Facilitating Coherent Play and the Shared Agenda

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Rustin:
Dave,

The issue here is: Can my group use the language and methods of Roleplay theory to help us improve our future gaming.  I am not just interested in seeing a historical review, where someone labels and describes our past play in GNS terminology.  Perhaps that is a necessary part, but I don't want that to be the end of it. 

My understanding is that, once we identify Creative Agenda, through compromise, focus and attention, our fun will increase (E.g., We can pick the correct system).

I am looking for help requesting specific methods to identify and communicate that Creative Agenda.
Your #1 and #2 give a pretty good description of the players in this particular group.
How does an individual enter that pre-game discussion, knowing full well social or creative forces (or both) hinder reflection and analysis? Conversely, I don't want to go into the discussion feeling like I'm walking on egg shells.

Something like:
If your group can answer X, Y and Z you can identify your group's Creative Agenda before you start to Explore.  With that knowledge you can then chose the best System for your purposes.   

When would you suggest I share any analysis I make.
Let's say, I do ask them questions such as "I like X, did you?" and I get an answer that hints at Sim as their preferred goal of play.  How would you suggest I communicate that conclusion without sharing my analysis? Do I go directly to suggesting a particular technique/system?

Callan S.:
Hi again Rustin,

I've been in your situation, where I've been trying to round up all the desires of people so as to include them all.

What, if any, responsiblity would you say they have in terms of getting fun for themselves?

Rustin:
Callan,

Assuming all players should come to the table expecting to contribute to the fun (maybe a bit disproportionate for GM vs. Player), do you think the first issue we should resolve is deciding how much effort each player is expected to contribute?

Can you think of an effective way of introducing this issue to the discussion?
Have you had success in introducing the issue of “everyone must contribute to the fun” in the past? 

Would it help if we nailed down specifics at-the-table-behaviors that we can request and expect?

Callan S.:
I think even before that, the very first issue to resolve is whether they are responsible for deciding if they will attend an activity, with that responsiblity including, by their own standards, giving the activity a good honest go (even if they don't know much about it). And if they don't like the sound of the activity or their not prepared to give it a good, honest go, they are responsible for not participating.

Would you say they have this responsiblity? By that I mean in your gaming culture is that an responsiblity the norm?

Rustin:
Yes, I think most of the players are willing to take on responsibility. They have in the past.  Though, I think “liking the sound of the activity” is critical.  So, the issue might be: are they willing to trying a different and new responsibility.

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