In addition to providing a newsletter for my players (as detailed in my last post here) I also wanted to create a sort of NPC journal that would store details on major NPCs that have been encountered and that would act as an aide memoir for both my players and myself; i’ve created a rough draft PDF document that i’ve uploaded to the game’s facebook group, there are only a couple of NPCs in it at the moment since we’ve only just done our first session, but it will grow as the game goes on.
As you may have seen in previous posts i’ve been toying with the idea of making a newsletter for my Jadepunk game and i’ve now completed the first issue, thought i’d post the link here incase anyone wanted to have a look (it’s fairly basically in terms of layout since I didn’t want it to be unnecessarily cluttered or over-complicated).
We’ve eventually ended up with the idea that we want a newsletter that has an issue released prior to every session containing the following contents:
Random world factoids
Legends & lore (story hooks)
Rumours & gossip
Since our game is normally going to run every other week on Sunday evening (although we’re having to juggle schedules a bit at the moment given the inevitable busiest of the festive/New Year period), i’m going to start trying to put out a 1 or 2 page newsletter the weekend after a session, this will not only give the players a week to read and digest the contents but will also encourage me to have stuff planned for the session a little in advance rather than leaving everything to the last minute (as I have been sometimes known to do).
My current plan is to save the newsletter as a PDF, upload it to my Google Drive and then make the links for the various issues available to the players (I may also publish them on this blog if there’s any interest in people seeing them).
If anyone else has any experience (good or bad) with using campaign newsletters, let me know in the comments, i’d especially be interested to hear about the sort of things you put in a newsletter.
I’ve alway been a fan of handouts in RPGs since I think that they give players a greater sense of involvement in a game, touching something or actually examining a torn document is far different to just describing it and help players become more invested in the game. This philosophy hasn’t changed with me moving to playing more RPGs online, if anything it’s come more to the forefront of my thoughts, since I can now share images/documents and such like on Google Drive, Dropbox, via Facebook, G+ and many other avenues, these can be linked to events or given to the players in advance to give them a taste of what’s coming up in the session, allowing them a sneak preview or chance to look at them as their own schedule allows.
My two rules for making this sort of handout would be:
Don’t blind your players with information, everyone has limited time to devote to game stuff, try and keep handouts and the like short and to the point, no-one wants to have to wade through a 60,000 word dissertation before they can understand the game, ain’t nobody got time for that.
Don’t make it vital that players have to have read or examined the handout, because inevitably someone want have done because of RL commitments or whatever, make the handout an optional extra, rather like a prologue in a book, it gives you a broader understanding of what is going on, but isn’t required reading.
With that said, below is a video that I created for the upcoming 6th session of our Numenera game, at the end of the last session the players had fled from the headquarters of the Pangea agency with an Aeon Priest and the Director of Pangea in tow after an apocalyptic cult called No Hope stormed the base.
The pic above is a sketch from my session planning notes.
Inspired by this amazing pic I saw on DeviantArt:
Unfortunately I can’t remember the name of the artist, if anyone out there in internet land knows, message me in the comments so I can credit him – amazing picture 🙂
This is a player handout that I have designed for my forthcoming Numenera game set in the fictional town of New Hope, the basic framework of the document was designed by myself but a lot of the details were contributed by the players, since I like to ensure that everyone has input and investment in a campaign setting, and what better way than to help create it?
Following some excellent feedback that I received from Alfredo Tarancón (many thanks) I have re-tooled the layout and some of the text in my Serpents Fall handout.
Please note: I do not own the copyright to any of the imagery used in this handbook, the booklet is intended purely for non-profit purposes and no challenge is meant to any intellectual property rights or copyright.
I have made some additional space on my character sheet and added an additional Aspect (Character Goal) to the sheet, this will be an Aspect reflecting what a character’s driving passion or endgame is – once the goal is achieved the Aspect can be changed.