Fellow GMs… how much planning do you put into scores?

Fellow GMs… how much planning do you put into scores?

Fellow GMs… how much planning do you put into scores?

I played my first session on Roll20 tonight with a new group. I had only the basics planned. I used the random tables to generate a few locations, score types, people etc.

I come from D&D where tons of planning was generally needed before a game, so I flounder a bit when I have so little to work with. Luckily the players comments and thoughts gave me a few ideas and we winged it from there.

I feel I need a little more than just the basics, but also need to actively stop myself from overplanning…

7 thoughts on “Fellow GMs… how much planning do you put into scores?”

  1. I’ve put none in until they decided where they want to go. then based on the engagement roll (though this is the pre-v8.0 one) would start up some clocks or start the score off in a way that “fit” based on their preparation and the roll.

    When things lead from other things, I’d roll randomly and have a sentence (two at max) describing either the extending circumstances or the favor/debt they would be called to fix.

  2. I plan a suggestion for a score type in case my crew doesn’t have any ideas. Something like “Rob the museum run by an enemy noble family”, “Get/fabricate dirt on an alchemist so he’ll work for you”, “The Lampblacks want you do to break into the Red Sash HQ and steal a special sword”. I don’t plan any details and try to let my players questions and flashbacks define the score. Ultimately I rarely even use those suggestions because after a session or two the players began inventing their own scores.

  3. Allan Prewett the “rivals” each PC gets is a decent starting point. You can see this in the Rollplay: Blades show as well. I’ve definitely seen it in my own games as well. “What can I do to end/ruin/kill/lambaste my Rival?”

    If they don’t do this, in the first score (or 2) when someone fails or you need a good devil’s bargain – bring them into the mix. They’ll want to rectify that situation at somepoint. 🙂

    (This is under the assumption you have a discussion of why they are rivals during character creation.)

  4. I keep a list of “loose threads.” Basically story points that the players have dropped or that come in during character creation. These provide me with ideas when it’s my turn to throw something new at them. They also serve to give me an idea of how the world interacts with the crew.

    Beyond that, look at their faction statuses, relationships with friends and rivals, and remind them that the game doesn’t move anywhere without their input. Even when it’s not mechanical, the crew’s actions should always have logical consequences (you screwed this guy over on the last job, so they hate you now OR you helped this guy accomplish something awesome, he’s going to come back with more work for you).

    Also keep in mind that consequences can always be thematic or narrative based rather than mechanical. Failing a roll in a social situation should lead to a social complication. Maybe someone notices something the players would rather they not. Regardless, these complications (and successes) are pretty useful for building a narrative.

    You should also consider having players write down concrete drives and relationships to look to when they are floundering, if you haven’t. Those are great tools for the GM as well.

  5. The best thing I’ve found is to focus on the Crew turf sheet when he players are stuck for what to do. Their acquisition of the next bit of turf they want becomes the score.

    Getting into the habit of answering players questions with further questions is also helpful😉

    If all else fails have the factions at -2 or -3 make a move against the crew. How the gang responds becomes the next score.

  6. I give my players a separate “Legwork” phase, where they each get one action to prepare, gather info, cast a ritual, etc. That way we get some context for the upcoming job.

  7. Also, I like to think that I’m doing something right in that the vast majority of the crew’s scores have presented themselves naturally and organcally as extensions or consequences of things the crew have already done. Only once have we had to resort to “you go out and listen to various rumors around town to see what kind of business you can drum up.”

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