Giftkrieg23's avatar
Awesome! I would love to hear how it goes, and if there is any way I can help out please do not hesitate to ask :) 

The non-violent combat resolution is neat because it can be used both to represent a good old-fashioned rumble (where all the characters are 'fighting' but merely finding ways to not harm each other) or more abstract cases, like an argument or face-off in a court.  In my first campaign called 'Four Ride Forth' (which you can read here on my DA gallery if you are interested), I had one 'combat' that consisted of the group getting drawn into a big dance with some flutterponies and having to sort of physically work their way out of the dance and convince them to stop and listen to what they had to say.
Sure, I'll let you know how it goes! There's a good chance that character creation will take most of the first session, so I might not have anything interesting to report until the following week.

As I sit here preparing my notes, I'm curious how you and other experienced GMs prepare for your sessions. I'm still honing my GM skills, so it's nice to get tidbits of advice here and there. Right now I've got a general idea of the villain's master plan, a more detailed idea of phase one of that plan, and I've got specific notes on session one's NPCs. Next I plan to draw up stats for session one's combatants. How many sessions ahead is it a good idea to plan?

Also, since you mentioned it, I would also be interested to know how to go about planning "combats" that aren't necessarily fighting oriented (like the flutterponies one you described).
Giftkrieg23's avatar
I am actually fascinated with character creation, as I think its handling is one of the core elements of any game, and I'm also interested in seeing what other people make! I have a specially formatted Google Docs spreadsheet for listing characters online, if you would like to use it please by all means do so: docs.google.com/spreadsheet/cc… To add more characters, simply duplicate the 'Blank Character Sheet' tab.  If anyone would like advice on character building, or even me to just look over what they've made, I am more than happy to do it.

Your other questions are much harder to answer, unfortunately: the best answer is 'enough', which I know is vastly unhelpful.  Basically, as a GM you will find a rhythm and method that works for you with enough experience.  The one thing I can recommend (your mileage may vary, of course) is to sort of write out an outline of each session with what you think is the most likely progression of events for the group.  The group will usually deviate from this, but it helps to sort of have a 'base option' to work from.  From that outline, you can write more material about "what happens if the group does Y instead of X here" and other alternatives.  I like to plan my games out in sort of a flowchart fashion, but it's a matter of what works for /you/.  Don't be afraid to experiment and try new things, however.  

Also, don't overuse combat and when you do, try to keep it fast: a good combat is one that can be wrapped up in 5 turns and in less than one session, though it will likely take your group a little while to get the hang of combat.  As for designing combat, it's really up to the situation as to how you want to do it, but it helps to try and imagine it as a cinematic experiment: what would look good in a movie/show?
In which segment of Four Ride Forth did the incident with the flutterponies occur? I would be interested in seeing how that worked out.
Giftkrieg23's avatar
Session 4, section 5 giftkrieg23.deviantart.com/art… I do suggest reading the whole thing, though: it's an older version of the SW:MLP rules but some new GM's find it helpful to see others' games in action.