Beginner Training
Part 3: A Guide to GMing
WRITING THE INTRODUCTORY PAGE
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The Introductory Page is one of the most important pieces of your RPG that you'll ever write. In many ways, it is even more important than the plot. The purpose of this page is to attract players to join your game and inform them of the story. Thus, you must make it impressive. However, it is important to note that there are two primary reasons for making it impressive: 1) and the most obvious reason, is to attract players and 2) is to set a high standard for everyone who joins. While you cannot always control if a player does not follow the accepted rules of RPing, setting a high standard for your introductory page (and all other posts) means you are more easily able to ask a deviant player to adjust their performance or leave.
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That being said, there are several key parts to an introductory page that you need. Again, a bullet list.
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Game Title
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Plot Information
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CS Template
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Player Information
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The game title is straightforward -- this is simply what you name your game. Going by the holocron-hunting plot described on the previous page, such a game might be called "The Hunt for Eternity" if the device promised eternal life. Perhaps another title might be "Coup de Main -- The Hunt." Play around with different names and see which you like best and what you think will attract players. If you have ambitions for a multi-part RPG (in other words with prequels, sequels, etc.), choose a base name. Following the previous example, choose "Coup de Main" as your main title, then switch out the last part for each game. So, as an example, you would have "Coup de Main -- The Hunt," "Coup de Main -- The Conquest," and "Coup de Main -- The Last Stand."
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Plot information is next. This is where you get especially inventive and fancy. If your platform allows it, try a different font or color for this section to catch potential players' attentions. For the holocron RPG example, consider this, and notice the font:
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It is a period of turmoil in the galaxy. The fall of the Jedi and the Sith have left both sides licking their wounds in an unforgiving world primed t o annihilate any semblance of the recently-fallen Empire. Alliances are forged and enemies battle without a clear victor. But a piece of a long-forgotten map has been found, and the hunt has begun for a holocron with unimaginable knowledge and power for those who find it first.
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And victory to those strong enough to wield it.
This is the saga.
Coup de Main -- The Hunt.
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However mysterious you make this section is up to you, but it is worth noting you may also address the reader, making it a bit more personal. Consider:
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It is a period of turmoil in the galaxy. The fall of the Jedi and the Sith have left both sides licking their wounds in an unforgiving world primed t o annihilate any semblance of the recently-fallen Empire. Alliances are forged and enemies battle without a clear victor. But a piece of a long-forgotten map has been found, and the hunt has begun for a holocron with unimaginable knowledge and power for those who find it first.
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Are you cunning enough to find it? Are you strong enough to wield it?
Begin your journey.
Coup de Main -- The Hunt.
I don't necessarily recommend one over the other. It's up to you. Use the layering method described in Part 2 if you feel you need to add a bit "more" to this section. I do, however, recommend that you center align the plot information. It just looks nice.
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Next, list the CS Template. This provides your players with the tool to build their character. If you include levels and powers, you may have to go in-depth in explaining to your players how the system works. Express your openness to answer questions. Use the template I gave on the previous page and adapt it to your needs. Some of the larger RPGs will have entire threads or pages with the CS template and players' CSs listed separate from the game page/thread. It's up to you how you do it. It is sometimes easier to keep CSs and the game separate when new players enter later on, so I suggest keeping these things separate.
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Finally, the Player Information tells your player how to enter the game. This section is key because it lists the instructions for the game. Adjust it to your needs, but below is similar to what is typically listed. Be sure to tell your players than the CS must be shown to you first for approval!
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"Welcome to Coup de Main -- The Hunt! This is an RPG set in the Star Wars Universe around the year 45 ABY. I don't follow Star Wars continuity in this game, so we don't have to worry about violating canon so much. I will describe in-world events as we go. That being said -- let's begin!
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Below is a Character Sheet you should fill out if you wish to join. Everyone is welcome. We'll find a place for you even if you're not a Jedi or a Sith, so don't worry. PM your sheet to me when you're done. If you have any questions, just ask! That's what I'm here for."
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In this section, you should also go over the rules. Including something like the following is always helpful. Again, customize and expand as needed. Perhaps include a little RPG basics (or link them here!).
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"And remember:
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No godmodding.
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No autohitting.
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Be civil
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Keep OOC and IC separate
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GM has the final word. You're more than welcome to make suggestions, but ultimately GMs will determine what happens in the game.
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Ask a GM if you have any questions. Seriously, that's our job.
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And, of course, HAVE FUN!"
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If your players ask what these mean, you need to seriously consider that you're probably about to accept someone who knows very little about RPGs in general. More on problematic players later.
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You can click HERE to see what a completed introduction sheet might look like.
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