[zero-prep] playtest, jesus, where do I start
stefoid:
Interesting, I was just reading through some of the essays in the article section and I came across Zero to the bone http://www.indie-rpgs.com/_articles/zero_at_the_bone.pdf by Ron
This also divides the game into two phases of play (same concept as my story and challenge phases), although you only play each phase once and then the game is over.
So Im wondering, what other games out there use a similar method that I could hit up for ideas?
happysmellyfish:
Two thoughts, not sure how useful they are in your situation:
First, have you tried bringing on board a completely new player? Perhaps someone with no roleplaying experience?
I've started a group recently, where I was the only one with any roleplaying experience. Because the others had less baggage (specifically, D&D) they were able to pick up things like shared narration very easily.
Perhaps bringing in somebody new - someone who doesn't have a kneejerk "ask the GM" impulse - will shake up your players as well.
Second, is it worth the effort? Some people just like different things. I've had some pretty awful nights with my group, trying to promote certain game styles that they're just not interested in. Kinda wish I could get that time back.
YMMV
stefoid:
Hey.
The main problem was my expectations were too high for an initial playtest. 'zero-prep' was unrealistic. I didnt have enough info in the doc to guide the players with in terms of character creation and selection of good goals from bad goals, and in any case I didnt know a good goal from a bad goal myself. My own learning curve as a GM of this type of game was also a large issue.
The group is keen to give it another try, so although I was dismayed at how it went, they obviously see enough potential to continue on with -- either that or they are humoring me, but either way Ill run with it :)
I am a game designer, cant help myself, but Ive always done board games and computer games and they turn out how I think they should right from the start. I guess I have a good grasp of the way mechanics work and fit together but RPGs necessarily revolve around social interaction and elements of drama/fiction and pacing that I am still coming to grips with.
stefoid:
One thing I have learned is that the challenge/conflict res/rolling part of the game should concentrate around achieving character goals. Kind of obvious, but the old school sim player inside me has to be squashed so that only the right things are actually roll-tested and in the right way.
Ive been reading a bit about kickers and bangs and so forth, and It gave me some insight
A new example from the doco below:
"STGs should not come too easy. It may be the case that an STG could easily be resolved one way or the other with a single roll, which can be a little anti-climactic. When this possibility arises, the GM should consider introducing a complication – something that ratchets up the tension by presenting the character with a detour/obstacle on the way to their shot at goal resolution. The complication should not, however, result in failure to have that shot at goal resolution, although it could put the character at an advantage or disadvantage going into the deciding contest.
The best kind of complication forces the character to make a choice that will have consequences beyond the immediate challenge phase.
Example: Another player’s character has the STG of successfully overseeing the pirate’s gun batteries such that they fire in perfect synchronization. This could be a simple test of the character’s relevant background – they do! Or they don’t… riding on a single roll. Either way, its hardly dramatic. A solution is to mix in a complication: one of the gun crews is hit by an explosion of splinters, seriously injuring one man and leaving them short-handed. Without an extra person manning that gun -- which the PC could easily do -- it will be much harder to achieve the performance the STG rides on (-4 disadvantage applied to the resolution roll), however the injured man desperately requires someone’s assistance… How the character reacts affects not only his chance at achieving his goal, but also his ongoing relationship with fellow crew members. "
So I guess this is like a mini-bang - it shares the characteristics of a bang, on more immediate scale, even though the consequences carry on past the scope of the immediate situation.
How would you handle this situation? (came up in playtest) - player has an STG of demonstrating that their invented harpoon gun works successfully in battle, with the aim of impressing the captain and possibly earn a promotion. The idea is to prevent the other ship from being able to escape. I just ended up applying a single test of the anti-climactic 'yes it works/ no it doesnt' type. I realize now that some kind of complication is the way to go, but honestly, I cant think of a good one.
stefoid:
Just adding this last fleshing out of Motivations, and will try the new improved version in the next playtest. Hopefully once the problem of rushed, vaguely conceived and poorly motivated characters is dealt with, the goal setting and story phase will just flow (in time).
Motivations: Next, select a couple of motivations. These are strong aspects of your character's background or personality that shape their behavior and goals. They are not goals themselves, in fact they may never be resolved during play, although they certainly may help with deriving the character's goals. Examples of types of motivations are:
beliefs: ideas and concepts that the character has is prone to act on: religious tenets, prejudices, principles, morals etc...
desires: an urge characters are likely to go out of their way to satisfy -- sex, fame, food, riches, thrills, respect, drugs, material items, power, etc...
issues: something that emotionally troubles the character such that, in certain situations, they may be driven to irrational plans or inexplicable behavior: a hatred, a fear, a loss, self-esteem, guilt, trust, envy, despair, etc...
influences: a relationship or situation having such a hold on the character that they could be compelled to act contrary to their natural inclination: duty, debt, love, threat, obligation, promise , etc...
The terms: prone, likely, may and could are highlighted because it is not 100% set in stone that behavior will follow motivation. It is up to the player to decide what circumstances could push the character to break their motivations, temporally or permanently. (exploring character). High drama should occur around those situations that test the character's motivations, especially when goals are at stake.
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