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[TSOY] session 2 - trouble in Maldor

Started by Matt Wilson, March 04, 2005, 04:10:38 AM

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Matt Wilson

Tonight we played the second session of the TSOY game. They're starting to get the hang of the system, and there was a cool flurry of gift-dice giving near the end of the session.

I set up the potential for player-vs.-player conflict in the game, and it's being taken for a ride, as one player intends to kill an NPC that another player's goblin is in love with. There was a little bit of friction regarding a lack of understanding of the whole free-and-clear process. As in "he said he was going to leave the alley; he can't change his mind now that I'm trying to kill the NPC!" and so on. But I think they're getting it. What I tried to convey was that the game ain't about trying to outsmart other players.

I'm using keys as instructions for me to make the game about certain things, which means they players should be earning XP from their keys as we go; they're just not remembering to tell me that they've earned 'em. I mean, I stock the city with goblins so that the goblin player can be all ostracized by them for his affliction, but dude doesn't pipe up, even though I'm all "tell me when you think you've earned XP" like three times in a two hour game.  One problem is that the group, when they play D&D, don't track XP. They just level up every few sessions.

Also: it's weird getting a couple of the players to state intentions. Here's an example of a situation:

Me: "okay, so you see them dragging Jero into the alley. They've put a sack over his head and knocked the wind out of him. Looks like they're dragging him to a cart they have at the end of the alley. What do you want to do?"

Player: "Umm, I want to get out my bow and fire it at one of them."

Me: "Sure. What's your intent? You want to kill one of the thugs?"

Player: "I think maybe I'll shoot at his leg."

Me: "So not to kill?"

Player: "Oooh, or maybe into his spine."

Me: "Huh? To what effect?"

Player: "..."

Me: "Seriously, do you want to kill the thug? Disable him? Scare him? What do you want to accomplish with the shot?"

Player: "I think maybe I'll try to shoot him in the achilles tendon!"

Me: "Dude, that's great. Really exciting. Now, why? To disable him?"

Player: "Uh, yeah, okay."

Best part is that after all that trouble, we go through the same process with the next thug. Unlearning, I tell you!

I have a separate issue concerning BDTP, and I'll post about that in the Anvilwerks forum. Nothing bad, I just need some schoolin'.

Bankuei

Hi Matt,

How about, "Are you trying to free Jero?" :)

Your questions didn't seem like really intent questions of conflict, as much as intent questions of tasks...  Better questions help players make the jump- of course, it helps if you're also making the jump too.  It's hard for everyone.

Chris