201 lines
7.7 KiB
TeX
201 lines
7.7 KiB
TeX
|
\chapter{Why Session 0?}
|
||
|
|
||
|
Some of what I have to say falls into the `controversial' category, and
|
||
|
the why of a Session 0 at least in part falls into that category.
|
||
|
|
||
|
By controversial, it is more that there are some people who are opposed
|
||
|
to at least some of the functions that come up here (and possibly all of
|
||
|
the functions for probably an even smaller minority). Most players are
|
||
|
either supportive, or unaware of some of this.
|
||
|
|
||
|
\begin{itemize}
|
||
|
\item{Familiarity with game}
|
||
|
\item{Setting up game}
|
||
|
\item{Familiarity with players}
|
||
|
\item{Safety Tools}
|
||
|
\item{When have it}
|
||
|
\item{Time it takes}
|
||
|
\item{Where to have it}
|
||
|
\end{itemize}
|
||
|
|
||
|
That's probably a decent list of the main reasons, and let's get into
|
||
|
each of them.
|
||
|
|
||
|
\section{Familiarity with game}
|
||
|
|
||
|
This may be the least contested part of what a Session 0 can accomplish.
|
||
|
|
||
|
This is ensuring that to some extent all the players involved are
|
||
|
familiar enough with the game, that there will not be major issues
|
||
|
with failing to understand some of the basics.
|
||
|
|
||
|
Basics such as:
|
||
|
|
||
|
\begin{itemize}
|
||
|
\item{Core gameplay}
|
||
|
\item{Core setting}
|
||
|
\item{Core characters}
|
||
|
\item{Core themes}
|
||
|
\end{itemize}
|
||
|
|
||
|
These really are not in any sort of order, because they kind of move
|
||
|
about as to how one would want to talk about them.
|
||
|
|
||
|
\subsection{Core Gameplay}
|
||
|
|
||
|
This is the basics of the game mechanics. This can apply to stuff like
|
||
|
board games or whatever.
|
||
|
|
||
|
This is something that can take a very brief time, or it can be something
|
||
|
that will require some explanation.
|
||
|
|
||
|
I would think that some of the ways all of this happens ends up being
|
||
|
able to happen in a more woven between different parts of the Session
|
||
|
0 time (and also included in further sessions), or a very laid out
|
||
|
format.
|
||
|
|
||
|
Some of what comes up probably depends at least somewhat on what
|
||
|
the game is. Some games are intended to be played with minimal
|
||
|
pre-knowledge, and simply getting into it, while others really work
|
||
|
well with more of that.
|
||
|
|
||
|
Also the people involved (players, game master, et cetera) will change
|
||
|
how this will work out.
|
||
|
|
||
|
It is hoped that the game master will know at least a little of who they
|
||
|
are dealing with prior to setting up any meeting, or at least have the
|
||
|
ability to adapt enough that it ends up working out for most of the other
|
||
|
players.
|
||
|
|
||
|
Getting bogged down in the how to play the game, can very much end up
|
||
|
very quickly ruining the experience of a game. This is not to say that
|
||
|
the learning of the game has to happen before starting to play, but more
|
||
|
that to know basics (and for me some of these basics are about how
|
||
|
questions about how to play will likely be handled), so little things
|
||
|
don't get in the way of playing a game.
|
||
|
|
||
|
Some people really want to be sure that the rules are followed properly,
|
||
|
other people are very much on the other end of the spectrum, and don't
|
||
|
much care about the rules. Then there are people who are all for the
|
||
|
chaos, switching between caring about the rules, and ignoring the rules,
|
||
|
as they see fit.
|
||
|
|
||
|
Finding that sort of thing out before trying to play can be a huge
|
||
|
measure of how the game is likely to end up working.
|
||
|
|
||
|
\subsection{Core Setting}
|
||
|
|
||
|
This can be very simple, and for some games it is defined very simply.
|
||
|
In a lot of cases, you probably don't want to go more into it than a
|
||
|
basic understanding of what the characters are likely to all know
|
||
|
about the world, and for some that may be at the `village level'.
|
||
|
|
||
|
That being that at the start of the game, they basically know nothing
|
||
|
beyond much of their immediate surroundings, and in some cases may
|
||
|
wake up not really knowing anything.
|
||
|
|
||
|
That said, it may be worthwhile to have the players know more than
|
||
|
the characters.
|
||
|
|
||
|
\subsection{Core Characters}
|
||
|
|
||
|
This is more about the types of characters the players will be playing
|
||
|
and encountering than any details about any of that (though some of the
|
||
|
details will come up in the setting up of the game).
