I'm sure they're somewhere around here, but I don't know where. I'm looking for a way to incorporate some of the session design ideas that are more open and player-centric that I've heard about from here. Stuff like bangs, relationship maps, etc.
Is there a good article on the main site? Some way I can familiarize myself with the lingo and incorporate it into the sessions for the series I am about to start running this Saturday?
If you're interested, I have a thread (http://forums.white-wolf.com/viewtopic.php?t=4243) about this series at the World of Darkness forum.
Here's a good overview (http://www.indie-rpgs.com/viewtopic.php?p=99385#99385) that helps set expectations-- what's new & different, and what's the same.
Probably the best example of all of these things comes from Ron's Art Deco Melodrama, where he builds a game using this stuff... and explains his thought processes each step of the way. They're here: 0 (http://www.indie-rpgs.com/viewtopic.php?t=753), 1 (http://www.indie-rpgs.com/viewtopic.php?t=770), 2 (http://www.indie-rpgs.com/viewtopic.php?t=828), 3 (http://www.indie-rpgs.com/viewtopic.php?t=876).
If you're looking for a contrasting example, Peter Nordstrand generated a scenario for a HeroQuest. He started here (http://www.indie-rpgs.com/viewtopic.php?t=6696), and first works out some bangs here (http://www.indie-rpgs.com/viewtopic.php?p=80470#80470).
Hope they prove useful to you.
-- Scott
Thanks, I'll check these out.