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Topic: [TSOY] well, they say they had a good time...
Started by: Thierry Michel
Started on: 2/16/2007
Board: Actual Play


On 2/16/2007 at 1:12pm, Thierry Michel wrote:
[TSOY] well, they say they had a good time...

I wanted to try TSOY for a long time, but it's only recently that I managed to find interested players. I intended to run a one-shot, but since they were not too keen on using pre-gens, we had a first session of character creation. I gave them a fairly specific setting: an Ammenite plantation in the mangrove, they came up with one zaru acting as spiritual leader for the slave community, a ratkin "ranger" leaving in the nearby swamp and an elf acting as travelling tourist, more or less. I wanted the group to have a natural feel, so we spent the first session (which was to be the only session) trying to put together the group. The bang which was supposed to set up things in motion was that the plantation owner has brought in a bunch of irregular soldiers (which I made as scary as possible) to hunt escaped slaves and destroy the ratkin "undergound railway" that allowed them to flee.  So the slave "leader" was used as a bait, being told by the soldiers to fake an evasion to draw in the ratkins, the elf came along for the sport and the ratkin guided the two of them to his den and his family, with the hunters following the group. They are "now" holed in the den, trying to convince the ratkins to free the rest of the slaves.

I was a bit disappointed with my performance as a GM, since the players were pretty passive, and I had to be very forceful to get them moving (for instance: the soldiers announcing they will crucify one slave for each day they have to spend here). Even so, they said they had a great time, and when I proposed at the end of the session to wrap things up, they insisted to have a second session. So, maybe this post is a solution in search of a problem, but the fact is I, as one the players, would like more participation from the others.

We stopped at a fairly open situation, so I have plenty of room to maneuver from here. The most active player (as in, moving the story along) is not the slave, who just agonizes over his choices but always follows the path of least resistance, but, surprisingly, the elf, who, by design, should have very little stakes in the outcome.  How do I get the players to move the story along? Should I ease off the pressure and see if they can come up with something? Or should I intensify the pressure (my natural inclination) and throw more tough choices at them and see if one them gets them excited?

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On 2/16/2007 at 1:55pm, thark wrote:
Re: [TSOY] well, they say they had a good time...

The obvious question--what are their Keys, and why aren't they taking a more of an active hand in pursuing them? (Are they aware that they are free and encouraged to do so?)

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On 2/16/2007 at 2:23pm, Thierry Michel wrote:
RE: Re: [TSOY] well, they say they had a good time...

Ronny wrote:
The obvious question--what are their Keys, and why aren't they taking a more of an active hand in pursuing them? (Are they aware that they are free and encouraged to do so?)


For the ratkin, it is the key of the Precious,, key of  Conscience for the slave and key of the Self for the elf. They are aware becasue I insisted on it, but it is possible that it slipped their minds. In a one-shot, acquiring experience is not seen as terribly important anyway.

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On 2/16/2007 at 2:24pm, Thierry Michel wrote:
RE: Re: [TSOY] well, they say they had a good time...

Thierry wrote:
Ronny wrote:
The obvious question--what are their Keys, and why aren't they taking a more of an active hand in pursuing them? (Are they aware that they are free and encouraged to do so?)


For the ratkin, it is the key of the Precious, key of the Pacifist for the slave and key of the Self for the elf. They are aware becasue I insisted on it, but it is possible that it slipped their minds. In a one-shot, acquiring experience is not seen as terribly important anyway.

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On 2/16/2007 at 2:26pm, Thierry Michel wrote:
RE: Re: [TSOY] well, they say they had a good time...

Sorry for the double post, meant to edit the previous one (didn't remember editing was off). The slave has the key of the Pacifist, not Conscience.

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On 2/16/2007 at 2:28pm, Eero Tuovinen wrote:
RE: Re: [TSOY] well, they say they had a good time...

