[UA] Campaign Reversal

gameloft gameloft at midcoast.com
Mon Mar 24 08:46:53 PST 2003


This is my usual way of running many games.  Especially UA.  I find it works
wonderfully but the players need to be driven to participate also.  If they
just want a story laid out for them it won't work.

Ian

The Game Loft
78A Main St.
Belfast, ME 04915
www.thegameloft.org
gameloft at midcoast.com

Thank You to the Maine State Department of Human Services for their support.

Thank You to Midcoast Interent Service for their donation of our email
access.
----- Original Message -----
From: "Rich Ranallo" <zincoxide at sbcglobal.net>
To: <ua at lists.uchicago.edu>
Sent: Sunday, March 23, 2003 9:45 PM
Subject: [UA] Campaign Reversal


> (I'm cross-posting this between RPGnet and the UA mailing list, so some of
> you might be reading it twice.  Or not reading it twice, as the case may
> well be).
>
> While making characters for our latest Unknown Armies game, our group ran
> into a constant obstacle; we wanted the group to be a cohesive cabal, with
> a definite long-term goal.  But, not knowing what plot the GM had in
store,
> every group concept we came up with might very well have run contrary to
> the plot of the game (this is one of those one-shot, maybe long-term
games).
>
> So, then it occurred to me: Unknown Armies, like a lot of other games, is
> very character-driven.  It's not generally just about random people
> reacting to weird stuff happening all around them, it's about people with
> ambitions and the things they encounter when pursuing them.
>
> Typically, an RPG session comes about when a GM invents a plot.  He then
> goes looking for players, and the players make characters, which the GM
> either approves or disapproves, based on whether they'd fit into his game.
>
> I say, turn it around.  Get together with three or four friends and make
up
> a group.  Decide what kind of game you want to play (Street, Global or
> Cosmic level), and what kind of group you want (TNI enforcers, Naked
> Goddess followers, Mak Attax).  Then, once you've developed these
> characters, go out and find someone to run the game.  The GM then takes a
> little while and makes up a plot that fits the group, not the other way
> around.  So, if the group is playing a bunch of art terrorists bent on
> destroying the Daley Plaza Picasso sculpture in Chicago during an anti-war
> riot, they don't end up being railroaded into helping the New Inquisition
> rub out a rogue Duke in the alleys of San Francisco.
>
> Obviously, this puts a lot of burden on the GM, since he won't be able to
> take his sweet time making up a story.  Most likely, he'll have two weeks
> max to hammer out some sort of opposition to the group's agenda.  He'll
> have to know the game very well, and the players will have to give him a
> lot to work with, in the way of personality templates, history and
> connections for their characters.  I'm going to give this thing a try with
> my group soon; I start with a complete blank slate, and all I do is throw
> curveballs at the group as they try to find the Holy Grail or whatnot.
>
> Has anyone out there actually tried this sort of thing, or am I totally
off
> my rocker?
>
>
> _______________________________________________
> UA mailing list
> UA at lists.uchicago.edu
> http://lists.uchicago.edu/mailman/listinfo/ua
>



_______________________________________________
UA mailing list
UA at lists.uchicago.edu
http://lists.uchicago.edu/mailman/listinfo/ua




More information about the UA mailing list