Topic: [Rifts PBP] Exploration not really happening
Started by: Noon
Started on: 12/21/2006
Board: Actual Play
On 12/21/2006 at 4:32pm, Noon wrote:
[Rifts PBP] Exploration not really happening
I know it when I see it, that's all I can say. A certain point in exploration of the game world that clicks with me and I have to give a difficult scenario in regards to it. Certainly I've done this in the PS2 games grand theft auto and mercenaries. Just drive around and eventually, sooner than latter actually, an intriguing crisis point comes up that I have to engage. In my PBP game as GM I'd be seeing a crisis point and presenting it as a challenge.
It aint comin'! Take this last bit, where I try to get some exploration rolling. And yeah, I basically throw him a conch shell - ugh, yeah I know how unwieldy that is. In it the character had just hidden from a forrest menace of unknown proportions.
From: http://rpol.net/display.cgi?gi=21100&gn=%5BRifts%5D+High+Fatality&threadnum=5&date=1166673605
Me wrote: Now, you might be able to tell that I'm running a little dry in scene imagination. If you can think of what your character might do next, it'd help me imagine a new scenario. And by what he does next, it isn't a test, you wont win or lose or anything. It's just to help my imaginative cogs to get going.
Player wrote: As soon as the thing has passed, I begin walking in the opposite direction for maybe half an hour. Then I look around, trying to judge which direction might take me home.
Okay, a few things.
* Its dry. There's no meat on the bone here. Yeah, I know passing the conch shell is (a big) part of that.
* It didn't click with me, and in conjunction with that...
* I can tell that that's it - I can't ask for more without getting an even more constipated responce and probably annoying the player/making us go backwards in terms of fun. Well, that's my estimate anyway.
Hell, I'm not even sure how to get back into exploration without annoying the player, let alone have smooth running exploration. But not too smooth - I don't want it to keep going and going and going and any introduction of a challenge is actually seen as an annoying interuption (to the 'point' of play).
Any pointers on exploration and its conduct?
On 12/21/2006 at 4:45pm, cydmab wrote:
Re: [Rifts PBP] Exploration not really happening
Hmm, only time I did something like this is I had a random encounter table. If one isn't available, flip through Rifts book to a random page, skim it for inspiration on a "monster" or encounter.
Alternatively, could set encounters toward challenging character issues. The only issue I could see from the link about the PC was a desire to go home. So maybe find his home? His home or part of it at stake? (Yard sale selling parts, one of which looks like from home) Someone else's home at stake (find an apparently abandoned house when weather gets bad?)
On 12/21/2006 at 7:29pm, Filip Luszczyk wrote:
RE: Re: [Rifts PBP] Exploration not really happening
What are the player's goals, and what are the character's goals (in a broader than immediate declarations sense)? Is the player accustomed to "conch shell" play at all and understands the principle or maybe he has a history of being railroaded? Is there any broader context established that would allow the player to think up something, any character or setting background? Also, I think in that game you created an expectation of you giving challenges, not the player creating them for himself. Maybe it actually didn't click on his side?
On 12/21/2006 at 11:18pm, Danny_K wrote:
RE: Re: [Rifts PBP] Exploration not really happening
Hi!
This is the same High Fatality game you posted about before, right? So maybe his extreme parsimony with words and intent is pure defensiveness -- he's posting the safest action he can think of with as few words as possible.
On 12/27/2006 at 3:27am, Noon wrote:
RE: Re: [Rifts PBP] Exploration not really happening
Sorry for the pause, I was seeing how things panned out a bit.
Hi cydmab,
I've done 'guess the PC's motive and turn it into entertainment' as a GM before. In this game, I'm only interested in suddenly seeing dangerous scenarios in the exploration.
Skimming for inspiration - I'd really prefer to be skimming the SIS activity than the source books.
Hi Filip,
I don't actually want the player to craft any challenges himself - I just want him to mess around to whatever ryhme and reason he wants to apply to his PC, and I'll observe keenly, looking for a scenario to build out of the resulting situation. Then I challenge him with it.
I put this in as a whole new thread:
This helps new, dynamic situations to occur without me having to sit on my lonesome and just make them up over and over.
