We’ve reached part 3 of our series on creating closed-room adventures. Now that you’ve created the adventure it’s time to run. That’s where closed-room scenarios really shine: once you’ve done all the set-up work, running the game is comparatively easy.
Running A Closed-Room Adventure
If setting up a closed-room scenario seems like a lot of work, it can be. But the reward is that frequently, the GM can simply sit back, enjoy the game, and answer a few questions. Many closed-room adventures can basically run themselves as the PCs interact primarily with each other to complete the adventure. It can take a little while for the players to warm up in this type of a game, so expect it to start out slow.
Make sure to give your players enough time to read their character information. Generally, your players are going to need 15-20 minutes to read over their information. But if the game still doesn’t seem to be moving, you may need to improvise something to get it rolling. Try to keep this to something very minimal–a messenger arriving with a clue or a servant finding a crucial prop or something.
Your main goal here is to get the players interacting with each other. Anytime play slows down or the players get stuck, try to intervene in a way that will engage a player with at least one other player. Truthfully, though, if you’ve set up your game so that each PC has a relationship to at least one other PC in the game, you shouldn’t have to do much.
Try not to have PCs who don’t know anyone; that sets the player up with a severe handicap in the game and makes much harder for them to get involved. If your plot absolutely requires you to have a completely unknown character, try to make sure you give that character to an experienced and outgoing player.
That’s the byword for closed-room games: interaction. Everything you do as a GM should be in encourage player interaction, both with other players and (if appropriate) with the setting. Keep your intervention as short and as minimal as possible.
Examples of Closed-Room Plots
Below are a few movies that are basically closed-room “adventures”:
- Murder by Death
- Clue (this one violates the “no one enters, no one leaves” guideline, but it’s a good example of how you can use preplanned events to move the story along)
- Alien
- Murder on the Orient Express
- And Then There Were None
Also, by signing up for the Guang Keshar Development Newsletter, you’ll receive the free closed-room adventure: A Taste of Intrigue as soon as it becomes available.
Other Posts in This Series
- “Mr. Body’s Body–It’s Gone!”: Creating Closed-Room Adventures
- Steps for Creating a Closed-Room Adventures
Related articles by Zemanta
- Parallel Stories (gnomestew.com)
- Use PC Backgrounds as a Roadmap for Campaign Design (gnomestew.com)
- The Savage Island – Free Adventure (6d6fireball.com)
- Gearing up: The Setting, Pre-Prep and the Adventure Plan (critical-hits.com)
- New L.A. Noire Details Emerge (1up.com)
Popularity: unranked [?]
![Reblog this post [with Zemanta]](http://img.zemanta.com/reblog_c.png?x-id=5cc0dacf-6ac7-4a19-8d40-5e752b4c0896)
![Reblog this post [with Zemanta]](http://img.zemanta.com/reblog_c.png?x-id=0900fbe0-d83f-4f26-8c09-7ddb7fbd0489)
