Topic: Breaks
Started by: Mike Holmes
Started on: 12/6/2001
Board: Actual Play
On 12/6/2001 at 7:32pm, Mike Holmes wrote:
Breaks
On 2001-12-06 14:22, Ron Edwards wrote:
Sometimes, I just say, "Let's take a break," and we chill out for a while, and talk about movies or sex or RPG publishing or whatever.
My mind does a lot of back-burner processing, and then when we get going the new connections and what-have-you are all in place.
Seems like breaks are a good idea in general, though I remember in my earlier days never wanting to stop playing.
All:
Do you take breaks in your games? Are they scheduled, pre-planned, or are they spontaneous? Do you wait for a certain kind of action, or is it juist by the clock? How often do you take them on average? Do they seem to help the GM, players, both? What do you do/allow during breaks?
This also relates to play length. How do you decide how long to play? Is it based on time available, or do you consider pacing, prep, or any other factors?
For me these things have all usually been very informal, and breaks were usually only for meals, or when I was stuck as the GM. May have to rethink that.
Mike
On 12/6/2001 at 7:48pm, mahoux wrote:
RE: Breaks
Criminy, sometimes my group should be asked "let's stop talking about sex or music or X and maybe play the RPG we were supposed to be playing."
We aren't always that bad but socializing does tend to get in the way of advancing a game.
On 12/6/2001 at 8:20pm, Epoch wrote:
RE: Breaks
We don't take formal breaks, but sometimes conversation does wander into unrelated activity. Then, after a while, someone will say, "ANYWAY, so Bob of the Hill People throws an axe at the orc" (or whatever).
They aren't very long, these interruptions. Maybe ten minutes at the most.
On 12/6/2001 at 8:46pm, Ron Edwards wrote:
RE: Breaks
Hi there,
Contrary to the stern standards of some role-players (and texts), I don't get any utility out of a "nose to the grindstone" approach. I have found that the intensity and focus of role-playing tends to be AIDED, not STALLED, by an ongoing or intermittent "out of game chat." One of our Little Fears session was played more or less concurrently with a very intense discussion of adult (I use the word loosely) relationships. My Hero Wars sessions tend to be more focused, but events during play often prompt discussions of other things, then we turn back to play-stuff, in the very way that Mike (Epoch) describes. Again, I think the overall effect is to enhance rather than to derail.
Hmmm ... am I over-stating this? Maybe a little. On occasion, I'll say, "Back to reality," which is code for "Focus on the role-playing," but I have to admit that I'm one of the worst culprits, as player or GM, for spinning into these extra-level discussions. Most of the time, anyway, I do think that the "enhancement" effect is occurring, and so calls for focus are unnecessary.
Best,
Ron
On 12/6/2001 at 8:55pm, joshua neff wrote:
RE: Breaks
My group tends to be similar to mahoux's (must be a KC thang), although lately we've been more diligent about focusing on the game over digressions, rather than the other way 'round.
But I was thinking the other day of running a session with "commercial breaks"--cutting right at a tense moment & letting the players blow off some steam & digress, while I go over my notes & get prepped for the next bit of story. Which would really be more for my benefit than the players, because over the course of a session, I tend to start to lose my focus & my rhythm. Having a couple of short breaks during the session in which I could refocus would, I think, be a big help.
On 12/6/2001 at 9:09pm, Mike Holmes wrote:
RE: Breaks
Huh. So far nobody takes formal breaks. Not even for meals? Or do you not play through meal times?
On 12/6/2001 at 9:14pm, Epoch wrote:
RE: Breaks
We play over mealtime. In general, when the pizza or whatever comes, we grind to a ragged stop, talk for a bit, and then get back going, just like any other break. I eat faster than pretty much anyone, so, when I GM, I often start things back up with some player who looks like he's largely done eating, before everyone else is.
(Amber, of course, is good for this kind of thing since I've, in ten sessions, never once had all of the PC's in the same place.)
[Editted in note:
I tend to imagine that the players do some side discussion of things when they don't have spotlight, too. I don't really know, because I'm sufficiently run ragged during a standard play session that I don't have any attention to focus on people not in the spotlight.]