Each RL day that your not engaged in a scenario, you can do any of the following and then roll percentile on the dice roller to see if you get the XP.
IMPORTANT: I've noticed that if you put an optional thing into a game, gamers tend to ignore it and just do the things they've always been comfortable doing. If you do not engage an scenario or use this table atleast once a week, your out of the game (no reapplication for two weeks). PM me if your going on holiday or such like.
30% chance of 10XP: Declare a compass direction your heading in and how far (in miles and meters). Also declare what sort of terrain you expect you'll be passing through (expect, since it may change).
35% chance of 8XP: Declare what you think your character is seeing. Yes, you'll be making it up mostly - that's why its what the character thinks he's seeing, in case there's something different.
40% chance of 15 XP: Outline your characters thoughts on the dangers in the area. Yeah, I know, you've all gotten into the habit of not giving the GM any bad ideas.
32% chance of 8 XP: Describe your characters pose and position. Mostly just to give the character a bit of spotlight time.
I'd like some opinion on that, to see if atleast forgies would use it a bit and not think it too wacky or unusable.
Currenly, no ones genuinely used it. The original player did add this -
Traveling east towards my homestead, I consider how I'll get past the Great Boneyard. According to what I've heard some horrible evil lurks there, though noone has returned from the place to give any precise description of the evil.
Which takes a few authorship liberties which, given my personal agenda I almost don't notice. Sadly it's hardly rich and very empty of the little details that make really tactile challenges. It didn't really inspire much in me at all - I ended up just throwing in the bone cage attack Diablo has (kind of interested in engaging it more than the comp game did - atleast for something to engage).
Here's something I'd like to ask - he did some exploration, then - did that get punished with a problem given by me? Lets talk in a general sense for a moment - when a player is just doing exploration, is he really mentally prepped for it not only to trigger a problem, but also mentally prepped to think that's a good thing?
I'm thinking on how conservative the exploration is - it just smells of a reward loop, where fabulous, rich stuff gets hit with problems, over time prompting a regression into very tightly controlled, small statements.
Danny K, were you suggesting something like that?
On 12/27/2006 at 9:33pm, Danny_K wrote:
RE: Re: [Rifts PBP] Exploration not really happening
Callan wrote:
Currently, no ones genuinely used it. The original player did add this -Traveling east towards my homestead, I consider how I'll get past the Great Boneyard. According to what I've heard some horrible evil lurks there, though noone has returned from the place to give any precise description of the evil.
Which takes a few authorship liberties which, given my personal agenda I almost don't notice. Sadly it's hardly rich and very empty of the little details that make really tactile challenges. It didn't really inspire much in me at all - I ended up just throwing in the bone cage attack Diablo has (kind of interested in engaging it more than the comp game did - atleast for something to engage).
Here's something I'd like to ask - he did some exploration, then - did that get punished with a problem given by me? Lets talk in a general sense for a moment - when a player is just doing exploration, is he really mentally prepped for it not only to trigger a problem, but also mentally prepped to think that's a good thing?
I'm thinking on how conservative the exploration is - it just smells of a reward loop, where fabulous, rich stuff gets hit with problems, over time prompting a regression into very tightly controlled, small statements.
Danny K, were you suggesting something like that?
Yes, exactly. It reminds me of that scene in Ghostbusters where the evil god shows up and tells the heroes that it will manifest in whatever form they want... and then destroy them. You're doing pretty much the same thing as Gozer the Gozerian, asking "how would you like me to hose you today?"
I'm going to take something I read in Robin Laws' book about GM'ing and try to analyze the power differential between you and the player. You're playing online with someone you don't know well, you're playing Rifts with all the power-creep that entails, you're playing without a fixed setting as far as I can tell, so he has no way of knowing what's ahead... so far, the advantage is all you. I don't know how XP works in Rifts (I've never played, just used some of the books for inspiration), but 15 or 30 XP isn't much of a reward in most games I know. Finally, I haven't seen you mention any victory conditions, even ways to win "stages" of the game.
