Started by Frank Tarcikowski, January 24, 2008, 07:15:35 PM
Quoteany given technique can be used in support of any given agenda anyway
Quote from: contracycle on January 26, 2008, 07:31:18 AMCaldis makes a (reasonably) fair point about intent but we already know from Reithans account that he has openly and explicitly discussed CA with his group; thus, their intent is established. Now why is it that this intent on the part of Reithan's group does not overcome any notional difficulties arising from the techniques in the same way your Reign game can?
Quote from: Frank Tarcikowski on January 26, 2008, 04:13:15 PMMy idea was that the other thread was directed at helping you, as you put it, get X instead of Y, and I hope I made some useful suggestions. But then you started talking GNS, and from how you were talking, it appeared to me that you had not fully, y'know, figured it out.
Quote from: Frank Tarcikowski on January 26, 2008, 04:13:15 PMThe key is looking at how positive reinforcement of certain things work within the group.
Quote from: Frank Tarcikowski on January 26, 2008, 04:13:15 PMThe Techniques you were talking about? They may support a certain Creative Agenda, or they may be part of play without particularly supporting the group's Creative Agenda. You'll only ever find out if you look at those reinforcements. Then there are of course also Techniques that openly conflict with a given Creative Agenda, and the best way to identify that is to look at negative reactions by the players towards these things in play. But Creative Agenda is not the way you play. It's the purpose of your play.
Quote from: Frank Tarcikowski on January 26, 2008, 04:13:15 PMI thought that Caldis' idea of doing a "CA analysis" of your group in this thread was pretty good, but it seems it wasn't after all.
Quote from: Reithan on January 24, 2008, 10:08:09 PMSocial Contract: We're a group of players that met over an online MMO and after our guild in that game broke up after a few months we decided we had a friendship worth keeping around and looked into other things to do together. As such, we now play other online games together, as well as 2 RPGs that we play using a combination of MSN Messenger and Ventrillo voice chat. We're all adults (18+).
QuoteExploration: The characters came into the game as newly indoctrinated into their respective orders and given a 'gift' of an area for their cabal to call its own. This is Monterey, CA. They, so far have met with several supernatural treats in their area, attempted politics with a few different groups and had both alliances and enemies made. (more the latter than the former). They engaged in some intra-party conflict and exploration of adult themes for a while. They tried investigating some local mysteries but gave up on that quickly. They've had their share of loss and gain (still, more the former than the latter).
QuoteTechniques and Ephemera: The players and GM collaborated on the setting, the 'goals' for play and the parameters for what was acceptable in characters and their behavior. One of the initally created characters was secretly (only that player and the GM knew) a hostile NPC spy. Dice rolls, due to restrictions from internet play are handled soley by the GM, and some of the players don't understand the system used very well. Rules apply MAINLY as written, with the exception of a few minor house rules to allow interesting character concepts and to eliminate some rules loopholes and confusions. Combat is actually fairly rare (maybe 1 out of 5 sessions) but battled intensely and in-detail when it happens. Willpower is spent often, as is mana. Most spells cast are improvised, though some characters are learning the importance of rotes in relation to character effectiveness.Social roles are only called for in key situations or situations where one or the other party is directly opposed to the other (anything else is just sort of moot anyway). Scene framing is handled mainly by common suggestion and is open to all participants, though any element that's in-question usually comes down to a die-roll on a relevant attribute (Say, Intelligence+Streetwise to find an underground rave downtown). NPCs are authored mainly by the GM, as a default, though players may contribute as well.
Quote from: Reithan on January 29, 2008, 10:32:41 AMIn terms of the developers STATED goals? All 100% Nar. Everything's couched in Drama terms. A gaming group is called a "troupe", a game is a "Chapter" they explicitly explain "Scenes" in a game, and a game over a period of time is a "Chronicle" and they go over again and again and again "Story and Drama above all else" until it basically becomes a gregorian chant.
QuoteSupporting cast characters are actually already worked into the game rules. Players can use XP to buy a merits including: "Allies", "Contacts", "Mentor" and "Retainer" which can give them access to such benefits as he described. These can also be purchased at character creation.
QuoteAs to an example of "glory" in my game, ah how in-depth are you looking for? I can think of a couple good "AWESOME!" moments there, but I'm not sure how much detail I can remember in-depth.
Quote from: Caldis on January 29, 2008, 10:05:52 PMQuoteSupporting cast characters are actually already worked into the game rules. Players can use XP to buy a merits including: "Allies", "Contacts", "Mentor" and "Retainer" which can give them access to such benefits as he described. These can also be purchased at character creation.Did anyone buy them though? If not handing out free ones can give them connections to the community you are seeking. Of course it's where you go from there that is really important.