I've been spending a lot of time recently catching up with the goings-on at Chirine's Workbench, the fantastic Tekumel blog of
Now here is a man who likes to create memorable games for his players, his latest being a night-time escapade where his games table was covered in miniature houses hit by internal, flickering LED tea-lights while coloured LED dome lights were used to represent lanterns as the players moved their characters in near-darkness.
By all accounts it was an incredible - and memorable - game.
One of the many things I find so inspiring about Chirine and his group is how immersed in their game world they are, to the extent of collecting 'real world' objects that can pass as mementoes of Tekumel or turning their hands to crafting artefacts, costumes etc that then get used 'in game'.
|Locks for player's to pick and...|
|Tekumel coinage for bribery, trading and general hoarding purposes!|
This has fired me with so many ideas for when I next get behind the screen for the Tuesday Knights and I introduce them to my reinvigorated campaign.
While not every Dungeon Master has the time, inclination, talent or space for such extravagant, Braunstein-esque adventures or accumulating assorted 'found objects', how do you go about creating memorable games for your players?
Do you use ambient music, atmospheric lighting, props (purchased or hand-crafted), elaborate miniature terrain, film clips, overhead projectors, smoke machines etc?
Or is this too close to LARPing for you or too much like a wargame (although let's not forget the original game described itself, on the cover, as "Rules for Fantastic Medieval wargames campaigns playable with paper and pencil and Miniature Figures")?
Obviously, the story that evolves from your adventure and the players' involvement contributes enormously to how memorable a game ends up, but surely there's always something a DM can do to make his game that bit special?
I look forward to hearing your war stories, thoughts and ideas on this topic.
|Chirine ba Kal in his steel suit|