Forum changes: Editing of posts has been turned off until further notice.
Started by Cassidy, January 21, 2003, 01:35:42 PM
QuoteCharacter creation went smoothly. The players came up with bunch of thoroughly disreputable individuals and an inventive set of traits. They did quibble about the point costs for initial trait bonuses though, claiming that they were too high. I think I have to agree with them. No-one took a +3, 2 players took +2's, average spend was about 8 points. To add colour I had players add half a dozen bonusless traits.
QuoteAfter the game I asked the players why they didn't use their MOVs to control more story stuff. From their answers it was clear that they like "being" part of the story but the prospect of explicitly "telling" or "deciding" the course of the story beyond the scope allowed them by their characters just wasn't something they felt inclined to do. They honestly did not want to use of their MOVs in that way.
QuoteNo-one ever made a Monolgue. Any narrative that took place when resolving a conflict/event was always a multi-player narrative between the player, myself, and on occasion one or more of the other players. The narrative flowed. If anything the use of the word Monolgue is a misnomer.
QuoteIn the 2 hour session the dice were rolled 14 times. Of those 14, 5 were successes (4 became MOVs) and 9 were failures, Dice were gambled 10 times, 6 of those 10 were successes the other 4 were failures. Players only gambled low with 2-3 dice being the common gamble and 5 being the highest (that happened once and was a failure by the way). No-one by the way ended up thrashing at the bottom of the Pool. At the end of the session the lowest dice pool was 5 dice.
QuoteQuestion about GM dice. I handed out 1-3 GM dice as per the rules and I find myself why? Why am I handing out dice to the players on every roll? What is the reasoning behind using GM dice at all? To make it easier for the players to succeed? To make it more likely that they will fail? I just don't get GM dice.
QuoteIt was a good session all round with positive feedback from the players and things are poised at a suitably dramatic moment so that next session starts with a bang. The Pool doesn't play as I expected although actually playing it has certainly given me a better appreciation of the game that James wrote.
Quote from: James V. WestSounds like your players share the same playing style as Florian's. They dont' like to be in the driver's seat. As Chris pointed out here, MoVs can be kept to the actions of your character--which is what it seems like your players are doing.