The Forge Reference Project

 

Topic: Learning to use Scene Agendas
Started by: TonyLB
Started on: 3/30/2004
Board: Actual Play


On 3/30/2004 at 4:06am, TonyLB wrote:
Learning to use Scene Agendas

I'm running a play-by-post game which makes liberal use of scene agendas. So for each major scene, I'm trying to get people to say (or, worst case, accept my judgment on) what needs to happen or be resolved in the scene. Then we know where to start the scene, and where to end the scene.

But folks in the game (myself sometimes included) are having a hard time making the distinction between a scene agenda and the character's agenda.

So, in my more coherent moments I realize that "We need to defeat Sauron" is not a scene agenda for anything in Lord of the Rings, even if it is the unwavering agenda of the characters involved. The scene agendas are things like "As Sam and Frodo make their way out of the Shire they know, we see more clearly how hard it is for them to undertake this quest"... yes?

If I have the general sense of the tool (and I think I do... I'm excited by the prospects) does anyone have suggestions on how I can think about it and explain it so that it stays clear in my mind and is communicated clearly to others?

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On 3/30/2004 at 4:31am, Valamir wrote:
RE: Learning to use Scene Agendas

Try framing it like a movie story board, or a page of comic book panels. That might get the point across that what you're talking about is what needs to happen between the time the Director says "Action" and "Cut" and not what the goals of the character are.

I'd also stress Player Agenda over Character agenda.

What do the players want to see established / accomplished in the scene?

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On 3/30/2004 at 4:51am, clehrich wrote:
RE: Learning to use Scene Agendas

Is it necessary to see an actual clear endpoint? The example you give, of Frodo and Sam, doesn't have an endpoint. The issue is established, and that serves as a fundamental focus for the scene. But there's no absolute conclusion.

I say this because your players may be having problems with having to know what has to be accomplished or completed, which may seem to break the spell and make it all seem predetermined (sort of like Calvinism). This can be hard, and people may want to shift over to their characters so they can get the necessary divine-like distance to be able to see the spectrum.

If instead, they just need to see the general issue or point at stake, and then focus play around that, you can have them all say, "I think the point is made; let's move to the next point" and go from there.

But you'd have to provide more examples for me to know whether I've got that in any way right. Hope it's useful.

Chris Lehrich

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On 3/30/2004 at 5:02am, jdagna wrote:
RE: Learning to use Scene Agendas

It sounds to me like scene agenda could be best defined as "what the author (or player) intends to say through the scene" whereas the character agenda is "what the character intends to do in the scene." You might encourage players to say "I want to show x in this scene. My character intends do x."

This will fit exactly with what you're talking about in your Lord of the Rings example.

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On 3/30/2004 at 1:36pm, TonyLB wrote:
RE: Learning to use Scene Agendas

clehrich wrote: Is it necessary to see an actual clear endpoint? The example you give, of Frodo and Sam, doesn't have an endpoint. The issue is established, and that serves as a fundamental focus for the scene. But there's no absolute conclusion.

Well, again, "endpoint" can have two different meanings... though I feel like I'm dodging the question.

Can't go wrong with LotR examples: The players have decided that, fun as it is to chatter with Aragorn about how many meals they get each day, they'd like to get to Rivendell while there are still elves. So they set an agenda of "Getting to Rivendell quickly becomes suddenly much more critical."

Now in one sense they know the end-point of that scene: It ends when the journey to Rivendell is suddenly much more critical.

But in another sense they have no idea how the scene will end. The implementation is completely free-form. So, they've got this agenda, and Pippin's player (Pippin always furthers the agenda) says "Hey, we're on a high spot, visible for miles around... let's light a FIRE!" Events ensue, Frodo is mortally wounded and... guess what!... only Elven magic can save him. "We must get him to Rivendell!" and the scene is over.

Man I hope I'm making sense here. My hope is to go into each scene agenda saying "I have no idea what the ending will be, but I'll know it when I see it".

