Initial Campaign 0
This is the start of a working Campaign 0 writeup. It has a .pdf which I think is ccurrent.
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\documentclass[twoside,10pt,openany]{book}
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\usepackage{geometry}
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\usepackage{titling}
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\usepackage{enumitem}
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\usepackage{tocloft}
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\usepackage{textcomp}
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\setlist{noitemsep}
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\usepackage[obeyFinal,shadow,tickmarkheight=12pt,prependcaption]{todonotes}
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\setlength{\marginparwidth}{2cm}
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\usepackage[backend=biber]{biblatex}
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\addbibresource{mybiblio.bib}
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\geometry{papersize={5.5in,8.5in}} % Half Letter
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%\geometry{a5paper} % A5 Paper
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\begin{document}
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\title{Campaign 0 --- Before You Start}
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\date{2024 January 16 to \today}
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\author{Jigme Datse Yli-Rasku}
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\def\address{Address:\\
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Jigme Datse\\
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PO Box 270\\
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Rossland, BC V0G 1Y0\\
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Canada\\
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\\
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jigme.datse@datsemultimedia.com}
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\postdate{\par\end{center}\vfill \address}
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\maketitle
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\tableofcontents
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\appendix
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\chapter{Appendix}
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Here, maybe having an appendix, with each of the other things as
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sections? Let's see.
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\section{Bibliography}
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\printbibliography[title={References}]
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% Enable if used:
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% Figures
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% Tables
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%\section{List of Figures}
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%\listoffigures
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%\section{List of Tables}
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%\listoftables
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\section{Todo Items}
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This is here (the appendix), so it will show up in the table of contents.
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Without some text here, it sadly is currently putting a totally empty
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page, then the list of todo items. Not ideal. That is a\todo{Todo
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item}, I would say.
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\listoftodos\todo{Figure out how to get the todo checkbox/colour to be here.}
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\chapter{Book Development History}
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This will include some idea of how this book has progressed along time
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each section will cover that day's work...
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\section{2024 January 16}
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Created the document, and started with setting up the basic formatting.
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Started writing about ``Why Session 0?''
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Currently taking a break (any further writing will have to be
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tomorrow (or later) if I take more than a very brief break), part
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way through writing about `Familiarity With Players'.
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\end{document}
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\input{000-header}
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\include{introduction}
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\include{why}
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\input{900-footer}
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\input{901-history}
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\chapter{Introduction}
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This is a gaming resource, largely focused on table top roleplaying games
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or TTRPGs. It's mostly about the `before you start playing' portion of
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playing these games, which for some may be part of the `one session' in
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a one shot type game, or it may be an entirely separate session.
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I am writing this as I'm reading {\it Avatar Legends}\cite{avatar-legends}
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and wanting to start a campaign/session up to play that, as a nice
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accessible and family friendly game.
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I have heard actual play of the game.
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So, here's a bit of a discription of what I want to talk about here.
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\begin{itemize}
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\item{Why Sesion 0}
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\item{Introducing Game}
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\item{Game Master's Perspective}
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\item{Players Perspective}
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\item{Safety Tools}
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\begin{itemize}
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\item{Lines and Veils}
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\item{X Card}
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\item{Consent in Gaming}
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\item{TTRPG Safety Toolkit}
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\item{Open Door}
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\item{Post Session Debrief}
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\end{itemize}
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\end{itemize}
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Most of this is coming from other sources, but right now, I've not got an
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easy way to include those (I've got the tools, just not set them up), and
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the whole book is more my perspective, as coloured by those resources.
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\section{Chapter Sumaries}
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This will include the sumaries of the chapters that we have as we go along.
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They will be one or two short paragraphs, just so you can quickly be able
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to see where you might want to go with a given topic.
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\subsection{Introduction}
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This is what you're reading. It hopefully at least the main parts of this
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will be kept short enough that you can read and get a fair sense of what the
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overall intent of this book is. Great, `pick up at the store, read to see
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if you want to pick up a copy,' type thing.
