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Re: (TFT) Pitching game to newbies
- To: <tft@brainiac.com>
- Subject: Re: (TFT) Pitching game to newbies
- From: Jeffrey Vandine <jlv61560@yahoo.com>
- Date: Wed, 11 May 2016 09:54:32 +0000 (UTC)
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Jesus.
--------------------------------------------
On Wed, 5/11/16, Jay Carlisle <maou.tsaou@gmail.com> wrote:
Subject: Re: (TFT) Pitching game to newbies
To: "tft@brainiac.com" <tft@brainiac.com>
Date: Wednesday, May 11, 2016, 1:41 AM
Would You like to play a
game involves a social contract and, in the case
of role-playing especially with new Players (at
this point everybody) I
like to make
explicit just what it is I'm offering (as Game
Organizational
Director) and just what is
expected of a Player.
I've seen my share
of new group startups go boom over the course of... well
four decades next month and it's not like
there's a common theme but
implicit
assumption twixt Players and GM is top of the list as
identifiable
"that's why"
reasons. Speaking personally I note that I'm a bit...
hummm.
...
Okay lookit, The
thing is I've found that working to make something in
a
medium You've invested Yourself in
from the other end is a GREAT method for
purging oneself of any traces of fanhood and
becoming hypercritical so I
ain't the
best guy for the downside analysis but I will note a pet
peeve of
mine as Player and that's when
I get offered to play a game and what I get
is somebody telling Me a story with some dice
tossing that is by and large
inconsequential
as the "GM" has a plotline and the most effect
Your gonna
get on it is dying which
doesn't matter either way really except Your
characters name isn't on the list at the
happy ending. The more the style
is fly by
the seat of the GM's pants the more likely it is they
are relying
on a scene A to B to C
progression which is the model most viddie's follow
with the Choose Your Own Adventure branching
narrative popping up on
occasion although
often with inconsequential choices or with main branches
grafted back into the trunk up where You rock
the baby so in the end You
get the red,
blue, or green background and some exposition about
defeating
the Borg by being dead in some
galactic Masada and fini because all those
war assets You were running around gathering?
Red herrings because twist
ending. SURPRISE!
It was a story.
I'm playing a bit of
Boarderlands currently and note that all the button
mashing between cut-scenes is for all intents
and purposes separated from
the CGA such
that they're two different things being shuffled
together to
give a gestalt illusion. (I made
My disbelieve) No matter how well or
poorly
the play to get to the next clip goes the same clip rolls
and then
it's off to trigger the next
clip.
I still enjoy the game but that's
in part because I've ID'ed the pattern
and don't expect anything from the form so
when the really good voicing and
writing in
one of these shows through I can appreciate it for what it
is
without expecting it to be anything but
movie and it's not like I can't get
on board with a ... clap Your hands for
Tinkerbell story performance or
whatever but
the thing is if Your gonna tell Me a story say so elseif
it's
not going to fly for Me expecting
interactivity not the motions thereof
like
the way banks go through the motions of using money in the
loan
process but they ain't putting risk
into it they hand You debt and a set of
keys
and You think money is involved in the process especially
with fresh
payments hanging over Your head
but not for the paper person institution
with fractional reserve currency behind the
curtain Oz says pay no
attention to. I have
texts on game design that call for precisely this when
the story dichotomy is assumed heavily as an
essential aspect. Give the
Players the
illusion of choice when choice would obviously play hell
with
plot because the authors don't know
how to make a game like that... at
least
implicitly. Talk about Your poor art.
I
think at this point I can make something of a case for what
happened to
bring about the creation of a
Game Master role and why I'm quite sure it
was a mistake to elevate a meta-Player from a
group of Players and it has
to do with what
table top face to face gaming brings to said table as
rather unique features of the particular medium
as opposed to others
specifically
cooperative story creation through the act of play rather
than
the passive viewing of a complete work
with no input. By definition a story
is an
accounting of something that has ALREADY HAPPENED. This puts
story as
directly opposed to participatory
play and seeing how that participatory
play
is a strength of the mediums form and preformed story needs
passivity
to progress point to point which
it only gets if it reserves the right to
ignore Player choice when it conflicts with
plot but why tell the Player
when giving the
illusion is a principal of design? Oh yeah that social
contract thing... Do You wanna play a game?
