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Topic: [DITV] Good raises are hard!
Started by: Brian Newman
Started on: 11/30/2005
Board: lumpley games


On 11/30/2005 at 6:14pm, Brian Newman wrote:
[DITV] Good raises are hard!

We started a DITV game yesterday night.  Information is at http://bnditv.pbwiki.com ... please let me know if you see anything we did really wrong!  I did let one character have a coat at 1d4 1d6 even though only guns should mix dice, just because it's a second-hand coat, and even though it's somewhat crappy, it's still a Dog's coat.

We got through character creation and initiation conflicts.  At times, I found it really hard to come up with good raises, especially for Reversing the Blow.  Any tips for how you do it?  Is it just something that comes with time?

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On 11/30/2005 at 6:18pm, lumpley wrote:
Re: [DITV] Good raises are hard!

The key to good raises is good stakes.

Choose a conflict where it was hard. Tell us the stakes and what raises you came up with, we can probably help.

-Vincent

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On 11/30/2005 at 6:19pm, Vaxalon wrote:
RE: Re: [DITV] Good raises are hard!

Just because you've got the DICE to reverse the blow, doesn't always mean you have the NARRATION to reverse the blow, or even block.

There's two ways to resolve this issue.

1> Block or take the blow, and put up dice to match that narration

2> Reverse the blow or block, and either ask for help in figuring out the narration, or just throw in whatever crap narration you can think of.

Each of these choices says something about how you want to play the game.

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On 11/30/2005 at 6:51pm, Brian Newman wrote:
RE: Re: [DITV] Good raises are hard!

I actually Gave once when I still had at least a 7 8 up (against the Dogs' d6s) just because I didn't feel I could actually refute the point that the player made.

The toughest one so far was Brother Phineas' initiation: "Do I use my skills and new training to gain confidence in myself?"  I had him catch one of his teachers gambling on dice with some locals.  The teacher was actually doing it to try to win some money to put in the collection box for the orphanage after he discovered that someone had stolen from it (due to a Raise from another Dog's initiation conflict).  After that, though, it was hard to justify it, and the Dog had the upper moral hand in the situation.

Actually, it was really tough coming up with well-framed initiation conflicts too.  I don't think I picked the best ones; I just polled for ideas and went with the best we had.

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On 11/30/2005 at 7:02pm, lumpley wrote:
RE: Re: [DITV] Good raises are hard!

Yeah, I bet that gooey stakes are your problem. Next time you play, work hard at making concrete, solid, sensible stakes, ideally wholly physical ones to start.

When someone comes at you with something like "Do I use my skills and new training to gain confidence in myself?" for instance, my advice is to respond with, "Perfect! What could you do that'd give you confidence in yourself? Win a fight? Survive a week in the wilds? Exorcise a demon? Read a book?"

-Vincent

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On 11/30/2005 at 9:34pm, Brian Newman wrote:
RE: Re: [DITV] Good raises are hard!

Technically, it was "find and fix corruption in the Dogs' Temple".

But since I as GM wasn't supposed to go in with any particular angle in mind, and since I had no NPCs made up because it was initiation conflicts, I had to make up on the spot why a teacher would be gambling, and it went downhill from there.  I managed to save it after about five minutes of thought, but it really bogged the conflict down to wait so long.

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On 12/1/2005 at 1:38am, Brand_Robins wrote:
RE: Re: [DITV] Good raises are hard!

Brian wrote: But since I as GM wasn't supposed to go in with any particular angle in mind,


I don't exactly know how to read this, and so I am going to tread carefully here. If you mean "go in with no ending in mind" or "go in to make a harsh situation that has no "right" ending" then, yea. If, however, you mean "go in without a big freaking stick to swing" then I'm not so sure this is true. I almost always go into a scene in Dogs with angles in mind -- usually more than one. Pushy pushy pully pully, all up and all down the road. What I don't do is try to think of how the scenes should progress or end. What I do is think how I can make the scene explode as big and as fast as possible. Then the dice come out and shit happens.

It's a fine line, I know, but the idea that GMs in Dogs don't push and push as damn hard as they can doesn't seem like a sound one to me. There is lots of Force in Dogs -- it's just used in different ways and different places than in most games.


I had to make up on the spot why a teacher would be gambling, and it went downhill from there.  I managed to save it after about five minutes of thought, but it really bogged the conflict down to wait so long.


Yea, sometimes when you have to think on your feet you're going to get caught flat-footed. Just happens, and with time you get better at faking it.

