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Started by Joel P. Shempert, March 07, 2009, 01:27:05 AM
Quote from: Brand_Robins on March 12, 2009, 06:59:10 PMDo you ever have scenes in game where there is only one Dog with NPCs, or one Dog on one Dog? If so, what do you do with those scenes to keep them from being just two guys going at it with everyone else watching? Chances are most of those things will work with initiation scenes.
Quote from: Brand_Robins on March 12, 2009, 06:59:10 PMAlso, do you make towns before or after initiation scenes are done? I forget which the text tells you to do, but I always do them after because I use the things in the initiation scenes to make up and calibrate the first town. First towns are often mildly frustrating for me, as a lot of the things that make towns work (like the whole reflection phase of the game and the "yea, so what NOW?" aspect) are absent in them. For me initiation scenes help make that easier. And when players see their input in the game coming right back at them from the first town, it sets a pretty good tone going forward.
Quote from: Brand_Robins on March 12, 2009, 06:59:10 PMBecause even if you've played Dogs before, you've never played this game of Dogs before, with these people and these characters, and so having a phase of the game where everyone shakes out, gets on the same page, and learns about each other's characters is important (for me at least) in going forward on the game with an even keel.
Quote from: Melinglor on March 13, 2009, 03:45:18 AMSo yes, my question still stands. How DO you keep it from being just two guys talking with everyone else tuned out? I don't have any good answers. It's possibly the hardest skill in all roleplaying for me.
Quote from: Melinglor on March 13, 2009, 03:45:18 AMI had figured that doing the Town afterward would be ideal, but I've always ended up pre-making it for the sake of playing right away. Doesn't help that I've only managed to do Dogs in a one-shot or no-commitment environment, meaning we really want to get through a town in the course of the evening. I've thought of compromising by designing two towns and picking the one that best matches the characters and their accomplishments. . .but I've never managed to acttually go through with it.
Quote from: Melinglor on March 11, 2009, 11:50:34 PMYou know this thing: "the thing to observe in play isn't what the group's doing, but instead who's dissatisfied with what the group's doing. The player who frowns and uses withdrawing body language in response to someone else's Raise, or who's like "that's weak" when someone reaches for dice--that's the player whose lead to follow."What's that look like? Follow the lead how? What should I do to "press the group to live up to" that standard?
Quote from: Brand_Robins on March 14, 2009, 10:18:35 PMI'm having a hard time coming up with good answers to this one. I have a feeling it is a skill, but that its also a skill that depends partly on a certain paradigm of play. It sounds very much like a lot of your players very much view play as their character interacting directly with the world and the other characters, and anything other than that is getting in the way of the achievement of that goal. My group is sort of like that, but there's a subtle shift where we're still doing the character's thing, but we're also creating something together, and so even when the character isn't directly interacting there are still other things happening around the table that are creatively valued. So, a lot of things I might suggest that work for us may just not work for you, because there's a subtle difference in how we're interacting around the table. Which is pretty much a way of saying I'm not a lot of good to you here.
Quote from: Brand_Robins on March 14, 2009, 10:18:35 PMBut then, that's me. I've always thought that Dogs as a one shot isn't the same game as Dogs played for a campaign, so I'm biased.
Quote from: lumpley on March 15, 2009, 11:38:15 AMAt GenCon, Joshua made up the town in advance, but at the beginning of character creation said "okay, this town is about money+sex, so make a character who's interested in that." He says it worked great.[SNIP]Just keep the person who's talking, talking.