Yeah I do... do You have a game?
I'd be very clear first to Yourself on this
so You can be clear with Your
Players as new
to role-playing are actually fairly close to My way of
thinking. Avowed RPG'ers actually are
fairly indoctrinated some with no
experience
with a non-story narrative whatsoever who think a story
driven
narrative is necessary to interactive
games and that's the GM effect, D&D's
biggest mistake purportedly needed to deal with
the "rules lawyers" but in
digging
a bit as well as coming outta experience in miniatures into
D&D
first ed I note that not only were
much of the rules half baked and failing
to
meet the basic concept (that being cut a single figure from
the unit
herd a center play on it i.e.
individuals not groups) MA10 is straight
outta table top mini's and has not been
worked up as individual at all for
example.
and the white-box is rife with it but worse still is the
rules
themselves a disorganized mess of
unclear to plain unintelligible concepts
with poor layout and generally speaking few and
far between were the groups
with nothing but
the ruleset to work from who managed to play a full blown
game as conceptualized because the ruleset
failed to communicate that and
yet We hear
the role of "whatever I say goes" Player^2 was
created to deal
with the rules lawyers who
asked too many questions as though the ruleset
were so clearly written and executed as to be
self-evident therefore
questioning the rules
amounts to nitpicking that wastes playtime but here's
the rub.
In shared creation the
game tools, i.e. periodic tiling, miniatures, stats,
dice, etc. are about fixing everybody on the
same imaginative page as
closely as possible
while remaining gameplay back of the envelope casual
but the game master thing flys in the face of
this by vesting a Player with
because I say
so now shut up power that quite literally amounts to stop
playing and listen to My story from the, dare I
say narrator? GRIPES is
Generic Role-playing
Independent Player Environments System and the Game
Organizational Director role is a tutorial
device that allows Players to
feel out an
open world sandbox experience with familiar structure to
assist
them until they catch on at which
point killing GOD should be obvious which
doesn't preclude referees overseeing play
to verify procedure is proceeding
properly
and clarify sticky situations but not to direct the course
of
action along the lines of a predetermined
plot or pull fodder from their
nether
regions because the story needed a tough fight the the
Players got
lucky dice against so here come
more because that's not cheating and
doesn't violate design at all as it's
serving the climactic scene which has
nothing to do with how many Orcs currently
inhabit the fortress it's about
the
wounded party finally making their way into the throne room
to see the
antagonist who's trap drops
them near death but just when all seems
hopeless the cavalry arrives just in the nick
of time and rescue the
Players via bad
cliche and there was much rejoicing and randomized
treasure
rewarding, The End
So to that end I ranted this rambling babble as
a bit of a warning sparked
by Your mention
of creative types new to RPG's who might notice a
staged
progression easier through creatively
poking at said plot where others may
not...
Mostly it's a Me
thing likely I'd think, formulating My why statement
has
proven one of if not the roughest part
of the actual writing and I'm
guessing
there is more than a touch of justification seeping through
into
what I think are key points but I
can't quite kill 'em off in toto which is
why I mentioned the social contract and suggest
an explicit approach with
it.
As far as "timing" I've done
extensive fiddlin with it as I feel that
offering sessions of a more defined period
allow Players to commit when
life's
served them a full plate of todo's and I use Poe's
short story
formalization of able to be read
in a sitting tagged at ~90min although
some
of it is tied up with formalization I made of the play
environment
itself with the purpose being
components that could adapt somewhat to
different environments and an overall
standardization of the "table" such
that Your designs drop onto My table and vice
versa without breaking the
game so to speak
because if that's not the rule but instead it's
the
exception it begs the question is it the
same game on My table being played
on Your
table and etc.
Just because the things are
all titled Dungeons and Dragons for each
edition does not mean Your playing the same
game anymore than the term
federal makes the
federal reserve part of the federal government which is
the flipside of the shared imagination
communication thing writ large
across play
table a game component as sure as the dice rolled upon
it.
That should give You enough to give Me a
yea or nay on bothering to do a
write up on
it or skip it as it ain't the droid Your looking for.
