Assumptions
-
We can categorize and enumerate the skills, techniques, mechanics, and means in playing and running TRPGs. I'll be using the term mechanics since it seems adequately broad to describe both the rules, opportunities, conditions, and options players and the GM tend to learn.
-
We have a scarce capacity in the things we can do in preparing and learning to play TRPGs.
Thesis
-
That we can plan how better to spend our time, in what TRPG elements we are pursuing..
Actionable
So to make this less overwhelming and easier to do, here is an example of a breakdown and tools to measure. Another example of a knowledge, technique, or skill breakdown is this GMing skill list I've been working on for a year. I didn't do everything in one go, all of it (if you can check the document history) is a little at a time. What makes it look like a lot of work is that I have one bucket and I just dump and dump everything I learned: from stupid, basic, incomplete, and esoteric into it.In case you dont check out the links and the details I worked on, you can still build you won list of stuff relating to TRPGs and plan out what is the best use of your time. I didnt put it in this post because it would be too much of a deep dive and the post serves better to just make you consider all the things you'd want to learn, understand, identify and master when running games. If you have a problem of having too much game in the brain then this more organized approach will help optimize your time and effort. So you can more easily pick up and put down the hobby when real life gets in the way, like the family gamers who have a little too much to juggle.
No comments:
Post a Comment