Legacy:Get the most out of your playing time

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Version 1

Date: 2009-06-25 10:29:42 GMT Author: TheHoodedMan Comment: Initial version


Sometimes you have a bunch of motivated people but common playing time is limited because of jobs, family, other activities a.s.o. If this is the case in your saga, you will want to reduce this serious problem to a minimum. The following text contains a few thoughts to consider.

Know the game mechanics
Everyone involved should know the rules, especially special rules or spells for his character(s). The storyguide should certainly know the rules, too. In some cases it helps to re-read the appropriate rules sections one or two days ahead of the game. Nothing is more disturbing than ten-minutes of browsing through rule books while everybody else is chewing on their pencils.

Know the characters
Everyone needs to know his characters personalities and story flaws (in addition to game mechanics, above) and to know a rough image of your fellow players characters. The storyguide has an up-to-date-copy of each character sheet. A storyguide with a bad memory (as me) may want to keep the most important facts, attributes and skills on a separate single sheet of paper for quick reference.

Know the story
It is absolutely necessary that everyone is up to date. Notes (s.u.) will help. You can refer to this notes during game time and/or read them ahead of the game session.

Keep out what can be kept out
This doesn`t relate to disturbances from outside also these should be kept out too.
Administration/ Experience/ Lab activities
Try to keep the bookkeeping during the game session at a minimum. This ist especially true of characters who are not currently involved. Keep quick notes and do the bookkeeping after the session. Use both copies of the character sheet (player/storyguide) and a development record (see downloads).
If such activities must be done during playing time the players should have planned ahead, especially lab activities.

Single player action
It isn`t advisable to use half of your playing time as a group for "solo adventures" although these can be very fulfilling and interesting. The other player will get bored and the "flow" of the evening will get destroyed. Try to play single player activities between the regular sessions. Often this is possible per phone and/or mail. Keep a eye on the timeline (no paradoxon should occur).

Notes
The troupe should make notes about the story. Every player can make notes for himself. Some troupes take turns on writing down the events of the evening. The storyguide must make notes of certain non-public activities and events.
In our case we have the comfort of a internet platform to which every participant could contribute.

Stroyguiding
Reduced playing time is especially a challenge for the storyguide.
Climax
It is advisable to lead the evening to some kind of climax. Sometimes one cannot avoid a "cliffhanger", but it is entirely possible that the players go home unsatisfied. Probably the atmosphere at the beginning of the next session will not be the same and there`s no more rythm in this session.
Flow
Try to keep things flowing. Everybody should be involved, try to moderate discussions to a certain degree without "playing for the players". Keep the players busy and focus them on the important things.

Version 2

Date: 2009-06-25 10:33:13 GMT Author: TheHoodedMan Comment:


Sometimes you have a bunch of motivated people but common playing time is limited because of jobs, family, other activities a.s.o. If this is the case in your saga, you will want to reduce this serious problem to a minimum. The following text contains a few thoughts to consider.

'''Know the game mechanics'''
Everyone involved should know the rules, especially special rules or spells for his character(s). The storyguide should certainly know the rules, too. In some cases it helps to re-read the appropriate rules sections one or two days ahead of the game. Nothing is more disturbing than ten-minutes of browsing through rule books while everybody else is chewing on their pencils.

'''Know the characters'''
Everyone needs to know his characters personalities and story flaws (in addition to game mechanics, above) and to know a rough image of your fellow players characters. The storyguide has an up-to-date-copy of each character sheet. A storyguide with a bad memory (as me) may want to keep the most important facts, attributes and skills on a separate single sheet of paper for quick reference.

'''Know the story'''
It is absolutely necessary that everyone is up to date. Notes (s.u.) will help. You can refer to this notes during game time and/or read them ahead of the game session.

'''Keep out what can be kept out'''
This doesn`t relate to disturbances from outside also these should be kept out too.
__Administration/ Experience/ Lab activities__
Try to keep the bookkeeping during the game session at a minimum. This ist especially true of characters who are not currently involved. Keep quick notes and do the bookkeeping after the session. Use both copies of the character sheet (player/storyguide) and a development record (see downloads).
If such activities must be done during playing time the players should have planned ahead, especially lab activities.

__Single player action__
It isn`t advisable to use half of your playing time as a group for "solo adventures" although these can be very fulfilling and interesting. The other player will get bored and the "flow" of the evening will get destroyed. Try to play single player activities between the regular sessions. Often this is possible per phone and/or mail. Keep a eye on the timeline (no paradoxon should occur).

