Establishing purpose and intention


B.GM role
C.character roles
D.what people want as a goal.

Email me if you can think of anything to add.


First as a group we should establish a setting.

Before the players start they should have a rough idea of the setting.
It the storyline Sci-Fi, Medieval, Star Something with an already existing storyline, Caveman, Post-Apocalyptic, Super-Hero, Spies, Pulp, Something Old, Something New, Something Borrowed Something Blue? Dr.Suess? The more info that doesn’t spoil the story the better.

Sometimes a story may exist in one location but have a different setting when it comes to mood. For instance, you might be playing Star Wars but have it be more like a Dick Tracy detective style mystery than the typical Star Wars ‘Space Opera’. Or possibly you are doing a Marvel super-hero kind of game, but want to make it more of a ‘Super-Powered Secret Agent Black-Ops Team". Possibly your doing a Post-Apocalyptic world, except it’s 300 year later and feudal societies like the dark ages have popped up due to an evil satellite that jams the free-flow of wireless information.

Regardless of where or what the theme is, all the players who express interest should have a say partially. The GM still has the final say but perhaps he can try to accommodate the players. Maybe the GM wants to do Post-Apocalyptic but the majority of the players want a space thing. 2 say star wars, 1 says Star Trek, and one retard keeps yelling something about “Firefly” like it’s a had 5 seasons and a trilogy. One player says he wants to play a caveman campaign, with a T-Rex he can ride.

WHOA WHOA WHOA! That seems impossible right? WRONG!
Star Wars is a space opera. Give them samurai laser swords, evil telepathic/telekinetic cloaked masterminds, and aliens that look like monsters but act somewhat civilized.
Star Trek is exploration, so lets go out on a journey into the unknown. Have practical technology and science backing up a lot of your fluff. Make another villain act roughly like a Klingon. Have a logical sage.
Firefly- Add as much corny cowboy stuff as you can. Have a duel. Put a bounty on someone to collect (or dodge). Make someone like a sheriff. Add a saloon.
Caveman- Make a T-Rex become part of the plot point. Have the players meet a primitive society. MAKE SURE THE CHARACTERS GET TO RIDE A PTERODACTYL! Make them go out into the woods and survive a little.

Now jam all of that under the premise of a world that had a cataclysmic event that killed or mutated half the earths population. Maybe caused by aliens? Maybe the aliens are about to invade and you have to unite AI, mutants, humans, and resurrected dinosaurs against them.


Gamemasters in traditional role-playing games

The gamemaster prepares the game session for the players and the characters they play (known as player characters or PCs). The GM describes the events and decides on the outcomes of players’ decisions. The gamemaster also keeps track of non-player characters (NPCs) and random encounters, as well as of the general state of the game world. The game session (or “adventure”) can be metaphorically described as a play, in which the players are the lead actors, and the GM provides the stage, the scenery, the basic plot on which the improvisational script is built, as well as all the bit parts and supporting characters. Gamemasters can also be in charge of RPG board games making the events and setting challenges.

GMs may choose to run a game based on a published game world, with the maps and history already in place; such game worlds often have pre-written adventures. Alternatively, the GM may build their own world and script their own adventures.

A good gamemaster draws the players into the adventure, making it enjoyable for everyone. Good gamemasters have quick minds, sharp wits, and rich imaginations. Gamemasters must also maintain game balance: hideously overpowered monsters or players are no fun.


The Diplomat
This guy tries to smooth things over and create harmony among the group and the NPC’s. He tries to approach conflict with the goal of either peace, or at the very least minimal casualties. When battle does break out he tries to get the team to work together and communicate rather than flail around crazy. He co-ordinates and plans. He solves things with logic but accepts that world is not always a logical place.

The Crusher
Everyone needs a friend who isn’t afraid to crush bones, or spirits. Sometimes talk is cheap and you need someone who can get the job done, sometimes at any cost. This guy needs to have nerves of steal. He rarely backs down unless the Diplomat insists, and even then it’s a 50-50. Even in social situations this guy comes off as the “Bad-Cop”. He might intimidate with muscle or with wit, but he backs it up with action.

The Heckler
Spider-Man, Deadpool, Iceman, The Human Torch, The Flash, Gonzo, Michaelangelo. These guys like to taunt their enemies into screwing up. Sometimes they even tease their allies too much. But aside from that, they also know how to make the group laugh when things seem Code:BLACK. Sometimes wreckless, sometimes genius. They use humor in the way the Diplomat uses logic. They often times put things in perspective. He laughs in face of danger, sometimes quite literally.

The Watcher
Some people aren’t the type to blab all day like the heckler. They like to step back and look at the world from a big picture view. The watcher speaks less, but when he does he makes sure his words matter. He takes notes. Draws maps. Rights down the initiative. Tries to see through the lies of the world around him. He rarely can’t see the forest because the trees are in the way. He asks more questions than gives orders. Who? What? Why? Where? and How are more important to him than all the flowery words and comebacks in the world.

The Ethical Compass
This guy cares more about WHY the party does what it does. He pays attention to laws. He tries to bring a sense of morality even in times of crisis. When the others are saying “lets kill this guy that betrayed us!” the Ethical Compass reminds them that the betrayer was only doing it because he was blackmailed by a crime syndicate who has his family hostage. Sometimes he can seem like a stick in the mud, but too many campaigns have ended because someone wasn’t thinking about the ramifications of their actions. He cares if you like him, but he cares MORE about doing the right thing.

The Creator
This guy makes plans. Devices. He generates ideas that are sometimes insane, and sometimes just insane enough to work. He comes up with strategies for battle. Tactical maneuvers. Sometimes he fabricates armor. Sometimes he fabricates lies. He writes epic poems about the party, and constantly updates his journal or blog. Twitter is addicting. He cares about the art of the people, the culture around him, the beauty of nature. He is skill focused, always coming up with new ways to do stuff. He fears not the scoff and ridicule of others, for even if 99% of his ideas are blunders, he will give a thousand ideas till something works.

The Workhorse
He becomes what the party needs. He is selfless. Giving to the point of bloody sweat. He will endure it all and will he complain? Only when the mission is over. He focuses on the goal. He tries to never lets his team down. A jack-of-all-trades but a master of none. Loyal. Fearless. When the world gives him lemons, he makes lemon-aide. Then he sells it, starts a beverage company, becomes a millionaire, and then buys the world. Not out of spite, but because it’s a challenge entitled brats will never understand.

What People Want As A Goal

Please tell the GM your goals. Both In-Character (IC) and Out-Of-Character (OOC)

Do you want to fly a spaceship?
Massive army battles?
A mystery revolving around your characters death?
Become the next Bruce Li?

Unless you tell the GM every month what you want he might forget or not even know!

Establishing purpose and intention

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