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On 3/30/2004 at 3:08pm, Matt Wilson wrote:
RE: Learning to use Scene Agendas

Tony:

Since my PM idea didn't quite click, and since I'm at work early (damn allergies), I'm gonna try again with some ideas.

A couple questions first:

1. Who declares the agenda? Is it a group process? Do you take turns?

2. If you do take turns, does the character of the player who decided get any special focus? Is the scene about that character, more or less?

3. Who decides officially when a scene is over? Do you get consensus, or do you want to be able to be the guy who decides, and not get several emails afterward that say, "wait, wait, I wanted more"?

I can think of a couple games in addition to the one I'm working on that rely heavily on construction of scenes, and give a lot of thought to who gets to decide things about them. One is Universalis, and the other is Trollbabe. You might want to check them out if you have a few bucks to spare. Plus they're dang cool.

Is your group actually playing a LotR game? It'd be great if you posted some actual play events. What game system are you using?

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On 3/30/2004 at 3:15pm, orbsmatt wrote:
RE: Learning to use Scene Agendas

TonyLB wrote: Man I hope I'm making sense here. My hope is to go into each scene agenda saying "I have no idea what the ending will be, but I'll know it when I see it".


I'm trying to understand the purpose of the scene agenda here. If you have no idea what the ending will be, what does the scene agenda set out? Wouldn't it be easier to just set the scene and see where it goes from there?

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On 3/30/2004 at 3:37pm, clehrich wrote:
RE: Learning to use Scene Agendas

orbsmatt wrote:
TonyLB wrote: Man I hope I'm making sense here. My hope is to go into each scene agenda saying "I have no idea what the ending will be, but I'll know it when I see it".
I'm trying to understand the purpose of the scene agenda here. If you have no idea what the ending will be, what does the scene agenda set out? Wouldn't it be easier to just set the scene and see where it goes from there?
If I get Tony right, the scene agenda sets out the issue or focus of the scene, as opposed to what happens. So the issue might be, "Dave wants to propose to Sally." But if you've ever seen a soap opera, this sort of thing doesn't just happen -- there have to be complications on the way. So the fact that the scene sort of wants to go toward the proposal ensures that it has a point, and that the various other things that crop up add tension and don't just confuse matters.

Chris Lehrich

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On 3/30/2004 at 3:46pm, orbsmatt wrote:
RE: Learning to use Scene Agendas

Ahhh... that makes a little more sense. I had thought that it was to determine how the scene would end, which would defeat the purpose of roleplaying.

Thanks Chris!

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On 3/30/2004 at 3:53pm, TonyLB wrote:
RE: Learning to use Scene Agendas

Yeah, pretty much what Chris said.

Part of the purpose of the scene agenda is to make sure that scenes stay focussed on the "good stuff" (as defined by the players and GM) as opposed to drifting off into stuff that would be better handled off-screen. Still on LotR, after they get out of Moria they could have had some encounters with wolves or such on the way to Lothlorien... it's a good day's travel. But it doesn't advance any agenda that the audience is interested in, so they skip straight to the forest, where the good bits are.

And part of the purpose is to help guide players who are acting in Author or Director stance. It can be hard to trust other players with that sort of power, precisely because you feel they'll "ruin your scenes". Hopefully having an agenda that people agree to, and having each player bend their story-telling toward that agenda, will help to foster that trust.

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On 3/30/2004 at 3:59pm, TonyLB wrote:
RE: Learning to use Scene Agendas

Matt Wilson wrote: 1. Who declares the agenda? Is it a group process? Do you take turns?

So far I've been saying "If you've got an agenda, declare it, if not I'll make one for you". Which has mostly meant that I've been making them, but I think that's only because people are still getting used to the idea. Eventually I figure I'll have to step in and say "Hold on, hold on, I want to define an agenda here too".
2. If you do take turns, does the character of the player who decided get any special focus? Is the scene about that character, more or less?

Again, at the moment, players are in individual threads so this hasn't been a bone of contention.
3. Who decides officially when a scene is over? Do you get consensus, or do you want to be able to be the guy who decides, and not get several emails afterward that say, "wait, wait, I wanted more"?

