the resources out there (even the ones that are not genre specific) assume a fantasy feel. By that I mean, advice on designing adventures, npcs, etc is usually more useful for someone running a fantasy game. After all, modern adventures, in my view, have a much different composition than fantasy adventures. I am curious what advice people here would dispense to anyone running a modern campaign?
Here are a few of things I have learned: Character is really important in a modern RPG. It can be in a fantasy game as well. But I have run many fantasy sessions, with 2D NPCS and everything went fine. When I try that in a modern campaign, things usually don't work as well. I think this is because the plots in my modern games tend to be more character driven (both by PCs and NPCs).
Improvisation is key. I've found, and perhaps this is just the groups I game with, that modern games require more GMing on the fly. Whenever I plan everything out in advance (as I might for one of my fantasy games or a star wars game) things almost never go as planned. Maybe it is because players feel more at home in a modern setting, and like they have more choices. These days I usually structure a modern campaign around some key power groups or interests, with some general plot "beats" i would like to hit, without knowing exactly where the PCs will ultimately fit in (since they could decide to ally with the guy I thought would be the villain, or go in a number of different directions).
Modern Adventures often Equal City Adventures. When I think about it. Most of my modern games function a lot more like a city adventure than a dungeon crawl. That makes sense, since the modern world is so settled. There is still room for a dungeon crawl style adventure in modern (scoping out an Aztec ruin for ancient secrets or probing the jungles of Indonesia for an elusive cancer cure), but for the most parts my players prefer sticking to the cities.
This is just what I have found when running modern campaigns. I am sure some of you out there have had entirely different experiences.
Here are a few of things I have learned: Character is really important in a modern RPG. It can be in a fantasy game as well. But I have run many fantasy sessions, with 2D NPCS and everything went fine. When I try that in a modern campaign, things usually don't work as well. I think this is because the plots in my modern games tend to be more character driven (both by PCs and NPCs).
Improvisation is key. I've found, and perhaps this is just the groups I game with, that modern games require more GMing on the fly. Whenever I plan everything out in advance (as I might for one of my fantasy games or a star wars game) things almost never go as planned. Maybe it is because players feel more at home in a modern setting, and like they have more choices. These days I usually structure a modern campaign around some key power groups or interests, with some general plot "beats" i would like to hit, without knowing exactly where the PCs will ultimately fit in (since they could decide to ally with the guy I thought would be the villain, or go in a number of different directions).
Modern Adventures often Equal City Adventures. When I think about it. Most of my modern games function a lot more like a city adventure than a dungeon crawl. That makes sense, since the modern world is so settled. There is still room for a dungeon crawl style adventure in modern (scoping out an Aztec ruin for ancient secrets or probing the jungles of Indonesia for an elusive cancer cure), but for the most parts my players prefer sticking to the cities.
This is just what I have found when running modern campaigns. I am sure some of you out there have had entirely different experiences.