Thierry wrote:
We stopped at a fairly open situation, so I have plenty of room to maneuver from here. The most active player (as in, moving the story along) is not the slave, who just agonizes over his choices but always follows the path of least resistance, but, surprisingly, the elf, who, by design, should have very little stakes in the outcome.  How do I get the players to move the story along? Should I ease off the pressure and see if they can come up with something? Or should I intensify the pressure (my natural inclination) and throw more tough choices at them and see if one them gets them excited?


Pile on the pressure, but also make sure that you as a fellow player invest two ounces in the fiction for every ounce of escalation. By which I mean, the harder you push, the harder you cringe. The natural inclination for a roleplayer, when confronted with potential emotional investment, is to distance himself from it by one of various means (myguyism, disruptive play, whatever). You as a fellow player should set the example by taking the situations and choices you set up very seriously: comment on the choices of other players, speculate on the consequences and in general, give out social signals that make it clear that you expect firm answers. Traditional GM neutrality often becomes GM indifference; your job is to combat this expectation with your behavior.

Also, note that passivity is a fine choice for a character to make. If the player of the slave opts for passivity despite consequences, that's a strong statement in itself. Just take the scenario to its logical conclusion and make it clear (via NPCs) that his character is partially at fault for the dismal outcome, as he refused to step up to right the wrongs. That's theme, as will be the journey to redemption, or whatever other course the player chooses. In this case the story only really begins after you have gone through your planned atrocities. The only problem is if the player doesn't care about being responsible; in that case he's not invested in the scenario, which may be because of many reasons. If you yourself invest, however, then it's not your fault that he's not buying it.

Keys: give out lots of rewards, especially in a one-shot. Suggest powerful and significant ways of using the earned Advances. Readily suggest buyoffs for anybody acting or thinking about acting against a Key. Leverage the buyoff experience into something awesome, so as to make it clear to the players how the game is played. Praise anybody who gains experience.

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On 2/16/2007 at 2:31pm, Jasper Flick wrote:
RE: Re: [TSOY] well, they say they had a good time...

I have another question: what about the players?

I get the feeling they're just there to watch your show and you are bummed about that. What's their play history? Did you talk about how to play the game beforehand?

How do I get the players to move the story along?


Let's pretend I'm one of your players. Let's suppose I'm used to the GM telling his story and me basically being along for the ride. How do I make sure the story moves along? By introducing no distractions, by doing my best to figure out what the GM needs me to do, and by making sure my character survives so he can play his designated part in the future. I walk the path of least resistance. I'm no more involved than watching a show on TV; I like it but in a passive way.
Throwing tougher choices at me won't change my behavior. It will likely frustrate me because it becomes harder and harder to figure out what the GM wants. Now the elf's got it easy, because he's a wildcard who obviously has little importance for the story, so he doesn't need to wory about continuity so much. The story'll work no matter what he does.

Does this in any way ring a bell? If so I think saying "Guys, there's no predefined story, I need your help make one" is a good start for a nice discussion.

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On 2/16/2007 at 2:47pm, Thierry Michel wrote:
RE: Re: [TSOY] well, they say they had a good time...

Eero wrote: Readily suggest buyoffs for anybody acting or thinking about acting against a Key. Leverage the buyoff experience into something awesome, so as to make it clear to the players how the game is played.


Good point, I might just do that with the elf, for instance, who is actually pretty altruistic despite having taken the key of the self. Since he's the most active player, he might actually do something with the new stuff he'll buy with his XPs.

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On 2/16/2007 at 2:49pm, thark wrote:
RE: Re: [TSOY] well, they say they had a good time...

Jasper wrote:
Does this in any way ring a bell? If so I think saying "Guys, there's no predefined story, I need your help make one" is a good start for a nice discussion.


And, if my own experience is anything to go by--say it. Then say it again next time. And be prepared for the players not really believing it--not in the hearts / subconscious--until they've actually seen it happen. "Guys, there's no 'adventure' to follow." "Yeah, sure, he's saying that, but every railroader claims they aren't railroading..."

