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Started by Emily Care, November 17, 2003, 05:26:46 PM
Quote from: crucielNot playing AM, it's a homebrew world/time jumping game, but yes we play the familiars as well. Everything that hangs off a primary character pretty much becomes the responsibility of the owner of the primary character; that includes familiars, family, and often the entire world from which the character comes.
QuoteAnyway, good stuff, stuff to think about. ....there is definitely something here for me to learn about everyone running in the same setting, which we've had consistency issues with in the past. Maybe a pre-run session where everybody plays major npc's in the region before our characters arrive - to set the stage. Hmmm....
Quote from: Emily CareI see. So the players play the dependent and associated characters that "hang" off the primary. Sound like a tree structure: ...Does this end you up having a lot of intra-player character interaction? I'd imagine most such would be summed up.
QuoteI think we take a different tact: we try to have other players take dependents etc. when possible, so we can have inter-player character interaction. For example, I'm playing the apprentice of Meg's primary character, Damwild. I can see why having small groups of pc's in your game would be useful. Also, our setting is more stationary--we spend most of our time in the covenant or in other local settings, so our characters are more likely to interact with one another than with new characters at different time/space locals as would yours. I can see how setting and plot structure would make very different arrangements more or less convenient.
QuoteThat sound very promising. Let us know how it works out if you try it. That sounds like a good way to do group situation establishment. And one of the most important aspects of being able to do so and yet to still be able to come up with compelling plot is to have a long period of discussion and editing before things are "set in stone". Wait until everyone's going "yeah!", and you'll know you're really got something.
Quote from: bluegargantuaI'm curious. a) How much (and what kind of) record-keeping do you guys do? b)Some 20-odd mages <snip>. How do you keep it straight? c) Have there ever been times where you've been knee-deep in a resolution only to realize "Wait, based on what we said before (but forgot about) this couldn't possibly happen."? d)Also, how much time would you say you devote to your "Primary" characters? e)I know that for Ars Magica in particular, this is a kinda nebulous thing, but you're clearly putting a fair amount of time and effort on people who wouldn't be more than name and stats in most other games. f)How much time do you spend away from your core PCs?
Quote from: VicentThere were rules, but they were almost purely social, and nobody articulated them. The failures of the Durenmar [ed. It was actually Riorek] game and the St. Erasmus game ... plus on reflection the second half of the Caer Mearabourne game ... were almost certainly because the unspoken rules didn't work for those groups
Quote from: Emily CareThe three of us met a while back (11 years ago? Something like that.) We lived together as part of a 10 person communal household, of which collaborative (though with single, rotating gmships) roleplaying was a central feature.
Quote from: MegueyHandling multiple characters is, for me, kind of like a wardrobe. I have different clothes for each one. Cruciel and Emily Care both talked about voices and accents for distinguishing between multiples; yep that, plus body language. I find that I identify different body postures or habits with different characters. I'm *really* looking forward to the Tribunal, when we'll have to deal with masses of colorful, well-defined characters in one place at one time. It'll put every multicharacter skill we collectively have to the test. Stay tuned for that one, I'll bet.
QuoteOh, and then there's the unpredictability of characters. I recently had a character I really liked and enjoyed playing off Vincent's mage Acanthus. This character was a visiting mage who just rubbed Acanthus wrong. I was all set to play him at GA for a while, since Damwild is busy with apprentice stuff. But no, Quintus up and leaves. I didn't know he was leaving until he started saying goodbye and giving Acanthus little prezzies. Jerk. But, from a story point of view, it was totally right that he leave. So there you go.
Quote from: MegueyReleasing control as a sole GM was a relief and a challenge; a relief because suddenly there were whole new sections that came into being that I never would have seen, and a challenge because suddenly there were whole new things I had no control over.
Quote from: Christopher WeeksQuote from: Emily CareThe three of us met a while back (11 years ago? Something like that.) We lived together as part of a 10 person communal household, of which collaborative (though with single, rotating gmships) roleplaying was a central feature.I know it's tangential to the subject at hand, but this fascinates me. Have any of the participants written about this experience? I'd love to read about how it started, how it lasted, and how it ended.
Quote from: crucielThat does make me think you folks have a high level of commitment to consistency/verisimilitude, and if that's a shared goal among the whole group than that might be part of reason it works so well. Aside from the obvious priority coherence, everyone committed to consistency means it can take priority over individual wants for the story, so rather than fight about what happens next you can yield to the higher power of maintaining suspension of disbelief. In addition to the biggies that have already been mentioned, like overt negotiation.
Quote from: MinxI just had a moment of enlightment, realising that 1. I had to get "Ars Magica" and 2. that the campaign Emily and her group have been playing the last years is (in a way) exactly the kind of play I always wanted to design a game for.