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PassionateShadow
 
PostPosted: Wed, May 06 2015, 1:58 AM 

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Joined: 06 Jun 2014

Disclaimer: This is just how I as a person like to run things and keep Up dated on what's what. Perhaps it can help others do the same.


No really there's only 3 rules...

#1 Rule of all time: Remember it's a game and people are here to have fun. Fun is best Rule.
Now the second rule about everything fun and amazing- It's okay to not like things ~ But don't be a wanker about it. My third rule I like to implement for my self and players is... You can attempt to do anything... just remember... for every action there is a reaction~



Organization:

Organization is perhaps one of the biggest pains there is when it comes to 'running the show' however once done it really does pay off in the end with ease of access. Organization helps keep things in a clear, definable manner and allows for others who may not be up to date, take a chance to be-able to catch up on what they missed and get some of the core details. I am very bad at this and my methods of organization are scattered. However I do know ho to pick out what helps and what seems to help reassuringly so that's a start!

Initial Hook:
It's good to keep track of the beginnings of things and see how they all started out. When you write down the initial hook of a story it helps you start drawing a Map of the story so to speak. Your plot line is the path that ends up on this map that the characters and the story travel along through the course of time. The Initial hook should be the starting point for this journey. This is good in case you want to retrace your steps.


Key Information:
Key information is vital information that may have come in to play these are small facts that can usually be set in a small list like format. Small events that are important that have happened in the plot should go hear. Imagine these like 'stops' on the map of the story each one as it's own unique pin marking whats' been done. These should be listed in order so retracing steps can be easy. Found a secret trap door in the cavern ? Great add it to your story map.

Item index:

When interesting or 'special' items are brought in to play it's important to list them and their importance and other properties they may hold for reference sake.

NPC character Index:
This is what we use to list the names of characters whom have appeared and had some small role in the story map along the way. A good way of cataloging them is to keep events from key information numbered and add the numbers to the character index with small notes that summarize when these characters have been introduced. Character index should keep a brief summary of an npc's history in the story.

The story Thus Far AKA the Recap index:

The recap index should be a small list starting what was going on the very last time the plot left off. This makes it easier for others to realize what's been done or changed since the last few important events. Listing back and referencing Key information is good for this section as well.

The PC 'To do list:
I find it's really super helpful to get a copy of all the things The oc's want to do and move forwards in in the plot. This helps the story teller keep track of what when and where the pc's decide to add on to their to do list and can include references back to key information to keep a time line track on what's what.

The NPC 'to do list:
It's also great to keep a list for your main npc's plans and helps keep certain key and core ideas on track. this too can be referenced back to the key information list.

Materials and Labor index:
This is an index of the building materials and labor either acquired or offered by the pcs and npcs through out the story map. This too can reference back to the Key information list to keep track of the construct of human perception known as 'time'.


The 'Juicy' index:
This is where I would like to compile juicy little tid bits things like plot devices or some shred of information I can use with the PC's in mind too. It's some times good to-list what 'Cards' you have in store in general in various other manners.




Instructions:

Now this may seem like a lot to take in at first but I find it bet to simply keep a note pad open or a MS word file open with the labels perhaps with some tables I can fill in. I like to build templates and simply fill in things as I go I find it works really great for cataloging. Though I'm dyslexic I tend to color coat things in segments as well as numbers. Almost for got- Be sure to name your files and Keep them with some awesome story name ;3

I hope this helps!

_________________
❤ Amia is Fun Again! ❤
#GreenisNotACreativeColour

Image
"It's easy to feel like a hero. It's a little harder to be one."


Last edited by PassionateShadow on Wed, May 06 2015, 2:48 AM, edited 4 times in total.

 
      
PassionateShadow
 
PostPosted: Wed, May 06 2015, 2:05 AM 

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Joined: 06 Jun 2014

Leadership:

Leader ship tends to be very daunting or tier some task. You're often at the beck and call of every one else who's looking up to you for answers. This an often lead to dis interest and cause a person to 'burn out'. Below I will list a few methods and manners I think can help ease some stress and bring some fun to such positions.

Pass It On:


I find often some times you simply have too much on your plate and though letting go and offering others a bit of control may seem a bit scary but it can really be beneficial. Delegating some responsibility to others you have some forms of trust in helps spread out the work load with others who may be looking for methods or ways to gain rank or has some form or merit in trying to please their superiors. This is a good way in giving those individuals a chance.

Assignments:

Entrusting characters with small tasks can help build trust and get the ball rolling when you have a bit much. Perhaps asking some one to go speak with and find out what some one else wants and having that character summarize it for you is a good way of helping relive some stress. Assigning particular characters in to a position where they have relative good knowledge on a subject is a great way to have some one bring a small report to you and keep you informed also cutting down on the total of your own work and you still get some manner in control over what's going on or what an appropriate manner of response may be.

Promotions:

Some times you can find others who may be relatively great at something your leader may be expected to take care of by promoting them to help out in this field and awarding them more power in regards to discussion making can greatly benefit this. To ask for an update of what's been done helps a group of characters work together as a team

Be Open Minded and seek Opinions and ideas from Others :
A good leader doesn't demand respect they command it. If you've truly earned some character's respect you'll definitely be backed by the,m. A good way to earn respect is to be open minded and take in to consideration how others may feel on some conflicts at hand. This also opens up and broadens your own horizons to a deal many more solutions to problems that may have arise with solutions you may have others wise not have come to. It's really great to have others view points to gather some insight on.