That said--I totally back up what Eero said (naturally, him being a much cleverer fellow than me). Even in a single session you can easily earn a couple of advances (certainly more if you really try), which is all you need to pick up that decisive secret or skillup that totally makes a difference at the right dramatic moment. Remember, in this game, the experience system works--and needs to work--moment-by-moment, not in an evaluating-after-the-session fashion.

So, I was surprised to see the players only having taken their single free Key, and that might also be contributing to some degree. I guess this comes from the (misplaced) expectation that experience wouldn't be a big thing in one-shot? Again, the first leap is huge--once you've witnessed an advance-spending transform a scene, or a dramatic buyoff, or what have you, you generally want in on that action... (Getting that first leap made, may as suggested require some poking and prodding and suggesting.)

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On 2/16/2007 at 2:56pm, Thierry Michel wrote:
RE: Re: [TSOY] well, they say they had a good time...

Jasper wrote: Does this in any way ring a bell?


Absolutely. I insisted on how I had no pre-planned story, showing them my blank notepad before starting, but I get the feeling that the slave character's player feels a bit like a deer in the headlights, searching for the "good" solution and getting stuck. He doesn't seem "empowered" by his ability to make choices, but rather embarrassed by it.

The ratkinplayer is pretty new to roleplaying, she enjoys playing her character to the hilt and doing rat-like things so I tried to gave her opportunities to do ranger stuff, like finding plants, saving her companions from a bog, erasing their tracks etc. and she seems contented with that. The elf and slave players are traditional roleplayers, so they have plenty of experience, but with fairly linear adventures.

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On 2/16/2007 at 3:03pm, Jasper Flick wrote:
RE: Re: [TSOY] well, they say they had a good time...

Remember, in this game, the experience system works--and needs to work--moment-by-moment, not in an evaluating-after-the-session fashion.


I think that's a vital point, especially because I actually know nothing about TSOY, and I can see someone with a D&D mindset totally ignoring it!

Wow, this topic is hot at the moment...
He doesn't seem "empowered" by his ability to make choices, but rather embarrassed by it.


Very familiar, like being afraid of new responsibilities, or being paralyzed by an abundance of choices. I'm with Eero to make things dramatic, but start easy with this guy.

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On 2/16/2007 at 3:15pm, Paka wrote:
RE: Re: [TSOY] well, they say they had a good time...

Thierry wrote:
They are aware becasue I insisted on it, but it is possible that it slipped their minds. In a one-shot, acquiring experience is not seen as terribly important anyway.


It is really important; its the fuel the game runs on.

Can you name osme times they got some XP or better yet, some times they spent some XP and got a cool new power?

I ran a one-shot at a con of a TSoY based game and the XP was flying around furiously as people cashed out keys, bought new Secrets, etc.  It is important that that's happening.

Another question, did anyone hand each other some Bonus Dice?

Thierry wrote: The bang which was supposed to set up things in motion...


Who came up with this bang with the soldiers and the plantation?

Thierry wrote: I was a bit disappointed with my performance as a GM, since the players were pretty passive, and I had to be very forceful to get them moving (for instance: the soldiers announcing they will crucify one slave for each day they have to spend here).


Their passivity isn't your responsibility.  There are techniques you can use in hopes of getting them moving but it isn't your job to supply The Fun but I hear ya and have felt the exact same thing.

When the soldiers made that announcement, what was the player reaction?  I don't even mean character but I mean player.

Thanks for sharing this account.

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On 2/16/2007 at 3:36pm, Thierry Michel wrote:
RE: Re: [TSOY] well, they say they had a good time...

Paka wrote: Who came up with this bang with the soldiers and the plantation?


It was me, to start the game. I started by describing the column of soldiers moving throught he swamp, to offer the ratkin opportunities to spy and steal, then crossing the path of a slave gang to get the slave player the opportunity to assess and react to the new situation and finally reporting to the master and his elf guest. Simple, but it worked to plant the setting.

When the soldiers made that announcement, what was the player reaction?  I don't even mean character but I mean player.


