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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 56 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: Help me analyse this game  (Read 4627 times)
droog
Member

Posts: 263


« on: July 17, 2005, 03:36:29 PM »

i]feel<
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AKA Jeff Zahari
Darren Hill
Member

Posts: 861


« Reply #1 on: July 17, 2005, 04:01:36 PM »

I'm certainly interested in the analysis. I know of a group like this.
The group I run on Mondays doesn't show this behaviour. All of these players belong to a group on Sundays that does something very much like you describe, and on the rare occasions I'm not GM on Mondays, it tends to go like this too.
Monday: A group of 6, 3 of which are in the Sunday group.
Sunday: a group of 5, 3 of which are in the Monday group (obviously)

ISTR a syndrome recognised on the boards, where over time a group is disatisfied with play by the rules, and gradually drifts towards systemless play, especially a group that has been together a long time. That's part of what goes on with the Sunday group - what causes that again?
Also, there's a problem with the main Sunday GM, in that a) he doesn't prepare, b) he has a very poor attention span - they compensate for not having anything ready by siezing any opportunity for and covertly encouraging out-of-game discussions - not the healthy sort, but the sort that derail play in a bad way.
He also tends to run games using systems he doesn't actually like. He likes superheroes, so he naturally runs Champions, but the heroes never get into fights or use the system much for anything (a BIG frustration for one of the players) - when they do get into an action scene, he doesn't bother with the turn sequence, and narrates a lot of stuff. In D&D3, the other big game, he similarly bypasses the system.
Does this sort of thing go on in your Star Wars game?
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droog
Member

Posts: 263


« Reply #2 on: July 18, 2005, 01:02:50 AM »

I'm not sure. I recall that when I asked the GM (Megan) whether she'd ever played with the WEG system, she said 'Yes, but this is better.' Nobody has expressed outright dissatisfaction with the rules, and a couple of people seem quite expert with them. They're just rarely used.

While I've seen Megan prepping half an hour before the game, she usually seems to have enough prep--in a sense. The side discussions go on when she is occupied with one or two players (ie nobody is very much engaged with anybody else's sub-plot).

There are seven players involved, some of whom get sub -plots more regularly than others. Mind you, the sub-plots are not at all character-based; they are simple portions of the main plot (eg someone must go to a certain bar etc). The dreaded question 'Is there anything you want to do?' comes up frequently.
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AKA Jeff Zahari
Silmenume
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Posts: 467


« Reply #3 on: July 18, 2005, 02:57:24 AM »

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Aure Entuluva - Day shall come again.

Jay
GB Steve
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Posts: 429


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« Reply #4 on: July 18, 2005, 03:03:06 AM »

I played a similar game to your experiences at Origins. After several excellent games of Call of Cthulhu, which, whilst there was plot, allowed for meaningful character interaction, choices and moral dilemmas, I made the mistake of trying a game of Vampire because I thought I'd like to give the new WoD system a run out.

Much of the game was interupted for tales of "how cool my home PC is", even by the GM, or lines such as "once I rolled 28 dice!" Even stranger this was interspersed with claims of hating powergamers and people who don't engage with the story. Much of the gaming was third person, which is not necessarily bad, but which lead to confusion when I tried to talk in character to other PCs or NPCs. The railroading was so complete that anytime we tried to move away from the plot a sniper shot an NPC. It was pretty depressing.

However many people seem to be really into it and claimed to have really enjoyed the game. So how could this be when I thought it was so useless?

Much of it, I guess is down to expectations. In my experience of conventions there are many undemanding gamers who are quite happy with this kind of fare. It's a kind of PC gaming, or perhaps more like Fighting Fantasy, where player choices aren't so much about decisions for their character or the story but whether they survive the current piece of plot or not. It doesn't require engagement or effort and is pretty similar to my experiences with computer games. Your games are for consumption rather than egagement.