I hope this doesn't sound like harsh criticism -- I'm basing this on a close reading of your posts, but I haven't looked at any of the actual play. Here's a couple of suggestions for evening the power differential, which in turn might unlock player participation. Perhaps some of them would be interesting to you.
1) Use a map, any map. Something available online or something you both have access to. Just knowing that you're two map squares east of a major city but that there's a big dark forest between there and here will give the player a lot more information and buy-in.
2) Give the PC some reason to be out there (if you haven't already) and some sort of tangible goals and rewards which he can earn in stages. Maybe he's passing the news of rebellion from town to town and he gets XP for every town and village he notifies, I dunno. Once the player knows the potential rewards, he can judge the level of risk he wants to take with his character.
3) Bump up the XP rewards for the little daily activities to something more worthwhile. If you were running this in TSOY, you could drive a lot of play by keeping him running for XP to buy Secrets and by having him play out his Keys. In Rifts you have to set up your own structure as GM.
4) Enthusiastically reward any player input you do get with something that might be cool and/or rewarding. I know this is GM 101 stuff but it bears repeating, especially when you're playing online and you have so few ways to reward the players for their behavior.
Danny
On 12/28/2006 at 1:23am, Filip Luszczyk wrote:
RE: Re: [Rifts PBP] Exploration not really happening
Callan,
Could you put yourself in the player's skin and produce an example of the reply you'd like to see? Like, the perfect hypothetical play. Otherwise, I'm not exactly sure what kind of tactile details you require. (I'd say that the narration you quote immediately gives me some ideas: evil spirits > risk of possesion, bandits hiding on the boneyard and kidnapping people and the like.)
As for the chart, the numbers tell me nothing, but I must say that the idea of a percentage roll is extremly clever. Random, irregular rewards, nice.
Are you using Rifts system, or your own? What is the use of XP in this game? What portion of XP awards do the chart awards make? (From what I know about Rifts, there are those class-based levelling charts there, and XP requirements go in thousands, so the numbers don't look very motivating.)
On 12/28/2006 at 3:27am, Noon wrote:
RE: Re: [Rifts PBP] Exploration not really happening
Danny_K wrote:
Yes, exactly. It reminds me of that scene in Ghostbusters where the evil god shows up and tells the heroes that it will manifest in whatever form they want... and then destroy them. You're doing pretty much the same thing as Gozer the Gozerian, asking "how would you like me to hose you today?"
'And...?' is what I'm thinking. See, the concept of 'they hose themselves' isn't invalidated in my mind by this - it just shows I'm applying it inefficiently. Take spiritual attributes in TROS - the player writes down "Passion: My first love" and he KNOWS he's gunna get hosed for it. It works fine, of course.
The problem with TROS is that the reward of extra dice resolves the mechanical conflict. It's be kind of dumb in gamism to reward hosing oneself by giving enough bonuses to simply erase that hosing. "I create a problem and here's a reward that...solves the problem for you...err, no need to step on up"
I'm going to take something I read in Robin Laws' book about GM'ing and try to analyze the power differential between you and the player. You're playing online with someone you don't know well, you're playing Rifts with all the power-creep that entails, you're playing without a fixed setting as far as I can tell, so he has no way of knowing what's ahead... so far, the advantage is all you. I don't know how XP works in Rifts (I've never played, just used some of the books for inspiration), but 15 or 30 XP isn't much of a reward in most games I know. Finally, I haven't seen you mention any victory conditions, even ways to win "stages" of the game.
Advantage at what activity though? This is exploration with zero challenge placed on it - there aren't any advantages or disadvantages. In terms of just being able to speak into the sis, I have advantages, but I've given atleast a few avenues to share that.
To establish some mutual ground, do we both agree there is a purely meta game line planced right in SIS, which deliniates what is challenge and what is exploration? Because without that line - well, it'd be like going to a chess championship and trying to have THE best haircut there as well. It's completely missplaced - as is trying to win at all parts of the SIS. Some of it is just a haircut. We both agree to any of that?
