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Hi, and welcome back to the show! This episode I have three awesome gamers that have played in some extremely character driven games with me. I brought them on to discuss what's needed in a game to give players the tools they need to drive a game, how do you keep player antagonism safe at a table, and what external threats are necessary to keep the action moving and prevent the game from turing into a soap opera.
Host: Sean Nittner
Guests: Jon Edwards, Regina Joyner, and Karen Twelves
Lenth: 30:47
[00:27] Intro to the show[00:53] Welcoming my guests Jon Edwards, Regina Joyner, and Karen Twelves[03:13] What is needed in the game to give players enough direction to drive the game forward themselves?[08:20] Unstable situations with no status quo, and characters determining where the power would go.[10:54] What maintained the tension mounting between the characters? [15:04] How many external threats do you need to prevent the game from becoming a soap opera?[18:03] Handling player versus player conflicts in a satisfactory way. No hurt feelings, but no pulling punches either.[21:10] Keeping the game conformable and safe for you fellow players. Playing at the edge of your comfort level.[27:23] What you needed to keep your attention on the other player characters.[27:48] Ending with a satisfactory resolution that still leaves plot threads opens for another story.[29:59] Gratuitous self-congratulatory discussion of previous games (kept short to keep my ego from leaving the atmosphere).
The converstaion continues...Here
By Sean Nittner, Justin EvansHi, and welcome back to the show! This episode I have three awesome gamers that have played in some extremely character driven games with me. I brought them on to discuss what's needed in a game to give players the tools they need to drive a game, how do you keep player antagonism safe at a table, and what external threats are necessary to keep the action moving and prevent the game from turing into a soap opera.
Host: Sean Nittner
Guests: Jon Edwards, Regina Joyner, and Karen Twelves
Lenth: 30:47
[00:27] Intro to the show[00:53] Welcoming my guests Jon Edwards, Regina Joyner, and Karen Twelves[03:13] What is needed in the game to give players enough direction to drive the game forward themselves?[08:20] Unstable situations with no status quo, and characters determining where the power would go.[10:54] What maintained the tension mounting between the characters? [15:04] How many external threats do you need to prevent the game from becoming a soap opera?[18:03] Handling player versus player conflicts in a satisfactory way. No hurt feelings, but no pulling punches either.[21:10] Keeping the game conformable and safe for you fellow players. Playing at the edge of your comfort level.[27:23] What you needed to keep your attention on the other player characters.[27:48] Ending with a satisfactory resolution that still leaves plot threads opens for another story.[29:59] Gratuitous self-congratulatory discussion of previous games (kept short to keep my ego from leaving the atmosphere).
The converstaion continues...Here