'''Notes'''
The troupe should make notes about the story. Every player can make notes for himself. Some troupes take turns on writing down the events of the evening. The storyguide must make notes of certain non-public activities and events.
In our case we have the comfort of a internet platform to which every participant could contribute.

'''Stroyguiding'''
Reduced playing time is especially a challenge for the storyguide.
__Climax__
It is advisable to lead the evening to some kind of climax. Sometimes one cannot avoid a "cliffhanger", but it is entirely possible that the players go home unsatisfied. Probably the atmosphere at the beginning of the next session will not be the same and there`s no more rythm in this session.
__Flow__
Try to keep things flowing. Everybody should be involved, try to moderate discussions to a certain degree without "playing for the players". Keep the players busy and focus them on the important things.

Version 3

Date: 2009-06-25 10:37:24 GMT Author: TheHoodedMan Comment:


Sometimes you have a bunch of motivated people but common playing time is limited because of jobs, family, other activities a.s.o. If this is the case in your saga, you will want to reduce this serious problem to a minimum. The following text contains a few thoughts to consider.

'''Know the game mechanics'''
Everyone involved should know the rules, especially special rules or spells for his character(s). The storyguide should certainly know the rules, too. In some cases it helps to re-read the appropriate rules sections one or two days ahead of the game. Nothing is more disturbing than ten-minutes of browsing through rule books while everybody else is chewing on their pencils.

'''Know the characters'''
Everyone needs to know his characters personalities and story flaws (in addition to game mechanics, above) and to know a rough image of your fellow players characters. The storyguide has an up-to-date-copy of each character sheet. A storyguide with a bad memory (as me) may want to keep the most important facts, attributes and skills on a separate single sheet of paper for quick reference.

'''Know the story'''
It is absolutely necessary that everyone is up to date. Notes (s.u.) will help. You can refer to this notes during game time and/or read them ahead of the game session.

'''Keep out what can be kept out'''
This doesn`t relate to disturbances from outside also these should be kept out too.
__Administration/ Experience/ Lab activities__
Try to keep the bookkeeping during the game session at a minimum. This ist especially true of characters who are not currently involved. Keep quick notes and do the bookkeeping after the session. Use both copies of the character sheet (player/storyguide) and a troupe development record.
If such activities must be done during playing time the players should have planned ahead, especially lab activities.

__Single player action__
It isn`t advisable to use half of your playing time as a group for "solo adventures" although these can be very fulfilling and interesting. The other player will get bored and the "flow" of the evening will get destroyed. Try to play single player activities between the regular sessions. Often this is possible per phone and/or mail. Keep a eye on the timeline (no paradoxon should occur).

'''Notes'''
The troupe should make notes about the story. Every player can make notes for himself. Some troupes take turns on writing down the events of the evening. The storyguide must make notes of certain non-public activities and events.
In our case we have the comfort of a internet platform to which every participant could contribute.

'''Stroyguiding'''
Reduced playing time is especially a challenge for the storyguide.
__Climax__
It is advisable to lead the evening to some kind of climax. Sometimes one cannot avoid a "cliffhanger", but it is entirely possible that the players go home unsatisfied. Probably the atmosphere at the beginning of the next session will not be the same and there`s no more rythm in this session.
__Flow__
Try to keep things flowing. Everybody should be involved, try to moderate discussions to a certain degree without "playing for the players". Keep the players busy and focus them on the important things.

Version 4

Date: 2009-06-25 10:39:21 GMT Author: TheHoodedMan Comment:


Sometimes you have a bunch of motivated people but common playing time is limited because of jobs, family, other activities a.s.o. If this is the case in your saga, you will want to reduce this serious problem to a minimum. The following text contains a few thoughts to consider.

'''Know the game mechanics'''
Everyone involved should know the rules, especially special rules or spells for his character(s). The storyguide should certainly know the rules, too. In some cases it helps to re-read the appropriate rules sections one or two days ahead of the game. Nothing is more disturbing than ten-minutes of browsing through rule books while everybody else is chewing on their pencils.

'''Know the characters'''
Everyone needs to know his characters personalities and story flaws (in addition to game mechanics, above) and to know a rough image of your fellow players characters. The storyguide has an up-to-date-copy of each character sheet. A storyguide with a bad memory (as me) may want to keep the most important facts, attributes and skills on a separate single sheet of paper for quick reference.

'''Know the story'''
It is absolutely necessary that everyone is up to date. Notes (s.u.) will help. You can refer to this notes during game time and/or read them ahead of the game session.