Empathize:

Connect with those in the group you tend to lead. Speak often and open with them and see how everyone's doing. Try to put your self in the mind set of their positions. To be able to empathize with another is a great quality to have in a leader.

Look at the Bigger Picture:

As a leader it may fall to you, to make the harder choices. And when this happens it should be taken in to account the actions of your self and others and how they shall effect the future. Consider the domino effect in these re guards. Some times taking out the big baddie position in one shot can be much more detrimental to the bigger picture than it is good.

Be Honest:


Above all a Leader is some one whom the members in a group can look up to whom they can open up to some one they can trust. Try and earn the trust of your men and you can go far. Team work and trust are important things. If you can build a method of never doubting each other or knowing each other well enough it's going to be awfully hard for anything or any one to break you guys apart.

Be organized:
Being Organized and up to date sets a precedence of professionalism that helps paint a person in a more 'serious' light. If they take the effort to organize a case file or a search party, it helps set a precedence of initiative and taking charge.

Take responsibility:
Some time as a leader it's you're job to take responsibility for your men's actions as well as your own. Being able to own up is a good trait to have for a character in the leader ship role. Being able to take one for the team is good too.

Patience aka don't be a hard ass:
I find it's good to not jump to conclusions and to be perceptive and seek to dig deeper even in some of the most mundane things. Have your character explore things for them self and formulate their own opinion instead of making a judgment based of of even their most trusted friend. It's good for a leader to be wise.

Like wise try to understand that mistakes happen and some times it's gonna suck and you're going to have to deal with it. Try not to focus on the negative but instead try and remain positive and look for solutions. Be helpful courteous in most manners and seek to aid those you work with. Seek betterment and improvement and make efforts towards those regards.

_________________
❤ Amia is Fun Again! ❤
#GreenisNotACreativeColour

Image
"It's easy to feel like a hero. It's a little harder to be one."


Last edited by PassionateShadow on Wed, May 06 2015, 2:47 AM, edited 2 times in total.

 
      
PassionateShadow
 
PostPosted: Wed, May 06 2015, 2:05 AM 

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Joined: 06 Jun 2014

Activity:
Activity seems to be an issue that struggles when player or character tend to burn out or lack any real ambitions. I would like to encourage players to think about their characters and give them some believable or some not so believable goals and ambitions to work towards this alone will help spark some activity in the community.


Initiative: Character initiative is a great thing. Some times all it takes is one idea and a ton of persistence! But if the idea is worth while then the journey to achieving the idea will be worth while. Feel like starting up a rival thief gang? Hell why not! Just be prepared for some negative reproductions if you advertize openly. It's easier to recruit for goody goody type things then it is for some questionable things. But some times with a bit of innovation you can pass off something questionable by blurring the lines of morality. Seek other poor unfortunate souls that have been jaded or wronged and try to take back what you can. Or you know, something like a Currier company could be pretty cool and useful too,. See a need? Fill it.

Projects:
Projects are good too but they take a deal more effort and investment. Building a new tavern or some cool fight night ring could be awesome. Like wise a ship to combat the recent rise in pirates or the idea of stealing ships from pirates. Projects take time dedication, and interest. Be sure to back all this with some driving forces and you'll certainly have a lot of activity. This is a good area to implement character strengths in different departments.
Conflict: Conflict can be good.... No really it can be! However I must stress do not cause conflict for conflict sake, try to think up some reasons before hand that fit together and try to understand why a character may feel this way or that.

Conflict Resolution: Seeking solutions and answer by speaking with others to help solve conflicts is good too... weather it be diplomatic or who has the more street cred it can vary from topic to topic. Problem solving is a good interactive way to help employ weaknesses and strengths!
Purveyors of Knowledge:KNOWLEDGE AND POWER! I mean what? Oh yeah... Some times a character may just have a fascination in some thing or another or may have a want or reason to learn why something works. A five year old asks on average over 400 questions a day to help learn about the world around the, This is always a great method to get the ball rolling. Mirrors are portals and mundane right? How do mirror portals work? Lets find out!
Purveyors of Awesome:Some time you just wanna go out and you want to just go out and curb stop a lich... Your characters might think this awesome... and well it would be... so they can try... over and over again... the first step to succeeding is realizing how to fail...
Living in the moment:Drinking contest? Sure why not! Haunted tower? Hell lets head there and tell ghost stories. Bar? Let's play karaoke and spin the bottle. Seeing some guys flirting with all the ladies? Send out flowers and say they were from him sit back and watch. Small little things a character can do purely for the hell of it is another way of getting some activity rolling some times it's okay to be silly...

Inclusive:Be inviting and friendly in some way shape or form! By offering a chance for other to take a step in to your world you really help open the possibility for new connections. Some times taking the bold and forward approach and inventing a reason to talk to some one else is a great way to start as well.


And above all else- Just try to have fun and not take things too seriously at the end of the day it's a game to have fun- So live a little.

_________________
❤ Amia is Fun Again! ❤
#GreenisNotACreativeColour

Image
"It's easy to feel like a hero. It's a little harder to be one."


 
      
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