Playing the Game

Running the Game
Player Tips
Currency & Reputation
Session Zero

Running the Game

Starting a Session

So you’re all scheduled, everyone has a character ready and you’re ready to start playing. You all show up for the first session and… now what?

First thing you should do is plan for 10-15 minutes of socialization at the top of the game. Giving people the opportunity to chat helps them get all the “out of character” energy out at the top of the game, lets them catch up on real life, and gets everyone comfortable and loosened up for social interaction. It also helps by providing a buffer of time in case one or more of the players is running late.

Now that it's time to get started, the next thing to do is to ask everyone to summarize the events of the last session. Even though you kept your own notes, it’s better to have the other players do the recap for two reasons. First it helps get everyone engaged, and second it lets you know if there are any important details they forgot to mention, you can bring them up at the end of the recap. If this is your very first game you can replace this recap with a summarization of the setting and group dynamic and move to the next step.

Have each player set their character challenge for the session.

If the characters have had off screen time in between the last session and this one you may want to resolve downtime actions. Ask each player what their character has been up to in the time. If they are doing activities that require a roll to be made, they can do so now. Downtime can be used for things like furthering personal stories, going shopping for equipment or resources, or performing labor and crafting tasks. 

Setting a Scene
Describing an RPG location is a bit of a balancing act.

You want to make sure that the players have enough information to react, but you don’t want to overwhelm them with excessive detail.

The goal is to be able to answer these 4 questions whenever you are describing a location.
  • Mood: What is the general atmosphere that you want the description to convey?
  • Essentials: What is the required information you need to convey?
  • Highlights: What parts of the scene do you want the players to interact with?
  • Clarity: Is your description easy to understand?
When you are describing a location, you can use the “4S” system to help make places feel more realized and facilitate imagining them. Whenever you can, try to have at least one thing from each of these categories in your descriptions.
  • Sights: What can they see?
  • Sounds: What can they hear?
  • Smells: What can they smell?
  • Sensations: What can they feel?

An important thing to consider when you are describing a location is what details are obvious, and what details are hidden?

You can require the players to make an investigation roll whenever you want there to be the possibility they miss something. But if you want to make sure they find a hidden clue or detail, draw attention directly to it during the description and then allow them to find it without a roll.

Interacting with NPCs

There are 2 general ends of a spectrum when it comes to handling player interaction with your NPCs. Neither of them is the “right way” to play or inherently better than the other. They both have pros and cons, and you’ll need to find the method that works for you.

Most players eventually settle somewhere in between the two, with major plot interactions being done in interactive dialogue and the rest of the encounters being through conveying intent.
Interactive Dialogue

Each NPC has a distinct character voice and behavior, and the players have to directly roleplay their interactions with them using in-character dialogue. This method is arguably the harder of the two. It requires acting skills, quick improv, and the dedication to remain in character. But it also rewards you with the deepest level of immersion in the game world.

Convey Intent

You describe the NPCs and their character voices, and provide a summary of their intent when they communicate, rather than use line by line dialogue. Players also respond in kind. This is the easier of the two. It lets the character do the talking instead of the player having to improv lines. But it adds a layer of separation, and is less immersive overall.

Wrapping Up

As you reach the last 10-15 minutes or so of your game time, you should wrap up the session. Finish whatever scene you were in, and then do an end of session discussion.

Add your end of session experience point. Determine if each character accomplished the character challenge they set for each other, if so, add the experience point. If a quandary completed this session, add an experience point.

Go around the table and do “Wonderful and Wishful”. Each player, including the Weaver, will discuss a moment in the session that they thought was wonderful, and a moment in the session they wished could have gone differently.

Remember to thank each other for sharing our precious time together. 

Player Tips

Develop a Character Voice

Having a “voice” for your character helps distinguish when you are talking as a player, and when you are talking as a character. You don’t need a thick accent or distracting mannerism, just making a small adjustment to your normal speaking voice can be enough.

Take Notes

Your ability to engage with the game will be vastly improved with note-taking. Keeping track of; NPC names and personality traits, details about locations or events, and information about your quandary, enriches your ability to enjoy the game. You don’t have to write whole paragraphs, even just bullet points will make a huge difference.

Ask Questions

The more you ask about the world around your character, the better your chance of success will be. Try to figure out how things work, question the motives and motivations of NPCs, and be mindful of the ripple effects of your actions. Remember to use all your characters senses. Use the Investigate and Assess moves whenever you can. Don’t be afraid to ask clarifying questions if you are confused or need more detail.

Communicate & Cooperate

Don’t expect to play in a vacuum. This is a social, collaborative game, which makes it important for the players to find opportunities to cooperate wherever possible. When faced with a challenge, you don’t only have your own tools, you have those of your whole group. Discuss the challenge before acting, preferably in character whenever possible. Decide as a group what you are all going to do.

Shine the Spotlight

This is a positive-sum game. The more fun each player is having, the more fun everyone at the table is having. You should look for chances to shine the spotlight on every player at the table. It can be tempting to solve every challenge your party faces yourself, we all like to be the hero. However, instead, consider if your character can point out opportunities for other characters to show off their skills, share their backstory, or achieve an objective. Not only does this keep everyone involved, but opens up roleplay opportunities. 