'''Keep out what can be kept out'''
This doesn`t relate to disturbances from outside also these should be kept out too.
__Administration/ Experience/ Lab activities__
Try to keep the bookkeeping during the game session at a minimum. This ist especially true of characters who are not currently involved. Keep quick notes and do the bookkeeping after the session. Use both copies of the character sheet (player/storyguide) and a troupe development record.
If such activities must be done during playing time the players should have planned ahead, especially lab activities.

__Single player action__
It isn`t advisable to use half of your playing time as a group for "solo adventures" although these can be very fulfilling and interesting. The other players will get bored and the "flow" of the evening will get destroyed. Try to play single player activities between the regular sessions. Often this is possible per phone and/or mail. Keep a eye on the timeline (no paradoxon should occur).

'''Notes'''
The troupe should make notes about the story. Every player can make notes for himself. Some troupes take turns on writing down the events of the evening. The storyguide must make notes of certain non-public activities and events.
In our case we have the comfort of a internet platform to which every participant could contribute.

'''Stroyguiding'''
Reduced playing time is especially a challenge for the storyguide.
__Climax__
It is advisable to lead the evening to some kind of climax. Sometimes one cannot avoid a "cliffhanger", but it is entirely possible that the players go home unsatisfied. Probably the atmosphere at the beginning of the next session will not be the same and there`s no more rythm in this session.
__Flow__
Try to keep things flowing. Everybody should be involved, try to moderate discussions to a certain degree without "playing for the players". Keep the players busy and focus them on the important things.

Version 5

Date: 2009-06-25 10:40:43 GMT Author: TheHoodedMan Comment: format


Sometimes you have a bunch of motivated people but common playing time is limited because of jobs, family, other activities a.s.o. If this is the case in your saga, you will want to reduce this serious problem to a minimum. The following text contains a few thoughts to consider.

'''Be prepared'''
__Know the game mechanics__
Everyone involved should know the rules, especially special rules or spells for his character(s). The storyguide should certainly know the rules, too. In some cases it helps to re-read the appropriate rules sections one or two days ahead of the game. Nothing is more disturbing than ten-minutes of browsing through rule books while everybody else is chewing on their pencils.

__Know the characters__
Everyone needs to know his characters personalities and story flaws (in addition to game mechanics, above) and to know a rough image of your fellow players characters. The storyguide has an up-to-date-copy of each character sheet. A storyguide with a bad memory (as me) may want to keep the most important facts, attributes and skills on a separate single sheet of paper for quick reference.

__Know the story__
It is absolutely necessary that everyone is up to date. Notes (s.u.) will help. You can refer to this notes during game time and/or read them ahead of the game session.

'''Keep out what can be kept out'''
This doesn`t relate to disturbances from outside also these should be kept out too.
__Administration/ Experience/ Lab activities__
Try to keep the bookkeeping during the game session at a minimum. This ist especially true of characters who are not currently involved. Keep quick notes and do the bookkeeping after the session. Use both copies of the character sheet (player/storyguide) and a troupe development record.
If such activities must be done during playing time the players should have planned ahead, especially lab activities.

__Single player action__
It isn`t advisable to use half of your playing time as a group for "solo adventures" although these can be very fulfilling and interesting. The other players will get bored and the "flow" of the evening will get destroyed. Try to play single player activities between the regular sessions. Often this is possible per phone and/or mail. Keep a eye on the timeline (no paradoxon should occur).

'''Notes'''
The troupe should make notes about the story. Every player can make notes for himself. Some troupes take turns on writing down the events of the evening. The storyguide must make notes of certain non-public activities and events.
In our case we have the comfort of a internet platform to which every participant could contribute.

'''Stroyguiding'''
Reduced playing time is especially a challenge for the storyguide.
__Climax__
It is advisable to lead the evening to some kind of climax. Sometimes one cannot avoid a "cliffhanger", but it is entirely possible that the players go home unsatisfied. Probably the atmosphere at the beginning of the next session will not be the same and there`s no more rythm in this session.
__Flow__
Try to keep things flowing. Everybody should be involved, try to moderate discussions to a certain degree without "playing for the players". Keep the players busy and focus them on the important things.

Version 6

Date: 2009-06-25 10:41:31 GMT Author: TheHoodedMan Comment:


Sometimes you have a bunch of motivated people but common playing time is limited because of jobs, family, other activities a.s.o. If this is the case in your saga, you will want to reduce this serious problem to a minimum. The following text contains a few thoughts to consider.

'''Be prepared'''
__Know the game mechanics__
Everyone involved should know the rules, especially special rules or spells for his character(s). The storyguide should certainly know the rules, too. In some cases it helps to re-read the appropriate rules sections one or two days ahead of the game. Nothing is more disturbing than ten-minutes of browsing through rule books while everybody else is chewing on their pencils.

