Judo Narrating

From: Benedict Adamson <yahoo_at_...>
Date: Sat, 30 Nov 2002 16:26:34 +0000


miker19036 wrote:

...

> [In the campaign I'm narrating] I'm the only person who is
> familiar with Glorantha (and, at that, I'm not a "Gloranthan
> scholar"), and my players learn about the setting through me. This
> makes it difficult alot of times to get the players to pick up the
> setting and run with it. I get frustrated at times, but I do have
> fun, and my players are seeming to have a blast.
>
> I think one key thing that I've learned is to not write/use plots
> that depend on them their knowing the setting. My players have also
> learned to ask the magic question: "are there any myths about this?"
> Now, while "traditional" HW would encourage the players to make these
> up (at least by my reading), this is where I provide them.

...

Turn weaknesses into strengths.

If your player's don't know Glorantha, you can use that to your advantage. If they are knowledgeable, you have to be inventive, provide depth, and anticipate that they will make clever use of Gloranthan facts: that can be more difficult than having novices. For novices, you can have a series of exploratory scenarios, which introduce the players to Glorantha. This is what I did in my first HW series of scenarios; it was clan based, with a scenario about cattle raiding, another about moots and legal procedure, another a (low-power) heroquest, and so on. These are very easy to write.

Several others have expressed disappointment that their players are not contributing enough. Again, you can turn this into a strength: it's much easier to write and run linear scenarios that 'lead the players by the nose'.

Start small and build.

As players and narrators gain experience, they can try more difficult things.

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