On 12/28/2006 at 3:56am, Noon wrote:
RE: Re: [Rifts PBP] Exploration not really happening
Filip wrote: Could you put yourself in the player's skin and produce an example of the reply you'd like to see? Like, the perfect hypothetical play. Otherwise, I'm not exactly sure what kind of tactile details you require. (I'd say that the narration you quote immediately gives me some ideas: evil spirits > risk of possesion, bandits hiding on the boneyard and kidnapping people and the like.)
I'm not thinking of a singular perfect reply, I'm thinking a rolling exchange exchange between us prompting something. Part of my problem I outlined before is that I could tell I couldn't ask for more, the well had already run dry.
And exchange might be, short version here.
Player "I find a hollowed out tree and dive into it"
GM "There's an ancient one with alot of debris" ***GM has no plans for it being a nest***
Player "Ohh, soft, I'll snuggle into it like a nest"
GM "Inside the debris you find giant egg!" ***GM grabs the players idea - but is thinking giant as in ostrich egg***
Player "Wow, an egg the size of a baby elephant! Being hungry, I start to crack it open!" ***man, now I'm lying - too much training about the GM's precious items would tell me not to do this. Stand around it leerily, really (since its probably some stupid egg we have to rescue or something)***
GM *Throws down some challenge about opening it (the fail result is that the yolk is spilt eveywhere).
Then perhaps a challenge about the mother coming back and the debris would be some sort of means of hiding. Or if we'd had a really big egg, the ideal solution would be the player hides in the shell, holding it around him.
BTW, I'm not thinking the player is really conciously authoring here - I'm just thinking enthusiatic additions (like the elephant egg) just come from some enthusiasm. The GM plucks from them for potential scenario ideas.
Are you using Rifts system, or your own? What is the use of XP in this game? What portion of XP awards do the chart awards make? (From what I know about Rifts, there are those class-based levelling charts there, and XP requirements go in thousands, so the numbers don't look very motivating.)
Rifts system ideally - but no dice rolls have been made yet, sadly. I gave a prompt in the main thread to get some primarly attributes rolled up - no responce. XP is used for leveling and I know the first player has no experience of the rifts system, so I doubt comparing with the chart is applicable.
I'm not sure about the motivating part - perhaps its the gamist in me, but the idea of getting any XP (even a single lousy point) for doing essentially nothing (making up some narration) seems a great deal.
The only other motivation I can think of is to make the reward so big, it's actually the point of play to get it, rather than a support reward. That'd make exploration the point of play.
No, I don't get why the numbers don't look motivating - if you had to make a choice between two actions and one was this and the other far more rewarding, I get it. But you can do this in addition to everything else at zero cost. Is it a gamer thing to filter out the apparent 'small stuff'? A subset of drift? I can't even really buy into that either - too many people will juggle tiny +1 bonuses in D&D, from what I've seen in my own play and many other accounts.
On 12/29/2006 at 7:37am, Glendower wrote:
RE: Re: [Rifts PBP] Exploration not really happening
Callan wrote:
I put this in as a whole new thread:This helps new, dynamic situations to occur without me having to sit on my lonesome and just make them up over and over.
Each RL day that your not engaged in a scenario, you can do any of the following and then roll percentile on the dice roller to see if you get the XP.
IMPORTANT: I've noticed that if you put an optional thing into a game, gamers tend to ignore it and just do the things they've always been comfortable doing. If you do not engage an scenario or use this table atleast once a week, your out of the game (no reapplication for two weeks). PM me if your going on holiday or such like.
30% chance of 10XP: Declare a compass direction your heading in and how far (in miles and meters). Also declare what sort of terrain you expect you'll be passing through (expect, since it may change).
35% chance of 8XP: Declare what you think your character is seeing. Yes, you'll be making it up mostly - that's why its what the character thinks he's seeing, in case there's something different.
40% chance of 15 XP: Outline your characters thoughts on the dangers in the area. Yeah, I know, you've all gotten into the habit of not giving the GM any bad ideas.
32% chance of 8 XP: Describe your characters pose and position. Mostly just to give the character a bit of spotlight time.
I'd like some opinion on that, to see if atleast forgies would use it a bit and not think it too wacky or unusable.
The Palladium XP/level system is completely worthless. If something is worthless, then it isn't a reward, and they won't care about it. And they don't care, because, as you said, they're barely using it.