I'm going for consensus... but my hope is that the tool itself will help to make that consensus easy to achieve.
Is your group actually playing a LotR game? It'd be great if you posted some actual play events. What game system are you using?

We're in Amber, and when I reach some interim conclusions on how the mechanics I've added are working out I will certainly post. Probably not in this thread though :-)

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On 3/30/2004 at 4:03pm, TonyLB wrote:
RE: Learning to use Scene Agendas

jdagna wrote: It sounds to me like scene agenda could be best defined as "what the author (or player) intends to say through the scene" whereas the character agenda is "what the character intends to do in the scene." You might encourage players to say "I want to show x in this scene. My character intends do x."

Interestingly, one of my players just started doing that before I even got a chance to suggest it. They're way ahead of me! Yay!

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On 3/30/2004 at 5:44pm, Mike Holmes wrote:
RE: Learning to use Scene Agendas

TonyLB wrote: And part of the purpose is to help guide players who are acting in Author or Director stance. It can be hard to trust other players with that sort of power, precisely because you feel they'll "ruin your scenes". Hopefully having an agenda that people agree to, and having each player bend their story-telling toward that agenda, will help to foster that trust.
I guess as a sort of "training method" that it might make sense. But, as a GM who trust his players completely, it all seems quite unneccessary. I'm perfectly comfortable having this all worked out during play, and would find the agenda thing to be a lot of "playing before we play."

Yeah, just "winging it" can have times when a scene isn't quite what you want it to be. But that's just part of RPGs to an extent, and the improv nature of things. In any case, the play I'm involved in seems just fine, so I can't see what I would benefit by using such a thing as a scene agenda.

I would suggest taking off the training wheels as soon as possible. I think that, in fact, the agenda itself might be saying to the players, "Hey, I don't trust you, so I have to do this to be sure." Just trust the players, give them the power to author in obivous ways so they know that you trust them, and they'll trust you back. If they need reinforcement, say, "Go ahead, I trust you." It's really as simple as that.

That's not to say that there can't be OOC talk, like your example in the post above - if the player feels the need, that's fine. Just that there's no need to mandate it. It happens naturally and when needed.

Mike

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On 3/30/2004 at 6:57pm, clehrich wrote:
RE: Learning to use Scene Agendas

I don't agree with Mike. This sort of thing can be used as "training wheels," but it doesn't need to be.

One way to do it well, I think, would be to have a sort of rota by which everybody has to frame scenes periodically. Whoever frames the scene could be the main PC of the scene; since everyone gets a turn, everyone has to be the main PC periodically as well.

So let's say we've got George, Nancy, Bob, and Sarah playing. Let's suppose for a minute that the GM-ing is also distributed, since I think this is something that such formal scene-framing would support well. Okay, so the gang are a troop of the usual violent thugs that come up in D&D games.

First Scene: George is main PC
He declares that the focus is going to be on his recurrent problems with his sword, which is cursed and he can't get rid of it. Sarah says she has a cool idea about this, so she's the GM for the scene. Nancy and Bob are implicitly required to support the general focus of the scene.

Sarah has a person come running out of the woods, straight at George; this person is dressed in a nightie, and looks small and unthreatening, but is carrying a big stick. Nancy immediately leaps out with her sword, planning to stop George from wasting this person because of his cursed sword. Bob starts talking fast. George, following the cue, drags out his sword and starts trying to kill the nightie-lady.

Sarah had sort of thought that it would be interesting if George did kill this person, but since he's not going to with Nancy in the way she changes her mind and has this person actually be an illusion covering a monster of some kind -- which promptly attacks Bob.

By the time the smoke clears, George has stabbed (though not killed) Nancy, the monster is dead, Bob is wounded. George is now freaking out about how he's got to get rid of the sword, because the curse is starting to spread (as it were).