[ This Message was edited by: Epoch on 2001-12-06 16:21 ]
On 12/6/2001 at 9:15pm, Marco wrote:
RE: Breaks
We break for meals--usually out ("let's pack up and go to Dennys" (24 hour diner) ). Does help re-charge.
-Marco
On 12/6/2001 at 9:22pm, Ron Edwards wrote:
RE: Breaks
Hello,
Both of my current groups are pretty oriented toward food as part of the role-playing get-together. In one of them, a player (the hostess) is a fabulous cook and always has some delicacy going. We treat it a lot like Mike (Epoch) does, although sometimes it's more like a real break. In the other, we always order out as the first act of getting together, and play is usually under way by the time the food gets there. We stop, chow down, probably get into one of our "auxiliary" discussions as I described above, and play resumes eventually.
In both groups, beverages get fetched or doled out during play. That can be a break too, depending on what they are: soda in the first case, wine or anything else more formal in the second. (There is something very satisfying about drinking good wine and playing a really wrenching session of Hero Wars.)
What's interesting is that even with all this secondary conversation, the breaks, and food, a typical session in either group gets a HUGE amount of role-playing accomplished, with all the characters, tons of events, tons of resolution, and so on. In other words, and maybe I'm repeating myself about this, the "just being together" side of it all tends to reinforce the role-playing rather than detract from it.
Best,
Ron
On 12/6/2001 at 9:26pm, joshua neff wrote:
RE: Breaks
We usually eat meals before we start playing--pretty much an "every person for his or her self" thing. I generally grab some take out on my way to the host's place & chow down as we gab about whatever (movies we saw that week, old friends we ran into, significant traumas or triumphs, etc) before we get down to playing. Sometimes someone will bring some snack foods which we'll eat while we play. But usually we don't have any formal breaks.
On 12/6/2001 at 11:03pm, Ben Morgan wrote:
RE: Breaks
Lately (read: the last two years or so), we've been playing late Friday nights (starting at like 10 or 11). Food is not really an issue, there are the ever-present snack-type things.
However, the great majority of the group are habitual coffee drinkers (it was unanimously decided that my friend Ed is Like Unto A God for bringing his "Too-Much-Coffee Man" mug to the games), I am actually the sad minority who has to limit his caffeine intake to things like Pepsi, or preferably, Bawls (I can't stand the taste of coffee. Sue me). It's sort of an unwritten rule that a break occurs whenever the coffee pot gets empty, and we have to make more, with little mini-breaks occurring in between when someone's cup is empty and they can't excuse themselves from the action (ie: they're in the current scene).
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[ This Message was edited by: Amazing Kreskin on 2001-12-06 18:04 ]
On 12/6/2001 at 11:41pm, hardcoremoose wrote:
RE: Breaks
Socializing has always been a big part of my rp'ing experience. For a while I thought it was just the gang of guys I hung out with.
But I've recently hooked up with this new group, ya' see, headed by this really intense dude some of you might know, and guess what? We still shoot the shit, breaking the roleplaying to discuss whatever comes to mind. We have the formal pizza break, which usually occurs within the first hour of the game or so. From that point on, we're usually pretty good about things, mostly limiting ourselves to brief side comments or whatever.
This last weeek though...ommigod. We had a serious case of silliness going on and almost none of us could shut up. It's a shame too, as it was the first session of Eloran's experimental Mage game and he was throwing alot of good material at us. I knew we had lost it when one of our cohorts started singing "Dancing Queen" in response to a lame disco joke I made at what should have been a fairly suspenseful moment in the game.
Point being, maybe we should have taken a more formal break at some point during the session. It was ovious we had stuff we wanted to talk about outside of the game, and maybe a break would've gotten that out of our systems.
Then again, Tom does have a pretty good singing voice. :smile:
- Scott
On 12/7/2001 at 11:09am, Mytholder wrote:
RE: Breaks
I usually try to synchronise real-world breaks with in-game breaks. Never stop in the middle of a scene etc. I also try to bring in the real-world food/coffee when the PCs have also just stopped to eat.
On 12/7/2001 at 6:46pm, Mike Holmes wrote:
RE: Breaks
What do you think of the possibilty of breaks as part of a game's design. As I mentioned, the Primeval guys have found a perfect place in their game's play to have breaks. In InSpectres, you could schedule a break right before heading out to the field or at one of the other structured points. Does this idea appeal? Or should it be left informal?