Instead of XP use "reward points". Award them on the spot, like scoring points in a computer game. If they hit 100 points, they win the scenario. That way they need to take risks and stay away from the protective dialog in order to win. That reward cycle would work way better, as there is a goal to shoot for (get 100 points!) and a means to achieve the goal (all the stuff you suggested above).
On 12/29/2006 at 8:45pm, Filip Luszczyk wrote:
RE: Re: [Rifts PBP] Exploration not really happening
Callan,
I'm looking at the exchange you presented, and I'm under an impression that it isn't much more "charged" from what the player did. I see prompts in both. Of course, there can always be problems with not catching a prompt.
(Hmm, as a GM I tend to run games without much prep, and if I have a day of creativity, I simply can't run a game. Everything the players do simply bounces of my head then.)
I wonder about the XP motivation.
It isn't doing essentially nothing, the player must devote some time to writing the post. It's as difficult for him as it is for you, since he needs to squeeze some inspiration from himself (normally, he can just react to your challenge and work in a provided context). It isn't really done "only in addition to anything else" cause he could have been playing Diablo instead of writing the post. Not much time, true, but an additional commitment that day ("OMG, I need to think up some narration before I go to bed, to squeeze those 15 points but I have no idea, think, think, think...")
Now I'm not sure if it's only about making the reward bigger.
Also, what about inviting the player to this thread?
On 12/29/2006 at 10:44pm, Noon wrote:
RE: Re: [Rifts PBP] Exploration not really happening
Filip wrote:
Callan,
I'm looking at the exchange you presented, and I'm under an impression that it isn't much more "charged" from what the player did. I see prompts in both. Of course, there can always be problems with not catching a prompt.
For a second I thought maybe that was it. But look at my fictional account - the player isn't asking whether he wins at anything, he just does stuff. When the GM adds fluff like the debris, its not out of place. Just doing stuff, just adding fluff, in a silly and useful little loop. While in actual play
As soon as the thing has passed, I begin walking in the opposite direction for maybe half an hour. Then I look around, trying to judge which direction might take me home.
Here the player is asking whether he wins or complete something. He's not just doing stuff - he has an intention and he's asking does he meet it? He's not interested in me adding fluff, therefore I can't. Adding fluff is out of place - he's not asking about that. Which cuts out the rolling exchanges (which make up crazy BS none of us would have thought up on our own).
I've never thought about this distinction before - this 'doing crazy stuff till we get a wild situation' is something I've wanted from the early teen days of roleplay, but I wasn't aware of the procedural difference between just doing stuff and doing something and asking if the intent is met. This is really interesting!
I wonder about the XP motivation.
It isn't doing essentially nothing, the player must devote some time to writing the post. It's as difficult for him as it is for you, since he needs to squeeze some inspiration from himself (normally, he can just react to your challenge and work in a provided context). It isn't really done "only in addition to anything else" cause he could have been playing Diablo instead of writing the post. Not much time, true, but an additional commitment that day ("OMG, I need to think up some narration before I go to bed, to squeeze those 15 points but I have no idea, think, think, think...")
Now I'm not sure if it's only about making the reward bigger.
I don't actually find it difficult per se (did I spell that right?). What I find difficult is doing it all by myself. If I had a 50% load, it'd be incredibly easy to knock out material. Also at a certain instinctual level I think I resent being all give and no recieve.
I don't buy the 'could have been playing diablo' - while the other players thinks about his turn in chess, I could be playing diablo instead? No, it doesn't matter if what I wanted was lothesomely hard - its part of the activity I'm offering an invitation to. Don't want to do it, decline the invitation. Now, I recognise many, many gamers are used to changing the conditions of play by even ignoring something, as if they are owed play rather than invited.
Then again I've hardly been thinking in this context myself - I've been thinking "Why aren't they using it" rather than "They have accepted the invitation but are not forfilling the requirements it entails". Damn. And now I look like a social contract doofus saying that outloud here, but hell.
Also, what about inviting the player to this thread?
