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Length: 38:59
[00:27] Welcome back to the show. We talk about the RPGGeek's GoldenGeek Award. We didn't win, but congratulations to YSDC: Cthulhu Podcast [01:28] Shout out to Leonard Balsera of Evil Hat, lead system designer of the Dresden Files RPG and assistant designer of Spirit of the Century. [02:05] High stakes gambling in Vegas! Wagering on RPG minutiae at Neoncon. [03:37] The crux of the episode: What changes result in the character not being fun anymore [03:48] Advancement versus change [04:04] Examples of change in Golden Geek winner Dresden Files and in Dogs in the Vineyard. [05:28] Changing a core concept of a character. Does it break the character? [06:27] What is fixed and what's open to change. Fred Hicks' concept of "the character sheet as a love letter to the GM" [07:10] Beliefs in Burning Wheel; more about what is your character going to do. [08:11] An example of a persistent trouble: Alcoholism in Iron Man. [08:42] An example of a more evolving trouble. [09:10] Fattig's favorite foibles. [11:52] Why would we change a persistent character element. [12:26] Dresden example: A compelling plot twist that makes sense. But it affects the character to the detriment of the characters fun. [13:47] Mage game. Changing a character element that doesn't break the character. On the contrary, it drives the character forward. [15:34] Sean drives a player bonkers in Silver Age Sentinels [18:05] Players want to change on their own terms. [18:25] Finding the untouchable elements on your own character sheet. [20:29] Make no mistake though, change is critical. [21:02] Communicate with your GM. Let them know what is core that you don't want to let go of. [21:29] The character sheet won't tell you what the character wants to change versus what they want to hold onto. [22:27] As a GM, pay attention to the brainstorming sessions, and ask questions. [24:28] "Just because your characters really good at something, may not be what they're about. It may be about not doing it." [25:15] The Odd Couple: a recurring problem. [26:38] Reading into a player's favorite issues based on tone [27:25] What to do when communication fails, and a sacred cow gets trampled in play. [29:40] A core concept changed in play in a moment from Burning Wheel. [31:28] Recognize that something's gone wrong, and talk about it afterwards. [35:59] If you do change something about the character as the GM, give the player options.
Continue the Conversation.... Here
By Sean Nittner, Justin EvansLength: 38:59
[00:27] Welcome back to the show. We talk about the RPGGeek's GoldenGeek Award. We didn't win, but congratulations to YSDC: Cthulhu Podcast [01:28] Shout out to Leonard Balsera of Evil Hat, lead system designer of the Dresden Files RPG and assistant designer of Spirit of the Century. [02:05] High stakes gambling in Vegas! Wagering on RPG minutiae at Neoncon. [03:37] The crux of the episode: What changes result in the character not being fun anymore [03:48] Advancement versus change [04:04] Examples of change in Golden Geek winner Dresden Files and in Dogs in the Vineyard. [05:28] Changing a core concept of a character. Does it break the character? [06:27] What is fixed and what's open to change. Fred Hicks' concept of "the character sheet as a love letter to the GM" [07:10] Beliefs in Burning Wheel; more about what is your character going to do. [08:11] An example of a persistent trouble: Alcoholism in Iron Man. [08:42] An example of a more evolving trouble. [09:10] Fattig's favorite foibles. [11:52] Why would we change a persistent character element. [12:26] Dresden example: A compelling plot twist that makes sense. But it affects the character to the detriment of the characters fun. [13:47] Mage game. Changing a character element that doesn't break the character. On the contrary, it drives the character forward. [15:34] Sean drives a player bonkers in Silver Age Sentinels [18:05] Players want to change on their own terms. [18:25] Finding the untouchable elements on your own character sheet. [20:29] Make no mistake though, change is critical. [21:02] Communicate with your GM. Let them know what is core that you don't want to let go of. [21:29] The character sheet won't tell you what the character wants to change versus what they want to hold onto. [22:27] As a GM, pay attention to the brainstorming sessions, and ask questions. [24:28] "Just because your characters really good at something, may not be what they're about. It may be about not doing it." [25:15] The Odd Couple: a recurring problem. [26:38] Reading into a player's favorite issues based on tone [27:25] What to do when communication fails, and a sacred cow gets trampled in play. [29:40] A core concept changed in play in a moment from Burning Wheel. [31:28] Recognize that something's gone wrong, and talk about it afterwards. [35:59] If you do change something about the character as the GM, give the player options.
Continue the Conversation.... Here