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\section{Other Versions}
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This will have a list of known released to the wild other versions. As
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this is currently being developed on my Forgejo server\todo{Figure out how
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to link properly to that version}, versions may be released that we are
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not aware of.
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It will inlcude the current version information on release, and the
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previous version info. This is intended to be a living document, so if
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you are finding a version which is on the older side, there may be more
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recent versions available.
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@periodical{brokenp2023-f,
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title = {Broken Pencil},
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publisher = {Hal Niedzviecki},
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number = {100},
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year = {2023}
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}
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@article{bp-amerdream,
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journal = {Broken Pencil},
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title = {Zines --- {America's Dreaming Zine \#11}},
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publisher = {Hal Niedzviecki},
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number = {100},
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year = {2023},
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author = {Devin Canary},
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pages = {29}
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}
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@book{avatar-legends,
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title = {Avatar Legends},
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author = {Sharing Biswas and others},
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year = {2022},
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editor = {Monte Lin and Kate Unaru},
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subtitle = {The Roleplaying Game},
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language = {English},
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publisher = {Viacom International Inc.},
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pagetotal = {305}
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}
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@book{querent,
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title = {Querent},
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subtitle = {The Cartomancer's Tome},
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year = {2019},
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author = {Adrian Taul and Amela Nuhodzic and Jaymee Fulcher and Kayla Miskiv and Maggie DeCapua and McKenzie ``Mish'' Shea and Sage Burns},
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Language = {English},
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Publisher = {Magpie Games},
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pagetotal = {439}
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}
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\chapter{Why Session 0?}
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Some of what I have to say falls into the `controversial' category, and
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the why of a Session 0 at least in part falls into that category.
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By controversial, it is more that there are some people who are opposed
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to at least some of the functions that come up here (and possibly all of
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the functions for probably an even smaller minority). Most players are
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either supportive, or unaware of some of this.
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\begin{itemize}
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\item{Familiarity with game}
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\item{Setting up game}
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\item{Familiarity with players}
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\item{Safety Tools}
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\item{When have it}
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\item{Time it takes}
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\item{Where to have it}
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\end{itemize}
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That's probably a decent list of the main reasons, and let's get into
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each of them.
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\section{Familiarity with game}
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This may be the least contested part of what a Session 0 can accomplish.
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This is ensuring that to some extent all the players involved are
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familiar enough with the game, that there will not be major issues
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with failing to understand some of the basics.
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Basics such as:
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\begin{itemize}
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\item{Core gameplay}
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\item{Core setting}
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\item{Core characters}
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\item{Core themes}
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\end{itemize}
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These really are not in any sort of order, because they kind of move
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about as to how one would want to talk about them.
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\subsection{Core Gameplay}
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This is the basics of the game mechanics. This can apply to stuff like
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board games or whatever.
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This is something that can take a very brief time, or it can be something
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that will require some explanation.
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I would think that some of the ways all of this happens ends up being
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able to happen in a more woven between different parts of the Session
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0 time (and also included in further sessions), or a very laid out
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format.
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Some of what comes up probably depends at least somewhat on what
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the game is. Some games are intended to be played with minimal
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pre-knowledge, and simply getting into it, while others really work
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well with more of that.
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Also the people involved (players, game master, et cetera) will change
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how this will work out.
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It is hoped that the game master will know at least a little of who they
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are dealing with prior to setting up any meeting, or at least have the
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ability to adapt enough that it ends up working out for most of the other
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players.
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Getting bogged down in the how to play the game, can very much end up
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very quickly ruining the experience of a game. This is not to say that
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the learning of the game has to happen before starting to play, but more
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that to know basics (and for me some of these basics are about how
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questions about how to play will likely be handled), so little things
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don't get in the way of playing a game.
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Some people really want to be sure that the rules are followed properly,
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other people are very much on the other end of the spectrum, and don't
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much care about the rules. Then there are people who are all for the
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chaos, switching between caring about the rules, and ignoring the rules,
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as they see fit.