Pretty bummed, as I described the slaves turning towards his character for guidance (he set it up as a kind of secret priest). It was something like "oh shit, what do I do now?" He was at loss, but he came up with the idea of delivering a speech apparently preaching cooperation, but in reality slipping hints that he was planning something (using his clandestiniy skill to avoid the subersive hints to be understood by the masters and wardens). It was his big scene of the evening, incidentally.

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On 2/16/2007 at 3:42pm, Paka wrote:
RE: Re: [TSOY] well, they say they had a good time...

They know that they can spend XP to get kewl new powers and that they can cash out a Key whenever they like for a new one?

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On 2/16/2007 at 4:13pm, Thierry Michel wrote:
RE: Re: [TSOY] well, they say they had a good time...

Paka wrote:
They know that they can spend XP to get kewl new powers and that they can cash out a Key whenever they like for a new one?


They know it in theory, but don't really realize it in practice, I think. I avoided pointing out the situations where "had you done that, you would have an XP", but maybe I should to get them starting.

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On 2/16/2007 at 4:56pm, Jasper Flick wrote:
RE: Re: [TSOY] well, they say they had a good time...

They know it in theory, but don't really realize it in practice, I think. I avoided pointing out the situations where "had you done that, you would have an XP", but maybe I should to get them starting.


That's kind of setting the stakes, but afterwards? Pointing it out that way will help to get things starting, but I advocate figuring out what's possible before actual decisions are made. If a decision point comes up, pauze a few times and figure out possible options and their consequences together. Alternatively, work out some hypothetical examples and when appropriate refer back to them, like "this situation you're in is just like example X, only..."
I think people with actual TSOY knowledge should take over from here now.

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On 2/20/2007 at 2:33am, Ron Edwards wrote:
RE: Re: [TSOY] well, they say they had a good time...

Hey Thierry,

I have some counter-balancing advice. Everything that everyone has written so far is quite accurate in content, but I'd like to draw attention to your timing.

You, as GM and as the guy who's introducing this game to them, have a primary concrete obligation to them before you can call them on their primary obligation (or expectation). Your obligation is to show that you're not a dick. Yes, this may seem like a basic and meaningless point after all these years of dialogue at the Forge ... but to them, it's an open question. Is this guy a dick? Is this game going to be worth any of the social time and effort, much less learning curve, that we're devoting to it? And if not, then why don't we just suffer with the system that we know?

Once you fulfill that obligation and simply continue to GM as you're GMing, that is to say, providing neat situations mainly on your own until they start kicking in with their own situations, then you can expect them to start playing more in line with what the rules offer.

But ... if you start pressuring them with your obligations before they learn that you're not a dick, guess what they will conclude? They'll think that your expectations are disapproval and bullying. They'll think, in fact, that you are a dick.

This has happened a lot with people taking games like Dust Devils, TSOY, Sorcerer, and even TROS to other people who aren't used to such things and indeed have been trained out of any perception that they're even possible. These games do not play themselves. They require people who can get into the reward mechanics and start utilizing them as motors. So when you bring them to people who willing but simply not yet able even to see the reward mechanics as a possibility, you have to be patient. Give them more than just a single session. Give them a couple, or three, and be patient. Trust the game to do its job, because it will, when anyone even tries.

Again, I agree with all the advice you're being given and I think you should apply it ... but slowly. In my experience, gamers are hyper-sensitive to perceived criticism and do much better with one friendly suggestion per session, than with a whole manual of Forge-freak pressure thrown at them before they can even stammer out, "I hit him." Take your time. Enjoy the game, build the NPCs into characters you really like to play, and practice your scene framing and your general enjoyment of imagining stuff together.

I think the attention to timing will make the advice work.

Best, Ron

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On 2/20/2007 at 4:05am, Simon C wrote:
RE: Re: [TSOY] well, they say they had a good time...

The natural inclination for a roleplayer, when confronted with potential emotional investment, is to distance himself from it by one of various means (myguyism, disruptive play, whatever). You as a fellow player should set the example by taking the situations and choices you set up very seriously: comment on the choices of other players, speculate on the consequences and in general, give out social signals that make it clear that you expect firm answers. Traditional GM neutrality often becomes GM indifference; your job is to combat this expectation with your behavior.


