*
*
Home
Help
Login
Register
Welcome, Guest. Please login or register.
March 05, 2014, 04:40:51 PM

Login with username, password and session length
Forum changes: Editing of posts has been turned off until further notice.
Search:     Advanced search
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)
Pages: [1]
Print
Author Topic: [InSpectres] Through the keyhole...  (Read 1083 times)
Zebigone
Member

Posts: 5


« on: September 18, 2007, 01:44:50 AM »

So, a month ago, we had first session of InSpectres with my gaming group. We usually play boardgames, but I wanted to try some indy rpgs with them (I might try Chris Chinn's progression in http://bankuei.wordpress.com/2007/08/06/play-then-theory/).

It was pretty much like loosing once "narrativistic virginity", a first time with mostly problems, without knowing what can be done and to what extent.

So, we had an infestion in the campus, which, after some investigations, seemed to come from janitor's closet in which, furthermore, the light would go on and off all the time. Then, one character said she peeps through the keyhole... and I didn't know how to handle it. Should I let her narrate what she sees, or should I ask for some skill roll. But then, which skill?

This illustrates pretty well how much uncomfortable I was regarding inputs, from the players and from me. When should I call for a roll, and when can I, the GM, add elements? Since I was a bit shy with the pacing and the stress rolls, the game was too flat, I'm afraid.

Olivier
Logged
Jared A. Sorensen
Member

Posts: 1463

Darksided


WWW
« Reply #1 on: September 20, 2007, 07:32:51 PM »

Lots of apologizing and wet spots? Yeah, sounds familiar.

Here's the deal with InSpectres: if a player does something and you know/think they want a particular outcome, give it to them OR make them roll for it. If a player does something and you suspect they want a particular outcome but you're not sure what that outcome is, make them roll for it. If a player does something and you want to flat-out say what happens, then just say it. But if you want the player to have a say, make the player roll for it every time.

As for what skill to roll, in the keyhole example I'd say Academics... because then the player not only has to say what she sees, but she also has to relate how her memory and knowledge are able to glean information from what she witnesses.


It was pretty much like loosing once "narrativistic virginity", a first time with mostly problems, without knowing what can be done and to what extent.

So, we had an infestion in the campus, which, after some investigations, seemed to come from janitor's closet in which, furthermore, the light would go on and off all the time. Then, one character said she peeps through the keyhole... and I didn't know how to handle it. Should I let her narrate what she sees, or should I ask for some skill roll. But then, which skill?

This illustrates pretty well how much uncomfortable I was regarding inputs, from the players and from me. When should I call for a roll, and when can I, the GM, add elements? Since I was a bit shy with the pacing and the stress rolls, the game was too flat, I'm afraid.

Olivier

Logged

jared a. sorensen / www.memento-mori.com
Zebigone
Member

Posts: 5


« Reply #2 on: September 21, 2007, 10:59:32 PM »

Ok, that's a neat piece of advice. Simple rules, looks very usefull.

Thanks a lot. I hope I'll have another session soon.

Olivier

Here's the deal with InSpectres:
If a player does something and you...
  • ...know/think they want a particular outcome, give it to them OR make them roll for it.
  • ...suspect they want a particular outcome but you're not sure what that outcome is, make them roll for it.
  • ...want to flat-out say what happens, then just say it. But if you want the player to have a say, make the player roll for it every time.
Logged
Pages: [1]
Print
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
Oxygen design by Bloc
Valid XHTML 1.0! Valid CSS!