__Know the characters__
Everyone needs to know his characters personalities and story flaws (in addition to game mechanics, above) and to know a rough image of your fellow players characters. The storyguide has an up-to-date-copy of each character sheet. A storyguide with a bad memory (as me) may want to keep the most important facts, attributes and skills on a separate single sheet of paper for quick reference.

__Know the story__
It is absolutely necessary that everyone is up to date. Notes (s.u.) will help. You can refer to this notes during game time and/or read them ahead of the game session.

'''Keep out what can be kept out'''
This doesn`t relate to disturbances from outside although these should be kept out, too.
__Administration/ Experience/ Lab activities__
Try to keep the bookkeeping during the game session at a minimum. This ist especially true of characters who are not currently involved. Keep quick notes and do the bookkeeping after the session. Use both copies of the character sheet (player/storyguide) and a troupe development record.
If such activities must be done during playing time the players should have planned ahead, especially lab activities.

__Single player action__
It isn`t advisable to use half of your playing time as a group for "solo adventures" although these can be very fulfilling and interesting. The other players will get bored and the "flow" of the evening will get destroyed. Try to play single player activities between the regular sessions. Often this is possible per phone and/or mail. Keep a eye on the timeline (no paradoxon should occur).

'''Notes'''
The troupe should make notes about the story. Every player can make notes for himself. Some troupes take turns on writing down the events of the evening. The storyguide must make notes of certain non-public activities and events.
In our case we have the comfort of a internet platform to which every participant could contribute.

'''Stroyguiding'''
Reduced playing time is especially a challenge for the storyguide.
__Climax__
It is advisable to lead the evening to some kind of climax. Sometimes one cannot avoid a "cliffhanger", but it is entirely possible that the players go home unsatisfied. Probably the atmosphere at the beginning of the next session will not be the same and there`s no more rythm in this session.
__Flow__
Try to keep things flowing. Everybody should be involved, try to moderate discussions to a certain degree without "playing for the players". Keep the players busy and focus them on the important things.

Version 7

Date: 2010-01-03 20:08:41 GMT Author: TheHoodedMan Comment: corrections


Sometimes you have a bunch of motivated people but common playing time is limited because of jobs, family, other activities a.s.o. If this is the case in your saga, you will want to reduce this serious problem to a minimum. The following text contains a few thoughts to consider.

'''Be prepared'''
__Know the game mechanics__
Everyone involved should know the rules, especially special rules or spells for his character(s). The storyguide should certainly know the rules, too. In some cases it helps to re-read the appropriate rules sections one or two days ahead of the game. Nothing is more disturbing than ten-minutes of browsing through rule books while everybody else is chewing on their pencils.

__Know the characters__
Everyone needs to know his characters personalities and story flaws (in addition to game mechanics, above) and a rough image of your fellow players characters. The storyguide has an up-to-date-copy of each character sheet. A storyguide with a bad memory (as me) may want to keep the most important facts, attributes and skills on a separate single sheet of paper for quick reference.

__Know the story__
It is absolutely necessary that everyone is up to date. Notes (s.u.) will help. You can refer to this notes during game time and/or read them ahead of the game session.

'''Keep out what can be kept out'''
This doesn`t relate to disturbances from outside although these should be kept out, too.
__Administration/ Experience/ Lab activities__
Try to keep the bookkeeping during the game session at a minimum. This ist especially true of characters who are not currently involved. Keep quick notes and do the bookkeeping after the session. Use both copies of the character sheet (player/storyguide) and a troupe development record.
If such activities must be done during playing time the players should have planned ahead, especially lab activities.

__Single player action__
It isn`t advisable to use half of your playing time as a group for "solo adventures" although these can be very fulfilling and interesting. The other players will get bored and the "flow" of the evening will get destroyed. Try to play single player activities between the regular sessions. Often this is possible per phone and/or mail. Keep a eye on the timeline (no paradoxon should occur).

'''Notes'''
The troupe should make notes about the story. Every player can make notes for himself. Some troupes take turns on writing down the events of the evening. The storyguide must make notes of certain non-public activities and events.
In our case we have the comfort of a internet platform to which every participant could contribute.

'''Stroyguiding'''
Reduced playing time is especially a challenge for the storyguide.
__Climax__
It is advisable to lead the evening to some kind of climax. Sometimes one cannot avoid a "cliffhanger", but it is entirely possible that the players go home unsatisfied. Probably the atmosphere at the beginning of the next session will not be the same and there`s no more rythm in this session.
__Flow__
Try to keep things flowing. Everybody should be involved, try to moderate discussions to a certain degree without "playing for the players". Keep the players busy and focus them on the important things.