There's
nothing wrong with story driven
narrative as the engine powering play I
just
think there are other forms the medium supports that
haven't been
explored because of profit
for the sake of profit business practices that
seek to repeat the proven profitable products
and have no consideration for
the community
of hobbyists or the product that's foisted at them
evidenced
by regular releases of new
editions that rewrite not improve as well as
assumptions made about gameplay and what is
necessary to it and why. I'm
more than
tickled to try and help if it sounds like something
You'd wanna
lookit but if it's
sounding off or not Your thing I'm in sore need of
time
and would rather avoid dead ends where
I can. I get enough of that from My
computers these days and the absolute stupidity
of what passes as legit
practice even if one
isn't on the hsd list a gifted with the performance
hits you get from spyware with massive
footprints and minimum wage
operators
because there's this thing about playing with concepts
and
pushing narrative as entertainment where
it can become something more that
rises into
the mythology as unintentionally as the flip phone period
We
endured owing to Star Trek communicators
not from a perspective of good
design so
much as so many minds fixed on that flip "Kirk to
Enterprise" bit
(functionality
similarities in reception I'm not so sure of ;-} ) or
the
idea that police are a necessary
component that prevent chaos and protect
citizens which is obviously hard to do lacking
a physical presence but they
do show after
the fact mostly and if paperwork equates to protection I
stand corrected elseif I'l note that the
amount of those speeding has been
estimated
at a constant 70% no matter time of day or which particular
day
or year and regardless of law
enforcement efforts to the contrary but the
narrative is a very different story. How many
bad boys get away much less
beat a cop on
Cops? My fav was the kung fu flick set in New York The
Warriors. "Can You COUNT suckers?!?"
Silas calls out to the crowd and lays
out
the figures upon which He's gunned down and at a
gathering of all the
gangs of the region who
were just told the count a few cops show up and...
everybody runs... When does that kind of thing
move into propaganda? But
that's neither
here nor there when the question is rule of thumb timing
of
session play so I'll grab this chance
to stop Myself before it's too late
and
get back to My over full plate and mayhaps even some
sleep... what a
concept.
On Tue, May 10, 2016 at 1:45 PM, Rick Smith
<rick_ww@lightspeed.ca>
wrote:
> Hi Meg,
> To start, make sure that the
environment is pleasant and that there
>
are snacks, etc.
>
> Start with a simple subset of
rules. For example, I would not use
>
HTH rules until you are sure that they are committed to the
game.
>
> I might do a sample session
with pre generated characters. Let
>
them know that this is a learning session and that there
will be no
> consequences if they mess
up. Second session they can write up
>
their own character or stick with the pre-gen that they
picked.
>
> The key thing is to make the
first few sessions fun. Make sure that
> they level up a couple times, make sure
that their is some fights that
> are not
too difficult. Make sure that non-combat skills are used
and
> generate some exp for them. (In
my campaign, I occasionally give
> 5 exp
for 3 die saving throws if the throw is vital and the
players are
> low level.)
>
> An
interesting story with the sense that something important
will
> be discovered 'just next
session' will help them coming back.
>
> Steve Jackson Games
sells, "Robin's Laws of good Game
Mastering"
> by Robin Law, which is
a good resource.
>
> Warm regards, Rick.
>
>
>
On 2016-05-10, at 12:59 PM, Meg Tapley wrote:
> > I'm thinking of starting an
in-person campaign sometime this
>
summer-fall, with my friends from school, if I can get
enough people
> together for a weekly
session. They're a creative bunch and this semester,
> a couple of them did a collaborative
storytelling project that attracted a
>
fairly enthusiastic audience. Still, most if not all of the
players will be
> newcomers to tabletop
roleplaying. Since this will be their introduction to
> the genre, I'd like to make the
campaign as engaging and high-quality as
> possible, while keeping session length
short (two hours per week is asking
> a
lot of busy music majors, so I'd like to maximize their
enjoyment-to-time
> ratio as much as
possible). I've run campaigns before, but none trying
to
> meet standards this high.
> >
> > Does anyone
have advice on how to make this happen? What kinds of
> plots/adventures might you recommend in
this scenario? Any hints on
> fostering
in-character interactions among the group, while also
providing
> interesting challenges to
overcome? Tricks to help a group stay focused on
> the game? How to manage logistics and
prepare for sessions?
> >
> > Your wisdom is valued and
appreciated!
> >
>
> - Meg
> > =====
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