|
||
|
|
||
|
This is sort of similar to the above about the setting, it would be
|
||
|
about making sure the players are aware enough about what the characters
|
||
|
are likely aware of.
|
||
|
|
||
|
\subsection{Core Themes}
|
||
|
|
||
|
This can be the start of where things start to be more of a discussion
|
||
|
than simply describing the way the game is setup. The game master will
|
||
|
likely have some degree of where they want to take things, but most are
|
||
|
usually willing to move that around in response to what the players are
|
||
|
interested in.
|
||
|
|
||
|
Most games have some sense of defined themes that they are wanting to
|
||
|
deal with. Some despite maybe being more open at the core, will have
|
||
|
some rules like, `No Fascists Allowed,' which largely speaks for itself,
|
||
|
but there has been significant discussion, as it seems it doesn't seem
|
||
|
clear enough to some people.
|
||
|
|
||
|
Then there are the players. They have similar ideas as to what type
|
||
|
of game they may want to play, and what type of game they don't want
|
||
|
to play.
|
||
|
|
||
|
This part isn't about really going into the details of that, as some
|
||
|
of that ends up going into the safety tools section, but all of this
|
||
|
ends up interacting with everything, so this is probably going somewhat
|
||
|
into that.
|
||
|
|
||
|
With that all said, I think that is the basics of dealing with the
|
||
|
familiarity of the game.
|
||
|
|
||
|
Let's move on to setting up the game.
|
||
|
|
||
|
\section{Setting up the Game}
|
||
|
|
||
|
This is sometimes the most important part, with the creation of
|
||
|
characters, and the start of looking at where the game will start.
|
||
|
|
||
|
Now for some games such as {\it Querent}\cite{querent}, are meant to have
|
||
|
``No Session 0.'' Which I personally would put more in a, ``Session 0
|
||
|
and Session 1 are the same time,'' as it more means that the goals of
|
||
|
Session 0, can be accomplished quickly enough to not be separated from
|
||
|
the main session.
|
||
|
|
||
|
Important things about this, is setting things like the starting location
|
||
|
and the different characters that the players will be playing. Some of
|
||
|
which may not need to be discussed in terms of in person (or more
|
||
|
``realtime'' with how online games can be), but through email or
|
||
|
whatever.
|
||
|
|
||
|
This can be important to start to get a feel for the dynamics of the
|
||
|
group, to be able to see where potential pain points may come up.
|
||
|
|
||
|
The details about this will change for each game or game system you
|
||
|
are working with, and as I have worked with some games where it can
|
||
|
more or less run with little more than a brief (like a couple minutes
|
||
|
at most), introduction before playing, to games that I have spent hours
|
||
|
myself trying to prepare enough to present to players in advance, I feel
|
||
|
that talking further would be very individual to the different games.
|
||
|
|
||
|
\section{Familiarity with Players}
|
||
|
|
||
|
This applies to all the sort of interactions between all of the different
|
||
|
players, and to some extent the characters. This may be where one
|
||
|
starts to talk about personal and group boundaries.
|
||
|
|
||
|
This is getting into the territory where some people start to say, ``We
|
||
|
don't need that sort of thing.'' Some people are saying that from a
|
||
|
perspective of ``We are all friends, so we don't really need to do that
|
||
|
sort of thing.'' Other people are less charitable in their criticism,
|
||
|
and consider that it is an outright bad idea.
|
||
|
|
||
|
I would like to suggest a couple of reasons for those who feel that
|
||
|
they are all friends, so it's not needed, and also for those who
|
||
|
feel it's just a bad idea, but might not be stuck in that idea.
|
||
|
|
||
|
\begin{itemize}
|
||
|
\item{We Don't Need It}
|
||
|
\begin{itemize}
|
||
|
\item{Hidden Boundaries}
|
||
|
\item{Hidden Interests}
|
||
|
\end{itemize}
|
||
|
\item{This is a Bad Idea}
|
||
|
\begin{itemize}
|
||
|
\item{Then don't do it}
|
||
|
\item{Let your players know}
|
||
|
\item{Direct players to other places}
|
||
|
\end{itemize}
|
||
|
\end{itemize}
|
||
|
|
||
|
\subsection{We Don't Need It}
|
||
|
|
||
|
So, if you are friends who have run around these types of things you
|
||
|
can think there's not really any reason to consider these things
|
||
|
but I kind of think there are a couple of pretty important things
|
||
|
to think about in terms of that.
|