You could always try to change your groups to different ways of gaming but I suggest you find a different one.
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Larry L.
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Posts: 616

aka Miskatonic


« Reply #5 on: July 18, 2005, 05:14:49 AM »

Lord_Steelhand
Member

Posts: 39


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« Reply #6 on: July 18, 2005, 06:56:43 AM »

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Judd M. Goswick
Legion Gaming Society
droog
Member

Posts: 263


« Reply #7 on: July 18, 2005, 07:22:01 AM »

I just want to stress, guys, that I'm not looking for advice on what to do about the situation. I'm there in the spirit of scientific research, and as soon as I'm done, I'm gone.

Okay, so:

Jay says it's a matter of diminished expectations and duty to friends. I can certainly see that in this case. Two of the players are the GM's sister and the sister's boyfriend. These people socialise together and play LARPs together.

Steve says it comes down to an expectation that games are for passive consumption rather than active creativity. Over at Vincent's blog somebody made a comparison between making things wiith Lego and playing with prefabricated play-objects. It seems to me that many kids actually prefer the plastic light-sabres. There are some larger conclusions to be drawn from this, I feel.

Judd says that it's a front for socialising. "So its sort of social. Demented and sad, but social, right?"


I think all of these are true. Unfortunately.
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AKA Jeff Zahari
GB Steve
Member

Posts: 429


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« Reply #8 on: July 18, 2005, 07:52:57 AM »

There are some larger conclusions to be drawn from this, I feel.
I think the larger conclusion, and YMMV, is that capitalism makes lazy consumers out of us all, unless we care enough to do something about it. The same thing has happened to food. Pork is not something to be cared for and fed for 8 months then slaughtered in the barn, it's something that comes in small microwavable packets from the supermarket which you order on the internet through a weekly standing order. No fuss, no mess, no pain. And why should it not? We all want the easy life don't we? We all want the path of least resistance.

Of course, given that what you get out of a hobby is proportional to how much you put in (as it is with many things), the amount of fun you can get will be less. But then perhaps you can't handle that much fun anymore and have lowered your expectations? "It passes the time of day, I don't have to make any difficult decisions or agonise over anything. I don't want that kind of pain" (which incidentally is why I stopped at Civ I, the others are too much like hard work). Or perhaps you've never known anything else.

[Thought I'd give the glow a go, it's a bit garish and I'm not sure what the third parameter does]
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Jaik
Member

Posts: 49


« Reply #9 on: July 18, 2005, 08:34:31 AM »

The games go like this: we sit around and wait for the GM to throw us the latest development in the plot, to which we then react. About once a session, we get a fight of some sort. Meanwhile, people either chat amongst themselves or indulge in first-person acting scenes. Do you know what I mean by the last? People make up dialogue in character, none of which seems to serve any purpose except for saying eg ‘this is how a Gungan speaks’. Sometimes it’s funny, sometimes it’s excruciating. This behaviour seems to be expected and normal among the group. It seems to be almost the only input we have apart from reacting to the GMs plot. I’m pretty sure that my input (of this sort) is well-received and appreciated—while at the same time I find it tedious.

This is what a game "should" look like.  That is, if a game is run according to the "conventional wisdom" of writing your plot for the players to run through (but not alter) and throwing in a fight or two each session because, hey, every session needs a combat, right?  And as far as I can tell, what you describe is what most people would describe as good roleplaying (as differentiated from the badwrongfun for "roll-playing").  It sounds like a pretty standard game.  If I'd never found the Forge, I'd probably nod my head and say "Yup, sounds like my game.  What does this guy want?  Sounds like a normal game to me."

Sure, it sounds  a little sarcastic, but I think that this is what a lot of gamers EXPECT from a game.  I mean, what other way is there?  All the "How to GM" chapters say to do it that way.  All the "How to be a Player" chapters say to do it that way.  What's the matter with you?  You don't like to have badwrongfun, do you?
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For the love of all that is good, play the game straight at least once before you start screwing with it.

-Vincent

Aaron
Adam Dray
Member

Posts: 676


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« Reply #10 on: July 18, 2005, 08:51:57 AM »

Knitting?! I have to say this is the first time I have ever heard of a game so non-engaging that players took to knitting to entertain themselves.