Second Scene: Nancy is main PC
Nancy declares that the issue is that she actually thinks George's sword isn't cursed at all; she thinks he is a psycho who's pretending. She's planning to try to prove this. George has a nifty idea about this, but since he's obviously got to be a big deal in the scene, Bob, who's wounded anyway, decides to run the scene (while his character moans in the tent).

Bob sets the scene and waits for Nancy to take the lead. Nancy uses her thief skills to sneak into George's tent, planning to steal the sword and replace it with a perfect duplicate (using a nifty little piece of illusion magic). George wakes up, and thinks Nancy is trying to seduce him, to which he is perfectly amenable. Sarah hears the ensuing confusion, and drops by, and sees an unclothed George, a partly unclothed Sarah, and two matching cursed swords. She freaks (since she actually does want George, although he doesn't want her), grabs one of the swords (which one?) and threatens to lay into them both.

By the time the dust clears, nobody knows which sword is which, everyone is on edge, sexual tension is riding rather high, and poor old Bob is wondering what the hell is happening (since he can only hear the commotion from his tent).

....

And so on. Note that these are stupid examples, pulled out of my butt (you knew they stank :-p ).

One of the effects of this sort of thing, as I see it, is that all those weird little character hooks people design automatically come to the fore. You don't have to wait for the GM to pick up the hook or find a way, nor do you need to scan other situations for ways to use your hooks to complicate matters. You just put it right up front and go hog-wild.

This would work really well, I think, with TROS SA's: you just build scenes around the things your own self, and everyone else pitches in to make things as messy as possible. It would certainly be one way to run TROS without a Seneschal.

Another point is that in these examples, there's no plot. Just one damn thing after another. But on the other hand, everyone's involved and their characters are getting more complicated by the second. If you wanted there to be a plot, people would be folding together their personal problems with plot issues, making NPC's a bigger deal, and so forth.

Chris Lehrich

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On 3/30/2004 at 7:27pm, Mike Holmes wrote:
RE: Learning to use Scene Agendas

Hey, I'm all for structure - every Universalis scene starts with a bid, and then a location, time, and elements.

The thing is that other games provide these things in other ways. That is, either they have a GM to set location, or, in the case of a game like TROS, they already have the "needs" for the scene encoded in the SAs themselves. That is, you don't have to take a moment and look at your sheet and see what SAs you have and then plan, you just play and the SAs "speak" to you in terms of what they "demand" to function. This mechanical feedback is, to my mind, superior than "meta-framing" the scene to "get it right."

So you end up with just fun play, not the "work" of playing before you play which detracts from the drama of the narration when it occurs. I'm not saying that scenes with agenda's can't be dramatic or even have surprises - just that you'll tend to see some planned stuff, and that always seems stilted.

As a slanted example, it's like you've said, "I'm going to have my character go to the door. OK? My character goes to the door." Why not just say, that the character goes to the door and edit in the process? Yes it's working without a net, but that's what's fun about RPGs to me.

Perhaps just a stylistic thing...

Mike

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On 3/30/2004 at 7:39pm, Jonathan Walton wrote:
RE: Learning to use Scene Agendas

Mike Holmes wrote: Yes it's working without a net, but that's what's fun about RPGs to me.


I think that's the key point, Mike. Part of what started Tony down this road, I think, was a discussion of "new" gaming techniques on the Nobilis list. One of the main ones was "aggressive scene framing" in the MLwM and Universalis sense. I was advocating what I call "through-framing" as well, where both the opening and general outcome (and sometimes critical events in the middle) of a scene are framed before the players run through it. For some people, this might get rid of "what's fun about RPGs," but that's a very personal issue. What it also does is put a lot more narrative control in the player's hands. The game stops being so much about "What Happens" and is more about "How It Happens and What This Says About The Characters/Setting/Etc." which, in my opinion, is much MORE fun.

So, yeah, I think it's a real YMMV technique, but can kick serious ass when pulled off well.

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On 3/30/2004 at 7:42pm, Ron Edwards wrote:
RE: Learning to use Scene Agendas

Hello,

Funny, Jonathan ... I see that as less "narrative control" rather than more.

