Started by Cliff H, January 01, 2011, 12:41:05 AM
Quote from: Cliff H on January 01, 2011, 12:41:05 AMAs my own taste in game design becomes more refined over time, I, as the group's sole regular GM, have tried pushing the group toward a more collective narrative play style. The reasons for that involve plenty of game theory of the sort I've read here, but they're not relevant to this discussion, so I'll save them for another thread.
Quote"I get my foot caught in a bucket and bang it against the wall while singing the stealthy song."
Quote"I trip so bad that it looks like I lie down onto the cockroaches, and Raptor walks across my body to the other side."
Quote from: Ron Edwards on January 01, 2011, 10:11:45 PMOK, here are some disconnected notions and observations. First, one thing that always struck me in 1980s play in particular was how savagely various GMs narrated failed actions. It was supposed to be part of the fun.
QuoteI do recall that the GM described how her character stumbled, prat-fell (prat-falled?), hit the mud face-first, and skidded in a glorious spectacle of fuck-you-stupid. He described it in detail. With pleasure, including how ridiculous her character looked when she stood up with mud all over her. With fun, as if this were the kind of thing we all should be living for. I clearly saw hatred of this game, of role-playing, and of the rest of us collectively appear on the player's face, in that order, and without the successive layers obscuring the earlier ones.
QuoteI'm holding off on the Creative Agenda talk, mainly because I'd like to know more about the group and the game before going there. But so far nothing has been said about it that I disagree with; in fact, David's summary post about CA was wonderful to read.
Quote from: Callan S. on January 01, 2011, 10:59:27 PMThat or if you can't narrate extra good stuff onto a pass, what's the point of narrating at all? What, narrate about how good your characters hair looks? Bah!
QuoteWhat's worse for you is that you kind of don't seem to want this - ironically this gives the ideal stage for this stuff.
QuoteWhy my group doesn't do this all the time? Because the GM would leap upon the details like a hungry raptor and D: Take over the narration (bah) and E: use the details to screw you way more than you said (much like D; bah!). While you, because you don't really want these pratfall narrations, don't do A or B - and so in leaving them untouched, actually empower the players in completing D and E.
QuoteI get a sort of cringe feeling from when you say 'I've moved on from D&D', because it sounds like your working in terms of what is superior, rather than what you find fun (I'll totally grant one could cease to find D&D fun, but that's different from 'moving on' from it).
Quote from: NN on January 03, 2011, 10:52:32 AMAre you absolutely sure the players like the setting? Slapstick seems to be an opposite to Lovecraftian.
QuoteOne of the players asks to make a perception check to see what it is, and blows his roll. Instead of peering at whatever it was that the villain was looking at, he decides to stare directly into the sun for as long as he can without blinking.
QuoteOnce a die roll comes up crap though, it trumps everything. It's as if consistency isn't as important to them, which is entirely possible.
Quote from: Callan S. on January 03, 2011, 06:06:31 PMI think it might be worth considering that your perception roll and it's attendent looking at the sun without blinking - it doesn't have anything much to do with "hard choices and character growth through pain".It really doesn't.
QuoteThe perception roll doesn't involve any hard choice or character growth. It's just this rolling to see how events occur, regardless of character choices. It's almost the anti-choice! In a way your actually breaking the mood to begin with, then they are following your lead. Well, mood might not be the word for it, but what your there for.
QuoteHere's an idea to add hard choices, to a degree, to the roll. Add something painful they can do if they fail the roll, to pass it. Like BEFORE you roll, you say that if they fail, they could go climb a wall nearby for a better vantage, but it has shards of glass embedded at it's top to keep people out (I've seen that done in RL), and they will cut up their hands in getting the info. Remember, say it before rolling, because it's part of the rolling process.Now there's a painful choice to either take, or avoid because it's too painful. But it's there. It's not just rolling about stuff that happens whether someone makes a choice or not. Anyway, it'd be easy enough to try just the once, atleast.