As much as extra info from his side would fill out this account, it'd be like inviting someone to objectively watch a video of an operation on their own eyeball. It can be done without squirming, but I don't feel that diplomatic right now.
On 12/29/2006 at 10:54pm, Noon wrote:
RE: Re: [Rifts PBP] Exploration not really happening
Glendower wrote: The Palladium XP/level system is completely worthless. If something is worthless, then it isn't a reward, and they won't care about it. And they don't care, because, as you said, they're barely using it.
Instead of XP use "reward points". Award them on the spot, like scoring points in a computer game. If they hit 100 points, they win the scenario. That way they need to take risks and stay away from the protective dialog in order to win. That reward cycle would work way better, as there is a goal to shoot for (get 100 points!) and a means to achieve the goal (all the stuff you suggested above).
I get instant, socially driven rewards. But winning a scenario? If it were running races and I wanted to dress neatly rather than their daggy old tracksuits, points for neat dress that go toward winning a race - neatly dressed equals winning? It seems like making a peripheral concern the point of play.
On 12/30/2006 at 1:19am, Danny_K wrote:
RE: Re: [Rifts PBP] Exploration not really happening
Callan wrote:
See, the concept of 'they hose themselves' isn't invalidated in my mind by this - it just shows I'm applying it inefficiently. Take spiritual attributes in TROS - the player writes down "Passion: My first love" and he KNOWS he's gunna get hosed for it. It works fine, of course.
The problem with TROS is that the reward of extra dice resolves the mechanical conflict. It's be kind of dumb in gamism to reward hosing oneself by giving enough bonuses to simply erase that hosing. "I create a problem and here's a reward that...solves the problem for you...err, no need to step on up"
Not to pull out the heavy Forge-speak here, but aren't you mixing two totally different styles (or CA's) here? Everything you've said so far about this game, including the second paragraph I've quoted here, says you're going for a Gamist effect here. In a Narr game, generating conflict about the character's issues is its own reward -- the extra mechanical bonus you get in TROS for hitting your issues is a reward for playing the game properly.
I think I should probably show my cards at this point -- my gaming preferences lean very strongly towards Narr, with some Simmish tendencies. Gamism is practically a foreign language to me. So I'm probably not the best guy to analyze what's going on in your game. I'll be watching the thread with interest, but I think I've shot my bolt.
I did want to respond to this:
To establish some mutual ground, do we both agree there is a purely meta game line planced right in SIS, which deliniates what is challenge and what is exploration? Because without that line - well, it'd be like going to a chess championship and trying to have THE best haircut there as well. It's completely missplaced - as is trying to win at all parts of the SIS. Some of it is just a haircut. We both agree to any of that?
I agree there's a division, but different games will place it differently... I could imagine a swashbuckling game where the quality of your haircut would help you "win" a conflict with a rival, just as much as your Rapier skill. Also, in a GM-centric game, the GM can move that line pretty much at will, right? I'm thinking here of all those Old-School D&D modules where the PC's would enter a room with strange and wondrous things... and some of those things were electrified and did massive damage if you touched them. The unwary player who thinks he's just exploring the cool scenery would suddenly realize he'd screwed up by not checking for traps. This would be an interesting subject to discuss, but probably not in this forum.
On 12/30/2006 at 6:54am, Noon wrote:
RE: Re: [Rifts PBP] Exploration not really happening
Not to pull out the heavy Forge-speak here, but aren't you mixing two totally different styles (or CA's) here? Everything you've said so far about this game, including the second paragraph I've quoted here, says you're going for a Gamist effect here
Sorry, I'm actually getting very forge speak myself. I don't want to get complex about it, but from what I've observed gamism and nar are brother and sister. Techniques which assist one typically assist the other, like players hosing themselves. I'm not suggesting nar is in my game, I'm just suggesting gamism and nar are closely related (even as they have sybling rivalries) and what works for one, often works for the other.
Well, could you take it that hosing oneself isn't totally out of place in gamism? Take space invaders for example - you know you'll run out of ships before they run out of aliens - its hosing yourself. Does it put you off stepping on up to getting a fat score?
I agree there's a division, but different games will place it differently... I could imagine a swashbuckling game where the quality of your haircut would help you "win" a conflict with a rival, just as much as your Rapier skill.
