Forum changes: Editing of posts has been turned off until further notice.
Started by Ron Edwards, September 22, 2003, 02:03:18 PM
QuoteThe whole point is not to bury the act of role-playing in the basement or rumpus room, and not to closet it from family and romantic partners, or secondarily from passers-by. It's the same as if we were doing anything fun together, but since the grouping of people is not defined by family and romantic partners, doing it this way validates the activity (creative agenda) at hand in terms of the larger social context. Note: validates to whom? Not to the other people out there! (I'm talking about validating play to ourselves.
Quote... it suddenly occurs to me what I don't get: this faith in these "stress" lines between the NPCs somehow working in tandem with the PC's ambitions. I gotta admit, I'm confused on how the PC's goals interact with the NPC's agendas. Where is the line drawn between the GM "making story" and the PCs driving the game? I mean, what at the NPCs doing when the PCs aren't in the scene.
Quote... I have been sometimes surprised by which NPCs "grab" the PCs, whether as villains or potential allies. Because of my experiences with this, letting go of a NPC is no problem for me. But do you really just exit them when they seem to be not engaging the players, or do you have them continue on with their agenda and let the players ignore it or not as they see fit. I don't think I've ever changed the backstory of who's doing what and why based on player interest. I have only let them supercede some or all of it with their own motivations and continued to provide the backdrop as I'd imagined it. It seems like patching the hole in the backstory would be sometimes problematic.
QuoteI like the physical venue stuff. Some of the best games that I've played have had purposeful venues. That sometimes meant theme venues like the creepy basement of a book store with large brown recluses scurying around the corners or the middle of the woods at a mountaintop clearing that took four hours of hiking to reach, and sometimes very normal places like the atrium cafeteria at a gas station or (coincidentally enough) a backyard in Chicagoland.
Quotehow general-specific are the bangs in your bandolier usually? Do they neccessarily relate to the PCs, NPCs and story events? Or do they take the form of "it would be cool sometime if x did y" and then sit, applicable to many settings?
QuoteSo you don't have to do anything to get the Kickers to hook and tangle with the backstory? Is it just weave and cross and let the players interact as desired? How long does it usually take for them pan their lens away from a focus solely on their kicker and toward the larger story?
QuoteHow much do you imagine the story would have been hurt by maintaining a simpler relationship map? Frankly, I'm afraid of having to monitor so many NPCs at all times, trying to figure out their interlocking motives, and keep the game running smoothly in a face to face game -- even with reasonable prep time. That kind of organization is not my strong suit.
QuoteDo your relationship maps always come from novels as discussed in 'Soul and various posts here? I've been thinking about basing a game on the core crew at a 7-11 where I worked when I was nineteen and twenty or with either of the two groups of college friends that I was a core member of. There was enough crossed sexual relations (and even love) in each case to qualify for interconnections, but I'm not sure what the result would be. I'd have to establish agendas for everyone as extreme versions of their real selves. Have you done stuff like that at all? If you think it's a doomed idea, can you elaborate?
QuoteWhat goes into group assembly when you're starting a game? Do you purposely assemble mixed-sex groups so you can do &Sex kinds of stuff or just because it's more interesting? Do you consider other factors about the players? What?
QuoteCan you see the difference between GM-decisions during play and "winging it"? No. I actually misread this question until I was typing up a response to what I thought you were asking (about prep v. winging). So now I'm not really sure what you mean.
QuoteHow much were the PCs together? I mean either of: participating in the same scene or aligned in their goals.
QuoteGiven the player driven nature of the Sorcer story, how many other basic story types (major variations, archetypes, whatever) could have sprung from your backstory combined with the PCs? Do you think it's nearly infinite, or do you have in mind that there are four or ten basic tales that could have been spun?
QuoteHave you ever had a group of Sorcerer players just leave the venue where your backstory is set? What do you do if the players are unengaged by your initial offering? Is that considerably less likely here than in a prototypical D&D game because of the authorial powers that the players have?
QuoteMaybe this is too much work, but it would be easier if you/we developed a style of writing about these things that included player and character name like "Nev(Craig)" or something so that it was transparent to the dummies like me who was who without having to draw up a reference.