I have a player who routinely knits during games. It's one of those idle-hands things she does and she manages to stay fully engaged in the game, so I try not to get too stressed about it. It bothered me at first, but I talked to her about it and she explained that it doesn't distract her from the game at all so I tried it out and it worked fine.
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Adam Dray / adam@legendary.org
Verge -- cyberpunk role-playing on the brink
FoundryMUSH - indie chat and play at foundry.legendary.org 7777
Lord_Steelhand
Member

Posts: 39


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« Reply #11 on: July 18, 2005, 10:39:10 AM »

I have a player who routinely knits during games.

I think I speak for everyone when I ask: "Does she knit game-related things like mini-cozies or character heraldries?" <grin>

I think that sort of non-distracting thing is not a bad idea, as a life-long fidget.  It would be cool to have a new dice-bag at the end of each game or a scarf from the Empire of Vardreen (or whatnot).  <double grin>

Slighly right of topic, that is why I don't in any way mind my pal who draws gamescenes and NPCs during play and why I desperately wish I knew a musical composer who would write background music and themes for my games.  When such idle work is put to game use, it triples the experience for me.  I myself build paper models and minatures on occasion related to my games, or make fancy prop dicuments for the same reasons.  Tangible items make the game that much better, if they are handled right.

Creative people are nice, but craftsmen ROCK!
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Judd M. Goswick
Legion Gaming Society
droog
Member

Posts: 263


« Reply #12 on: July 18, 2005, 11:32:40 AM »

I think the larger conclusion, and YMMV, is that capitalism makes lazy consumers out of us all, unless we care enough to do something about it.
My M doesn't V at all. That was my line of thought exactly. That would perhaps explain why my own poor contributions are received well. I'm pretty good with a quip and a funny voice; thus, the other players are consuming my abilities hungrily. I don't need to do much at all--address premise, dream on or step up. A one-liner will do.
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AKA Jeff Zahari
droog
Member

Posts: 263


« Reply #13 on: July 18, 2005, 11:47:23 AM »

Sure, it sounds  a little sarcastic, but I think that this is what a lot of gamers EXPECT from a game.  I mean, what other way is there?  All the "How to GM" chapters say to do it that way.  All the "How to be a Player" chapters say to do it that way.  What's the matter with you?  You don't like to have badwrongfun, do you?
Apparently I do. You know, I'm not really into Gamism (I suspect it's because I'm not very good at it). But it would still be preferrable to what we get. And the d20 system seems quite suitable for it. That, however, would be 'roll-playing', and that's just not on.
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AKA Jeff Zahari
Adam Cerling
Member

Posts: 159

WhiteRat


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« Reply #14 on: July 18, 2005, 01:09:53 PM »

If these players participate in Mind's Eye Theater LARPs, perhaps my experience in such games can suggest a cause behind their behavior.

MET Larps have many players and few GMs, but GMs still "control the world," so to speak. Therefore, if you are to enjoy yourself at a MET LARP, your chief means of entertainment must be your interaction with the other players, not your impact on the big-picture Setting or Situation. That's why good acting is prized: it makes your interaction with other players more colorful.

In the best of MET LARPs, the GM is barely needed: all the interest comes from the changes to Character and Situation that arise out of this social interaction. It's a grand soap opera.

In the worst of MET LARPs, this social interaction isn't very interesting. It just passes the time until the GM drops by like a stranger on the doorstep to peddle some plot. The players pursue that plot until its energy is gone, at which time the GM withdraws to do the same to a different group of players, leaving the rest to return to their social interaction.

Your Star Wars game sounds a lot like a fraction of a MET LARP. If there were more players, with factions and loyalties and grudges to trade amongst themselves, all the "acting" you see might actually have an effect on Character and Situation. As it is, there are too few players for politics, so they're stuck in equilibrium. The GM, meanwhile, is mostly a stranger.
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Adam Cerling
In development: Ends and Means -- Live Role-Playing Focused on What Matters Most.
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