Another
aspect of MC'ing a Solar Echoes mission is being sensitive to the
dynamics of the players themselves. If a player seems frustrated that
nothing he is attempting is working (whether it is because of bad
rolls or his ideas are outside the mission “box”), the MC should
find ways to allow him some success. Even if his roll was a little
low, sometimes it's ok to give him a win if it means that the game
will move forward and the players will have fun. The rules exist to
govern the game so that players don't expect that they can remotely
hack an entire space-station by interfacing with a cleaning droid.
There will always be things the players think of that are not in the
mission and that totally catch the MC by surprise. In those cases,
the MC needs to quickly think up a reasonable level of difficulty and
let the player make an attempt at his idea. The role of the MC is to
spin a great story, present challenges that the players feel they
just barely managed to overcome by their choices and skills, involve
all players as a team, and keep the momentum/pacing of the entire
experience moving forward. Being an MC is a bit like directing a
movie, and it is demanding work, but from what I saw last Friday
night, the MC at the Hopkins HPPRPG club has a great start!
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