These are set of suggested steps if you find yourself with an interested group of players yet the daunting task of cobbling together a believable, consistent environment for them to explore. This can actually be achieved with some properly allotted preparation time (20~25 hrs for your initial set-up and first session).
~ welcome to role-playing game So, you've decided to convict yourself to nerdery. But you want to do it with style. You figure, if you're going to run a role-playing game, it's not going to be a hack-and-slash monty haul dungeon crawl. No, it's a role-playing game, damn it! It's going to be a work of fucking art. Oh yes: you are a storyteller. But, you need some ideas to get you started and keep you focused. First, you must remember the golden rule: this kind of role-playing is a game, and should be fun. This doesn't have to be Larff-Fest '02; some players enjoy the catharsis of tragedy or the mental exercise of peeling away layer upon layer of intrigue. The point is, make sure everyone is participating because they enjoy participating. The second rule, which is corollary, is to know your troupe. Know what kind of game you like to run, and what kind of game your players like to play. Help indicate what you're interested in running by hashing out basics of plot and atmosphere with them in a brainstorm. "Yeah, what about a sorta Gothic Weird Tale blend set in eighteenth century Croatia?" It's often said that the only limit to role-playing is your own creativity, but remember that you don't want to tax or bore your players, either. Imagination is the most important faculty when it comes to role-playing, but don't let yourself get carried away. Now, you need to know your rules. There are just so many rules systems to choose from, and all of them have acre upon acre of handbooks, sourcebooks, umpteenth editions, supplements, modules, boxed sets, and adventures. It's important to remember that even the best rules can be abused by bad (or simply bored) players, and even the worst rules can be redeemed by enthusiastic and concientious players. The two industry benchmarks are Dungeons & Dragons, which is in (what is commonly referred to as) its third and arguably best edition, called simply "d20;" and the Storyteller system, which was pioneered by the surprisingly popular indie game Vampire: The Masquerade. The d20 system is basically level-based; characters' combat skills improve automatically, and their other abilities are developed together at discrete intervals. It's good for games that will involve a lot of combat. The Storyteller system, by contrast, is skill-based; there is no quick index whereby the "power" of the characters can be compared, but skill development is gradual and more realistic. Two other popular systems are the HERO System, which is a point-based game designed for campaigns in which the players take on the roles of superheroes; and the various Palladium systems (Palladium, Teenage Mutant Ninja Turtles, Rifts, et alia), which are level-based and are very much inspired by the original editions of D&D, though applying those concepts to a variety of genres. Then there are the indy games, which tend to be simpler and geared for specific
~ welcome to role-playing game
So, you've decided to convict yourself to nerdery. But you want to do it with style. You figure, if you're going to run a role-playing game, it's not going to be a hack-and-slash monty haul dungeon crawl. No, it's a role-playing game, damn it! It's going to be a work of fucking art. Oh yes: you are a storyteller.
But, you need some ideas to get you started and keep you focused.
First, you must remember the golden rule: this kind of role-playing is a game, and should be fun. This doesn't have to be Larff-Fest '02; some players enjoy the catharsis of tragedy or the mental exercise of peeling away layer upon layer of intrigue. The point is, make sure everyone is participating because they enjoy participating. The second rule, which is corollary, is to know your troupe. Know what kind of game you like to run, and what kind of game your players like to play. Help indicate what you're interested in running by hashing out basics of plot and atmosphere with them in a brainstorm. "Yeah, what about a sorta Gothic Weird Tale blend set in eighteenth century Croatia?" It's often said that the only limit to role-playing is your own creativity, but remember that you don't want to tax or bore your players, either. Imagination is the most important faculty when it comes to role-playing, but don't let yourself get carried away.
Now, you need to know your rules. There are just so many rules systems to choose from, and all of them have acre upon acre of handbooks, sourcebooks, umpteenth editions, supplements, modules, boxed sets, and adventures. It's important to remember that even the best rules can be abused by bad (or simply bored) players, and even the worst rules can be redeemed by enthusiastic and concientious players. The two industry benchmarks are Dungeons & Dragons, which is in (what is commonly referred to as) its third and arguably best edition, called simply "d20;" and the Storyteller system, which was pioneered by the surprisingly popular indie game Vampire: The Masquerade. The d20 system is basically level-based; characters' combat skills improve automatically, and their other abilities are developed together at discrete intervals. It's good for games that will involve a lot of combat. The Storyteller system, by contrast, is skill-based; there is no quick index whereby the "power" of the characters can be compared, but skill development is gradual and more realistic. Two other popular systems are the HERO System, which is a point-based game designed for campaigns in which the players take on the roles of superheroes; and the various Palladium systems (Palladium, Teenage Mutant Ninja Turtles, Rifts, et alia), which are level-based and are very much inspired by the original editions of D&D, though applying those concepts to a variety of genres. Then there are the indy games, which tend to be simpler and geared for specific