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Star Beast prep

Started by Tim Denee, June 14, 2002, 01:22:12 PM

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Tim Denee

Well, I'm finally going to get some actual play (actual narrativist play, that is). I'm playing a game of InSpectres and a game of Star Wars/Questing Beast. It's the latter I have a couple of questions about (naturally, I'm anxious that these games go 'just so'). First, some information:

- I'm playing hard and fast with the universe; just taking the movies for facts, and even then... (so don't go telling me I've got the time-line wrong or something).
- The game is set some time between Episodes III and IV; the Empire has been around for about 5 years, and almost all the Jedi have been wiped out by Darth Vader.
- The characters are the last Jedi (as far as the characters know; I suppose Obi Wan and Yoda are still alive, but I don't intend for them to come into it, unless the players want). They are currently hiding out in a Jedi temple on some remote planet. The first scene will be the base attacked by Imperial forces, led by Darth Vader personally.
- Ron seemed to have a lot of success with the Beast Released, so I stole his premise and modified it: Is faith [in the light side of the force] worth everything? Or anything at all?
- There will be six Jedi to choose from (I expect 3 or 4 players), with the driving passions/quests/problems of (with the dilemma for a Jedi in parenthesis):
1) revenge against Darth Vader and the Empire (hate)
2) love and protect his baby (distraction from the true path)
3) redemption for betraying the Jedi order (self-doubt)
4) gain life; escape death, leave a legacy (pride)
5) success; not to die in futile matyrdom, to be the best (ego)
6) preserve the traditions of the Jedi, at all costs (fear)


Questions:
1) Is this going to work? Is it a bad idea to couple The Questing Beast with Star Wars? I figure it's still about knights and it's still about passions.
2) Should I make it Furry? I can't decide. Were it Arthurian fantasy, I definitely would, but I'm not so sure about Jedi.
3) Are the core character passions/goals going to promote powerful stories? Do you have any better ideas?
4) Do you have any other good hints, tips, or ideas to make sure this is a good experience? (nervous am I, yes, mmhmm. Do or do not. There is no try.)

Mike Holmes

Hmm.. On the furry question, there already are furries in the SW universe. Would you play a wookie, and then portray it as a bear? I think the setting already has a layer of metaphor on it, and probably does not need another.

Mike
Member of Indie Netgaming
-Get your indie game fix online.

Ron Edwards

Hi Tim,

This is the phrase that worries me a tad:
"naturally, I'm anxious that these games go 'just so'"

See, and that's where people are getting tied in knots. That anxiety is instantly picked up by players, and they interpret the upcoming game as something in which you'll be pushing them to "play a certain way." And if the word "story" is used at any point during prep, they now feel confirmed that they're in for railroading-hell deal.

(This is where the often-heard retort, "This is supposed to be role-playing, why don't you just write a novel?" comes from. Eh, Jesse?)

So be happy. Enjoy. Get enthusiastic about what might happen. Remember that all you have to do is play bass - which does have responsibilities and skills - but you don't have to "make sure" they do their parts.

Best,
Ron

jburneko

Hello Tim,

I'm with Ron but I know where you're coming from.  I suffer a lot 'game angst' and I can never tell when I've gone too far.  I WANT my players to know where I'm coming from and understand that I'm trying to do something that's different than what they're used to but on the other hand I don't want to scare them or completely alienate them because it really isn't *THAT* different.

So I've adopted a policy I call, "Be scary on paper, Be relaxed during actual play."  Before any game starts I write out all my 'game angst' in as friendly a form as possible.  It covers things like Premise, Author Stance, comparing and contrasting traditional play assumptions with what I'm trying to get at, etc, etc.  I try to leave out jargon and teach a lot by example.

I then give this handout to the players along with whatever other game relevant information (setting/situation stuff, rules summaries, etc).  I let them read it and think about it.  I answer any questions if they have any and then I shut up and just game.  I don't criticise or analyze anyone's play style during the game.  (or between games for that matter).  I just try to relax, run the game in the manner that's the most fun for me and have a good time.  Things work out in the end eventually.

Jesse