Also, in every single Dogs initiation that I've run that worked (we shall not talk about the ones that didn't) I've found it really helps to brainstorm out the setup with the player, and the group as a whole. "Look, I have this idea about the gambling teacher, but I'm blanking for motivation. What do you guys think his damage is?" You'll be surprised at the things that come out of people's mouths, and that crazy stuff they come up with will often help push the game to levels no single person could reach alone.

If you don't want to come in with your angle, get an angle from the player. Then push that angle until the player squeels for mercy. Or shoots someone in the face. Either way.

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On 12/1/2005 at 9:55am, bcook1971 wrote:
RE: Re: [DITV] Good raises are hard!

The one chance I've had to play Dogs, the initiation conflicts were the best part, to my complete surprise. In just reading about them, I thought they were silly. But in practice, they broke the players to the central mechanic for the game. Each player came up with something wild and unplanned, which was good because I had nothing prepared and wasn't really behind the idea to begin with. I guess I just got lucky in assuming that everything needed to be demonstrative and that physical was preferable. One player wanted to track a chicken thief. So the Stakes were Do you catch him? Another resolved a civil dispute; there were some young punks carousing after dark, and there'd been a break-in at the dry goods store. (BTW, I don't know Western from Eastern. I made it clear to the players that they had to come up with their own stuff and that if it sucked that just meant that they were boring.) There was a lineup of usual suspects. The Stakes were Can you find the real perpetrators? Even though that's not a punch or a jump, it's melodramatic in the sense that the store owner's standing there with his arms crossed and so is that Dog's mentor, watching how he handles things.

The Raises were easy. "He doubles back and hides in the scrub brush." "He drops the chickens and breaks into a dead run across a moonlit field." Or .. "His eyes dart nervously back and forth and he stammers a denial." "He claims he was bailing hay all night." "He claims his new boots were a gift from his aunt Back East." Etc, etc.

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On 12/1/2005 at 3:38pm, Valamir wrote:
RE: Re: [DITV] Good raises are hard!

Bill wrote:
So the Stakes were Do you catch him? Another resolved a civil dispute; there were some young punks carousing after dark, and there'd been a break-in at the dry goods store. (BTW, I don't know Western from Eastern. I made it clear to the players that they had to come up with their own stuff and that if it sucked that just meant that they were boring.) There was a lineup of usual suspects. The Stakes were Can you find the real perpetrators?


Its also helpful to when setting stakes to assume the obvious and make the stakes be the repurcussions.

For instance "Do you catch him" can become "Of course I catch him, the stakes are 'does he truly repent of his crime when I do.'"
or "Can I find the real perpetrators" can become "Of course I find the real perpetrators, the stakes are 'can I convince them to surender peacefully'".  It all depends on what aspect of the character's nature you want to highlight in the conflict.

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On 12/1/2005 at 6:01pm, Brian Newman wrote:
RE: Re: [DITV] Good raises are hard!

So, it was probably mushy conflicts and unclear stakes.  That's good to know.  Hopefully, when we finally get into a Town and people have real motivations, it'll be easier.

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On 12/1/2005 at 6:23pm, lumpley wrote:
RE: Re: [DITV] Good raises are hard!

The reason is simply that the raises follow from the stakes. Good stakes are stakes where the character wants it and sees how to get it. Good raises follow: if I want it and see how to get it, raising is just saying what I obviously do.

-Vincent

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On 12/1/2005 at 6:47pm, Brian Newman wrote:
RE: Re: [DITV] Good raises are hard!

Hm.  I guess I'll give it one more shot, but it sounds like I'm just not creative enough to run this game.

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On 12/1/2005 at 6:57pm, lumpley wrote:
RE: Re: [DITV] Good raises are hard!

You what?

Not creative enough?

Good grief.

Keeping in mind that this is all in good spirit and that what I want is for you to have fun playing my game, are you in the mood for a pep talk or a dressing down?

-Vincent

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On 12/1/2005 at 7:03pm, Bankuei wrote:
RE: Re: [DITV] Good raises are hard!

Hi Brian,

I'm not sure how coming up with a good raise is any different than either a) describing what you do in fight, or b) roleplaying an argument/discussion/whatever.  The only difference I see is that the dice help structure and pace it, but it's really no more descriptive juice being called upon than playing, say, D&D or Call of Cthulhu.

Chris

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On 12/1/2005 at 7:19pm, Danny_K wrote:
RE: Re: [DITV] Good raises are hard!

To put things slightly differently: coming up with Raises isn't too hard if you have good Stakes; coming up with good Stakes can be hard.  I know the feeling you describe exactly, when you're playing out a conflict and realize that the Stakes are too mushy once you're in the middle of it -- it's like finding yourself in quicksand.  It sucks. 

