[3:16] the betrayal of planet Girlfriend

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Callan S.:
I don't think Lance is describing that particular 'sensitivity' procedure. As I understand him, with the procedure he describes he goes in with no preconceived notion (running platoon is preconceived)/no agenda. The prep he does is inspired by the game, which is to say, the game triggers something inside his thoughts, feelings and values, as he wrote about before. And the prep he makes is stuff that may trigger something inside the thoughts, feelings and values of the other players (emphasis on the 'may' - see below). So it's system inspires GM, GM inspires player (as opposed to what might be described as traditional RPG's, where it's just GM inspires players).

Also in that procedure, if the players don't react to the sympathetic planets, then just follow the rules procedure - roll to hit, whatever, with just a light beer and pretzels splash of colour, till you get to the end. It's okay if the session goes on and ends that way. It's much nicer if there's an inspired resonance with the players, of course. But there is no "I've spent $150 on books and many, many hours of prep on personally heartfelt material! If this thing doesn't work all that's gone to hell so it HAS to work and they WILL be inspired, goddammit!" stress, which most traditional RPG's seem to involve. Here, not getting through to the players isn't the end of the world - just follow the rules to the end, wrap up and watch a movie or something together. I think that's the procedure Lance describes - or atleast I describe one which is very similar.

manatic:
To clarify things up:

In my last post I talked about two different things. One is sensitivity, the other is being upfront. I only referred to the sensitivity in the first paragraph, and the second paragraph was about upfront disclosure of the game's preferred themes.

Once again, what I mean by being sensitive to players' signals is exactly what you describe. You create a scenario, pretty much just a sketch of the encounters etc. and toss it to the players. You may have some preconceived ideas or themes, but if the players don't seem to want to go that way, it's fine and you're not going to force it on them. It's sensitivity to signals from the players. If they seem to be having a good time just blasting away aliens, then by all means do that and have a beer afterwards. This, I gather, is more or less what you and Lance were both talking about?

Now, being upfront is a different story altogether. You have a theme (such as Platoon) and you tell the players what the themes and mood of the campaign are going to be. In this mode you can just tell the players that if they're looking for a cheery action movie -style shoot'em up, they should look somewhere else. So this one is pretty much a "now, if you want to do a game like this I can put a lot of time and effort into the prepping, but I sure as hell am not going to do it if you guys want to play a light b&p style game." This is pretty much what our group does. We've been playing together for a long long time, so we can be very open about what we want and don't want to play/run. It means that we don't have to rely so much on the GM sensitivity described above, since such a need rarely arises. The players know what they sign up for, and act accordingly.


Lance D. Allen:
That is almost exactly what I was getting at, Callan.

A few niggling details differ.

First, my 3:16 play has involved me telling the players that I can do character creation, scenario creation and play out a full mission in 2-3 hours.

Then I sit down and prove it to them. I roll the planet up right there on the table in front of them, usually scratching the notes on a slip of paper, ostentatiously showing them that the game can be played no-prep.

This has its weaknesses, obviously. The mission hasn't got any depth, nor do the NPCs.. I usually fall back on John Harper's jaded, lazily-insulting LT, crazy pilot and lackadaisical mission brief.

The first of the strengths is that very lack of investment. If the session sucks, I didn't lose hours of preparation for lousy play. If the session rocks on toast (which is pretty typical, even with the no-prep approach) then it rocks. If it's okay but nothing special, I've still managed, at the least, to prove that it could be done. The second strength leads from the first; I'm not invested, I have no agenda other than to help the players kill some bugs. Maybe those bugs will be corrupt troopers. Maybe they'll be sympathetic in some way. Usually, I play them as pretty faceless. Get 'em into the idea of killing bugs as light-hearted fun. Even if I want to explore the deeper themes, it's good to start light.

I can enjoy both types of play. Beer-and-pretzels bug-splatting, or deep exploration of the themes of Loyalty, Duty, Respect, Selfless service, Honor, Integrity and Personal courage in a fictional, somewhat over the top setting. Both of the groups I've run it for (disclosure: Both were composed entirely of active duty soldiers, either bound for Iraq or recently returned, with the sole exception of my wife, who played in the first group) were enjoying the beer and pretzels, but were open for other stuff. No discussion, no agenda. Just playing it real, and letting it happen.

It really comes down to system inspires GM, system inspires players. It may inspire a different thing in your players than in you. In that case, decide if you can have fun with that thing, and if not.. Well, there's always a movie.

manatic:
Quote from: Wolfen on December 30, 2008, 03:16:48 PM

Then I sit down and prove it to them. I roll the planet up right there on the table in front of them, usually scratching the notes on a slip of paper, ostentatiously showing them that the game can be played no-prep.[...]This has its weaknesses, obviously. The mission hasn't got any depth, nor do the NPCs.[...]The first of the strengths is that very lack of investment. If the session sucks, I didn't lose hours of preparation for lousy play.[...]If it's okay but nothing special, I've still managed, at the least, to prove that it could be done.

Pardon me for asking, but why not play a board game then? What inherent benefit or value is there in showing and proving that the game can be played no-prep? The sentence "If the session sucks, I didn't lose hours of preparation for lousy play" simply makes no sense to me, especially listing it as a particular strength. For the people I game with (and including myself) a "sucky session" is certainly not in any way a presumably valid option when setting out to play. If hours of preparation amount to lousy play, it calls for serious discussion between the whole group.

Imagine a surgeon winging an operation. If the patient dies, then at least the surgeon didn't spend a lot of time poring over the patient's medical files. And if the patient happens to live through the operation, at least it was proven that a surgeon really can wing an operation. I just fail to see whose needs are served, apart from the surgeon.

Games shouldn't be solely about player enjoyment or GM enjoyment, but a shared enjoyed experience with a common investment.

Lance D. Allen:
You're over-analyzing here.
Obviously a lousy session isn't a goal. But shit happens. From the original post of this thread, Paul did a fair amount of prep, and the play came out fairly lackluster, at least compared to his expectations. Lousy sessions happen. People have off-nights, sometimes the group just doesn't click with the game. If I'd spent hours, or days, preparing a scenario only to have it end up sucking, that's worse than sitting down with a no-prep game and having it suck. If you've never had this happen, then you've led a charmed gaming life that doesn't reflect on the rest of us.

As for the inherent merits of proving no-prep play is doable? Have you ever had a time where something happened, and your normal game fell through, but you really wanted to do some roleplaying? Or have you ever been hanging out with no particular plans to roleplay, but thought it would be a nice to be able to do some? In a game that requires even an hour of prep to start a game from scratch, this may mean it'll never happen. With 3:16, Someone can suggest we do some gaming, and within 2-3 hours, we can be done with a full session, from scratch.

And honestly, the surgery comparison? That's pretty ridiculous. There are no hobby surgeons. Surgery isn't something done to kill a few hours having some fun.

Anyhow, while our discussions here may have merit, it's becoming apparent that the original poster hasn't got much else to say. I suggest we take our future discussion elsewhere, if you've any interest in continuing on this line.

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