Saturday 26 January 2013

What's in a Premise?

Some of the greatest things about Shades of Norwich are the player-led premises - the reasons for the characters coming together each month. We've had some great ones in the past, from cowboy-themed parties to formalised debates, from club nights to theatre openings and religious ceremonies!

Good premises make Shades of Norwich really shine: it helps characters come together. While we always put all sorts of delicious plots and NPCs in for people to enjoy, with a well-done premise everyone has an enjoyable and interesting game no matter their access to the plot.

So what's in a premise? There's no definite equation for a successful premise, but as our players have put together some really great examples, we've identified a few "winning feature" that help things along.

-The Purpose
-The Optional Activities
-The Unifying Factor

We'll also explain how we try to incorporate these features into games that we have hosted as STs, such as the London Summer Specials of 2011, and the Symposium of 2012.

The Purpose

What is bringing the characters together? Why are they seeing each other? Whether it's to celebrate a notable PC's birthday, to observe a holiday, to discuss an important matter or simply to have a good old cowboy time, a specific purpose can help bring people together. It gives people something to talk about, and a topic to break the ice when they arrive.

-The Lady of London invites the Fief of Norfolk to strengthen the bonds between the two Fiefs.
-The Fief of Wessex invites the learned minds of the whole of the United Kingdom to celebrate knowledge.

The Optional Activities

There are different types of activity that can help players engage with the game. They each have their own strengths.

Challenges, showoffs and tournaments can be an exciting spectacle! It allows people to get involved and showcase their various interests. Tournament challenges can make use of people's "Hard skills" - i.e. their out-of-character public speaking skills, creativity or persuasiveness - or they can utilise people's character sheets. They also can involve many more people in the form of an audience.

-London Below's Fighting Pits give people a chance to test their mettle, and provide a spectacle for everyone else
-The Symposium presentations are a chance for nerdier characters to present their research, and other characters can watch and enjoy

Collections and Treasure Hunts go on in the background of the game, and can save the quieter moments of a game from getting too quiet. Collection challenges allow people to participate as much as they like - it's completely optional. Bingo cards, treasure hunts, fact-finding clue questionnaires all fall under this example.

-London Above presented the Challenge of the Clans - the objective: to collect as many of the coloured gems everyone was given at the beginning of the evening. Wile, persuasiveness, boons and bribery are all acceptable methods.

Auctions and Other Displays can act as centrepieces during the body of the game. People can discuss these, compete for them, or find out more about them. If other PCs are donating the items or favours to be auctioned off/competed for, then this is another way to encourage people to get involved.

-At the London Above Court, a number of curios donated by members of the London Court were auctioned off publically.
-At the Symposium, a display and silent auction of fascinating goods provided both interest and opportunities for people to bid for possible plotty items.

These are not the only examples of Optional Activities - there are many, many possibilities! Good optional activities have some of the following characteristics:
  • It's optional; people aren't forced to do it
  • It's relatively quiet, so it can simmer away in the background
  • It's fun, or a challenge
  • Hopefully it feeds into the tone and message you're trying to put across in the premise itself
The Unifying Factor   

Activities, presentations or occurences that bring everyone at Court together are very useful. This helps tie together everyone at the game, it serves as the biggest talking point, and can be grand and ceremonial. It can be at the beginning of the game, during, or often at the end to cap off the game just before time out. Some really good examples of Unifying Factors were in player-led games, such as...

-The Scourge of Norwich, led by Perseus, sacrifice to their Goddesses to honour the gathering
-Representatives of each Clan plant symbolic trees at the Circle of the Crone Carmentalia Court
-The gathered Kindred wish the Harpy a happy centennial birthday
-Dorian Barnes announces his departure at the end of the gathering, and wishes people farewell 

What Does All This Mean?

Like we said, none of these are absolute rules, but we have noticed that premises with more of these factors included tend to have more interest and energy maintained throughout the evening. If you're thinking of hosting a game, have a think about the following questions:

  • What activities will there be?
  • What might someone be able to get up to?
  • What message do I/we want to put across?
Lastly, use us, the ST team! We think about this stuff a lot, and we're always here to help you work out what premise you would like to put on. Even if you're sure what you're doing, email us at shadesofnorwich@yahoogroups.com and tell us what you're planning - we absolutely need to know in advance so we can plan our side of the game around you.

Happy Premise Planning!