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275647 Posts in 27717 Topics by 4285 Members Latest Member: - Jason DAngelo Most online today: 185 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: [Freeform] Two questions  (Read 2712 times)
JC
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Posts: 150


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« on: July 16, 2007, 05:31:20 AM »

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Filip Luszczyk
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« Reply #1 on: July 16, 2007, 07:12:06 AM »

Quote
now, my question is: how is this possible?

Technically, this:

Quote
we went with freeform: no setting, no rules, no nothing

was your system.

Also, you had a facilitator (the guy who tried this before), and although I wasn't there, I can guess he was guiding you, showing you how to agree on stuff so that the whole thing didn't devolve into chaos. (I.e. in practice the rules of your play were probably coming out from him, even if they were not implicit and mostly on social contract level and not supported with formal mechanics).
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Paganini
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« Reply #2 on: July 16, 2007, 02:39:18 PM »

Hey JC, hey Filip,

So a couple of things here. First of all, our third person, Char, is also an experienced freeformer; I think it was she that actually suggested the game. Secondly, I've learned from other GM-less games - not necessarily freeform, but games like Universalis - that successful play depends on at least ONE person stepping up and taking some leadership responsibilities. I tend to hold off on that, because I don't want to step on any toes, but if it's clear that no one else is planning on doing it, then I'll go ahead and throw some stuff out and see what happens.

In this case I'd been reading a lot about ancient civilizations, so I just dumped a bunch of Sumerian setting stuff on the table that didn't seem to rub anyone the wrong way; so we went with it.

I did do a few things that I thought were explicitly "guidance" type things, although the other guys may disagree. After the first couple of scenes I felt like I was doing most of the inventing, so I specifically asked them to do a scene where my character wasn't present and said I might jump in with an NPC or something if I felt like I had a good idea.

As far as *how we did it,* freeform play is not significantly different than any other kind of play, at its core - that's pretty much the Lumpley Principle, right? Regular play is just freeform play with mechanics on top.
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JC
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Posts: 150


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« Reply #3 on: July 17, 2007, 01:48:50 AM »

just read the Lumpley principle again

I don\\\\\\\\\\\\\\\'t think I\\\\\\\\\\\\\\\'d really understood it until now


about guidance:

could you go into a little more detail about what you did?

or maybe it\\\\\\\\\\\\\\\'s just become second nature to you Smiley

because I\\\\\\\\\\\\\\\'d really like to learn how to do that!


actually, I\\\\\\\\\\\\\\\'ve just gone and read the OOC log again

I notice that I made up plenty of stuff myself, but that it was mostly color

I didn\\\\\\\\\\\\\\\'t actually set any kind of dramatic ball rolling at any time

OK, maybe one or two, but that was well into the game


so I see now what the important part of the guidance was: coming up with a situation that is prone to conflict

in this case: villages fighting over natural resources

and tying the characters into that: an arms dealer, and some customers

then adding some more conflict: one of the villagers took the other\\\\\\\\\\\\\\\'s slave, so he\\\\\\\\\\\\\\\'s plotting to kill him

after that, the story just writes itself Smiley

if it looks like it\\\\\\\\\\\\\\\'s slowing down, just add another source of conlict, via one of the (primary or secondary) characters

this is probably totally obvious to most of you, but hey, writing helps me learn Smiley
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Callan S.
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« Reply #4 on: July 18, 2007, 03:52:12 PM »

Hi JC,

Something wacky going on with all the \\\ before an apostrophe - you cut and paste from another program?

On topic - you've looked back and seen where you've added color - and latter gotten some dramatic balls rolling, and a bunch of other things you or others added.

You could probably go through and write it all down in those terms. Then look at what you wrote and...see it as a set of instructions? Rough draft, of course.
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Philosopher Gamer
<meaning></meaning>
JC
Member

Posts: 150


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« Reply #5 on: July 18, 2007, 10:49:28 PM »

Hi JC,

Something wacky going on with all the \\\ before an apostrophe - you cut and paste from another program?

On topic - you've looked back and seen where you've added color - and latter gotten some dramatic balls rolling, and a bunch of other things you or others added.

You could probably go through and write it all down in those terms. Then look at what you wrote and...see it as a set of instructions? Rough draft, of course.

sorry about the ///

they're due to the proxy I have to use to get to the Forge from work

I'd edit them out if I could

not sure what you mean with the rest of your post (maybe it's just too early...)

could you please elaborate?
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LandonSuffered
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Posts: 92


« Reply #6 on: July 19, 2007, 09:59:13 AM »

b]PLAY is any unregulated activity for enjoyment; it has neither rules nor time limit.
GAME is a regulated activity for enjoyment with rules but no time limit.
SPORT GAME is a regulated activity for enjoyment with rules but no time limit.
SPORT
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Jonathan
David Artman
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Posts: 570

Designer & Producer


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« Reply #7 on: July 19, 2007, 10:43:56 AM »

How did you keep someone from "spamming" assertions about the narrative to the exclusion of others' ideas?

How did you resolve situations where one player wanted something another totally didn't want?

How did you change the narrative facts of the game, when something new came into logical conflict with something previously asserted?

I am willing to bet you can answer all of those questions; and, basically, the answers are the "system" that you used. The facts of the narrative evolved and defined the situation(s); and you at least occasionally had characters interacting. In Forge terms, that's an RPG.

It sounds like you were a handful of coins and some Post-It notes away from playing Universalis....
David
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Designer - GLASS, Icehouse Games
Editor - Perfect, Passages
JC
Member

Posts: 150


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« Reply #8 on: July 19, 2007, 12:30:17 PM »



I didn't know that
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JC
Member

Posts: 150


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« Reply #9 on: July 19, 2007, 12:31:32 PM »

It sounds like you were a handful of coins and some Post-It notes away from playing Universalis....

I think I'm going to look that game up
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Paganini
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Posts: 1049


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« Reply #10 on: July 20, 2007, 03:26:18 PM »

Hey JC,

Sorry it took so long to get back to you; my internets have gone flaky this week.

So, I think that from looking at the logs you have pretty much answered your own question about guidance.

I would say something like this: Just because we're playing without a GM doesn't mean that GM-stuff gets ignored. GM-stuff is important; it has to get done by SOMEONE. When you play freeform without a GM, that GM stuff just gets split up across the group. Guidance is: not forcing your "GM-stuff" on the group, but being willing to contribute some GM-stuff it seems like the health of the game needs it.
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Paganini
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« Reply #11 on: July 20, 2007, 03:27:04 PM »

P.S.

We were TOTALLY only a postit note and some coins away from Universalis. Smiley
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