Campaign Style Analysis
This is a discussion of the style behind my 'Worlds in Collision'
campaign. I would like to avoid using any sort of jargon, but
instead talk in plain English about my thought processes,
intentions, and reactions as GM. The campaign was run in early
1989, during my sophmore year in college at U of Chicago. The
campaign was on the extreme side in a particular style of GM-ing,
where I as GM designed lots of background and then gave the PCs pretty
free reign to do whatever they liked in it. The players were
pro-active in seeking out and confronting parts of the background
which they were interested in.
The following are some excerpts from discussion about the
Worlds-In-Collision campaign which I have done in two forums,
rec.games.frp.advocacy (early on) and much later in
The Forge. Much of the text of these were excerpted for
my analysis above -- but of interest might be the reactions of
two of the players. The discussions particularly emphasize
how the players controlled the plot, and what their feeling
was about this.
Re: Simulationist Theory (March 21, 1996)
This was my first post on rgfa describing the Worlds-In-Collision
game (aka "Modern Paranormals") in detail.
Re: Simulationist Theory (March 22, 1996)
This was a reply by Craig Neumeier, one of the players in the
campaign -- expressing his view of how the campaign worked.
Re: Genre and Believability (November 6, 1996)
This was a later discussion of the game on rgfa, as part of
a dicussion of the place of genre in game play.
Plotless but Background-based Games (April 22, 2003)
This was a thread on the Forge where I described in more
general terms the types of techniques which I would use
for my more rgfa-Simulationist campaigns. Of particular
note is the reaction of Chris Lehrich, who was another
player in the campaign.
Oh. That game. (April 23, 2003)
This was Chris' reply on the thread when he realized which
game I was talking about. He was quite surprised, as he saw
the game as almost railroaded, when in fact I was completely
following what the players did.
Really!?! That's fascinating. (April 23, 2003)
This was my response back to Chris, which answered as best
I could his questions about how I made the plot seem
inevitable when it was completely improvised in reaction
to the players.
John H. Kim <jhkim-at-darkshire-dot-net>
Last modified: Sun Nov 28 13:54:07 2004