Today I'm running a #ttrpg one-shot for a newly formed group to prime them for a new proactive campaign in the #planebreaker setting, using the #CypherSystem .

It's always this pre-event anticipation - new group (a few new people), new setting - and the dread of "this is going to be awesome!" and "oh my, will they like it and want to commit?" :)
I'm optimistic, yet the feeling remains based on the unknown.

All in all: huge success - everyone involved liked it, liked the new people, and wants to commit to the campaign.

Now the even more daunting task: (almost) completely give up "control" by not having a premade module/campaign, and be fully driven by the character's goals.
I'm evolving as a GM :)

Plus: Next week I'll do the same dance with a second newly forming #ttrpg group, this time sci-fi in #TheRevel , also #CypherSystem .

And again a great success with a second, newly formed, group of people playing a #ttrpg one-shot in the #CypherSystem today. They, as well, are now curious to start a campaign based on character-driven goals - and this one in a hard-sci-fi setting.

Tomorrow the first group, the fantasy one, is coming together to create their characters - and come up with their goals for a proactive campaign. I'm excited.

All right - first time having a session zero for a #ttrpg campaign where main points of the characters were defined together, including their goals for proactive roleplaying. (This was the fantasy group.)

It's a mixture of exhausting, exciting, with a hint of doubt as well as amazement.

I fear I have now 6 almost independent goals from 6 characters, yet they could be refined to *have* some common thread. I realize: this needs some thinking, yet seems to be possible.

Today the second group (the Sci-Fi ones) had their first #ttrpg session zero for their proactive campaign - yes, first of two session zeroes, because they rather preferred to discuss and clarify group cohesion and character goals, instead of rushing too much.

Next time to be for character creation according to rules. Though I hope/suspect it could be quick enough - thanks to #CypherSystem - to also dive into the game narrative. At least I should be ready for that option.

Today is the first session for GMing in character with the #ttrpg fantasy group.
It's a proactive campaign, I have the list of goals of the characters - and it feels odd.

I have "nothing" prepared in the way I had for module-based campaigns. I have some rough ideas (seeds), I have some semi-connected NPCs, I have a rough idea what could potentially happen - and still it feels as if going in like for an improv scene. (Which it *is*, I get that part)

Fun! :)

Addendum: I have plenty of material to rely on which I can weave in.
The uncertainty is how to resolve threads.

It should, after all, make "sense" in the end - as if the whole thing was connected and "planned" - and not feel like a bunch of scenes thrown together without purpose.

That it will be fine I can express with a quote I came across: "I have never tried it before, so I am sure to succeed." :D

As "expected", the group focused on
* something I considered plausible (the gatekeeping archivists of the library of worlds),
* something I did not expect (we need to fix the door in our home that got destroyed in one's prequel session - where to we get materials?), as well as
* completely ignoring the hook I presented at the beginning (you have an unexplored basement in your new home...)

Ah, #ttrpg fun :)

@dertseha Pippi Longstocking?
@irina Is that quote from Pippi Longstocking? I don't know, so thank you for that connection :)
@dertseha I think she does say it at some point! Don't have the books here (and they'd be in Dutch anyway) so can't check, though.
@irina Seems plausible. I picked it up from a graffiti next to various children's drawings in a hallway.
@dertseha This has always been my favourite way to play. No modules. No detailed plans. Just some vague-ish situations sketched out in advance and unleash the players.

@dertseha Independent goals โ€” common problem that must be solved by players. They are agents of their characters and must decide why they are together.

Not only you as GM must solve this puzzle

@Callmetoshik Thank you for the advice!
I've got only the "Proactive Roleplaying" book as reference so far, so I appreciate any hints :)

(bold me is even doing this twice: for two groups at the same time)

@dertseha Iโ€™m happy if helped!

I can recommend to read Book of Hanz. Itโ€™s not for DnD, itโ€™s for Fate Core, but itโ€™s such good advices for general rpg gaming