The two things I've found helpful in that situation are:

1)Escalate quick to something more concrete that the player can't ignore.  The guy that the Dog is preaching to gets mad and throws a punch at him, or starts crying and throws his arms around hiim, or pulls a gun on him.  Then you're back on solid ground, and it'll be a whole lot clearer to both sides how and why to Raise. 
2)Just Give already.  The players are a lot likely to notice a little slackness on your part if it goes by quickly and they end up "winning", and you're moving on to the next cool thing. 

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On 12/1/2005 at 7:32pm, Brand_Robins wrote:
RE: Re: [DITV] Good raises are hard!

Brian wrote:
Hm.  I guess I'll give it one more shot, but it sounds like I'm just not creative enough to run this game.


Brian, I am not creative enough to run this game. I almost doubt Vincent is creative enough to run this game.

Here is the magic ticket to being able to run it despite not being creative enough: you aren't in it alone. You have a whole table of people around you, and their ideas will give you enough creativity to run with.

<a href="http://yudhishthirasdice.blogspot.com/2005/11/dogs-initiation-conflict.html">Read this post. Watch me suck and screw up at least three times. Watch us start with mushy, wussy stakes and slowly form them into stakes that work (even though we never formally changed the stakes, you can see it happening). Watch as it is not Brand, the GM, that comes up with the good ideas -- but the players.

I am telling you, I SUCK. But when I run Dogs it ROCKS. This is because it really isn't about me, it's about the group as a whole.

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On 12/1/2005 at 8:31pm, Brian Newman wrote:
RE: Re: [DITV] Good raises are hard!

So, stakes drift is okay in the middle of a conflict?  Even for initiation conflicts?

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On 12/1/2005 at 8:42pm, lumpley wrote:
RE: Re: [DITV] Good raises are hard!

Danger! Danger!

Everybody, take the rest of the day off and come back tomorrow. This conversation needs to start fresh, in a new thread - possibly about "stakes: what and how?" - but only if taking the rest of the day off and thinking about it isn't enough.

Thanks, everybody!

And I've failed massively to say: Brian, welcome! I'm glad you're here and I'm glad you like my game.

-Vincent

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On 12/2/2005 at 9:38pm, Brand_Robins wrote:
RE: Re: [DITV] Good raises are hard!

Brian wrote:
So, stakes drift is okay in the middle of a conflict?  Even for initiation conflicts?


Okay, 24 hours down. Can I sneak back in now?

....

Vincent, if I'm out of line you can delete this post or whatever.

....

Okay. Brian, I wouldn't normally shift the stakes in the middle of a conflict. I'd end the conflict and start a new one. What I was talking about in the example of play is the way we messed about with the stakes before the conflict proper started. Once the conflict dice actually started coming out, it was clear what we were doing and didn't mess with it after that. But before the dice came out, oh boy were we changing things....

We had something really vauge, like "Learn to be a Dog for its own sake" which is something hellishly hard to narrate out. I honestly have no idea how I would have come up with raises for that. But by the time we actually started the conflict and he rolled his dice we'd move through something like "Will Brother Isacc learn to respond to need with love and kindness?" to "Will Brother Isacc help Sister Relief, or turn her away because he's a selfish dick." We never stated that last part formally (which I think we probably should have, but hey, I'm not perfect), but if you look at the banter around the poses it seems that everyone is pretty clear on it.

The thing about it is I never would have come up with that on my own. Or at least, I wouldn't have in the 5 minutes leading up to the conflict. My group, however, gave us most of the ideas and the focus for the stakes by their contributions. Using your group to help you define your stakes is a good thing.

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On 12/4/2005 at 5:05am, Brian Newman wrote:
RE: Re: [DITV] Good raises are hard!

I believe I get it.  I was just concerned when everyone started jumping in and saying how it should have been so easy.  I took that to mean I messed up something, and since I seemed to go by the book, it must have been me.

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On 12/4/2005 at 8:14pm, Brand_Robins wrote:
RE: Re: [DITV] Good raises are hard!

Brian wrote:
I believe I get it.  I was just concerned when everyone started jumping in and saying how it should have been so easy.  I took that to mean I messed up something, and since I seemed to go by the book, it must have been me.


Naw, no way.

It's easy once you get the hang of it. Getting the hang of it is a pain. (Well it was for me. It was probably easy for some, but I wasn't one of them.)

Anyway, it sounds to me like you're off to a good start, and I am eager to hear of more play!

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