Gamemastering Forged Facets 1 – General Prep

TL;DR - This is a first of three posts describing how to prepare and gamemaster Forged Facets. Forged Facets is designed to be run in two different ways; either by collaboratively playing-to-find-out or by generating an event set to explore. Regardless of what model you choose, or if you create your own, you need to start somewhere. The general prep allows you to create player agency by integrating their thinking process and ideas into the world. This way the players will more easily feel invested in the game.

The difference between the two ways lies in how you populate the fiction; in the play-to-find-out approach, you rely on a clean collaborative narration to build plot and through that discover the ongoing narrative around it, while in the event set you have predefined a set of event guidelines to use for a basis for the evolving story. Whereas both systems rely on the collaboration between Gamemaster and players, the event set has a more structured and framed foundation, in comparison to the previous.

General Prep

Before starting to play you need to prepare a few cornerstones that will help you uphold the rest of the narrative, regardless of which method you prefer. If you as a Gamemaster already have a concept to build from, pin it down and share it with the group, so everyone knows what goes and what doesn't. For example: 

World-Building

To get everyone on the same page, start to build the world around the characters, which in turn will help everyone to get the picture of what the game will be about, and their place in the world. Take a gameplay sheet, and describe the following points with your own words;

  1. The known kingdoms and their rulers and potential powers.
  2. The environmental and mystical aspects of the world.
  3. The big issues every commoner struggles with.
  4. The dreams or goals most people strive for.
  5. The names of a few nearby and important locations and individuals.
  6. Some urgent or looming threats the player characters must respond to.
  7. Dire consequences and potential rewards for the aftermath.

A few of the world-building components listed above are essential to address, and if you have played story games story games Powered by the Apocalypse before, you may be familiar with them;

  1. BIG ISSUES
    The big issues are troubles everyone in the world has to deal with, like war, famine, natural disasters, world-changing catastrophes everyone have been affected by.
  2. LOOMING THREATS
    Looming threats are things on the horizon not yet perceptible, but will be felt unless characters or others intervene.
  3. DIRE CONSEQUENCES
    Dire consequences are world-changing effects on various levels, depending on the scale of play. Regardless, they should be felt profoundly by the characters.

Character Highlight

When you have described the outlines of the setting, each player presents their character, how their facets and levers relate to the big issues and other aspects of the world-building. They explain what their yearnings, homages, and burdens are, and how they could be integrated into the game. No more than a couple of minutes are required for this. If you want to, set aside some time for questions and answers to provide an opportunity to deepen the players' understanding and views of each other.

Storyline Levers

From the world-building you’ve just collaborated on, you then define a set of storyline levers. In a previous post, I have described more into detail what levers are and how they are used. The benefit is that everyone around the table gets a clear, shared idea of what the game will be about, and what everyone should strive towards. Worth mentioning is that not all levers must be known to the players, as the Gamemaster can hide and hold on to a few for discovery later during play. These levers are meant to be used as surprise elements, or rewards after discoveries or accomplishments. Secret or hidden levers could also generate new levers once they are hit.

Coming up with new story levers during play is also encouraged, as an emerging narrative tend to set off in directions not previously planned for, and collaboration can spark new, exciting opportunities. A few examples;

  • Help a merchant home through dangerous mountains.
  • Avoid bands of brigands and mountain beasts.
  • Fortify merchant’s waystation and help defend it.
  • Locate the mountain tribe and return the merchant’s captured family (hidden).
  • Discover the tribe’s ancient altar and face the ancient mountain demon (hidden).

What’s important, and at the same time, a challenge for the Gamemaster is to keep the storyline levers relevant over time. Here follow a few tips on how to use them more efficiently;

  • Somewhere around three to five storyline levers will do it.
  • The fewer storyline levers you use, the clearer the view of the story you get.
  • One or two storyline levers are perfect for a one-shot!
  • Give room to discuss and reframe levers if they become too hard to understand or aim for.
  • Paint with broad strokes from the start, and add more details as the fiction evolves.
  • If necessary, polish their descriptions when characters close in on them.
  • Don’t be afraid to cross out a storyline lever that has lost its appeal.
  • Create a new storyline levers as needed.

Location Levers

Sometimes, a location holds special meaning to the story, either by just being a mood-setting scenery or by framing the characters' interactions with limitations and requirements. Add one or two to clarify where the story could meet its climax. Location levers are best used when;

  • Correlated to the storyline levers.
  • They consist of exotic whereabouts and environments.
  • They may be hard to find or reach.
  • They may be guarded.
  • They may offer rewards.
  • They are linked to a upcoming climax.

A Side Note

Remember that a grand narrative in no small part is unexplored ground, so don’t try to come up with all answers beforehand. With your general prep done before the gameplay starts, you will have plenty of material to work with. Moreover, if the players have had a chance to answer questions about the world, built on earlier answers, they will feel invested and everyone will have an idea where to take it. Make room to fill out details later in play, and dare yourself to leave space for it.

If you want to read more about Forged Facets, I have previously written about character facets and levers, that dig deeper into how characters are modeled and how they inform play. As you can see, when you gamemaster Forged Facets, facets and levers play a vital role as well.

Posted in Blog, Forged Facets and tagged , , , , .

Christian Svalander

A forty-something Swede with beard, wife, kids, cat, and just recently, dog (in that order). During the daytime, I work as a design consultant, with a background as a user experience and type designer, art director, illustrator, and writer. During nighttime, my ventures include game design, previously for Swedish games, but more recently my own in English.

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