I suppose it would make sense to me if the term were "narration rights" rather than "narrative control." Does that seem reasonable to you?

Best,
Ron

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On 3/30/2004 at 7:43pm, TonyLB wrote:
RE: Learning to use Scene Agendas

Mike Holmes wrote: Just trust the players, give them the power to author in obivous ways so they know that you trust them, and they'll trust you back. If they need reinforcement, say, "Go ahead, I trust you." It's really as simple as that.

I was actually not offering this as a tool for helping the GM to trust the PCs, but for helping the PCs to trust each other. I obviously phrased it poorly. I'm sorry about that.

Normally a PC has to trust only one person with Director's power... expanding that to everyone in the group is a big step. Even if the scene agendas are only training wheels for that, I think they're well worth it.

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On 3/30/2004 at 7:48pm, TonyLB wrote:
RE: Learning to use Scene Agendas

Mike Holmes wrote: The thing is that other games provide these things in other ways. That is, either they have a GM to set location, or, in the case of a game like TROS, they already have the "needs" for the scene encoded in the SAs themselves. That is, you don't have to take a moment and look at your sheet and see what SAs you have and then plan, you just play and the SAs "speak" to you in terms of what they "demand" to function. This mechanical feedback is, to my mind, superior than "meta-framing" the scene to "get it right."

Uh... in this statement, does "SA" stand for "Scene Agenda" or "Spiritual Attribute" or something else entirely?

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On 3/30/2004 at 8:04pm, Jonathan Walton wrote:
RE: Learning to use Scene Agendas

Ron Edwards wrote: Funny, Jonathan ... I see that as less "narrative control" rather than more.


Hmm... you mean in the sense that the outcome is generalized before play, instead of determined by the players' actions during play? So it's sorta becomes player-driven Illusionism, in that case? Perhaps, but I think we're confusing the outcome of the scene with how events play out.

In the games where I've used something like through-framing, the determined outcome is something like "by the end of the scene, the players relationships will be more troublesome," with the possible addition of "at some point in the scene, Jenny should throw her engagement ring at Ronald." You could frame more, if you like, determining what the cause of all the trouble is, or you could stop and just let certain things develop in play. There's no set amount of framing that needs to happen. It's just based on how much structure the players are comfortable with and how much they want to improvize during the scene itself.

Also, just because the purpose of the scene is pre-determined, it doesn't mean that ALL the action in a scene is related to that issue, just that the purpose is what most of the attention will be drawn to.

So, all of this, coupled with the fact that I like having "scene agendas" (as Tony calls them) determined by the players or group as a whole (not by the GM) makes me think that through-framing can be a tool for player empowerment, allow people to step up, take the reigns, and steer the game in the direction they want, much like calling for a scene in MLwM.

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On 3/30/2004 at 8:06pm, Mike Holmes wrote:
RE: Learning to use Scene Agendas

Careful with the term PC, that's a fictional character. You're talking about the players. I find it interesting that players would have a problem trusting each other. I mean with the GM, at least they may have had a pre-existing mode where the GM competed, or was at least seen as somebody who needed to be watched. PvP tension indicates PvP comptetition in the players' histories.

Was that the case previously? Was there lots of player competition? Functional or dysfunctional?

Oh, be careful with the acronym PC. Player Characters are fictional - I think that you're talking about the actual players.

And sorry to be ambiguous with my acronym; by SA I meant Spiritual Attributes - I was refering to TROS throughout the example. But it's just an expample, other games have other methods. Inspectres, for instance, supports players framing coherent scenes via structure and the attributes.

Jonathan, I can see the style potentially, but it strikes me as being a tad like Simulationism in that your constraints are alread given once you head into the scene - the main difference here being that the player gives himself the constraints instead of the GM. I'd just prefer to do it during the scene using other structure like, say, HQ personality trait abilities as a guideline.

