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Hi, welcome to Narrative Control. This episode Justin and I talk about high prep vs. low games and the advantages and pitfalls of both.
Hosts: Sean Nittner and Justin Evans
Length: 29:33 Minutes
Liner Notes
[0:27] Introduction to the show. Zero prep vs. high prep games. [0:55] Rpgpodcasts.com bumper [1:16] Cage Match! We want two winners [1:32] Definitions: Zero Prep games. [2:21] Example of a zero prep game: Spirit of the Century. Pickup or zero prep? The same thing? [4:40] Even less prep: In a Wicked Age using oracles. [6:51] Story starts being developed during character/setting creation. Creates situation and conflict for the GM to use. [8:10] Definition: High Prep game [9:57] May create different player motivations. Instead of directing plot, pursue developing character or find a reason to connect to the existing plot. [11:00] Foster antagonism between the GM and players? [12:40] Listening to Have Games will Travel: For a Few Games More. Paul talks about different types of stories. [14 :44] More examples of low prep games: Universalis. Players sit down with a blank slate and bit on story elements to include. [15:35] Prime Time Adventures. Pitch session is zero prep. From then on, low prep. [17:07] Games that include a mechanic to push the story forward. Shab-al-Hiri Roach and Sons of Liberty and Polaris [18:54] Show Notes (not schnotes, just in case you thought you heard me wrong but didn't) [19:32] High prep games examples. Dungeons and Dragons, White Wolf games, Call of Cthulhu and Shadowrun. [20:04] John Wick's method for combining low prep mechanics in high prep games: Dirty Dungeon. Method from Wilderness of Mirrors [21:11] Win and Fail of low and zero prep games. [21:23] Win! Low prep games offer a great time savings. [22:42] Win! Player Buy in. They like it because they built it. [23:35] Fail. The game could be potentially less coherent. Different players with different ideas about what the game is about. [24:45] Fail and Win! Investment in the game for both GM and players. [25:00] Win! Less pressure on the part of the GM. [27:04] What happens if someone isn't exited about a game? [28:33] Try swapping back and forth. Spice it up! [28:44] Closing notes. Lets us know what you think at forum.narrativecontrol.com or email [email protected]
Links Rpgpodcasts.com Spirit of the Century In a Wicked Age Have Games will Travel: For a Few Games More Universalis Prime Time Adventures Shab-al-Hiri Roach Sons of Liberty Polaris Dirty Dungeon Wilderness of Mirrors
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By Sean Nittner, Justin EvansHi, welcome to Narrative Control. This episode Justin and I talk about high prep vs. low games and the advantages and pitfalls of both.
Hosts: Sean Nittner and Justin Evans
Length: 29:33 Minutes
Liner Notes
[0:27] Introduction to the show. Zero prep vs. high prep games. [0:55] Rpgpodcasts.com bumper [1:16] Cage Match! We want two winners [1:32] Definitions: Zero Prep games. [2:21] Example of a zero prep game: Spirit of the Century. Pickup or zero prep? The same thing? [4:40] Even less prep: In a Wicked Age using oracles. [6:51] Story starts being developed during character/setting creation. Creates situation and conflict for the GM to use. [8:10] Definition: High Prep game [9:57] May create different player motivations. Instead of directing plot, pursue developing character or find a reason to connect to the existing plot. [11:00] Foster antagonism between the GM and players? [12:40] Listening to Have Games will Travel: For a Few Games More. Paul talks about different types of stories. [14 :44] More examples of low prep games: Universalis. Players sit down with a blank slate and bit on story elements to include. [15:35] Prime Time Adventures. Pitch session is zero prep. From then on, low prep. [17:07] Games that include a mechanic to push the story forward. Shab-al-Hiri Roach and Sons of Liberty and Polaris [18:54] Show Notes (not schnotes, just in case you thought you heard me wrong but didn't) [19:32] High prep games examples. Dungeons and Dragons, White Wolf games, Call of Cthulhu and Shadowrun. [20:04] John Wick's method for combining low prep mechanics in high prep games: Dirty Dungeon. Method from Wilderness of Mirrors [21:11] Win and Fail of low and zero prep games. [21:23] Win! Low prep games offer a great time savings. [22:42] Win! Player Buy in. They like it because they built it. [23:35] Fail. The game could be potentially less coherent. Different players with different ideas about what the game is about. [24:45] Fail and Win! Investment in the game for both GM and players. [25:00] Win! Less pressure on the part of the GM. [27:04] What happens if someone isn't exited about a game? [28:33] Try swapping back and forth. Spice it up! [28:44] Closing notes. Lets us know what you think at forum.narrativecontrol.com or email [email protected]
Links Rpgpodcasts.com Spirit of the Century In a Wicked Age Have Games will Travel: For a Few Games More Universalis Prime Time Adventures Shab-al-Hiri Roach Sons of Liberty Polaris Dirty Dungeon Wilderness of Mirrors
Post Feedback Here: Comments