Different games don't set it, different people do. The game doesn't decide this - I think I deluded myself on that point for too many years. Where the line is set, it's set by people - its part of one player challenging another. It's just so meta game - 'beat this!!'.
I've certainly challenged people in this game - there's been no responce to a scenario - I've posted in pride about how it was too tough and wammo, instantly there's a solution posted. But as to exploration and somehow removing any sense of me challenging them during it...not sure how to remove that.
Also, in a GM-centric game, the GM can move that line pretty much at will, right? I'm thinking here of all those Old-School D&D modules where the PC's would enter a room with strange and wondrous things... and some of those things were electrified and did massive damage if you touched them. The unwary player who thinks he's just exploring the cool scenery would suddenly realize he'd screwed up by not checking for traps. This would be an interesting subject to discuss, but probably not in this forum.
I understand what you mean. Lets assume I've explicitly delinated the line and will definately not move it. Do you think it's possible that players, after experiences like your example, still move the line themselves, just in their own mind (and effectively try to win at haircuts)?
On 1/1/2007 at 3:06am, Noon wrote:
RE: Re: [Rifts PBP] Exploration not really happening
One player, who goes by the handle 9945 rolled once ('m not sure from his input if he thought you only rolled once or if he just used one XP entry). Oh yes, did I mention the characters don't even have names yet. Oh yeah! I'll just delight in any responces that it's a fundimental part of roleplay - do you name your king in chess?
9945 walks thru the deep forest. He has found a large stick and holds it over his shoulder. Not the best weapon but at least it was something. He also has a large rock in his hand ready to throw if need be. He walked not really know where he was or where he was heading. He hoped to find a city as they at least offered some secruity and perhaps he could find a descent weapon and armor. As night came he descided to climb up a tree and sleep their. It might not be comfortable but at least it was safe.
This is rather good as a responce - it isn't constipated.
BUT, here's what I've noticed - if someone asks you a question, your only avenue of responce is to answer it. Further in roleplay, if someone states a plan, your only avenue of responce is to address it. It's a complete communication choke point that I've never noticed before. Like from above - imagine he just said 'I climb a tree'. I could, in responce, add all sorts of things - finding a birds nest, a terodactyle swooping down, eyes opening in the wood of the tree, finding a skeleton perched up there already. But when he says 'I climb a tree so as to be safe' WOOOMPH! I can only answer if he is indeed safe. That's IT! At best I can add that other stuff, but as a peripheral add on to addressing whether the plan works. You can't add amazing stuff as a perhiperal concern!! It stops being amazing! Questions choke exploration!
Anyway, there's a hypothesis. Any other hypothesis or questions?
Anyway, this is what I added to the game thread today. It's the sort of thing that you want to be there right at the start, but how can you when you don't know (and you don't know until you dip your toes in the water).
Cool, lets see if we can keep it rolling so we find an interesting situation.
The first thing to remember - if it's not a scenario, you can't lose (your PC can't just die). Try not to be optimal and just explore the world in a dreamlike way.
Two other, new things -
A: Don't state plans. Just do actions - say you climb a tree, rather than saying you climb a tree to be safe.
B: Don't ask questions - like don't ask what the weather is, just say you turn your head up toward the sky and open your eyes, or suchlike.
It might sound a bit wacky, but here's the thing - the only thing a stated plan lets me the GM do is to say if the plan works. I can't add new crazy or valuable stuff to the game world - I can only talk about the plan.
Same with asking questions - if you ask a question my responce can only be to answer it. Adding crazy/valuable stuff is out the window.
It's like regular conversation - if I ask you whether you liked movie X, you can't immediately talk about another movie you've seen (you can only answer if you've liked X or seen X). If I just say that I've seen movie X, that leaves you alot more options as to a responce.
Hopefully you'll take up my invitation to play while using this. If you don't, that's cool, I know it's not the standard thing.
I like my bit at the end with the invite - no bait and switch here - you can decline to play further and I'll even support you in that choice (no, it is not lothesome to leave a game (as you may have been trained), I support your choice).