The subject of predefined length of play has been discussed previously, and, of course, is a primary feature of the game SOAP. Do you see more potential for this sort of RL influencing mechanic? Or are they just obnoxious?
Mike
On 12/7/2001 at 9:24pm, Mike Holmes wrote:
RE: Breaks
So I'm looking through Nathan's new game up in the design forum, and what do I find but a paragraph that says that if players have a dispute they should take a break first. One example or breaks in the rules, and a pretty good idea.
Mike
On 12/7/2001 at 9:58pm, Paul Czege wrote:
RE: Breaks
Then again, Tom does have a pretty good singing voice.
Oh, he absolutely does not!
But this issue of player silliness during that game session does kind of bring up something I've been mulling over that might make for an interesting "actual play" discussion. I'm thinking of the possibility of a correlation between scene framing techniques and player inclination to "surf" the scenario with a higher than average amount of silliness?
Think back to Danielle's character Summer's first scene. She's sitting in her astronomy class. Reality looks strange and unusual. The floor undulates. She sees the ring just out of her reach. Does she touch it? Does she pick it up? Does she put it on??
And then think back to my character Rachna's first scene. The kitchenette is empty except for Rachna and the nurse. The nurse is staring. It's obvious she's attracted to Rachna. What does Rachna do? Talk to her?
The scenes present a temptation. They feature it. And it waits.
So I've been thinking. Does that somehow put the player in a zone that includes silliness? Presented with a captive audience of employees, the corporate VP gabs about trivialities, confidently ensconced in his power to start and stop the meeting at the vagaries of his ego and whim. And if so, if "what do you do?" is something the player prowls around, like a cocky boxer mugging for the camera, and the audience, then is there a way of framing scenes that go beyond temptation, reach out and engage the player?
And then maybe breaks become a necessity?
Paul
[ This Message was edited by: Paul Czege on 2001-12-07 17:00 ]
On 12/8/2001 at 12:29am, hardcoremoose wrote:
RE: Breaks
Mike,
My current game of interest is It Came From The late, Late, Late Show. Among its many metagame optoions is one called The Commercial Break. Each player gets to call one once during a session, and it lasts about sixty seconds (the GM can call them anytime, and they last as long as he wants). The default reason to use a Commercial Break is to discuss combat strategy and whatnot, but the game implies that Commercial Breaks could be used for other things (for instance, if the players do something that makes the GM laugh so hard that he needs to call a Break, they get extra points or something).
As amusing as that is, its utility is minor in the game. Not nearly as cool as the Film Break option.
Paul,
I'll get back to your question as soon as I process it a bit more.
- Scott
On 12/10/2001 at 3:18am, Ben Morgan wrote:
RE: Breaks
When I first found Late Show years ago, I had come up with a whole list of cool metagame tricks to use when running it.
I wanted to start off by going into each scene describing everything but what everyone were supposed to be seeing (like going on about the ceiling tiles, or the brick wall off to the side), because the cameraman was stoned and couldn't keep the camera straight.
I wanted all the crew to start getting progressively more cranky (to the point of outright hysterical paranoia) because someone forgot to put the coffee on.
I wanted guys in space alien costumes to show up out of nowhere because they got lost and wandered onto the wrong set.
I *so* wanted to rip off Return of the Killer Tomatoes, and have the production run out of funding halfway through, and then have someone suggest product placement.
Unfortunately, the game was deemed too weird by the group I was with at the time. Oh well, I'm getting a new group together, so it's time to dig through the old notebooks. (evil grin)
On 12/10/2001 at 5:38pm, Mike Holmes wrote:
RE: Breaks
On 2001-12-09 22:18, Amazing Kreskin wrote:
Unfortunately, the game was deemed too weird by the group I was with at the time. Oh well, I'm getting a new group together, so it's time to dig through the old notebooks.
Same problem here. In fact, it's been so long since I looked at my copy of Late Show that I had completely forgotten the Commercial Break mechanic, thanks Moose.
Oddly, this is like the third time that someone has mentioned Late Show to me recently. Hmmm....
Mike