Mike

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On 3/30/2004 at 8:11pm, Mike Holmes wrote:
RE: Learning to use Scene Agendas

Jonathan Walton wrote: So, all of this, coupled with the fact that I like having "scene agendas" (as Tony calls them) determined by the players or group as a whole (not by the GM) makes me think that through-framing can be a tool for player empowerment, allow people to step up, take the reigns, and steer the game in the direction they want, much like calling for a scene in MLwM.
We crossposted above. So at the risk of posting one right after the other...

Would you use this method in MLWM? No? Because the game already does it for you with it's options, right?

See, as a mechanic, I can see what you're talking about. But if this is just to be placed over another game, then I think it interferes with the game's extant methods for producing narrativist play. OTOH, if your goal is to drift a non-narrativist game to a narrativist one, then I think it'll work pretty well. I just think that the narrativist games do it better than these "conversions" would.

What system was this going to be played over?

Mike

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On 3/30/2004 at 8:46pm, TonyLB wrote:
RE: Learning to use Scene Agendas

It's layered on Amber DRPG.

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On 3/30/2004 at 8:59pm, TonyLB wrote:
RE: Learning to use Scene Agendas

Mike Holmes wrote: PvP tension indicates PvP comptetition in the players' histories.

I don't think that follows. Trusting somebody not to deliberately set out to destroy your enjoyment is a much lower bar than trusting them not to do it accidentally. None of my players are attributing malice to each other, but the thought of boundless power in many hands still makes them feel uneasy.

Jonathan, I can see the style potentially, but it strikes me as being a tad like Simulationism in that your constraints are alread given once you head into the scene

Do you think a Scene Agenda is a constraint? I thought of it more as a common short-term goal.

Do you see it being inherently more constraining then any other part of the social contract?

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On 3/30/2004 at 9:41pm, Mike Holmes wrote:
RE: Learning to use Scene Agendas

None of my players are attributing malice to each other, but the thought of boundless power in many hands still makes them feel uneasy.
Huh. OK. Still seems like unfamiliarity to me, but then who knows.

Jonathan, I can see the style potentially, but it strikes me as being a tad like Simulationism in that your constraints are alread given once you head into the scene

Do you think a Scene Agenda is a constraint? I thought of it more as a common short-term goal.

Do you see it being inherently more constraining then any other part of the social contract?
Those sound like synonyms to me: Agenda and Constraint. Note that I think that constraints in general are a fine thing. In this case, however, they constrain your in-scene play a lot like sim does in that it's not creation in scene but out. That is, I'd tend to see the creation of the scene agenda as the creative act, and the scene itself as just window dressing. Depending a lot on how much was pre-determined, of course.

Are there guidelines for going too far, or not planning enough?

Mike

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On 3/31/2004 at 12:02am, DannyK wrote:
RE: Learning to use Scene Agendas

TonyLB wrote:
Mike Holmes wrote: PvP tension indicates PvP comptetition in the players' histories.

I don't think that follows. Trusting somebody not to deliberately set out to destroy your enjoyment is a much lower bar than trusting them not to do it accidentally. None of my players are attributing malice to each other, but the thought of boundless power in many hands still makes them feel uneasy.


Hmm, I wonder. If you're playing games like Nobilis and Amber DRPG, then the players already have the power to trash the setting in very significant ways, even before you start giving them directorial control.

That might be a way to make this more palatable to the players: they're already trusting each other not to have their characters, for example, pull the plug on their favorite Shadow or kick Dworkin in the goolies. So giving the player the remote is maybe not such a big deal.

I suppose you could always try it as a "special episode", too, the way the old MASH series would occasionally throw in a show filmed in B&W, or without a laughtrack, or whatever. It flatters everyone's intellectual pretensions, and there's no hard feelings if the consensus afterward is negative.

DannyK

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On 3/31/2004 at 2:10am, TonyLB wrote:
RE: Learning to use Scene Agendas

Mike Holmes wrote: Are there guidelines for going too far, or not planning enough?

That's a darn fine question. Does anyone have suggestions on what sort of guidelines would help make the tool more useful to all?

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