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Started by Moreno R., May 21, 2007, 12:28:05 PM
Quote from: ClaudiaThe players were:Benedetta – we met her here for the first time. Talking I learned she started playing live games since about a year ago and likes it very much.Moreno – he's friend with me and my husband Michele and we play in a weekly tabletop rpg group with other people. He's very interested in game theory and a Forge enthusiast.Michele – Like me and Moreno he plays tabletop since many years. Very interested in game theory.Claudia – that's me. Game theory fascinates me but I admit I don't have much time or patience for it. It interests me only for the help it can give to get games I like.Michele, Moreno and me listened to the Jeep panel in the morning and agreed almost to everything that was said. All of us were intrigued by the techniques you showed us and experimented in the previous game The Upgrade (inside-outside, shared character ownership, playing in different times, etc.)Lorenzo explained the game to us and then we started writing down the Real Life scenes.I enjoyed this part and think the others did too. We players started talking about which of the supporting cast were more interesting to insert and which places and circumstances seemed more promising. Some ideas for interesting scenes started to form, but nothing too defined.We choose to limit the supporting cast to Alice, Cecilia, Miriam, Jennie, Mary-Anne, Robert, Garrison, John & Samson, and of those only Jennie, Mary-Anne and John were used more than once (we first identified in John and Jennie the Temptations, and used the others when a situation we liked called for their presence)We then proceeded to the casting and were randomly coupled. Moreno and Benedetta got to play the bed scene (which ended with her angrily leaving) and me and Michele played the living room.Here we noticed it felt quite awkward to us to play a struggling couple and it was difficult to play a couple forgetting we were one, so we agreed I would play Julia and Maude, Moreno would be Tom and Lewis, Michele would be Peter and real life male extras and Benedetta would be Nicole and real life femal extras. (this suited me well 'cause I was intrigued by the idea of playing "dream Maude". It also proved useful later in the play).[...]As for tecnique, we didn't do any inside-outside. Maybe that would have been appropriate but perhaps we have to get a bit used to it. Or maybe the theatre atmosphere affected a bit our frame of mind and we just relied on gestures and dialogue to deliver our story.From time to time Lorenzo would ask some detail like "how' Jenny's dress?", "who cooked?" that casted further light to some aspects of the story
Quote from: Moreno R. on May 22, 2007, 01:37:43 AM[...]The rule that say that only one of the protagonists could cheat on the other create tension and a sort of "adversity" during the game. You really don't want your "partner" cheating on you, both because you are emotionally linked to him, and because this would limit your play options. And at the same time this is an incentive to cheat, before your partner do it.[...]
Quote from: Claudia Cangini on May 23, 2007, 10:16:22 AMQuote from: Moreno R. on May 22, 2007, 01:37:43 AM[...]The rule that say that only one of the protagonists could cheat on the other create tension and a sort of "adversity" during the game. You really don't want your "partner" cheating on you, both because you are emotionally linked to him, and because this would limit your play options. And at the same time this is an incentive to cheat, before your partner do it.[...] Reading this I realize we began the game with totally different expectations even if we enjoyed it the same.
QuoteI, for instance, didn't stop to ponder about the consequences of who would cheat first.
QuoteI'd say I didn't even felt like I knew much about Julia before playing her, I entered the game without much reflection and feeling totally open to any possible development.
QuoteAnd Doubt delivered big time.
QuoteI totally recommend this game, it's very easy and extremely fulfilling if you love collaborative storytelling and dig the romance theme.I found it has much in common with a PtA, the structure is elegant and functional and it's been one of my best gaming experiences so far.
Quote from: Jason Morningstar on May 23, 2007, 10:42:28 AMI think people are ignoring this thread because it has the word LARP in the title. Which is funny.
Quote from: Tobias WrigstadThanks to both of you! I'm always very interested in actual play reports (no matter how long), and general comments and this material is great for me.I too am happy that you did not play the game as a comedy, and agree with Tom's player that it is essential to have comedic or fun parts to show the contrast with the serious ones.I like the fact that Julia, Tom and Jennie went to the same school. I wouldn't have come up with that (and if I had, not all players would have liked it), which really is a point in favour of this pre-game collaborative creation part. Dubbio is the first game in which I have tried this out so fully, and I'm very happy with the results. I've always believed that talking things through before is a good thing (as we said on the [AmberCon] panel), but this is the first time I've "formalised" it.I'm also very happy when you say that you were still surprised and that the more open-ended scenes were more interesting to play than the heavily planned — this is my belief too, and I'm happy that someone else is saying it. (Some Danish players at Fastaval made similar remarks.)About the video camera scene, the idea is that Julia's parents are coming to visit, and I'm glad that you arrived at the same conclusion as I. I want the scene to be about how you behave when the camera is off and on, and how you behave when your parents (in-law) are there and not."... she states she admires Alice and Robert for their courageous decision." Brilliant! Lorenzo said "I had excellent players," and it certainly seems so.Great AT THE DOOR scene. Great."When it ended she met his eyes. We felt this open ending was poetic and very satisfying." — You are making me one happy game wright here.Lorenzo said that this game is hard to play. I both agree and disagree. I think the game is always playable (provided you can relate to the emotions and are interested in doing so), but to really make it shine the players have to do some hard work in planning, making dramatic decisions on the fly, finding contrasts between the play and the everyday life, etc.I'm happy that you enjoyed the game and am very grateful for the feedback. [...]--Tobias
Quote from: fjj on May 24, 2007, 05:57:15 PMI usually prefer tabletop games, but once in a while I come across a game (scenario) that will definately play better as LARP (or with semi-live elements, as we call it in DK, i.e. with symbolic props and with clear scene framing). The written material may not explicitly state that the game is best played with acted out scenes or pure verbal at the table. But when I run such a game, I really don't think the choice is open.So let me ask you for Tvivl/Doubt: How would it have affected your experience of play, if it was played pure tabletop?
Quote from: Frank Tarcikowski on June 04, 2007, 02:14:04 PM[...] Also, the game itself sounds very intriguing, to a point where I feel a little intimidated by it and wonder whether I could even pull something like that off. It seems pretty demanding, with all the constraints and different characters, symbols, "play inside the play" and so forth. Are there any more beginner-friendly scenarios, do you know?Also, I find the GM job very interesting. So the GM does not assume the role of a single fictional person. She is only running the game, seeing to it that everything runs smoothly, at some points giving some directions or posing some questions or doing other things as determined by the specific rules of a given scenario. She is, it seems to me, not a bass player here but rather a conductor. Oh, screw these musical metaphors. Anyhow, I wonder how much fulfillment one might get out of this job, and where exactly it would come from. I must read some of these scenarios to get a better impression.Frank