Watch Well Games #51
Want to play ALIEN RPG for a good cause? PocketQuest 2025: Turning ideas into actual creations. Gamemaster tips from Wazza.
Welcome to our RPG community newsletter!
Hi. I’m K.J.
Today:
Play ALIEN RPG to benefit the British Red Cross - Watch Well Games will match player donations (see details below)
PocketQuest 2025: Turning ideas into actual creations
Wazza offers his first round of top ten tips for gamemasters
Wazza’s ALIEN RPG Fundraiser Game & How YOU Can Join
This fundraiser is a beginner-friendly one-shot, so newcomers are welcome to sign up. Warren Davidson (aka Wazza), a highly experienced GM, will answer all your questions to make sure this is an enjoyable game session for all players. Pre-gen characters available, so players can get to playing straight away.
IMPORTANT: Watch Well Games will match YOUR donations when you sign up to play (SPECIFICALLY: Watch Well Games will match up to $25 per player for a potential total bonus of up to $250 being donated to the British Red Cross).
Questions? Leave a comment below and Wazza or I will reach out.
🎨Making: Turning Ideas Into Actual Creations
In the last two newsletters, I chatted about brainstorming on a potential PocketQuest 2025 entry. As of right now, it seems that I have two viable ideas. Will either one prevail so that I end up with publishing something for this game jam? That remains to be seen. For now though, let’s touch on how to take ideas and make them actual creations.
Loads of “great” ideas never come to fruition for many reasons: Life is incredibly busy or chaotic, we have self-doubt, we want the creation to be “perfect”, we write everything down - only to tuck it away - haphazardly ensuring that it will never see the light of day again. I’m sure there’s more, but these are the top four reasons I noted from my own personal creative endeavors (RPG-related and not).
Let’s briefly address these concerns so you can go from “I’ve got a great idea” to “I’ve got something across the finish line!”
Life will (probably) always be busy. You MUST set aside time to work on your projects. Then, it’s just a matter of habit, routine, or ritual. Whether it’s making a game for a game jam or practicing your artwork, you cannot move forward on any of your ideas if you don’t put in the time. Example: My routine schedule changed a few years ago. Instead of my consistent morning workouts, I had to start exercising at night. Honestly, I hate the change and some days I’m so tired I don’t want to put in the work. But maintaining my health is important, so I make time for it.
We can decisively apply a scalpel to our schedule and cut out what really isn’t important so that what IS can have time and space. Take inventory of your daily routine for a week…or even a month. Look for those moments when you’re doing something that you’d categorize as “not important.” Commit to doing something that IS important instead. Don’t buckle. Stay the course and see more ideas take shape because you’ve allowed yourself time to work on them.
Self-doubt rarely ever disappears. Insecurity can seem as if it’s always ready to pummel any of us. You can quickly survey the “greats” in any field of expertise and see that imposter syndrome affects even them. Change out the internal mixtape and start doing rather than doubting. Don’t worry about whether you’ll get a one-star review or be a best-seller. Just start doing. This is how you slam shut the jaws of self-doubt.
If and when it returns, be kind to yourself. Take some time to: focus on the positive and what you have already accomplished recently, reach out to your support network, and evaluate your goals to confirm that they’re realistic and achievable (for where you are currently). Being creative even if I feel self-doubt often helps me face that fear head-on and overcome.
“Perfect” does not and never will exist. Hard stop. Resolve this by asking yourself why you want to create xyz. If it’s to express yourself, chances are - since we are flawed creatures - we’re going to generate flawed creations. That’s okay. We make because we need an outlet. We create to connect. Stop aiming for something impossible. Aim for something more plausible. A playable, enjoyable game is good enough. Continuing to create keeps you on the path of growth, and you can do this without falling into a pit of perfectionism.
Schedule frequent visits to your ideas folder (or whatever device you use to jot down ideas). Commit to examining your ideas often enough to select the ones that are ready for the next phase of development and also toss out the ones that are going nowhere. How long should you hold on to an idea? This is highly subjective. Find someone you trust to bounce the ideas off of. Someone who knows me really well helps me when I feel overwhelmed by all my “great” ideas. They help me see when it’s time to say goodbye to dead ideas and when to water the more viable ones. So whether it’s the first of the month or the first day of a new season (or year), make a routine appointment to revisit your ideas folder or journal.
If any of this is helpful, leave a comment below. Also, let me know how you work on making ideas into actual creations.
🎲Wazza’s Top Ten Gamemaster Tips (Part One)
Preparation is key to running a game, but not too much. One hour per hour of gametime is about right.
The devil’s in the details. Add to your adventures whenever a thought occurs to you, they’ll pop into your head when you least expect them to. Keep a notebook handy (or the equivalent phone app). Write them down immediately or you’ll forget.
Know your players and ask for their feedback. You’ll be pleasantly surprised at what they say, then use it to create new adventures centred around them.
Don’t run a game if you’re in a bad mood, ever. Postpone. Your players will understand.
Take a break halfway through your session for 10 minutes. Use it to review the next part of the adventure, have a coffee, or take a short walk. It’ll work wonders.
Always ask your players: “So are you doing now?” In combat give them a countdown of 5 to do something, that’ll make them act! Players should be familiar with their characters abilities, spells, talents, gear etc…
Allow each player a time in the spotlight to use their best skills and abilities, they’ll really appreciate it.
Have the players act to create their own dramatic situations rather than always reacting to yours. Never say “no” to a player's suggestion. Encourage them to think creatively.
Design adventures around the characters strengths but also their weaknesses. A “fish out of water” adventure can be great fun, but don’t overdo them.
Don’t take the PCs' stuff or imprison them, ever. They’d rather fight to the death than lose their gear or surrender, believe me!
Until next time, remember:
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