Getting folks together for a roleplaying game is only a part of the process. Someone, usually the primary person who investigated this product, takes on the critical part of becoming the Director for the experience. Doing so isn't for the faint of heart, because the Director wears a bunch of different hats during the course of a game.
The Bowler of Coordination
Pulling together folks to play an RPG can be tough. Doing it for one session is tough, a short series tougher, and the job of creating a compelling enough story to draw people back for an ongoing campaign is off the charts. Still, it is a labor of love, and well worth the efforts it takes.
The Fedora of Creativity
The Director, as the facilitator for the games, has to be the one with a vision. A story to tell, or at least a compelling origin for the tale to play out. A whole world awaits creation, and virtually every location, person, or situation the Cadre will interact with has to be created, fleshed out, and made real enough for the game to commence.
The Chapeau of Ambiance
The Director chooses the genre, the setting, and the course of the Story that the Cadre Members will play through. The Director builds the scene for the players, describing the details about the location, condition, environment, and all details necessary for the players to perform their roles.
The Sombrero of Resources
As primary story creator, the Director conveys everything the adventure team - the Cadre - needs to know to make decisions about their course of actions from point to point in the story.
The Cap of the Crowds
The Director has the additional job of taking on the roles of every individual, construct monster, and non-player character the CADRE encounters. Imagine all the possibilities!
The Tricorne of Judge, Jury, and Executive Officer
Ultimately, the Director resolves any confusion and conflict the players have, and resolve the outcomes of the various encounters, from direct conversations to out and out combat and everything in between.
What is YOUR story?
As a Director, it’s your job to begin the game with a story. This might seem daunting, but the CADRE system allows you to take advantage of a lot of resources to help in this process. As a beginner, you will want to choose the SystemBook that closest matches the direction and ideas of how you want to go with your story. As a veteran, you will want the proper SystemBook to cut down the actual work of creation, filling In details to enrich the play experience.
The overall concept of a story is called a Genre, and the initial SystemBooks releases will cover a significant swath of the possible genre you might want to include. The advantage of the SystemBook method of adventure creation is that a lot of the background footwork to create a story has been made available in a digest format, allowing the Director more time to be individually creative, without having to re-invent the wheel, so to speak. Since there is a variety, the first thing a director needs to do is decide which of them is best for the story they want to tell.
Copyright 1992, Justin Thyme Productions. All rights reserved. Written by Jonathan Albin. Graphics and Art images are used per Creative Commons Rulings and are not the property of Justin Thyme Productions or Jonathan Albin unless otherwise expressed.