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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 55 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: [CUP] pre-spice pseudo-Arrakis  (Read 898 times)
Shawn De Arment
Member

Posts: 37


« on: March 23, 2006, 04:42:36 PM »

I got a chance to play-test CUP last Saturday, a thing I haven’t done for 2 years. CUP is a mix of Pool (Mike Holmes anti-pool flavor), a Universalis inspired story coin system, and a few more things. My design goals include: little to no prep for the Guide, a framework for narrations to provide both limitations and support, and player investment in the story. New for 2006 I have added the goal of being able to make a satisfying story with a conclusion in around 4 hours of game play (more on that later).
 
The participants
Michele [early 40s], my girlfriend of 4 years, has been role-playing for 4 years, but wasn’t really an enthusiast until a TSOY game at Dreamation'06.
Rich [50] and Tish [late 40s], married [25 years?] friends of ours, used to role-play, but gave it up 15-20[?] years ago, because of the time pressures of raising a family.
I [43 years old] have been role-playing since 1977 (original D&D through AD&D1e, then homebrews till Dreamation'05).
 
In lieu of a recap of the fictional events, here are some player highlights 
Things that went both right and wrong
I had intended to use Adam Dray's Verge story map thingy that he showed us at the last DC Meet-up. The story map gives mechanical support for different ideas to be negotiated into a setting, like the tenet phase in Universalis. I undercut that entirely by having an informal talk about what kind of genre/setting we wanted in the game. When I took out the sheets for things, people, rules, and definitions; there was no need for negotiation. We just passed the papers around the table adding elements.
 
There wasn’t much acting/immersion after Tish’s first scene. It was all 3rd person narration. I think my need to finish the game quickly sent a vibe to the players. Now that I am more comfortable with the timing, I hope to encourage the players to choose their comfort level of narration.
 
I did a mediocre job of explaining the rules. But, on the good side I have a better idea of the points I need to hit.
 
My friends and I are old. We don’t have time to commit to a weekly role-playing group. The best we can hope for is a couple of get togethers in a month (and you can forget about December). This is why Tish and Rich got out of role-playing. This is why I want my game to have a complete session (with a conclusion) in around 4 hours. 3 hours and 20 minutes after we started, we finished the game. I went around the table having each player do an epilogue for their characters and the other elements that they controlled, which gave a nice sense of closure.
 
Most con scenarios are made to work within 4 hours. I know Inspectors can do this in spades. Although PTA can do a session in that time, I always want to continue the series, which is good for PTA, but bad for my goal.
 
I guess my question is what game mechanisms are out there that can “force” a game to its conclusion in a single session? I know that MLwM has one, but I am looking for something more generic.

*Pool dice are wooden d6 with a red O on one side, a black X on the opposite side, and the 4 remaining sides are blank.
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Working on: One Night (formally called CUP)
Emily Care
Member

Posts: 1126


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« Reply #1 on: March 23, 2006, 05:47:19 PM »

Hi Shawn,

Sounds good! I've been looking forward to hearing more about your game since Dreamation.   

Having a specific goal that your players are working towards can help keep the story on line and moving towards a conclusion. Joshua Newman uses this well in Under the Bed  & Shock, and it's part of my designs.

Alternatively, having a resource that "times you out", as does the producer's budget is another way to enforce a time limit.  Putting this together with mechanics that keep you escalating towards a climax & help you resolve the questions posed by & for the characters at the start would probably give you a satisfying and complete little story.

all the best,
Emily
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Koti ei ole koti ilman saunaa.

Black & Green Games
Shawn De Arment
Member

Posts: 37


« Reply #2 on: March 24, 2006, 09:59:43 AM »

*Sound of one hand smacking forehead*

Of course, PTA! I even got my copy this week, and didn’t even think of it.
I will have to think further about player/character goals.
Thanks Emily!
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