I just wanted to say that this advice really made me sit up and think.  This is something I guess I'd kind of noticed, but never really thought about.  As a GM you get so used to the idea of not influenceing the players' decisions, it's easy to forget that you're allowed to be interested in the outcome, and express that.  It's rewarding the player for getting their character into a difficult situation if you jump in with lots of comments and ideas.  Talking about what each choice might mean, possible repercussions, implications for the character and so on reinforces the idea that it's a real choice.  I'm really excited to start employing this more consciously in my own games.  I have a player who's very worried about making the "wrong" choice, and I think this technique is a great way to reinforce that there is no "wrong" choice when making a decision.  The choices are thematic, not tactical.

Thanks!

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On 2/20/2007 at 2:48pm, Thierry Michel wrote:
RE: Re: [TSOY] well, they say they had a good time...

We had the second (and closing) session yesterday. It was mainly player driven this time, which is a good thing since I had run out of ideas myself to shake them out. I recapped the main rules, insisting on Keys and how XPs could be spent during play.

To start with a bang, the soldiers caught up with them while they were trying to organize the ratkins, and devastated the village, killing or driving away the rats and catching the slave and elf (who both pretended that they were abducted and were still working within the original plan). The ratkin player used her sneak skill to follow and eavesdrop on the group, but she really kick-started things by buying off her Key of the Precious and saying she was now bent on revenge after witnessing the fate of the village. Basically, from this point on, I had no more work to do, except I gave the ratkins allies. Since the player had them portrayed as fun-loving pacifist, I added the support of the nearest ratkin tribe, who were more into looting and killing.

Elf and slave agreed on their story: there is no escape route, it is a scam perpetuated by the rats to drive slaves in the swamp and rob/eat them. The soldiers spare the slave's life conditioned on him reporting that back to his flock. The ratkin manages to pass the message that something is up, so once in the camp, the slave gets the elf to poison the soldiers. I wanted to give the slave the opportunity to makes his grand gesture by inciting revolt or whatever, but he let the opportunity drop.

It all converged on a bloody ending, with rats fumigating, then attacking the sick soldiers, the slave nobly dying trying to protcet his flock by disarming the veteran captain, the ratkin helping the fleeing (outmatched) and the elf playing his selfish key by using the debacle to retrieve artefacts of interest from the wealthy mansion, only to be faced with a rogue ratkin and slaughtered.

Debriefing, it was interesting to see how protective of their character they felt, even though it was a one shot. They stuck to the safe route whenever possible, even when they would have earned XPs by doing otherwise.

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On 2/20/2007 at 11:58pm, Noon wrote:
RE: Re: [TSOY] well, they say they had a good time...

Hmm, that self protective play does seem to be reflective of the issue Ron brought up.

In regards to that issue - further into it than them learning your not a dick, is that were these people willing to game with someone who they don't hold any amount of trust in (trusting you not to be a dick)?

That's kind of dangerous because if their willing to buy into play without trusting you to some small degree to begin with, why would they even start looking to see if they can trust you, as play progresses? They wont - they are satisfied with non trust 'play'. Even if you show signs of being trustworthy, if their not looking for it, it wont have any chance of changing play behaviour.

Did any of them look for signs of whether they could trust you to some small degree, before the game? Small talk for example - talk about the whether or sports is often a way of judging how you think and then thinking "Ah, I understand him a bit better now...". Its not about big trust straight away, just them looking for a small foundation which can be grown upon, if your not a dick, as Ron puts it. Those people will pay off.

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On 2/22/2007 at 3:26pm, Thierry Michel wrote:
RE: Re: [TSOY] well, they say they had a good time...

We get along fine, but I think that, whatever Key they might be buying, the main drive for them is still to solve my "puzzle", i.e. find the safe way out whenever I throw something at them.  I deemed feasible all the ideas they came up with and tried to make them interesting, so hopefully they'll be a bit less guarded in the future.

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