Embrace The Unexpected

A part of learning to thrive at roleplaying games is to practice the skill of radical acceptance. To learn to embrace unexpected or unfavorable outcomes to your actions.

Remember that part of the excitement is not knowing exactly what is going to happen. You may make a perfect plan, only to feel like the dice deny you at every turn, and it's ok to get frustrated, chance is sometimes cruel. But if everything always went exactly as we wanted it to, it wouldn’t be a game. The failures are opportunities to laugh as a group, to learn new strategies, and to gain experience points. 

Bite the Hook

It’s important to remember that Weaver is not out to defeat or trick the other players. So when a new story hook pops up in the campaign, you should trust that it is a real adventure, not a trap. That the Weaver has put real time and effort into preparing it, and has done their best to make sure the story it leads fits the players’ interests. And then you should bite the hook.

That isn’t to say that you should refrain from developing creative solutions to the hooks. Or not talk to the Weaver outside of the game with critical feedback if there’s something you’re not enjoying. But in almost all cases, Weavers work hard to create fun experiences for everyone, and simply ignoring the story hooks they provide only hurts the game. 

Invest in the World

After investing all that time, effort, and passion into building a character, it’s not uncommon for players to only really focus on their character sheet, mostly ignoring the world the campaign takes place in. Many RPG campaigns face a disconnect between the world of the game and the played experience of the players around the table. Especially if your experience comes from a top down system that has less player agency.

The Weaver may create the bulk of the game world after session zero. But Threads can create things too. Work with the Weaver to create locations, NPCs, or historical events that your character might be tied to. Collaborate to build real, meaningful relationships so that they may appear as hooks in the campaign.

By grounding your character with connections in the world, you can enrich your own gameplay experience, making the game a place for your character to act in, rather than a mere stage dressing for them to stand in front of. 

Currency & Reputation

There are a number of ways you can choose to handle currency in your game. Each of them comes with pros and cons and requires different levels of management. You’ll have to decide which one works for you. 

Cash Analogues
You may choose to have one or more denominations of currency. This could be gold coins, or space credits, or whatever makes sense in your setting.
  • What form does the currency take, is it physical/digital/both?
  • If you have to carry it on you, what are its TAGs?
  • What is the buying power of each unit of the currency
Boons
The boon system simplifies compensation into a conceptual framework based on what you can accomplish with the currency. It doesn’t require keeping track of an account balance or calculating item costs. It is assumed that your boons take the form of whatever is valuable in the world's setting. They can be broken up into smaller boons, or combined together into larger ones.
  • Trivial: Enough to get someone to do you a trivial favor; which would cost them nothing.
  • Small: Enough to get someone to do you a small favor, which would minorly inconvenience them.
  • Medium: Enough to get someone to do you a moderate favor, which would greatly inconvenience them or take a few days worth of time. The usual cost for a piece of market bought gear.
  • Large: Enough to get someone to do you a large favor, which may be unethical, illegal or costly for them. The usual cost for a piece of specialty crafted or augmented gear.
  • Grand: Enough for the average person to be set for life. Most people would do just about anything for this level of compensation. Can buy powerful tech, magic, or luxury items.
  • Mythic: Enough to affect the outcome of huge groups of people. Spending this kind of boon is an act of world wide renown. Used primarily for story purposes.
Resource Levels
You may choose to remove currency tracking altogether and opt to assign characters a resource level.

This represents the abstract level of wealth the character has from passive income or downtime labor.
  • Wretched: None of your needs for survival are met. You are destitute and have nothing but the items in your inventory. You must beg for or steal everything you need. You sleep rough in public or wilderness areas.
  • Squalid: Only your base needs for survival are met. You own nothing but the items in your inventory. You can afford the meager scraps needed to not starve, and sleep in a boarding house, hostel, or other group home of some kind.
  • Poor: All of your basic needs are met. You can afford to rent a poor quality living space and likely share the space with others. You live paycheck to paycheck and have no room in your budget to afford anything else.
  • Modest: All of your basic needs are met. You can afford to own a small living space or rent a modest living space. You have a small savings and can afford to occasionally make discretionary purchases.
  • Comfortable: All of your basic needs are met. You can afford to own a modest private living space. You have a decent savings and can afford to make discretionary purchases as required. You can occasionally afford luxury goods.
  • Wealthy: All of your basic needs are met. You can afford to own a lavish private living space. You have a large savings and can afford to buy luxury goods as desired. You can occasionally make extravagant purchases.
  • Plutocratic: You are one of the wealthiest people in the area. Money is no object to you and you can afford whatever it is you need.

Reputation

Certain settings will require that you keep track of the reputation the characters build with one or more groups. There are 2 ways to track this.
Points

If your setting has a strong element of politics and negotiation, where favors and reputation are important to the story. you will likely want to use the point system.

Assign each faction you are tracking a value of 1-10 with 1 being abject hate, 5 being neutral, and 10 being veneration.

As the players take actions for or against these factions, you can add or subtract points.

Abstract

If your setting doesn’t require detailed reputation tracking you can assign each faction one of the following reputation levels and only have to change it if the characters make major story decisions.

Hated: Will attack on sight, will not cooperate at all.
Indifferent: Will only interact with you if there is something in it for them.
Friendly: On good terms with you, can provide limited assistance.
Allies: You are good friends and they will help you the best they can. 

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