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Finding that sort of thing out before trying to play can be a huge
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measure of how the game is likely to end up working.
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\subsection{Core Setting}
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This can be very simple, and for some games it is defined very simply.
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In a lot of cases, you probably don't want to go more into it than a
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basic understanding of what the characters are likely to all know
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about the world, and for some that may be at the `village level'.
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That being that at the start of the game, they basically know nothing
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beyond much of their immediate surroundings, and in some cases may
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wake up not really knowing anything.
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That said, it may be worthwhile to have the players know more than
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the characters.
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\subsection{Core Characters}
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This is more about the types of characters the players will be playing
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and encountering than any details about any of that (though some of the
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details will come up in the setting up of the game).
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This is sort of similar to the above about the setting, it would be
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about making sure the players are aware enough about what the characters
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are likely aware of.
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\subsection{Core Themes}
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This can be the start of where things start to be more of a discussion
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than simply describing the way the game is setup. The game master will
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likely have some degree of where they want to take things, but most are
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usually willing to move that around in response to what the players are
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interested in.
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Most games have some sense of defined themes that they are wanting to
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deal with. Some despite maybe being more open at the core, will have
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some rules like, `No Fascists Allowed,' which largely speaks for itself,
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but there has been significant discussion, as it seems it doesn't seem
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clear enough to some people.
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Then there are the players. They have similar ideas as to what type
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of game they may want to play, and what type of game they don't want
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to play.
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This part isn't about really going into the details of that, as some
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of that ends up going into the safety tools section, but all of this
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ends up interacting with everything, so this is probably going somewhat
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into that.
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With that all said, I think that is the basics of dealing with the
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familiarity of the game.
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Let's move on to setting up the game.
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\section{Setting up the Game}
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This is sometimes the most important part, with the creation of
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characters, and the start of looking at where the game will start.
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Now for some games such as {\it Querent}\cite{querent}, are meant to have
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``No Session 0.'' Which I personally would put more in a, ``Session 0
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and Session 1 are the same time,'' as it more means that the goals of
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Session 0, can be accomplished quickly enough to not be separated from
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the main session.
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Important things about this, is setting things like the starting location
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and the different characters that the players will be playing. Some of
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which may not need to be discussed in terms of in person (or more
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``realtime'' with how online games can be), but through email or
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whatever.
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This can be important to start to get a feel for the dynamics of the
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group, to be able to see where potential pain points may come up.
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The details about this will change for each game or game system you
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are working with, and as I have worked with some games where it can
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more or less run with little more than a brief (like a couple minutes
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at most), introduction before playing, to games that I have spent hours
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myself trying to prepare enough to present to players in advance, I feel
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that talking further would be very individual to the different games.
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\section{Familiarity with Players}
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This applies to all the sort of interactions between all of the different
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players, and to some extent the characters. This may be where one
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starts to talk about personal and group boundaries.
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This is getting into the territory where some people start to say, ``We
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don't need that sort of thing.'' Some people are saying that from a
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perspective of ``We are all friends, so we don't really need to do that
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sort of thing.'' Other people are less charitable in their criticism,
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and consider that it is an outright bad idea.
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I would like to suggest a couple of reasons for those who feel that
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they are all friends, so it's not needed, and also for those who
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feel it's just a bad idea, but might not be stuck in that idea.
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\begin{itemize}
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\item{We Don't Need It}
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\begin{itemize}
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\item{Hidden Boundaries}
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\item{Hidden Interests}
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\end{itemize}
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\item{This is a Bad Idea}
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\begin{itemize}
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\item{Then don't do it}
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\item{Let your players know}
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\item{Direct players to other places}
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\end{itemize}
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\end{itemize}
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\subsection{We Don't Need It}
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So, if you are friends who have run around these types of things you
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can think there's not really any reason to consider these things
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but I kind of think there are a couple of pretty important things
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to think about in terms of that.
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