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Started by Cooper, November 30, 2007, 11:16:15 AM
Quote from: Cooper on December 03, 2007, 03:36:07 PMThis is a player issue and not a game issue (crap!).
Quote from: Cooper on December 03, 2007, 03:36:07 PMHans: all three of your examples apply, but with different players. The sad thing is that two of the players (the traditional D&D players) have grown impatient with me and another is very uncomfortable about being put on the spot (having to narrate when getting the highest card). The other two players are really up to it, but just have not figured out how this all works.
Quote from: Valamir on December 03, 2007, 04:29:50 PMPlay the co-narration games with the players who are into it separately while continuing to play the games you all enjoy with everyone.The players who are into it, may wind up (through their descriptions of how much fun they're having) convince some of the others to try as well...but if not...hey you're having fun both ways. Win-Win.
Quote from: Hans on December 03, 2007, 04:43:30 PMIs it that the unhappy players are unhappy with all the GM-like responsibilities, or just some? For example, do they mind scene framing? Narrating conflict resolution? Contributing setting and situation elements outside of their characters? Are there any GM-like responsibilities they enjoy? I ask because indie games have a wide variety in how these elements are divided up. It could be that by avoiding the ones that stress the kinds of responsibility your players don't like, you can find one that has a division that every can enjoy.
Quote from: Cooper on December 03, 2007, 11:43:21 PMNow, I have not played it yet, but in Nine Worlds, do you have to have the player's frame scenes all the time, or just if they have something they want to tell? Because it is my belief that actively having to help tell the story was what the biggest obstacle was.In Don't Rest Your Head, the story has a setting, but the story is centered around the player's characters. If they do not want to narrate a scene, then the game still works (I have read this, but it is on a list of "soon to be played"). Is Nine Worlds like that and if it is not, can it be played that way without ruining the feel of the rules? If it can be, I think once they get used to that, they may be willing to take it further and start helping tell parts of the story (the way I believe it was intentionally created).