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Welcome back to Narrative Control. This episode Eric and I talk about what do when a player Freezes up at the table. This idea came to us from Rob Donoghue’s blog post of the same name: Freeze (http://rdonoghue.blogspot.com/2010/07/freeze.html)
Hosts: Sean Nittner and Eric Fattig
Length: 21:50
Show Notes
[00:00] My silly wanna-be cop intro. [00:28] Intro to the show. What to do at the table when someone freezes up at the table. [01:21] Our backlog of Rob topics from his blog: http://rdonoghue.blogspot.com/ [02:23] What to do at the table when someone freezes up? [02:59] Reasons people freeze up: Asked to make an important decision (analysis paralysis) or if a player is put on the spotlight to role-play when they aren’t ready for it. [04:00] A natural reaction to seeing someone freeze: Try to help, try to get the game started back up again. [05:46] Rule #1: Shut your pie hole [07:10] Rule #2: A little patience won’t kill you. [07:44] Take the time when someone freezes to reflect on what’s going on in the game. See action and reflection in the episode about Ira Glass: http://www.narrativecontrol.com/index.php?post_id=509405 [08:22] Rule #3: Back their play. The Winner! [08:46] And here we tease you. [09:19] Back anyone’s play at any time. It validates the other players. [10:52] Why Sean hates every planning session in the universe. [11:45] Why you would shut someone down… you’ve got a better idea… but it’s not. [13:16] An example of Actual Play where this shutdown happens: The Walking Eye 3:16 Actual Play – Session 1 http://www.thewalkingeye.com/?p=322 (Start a 2:13) [15:37] Your character is not the sum of what they’ve done before. Find a way to make your character grow and interact with the new element. [16:15] Backing their play is especially important when someone has frozen up, as their confidence is going to be low and they need support. [17:00] What to do if the idea doesn’t fit in the game? [17:25] Rule #4: Don’t Assume. Ask. The 4th Commandment! [18:37] Lots of reasons they might have frozen. System, setting, situation… [18:47] An old episode of Sons of Kryos where Storm wasn’t on the same page as the others. http://sonsofkryos.livejournal.com/21712.html [20:51] You know when someone freezes. The trick is to watch your reactions.
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Welcome back to Narrative Control. Fattig and I are back this episode talking about creative constraints. We went old school on this one, back to an episode of Have Games Will Travel in 2006 where two of my favorite Pauls were talking about it. Well, before I get a head of myself, listen to the show!Hosts: Sean Nittner and Eric FattigLength: 28:50[00:27] Intro to the show. Two cons you should go to if you can: DresdenCon – July 10th at EndGame in Oakland: http://www.endgameoakland.com/dresdacon/ Good Omens Con 4 – July 17th also at EndGame in Oakland: http://www.goodomensgames.com/gocon[02:01] Boom! You’re in a room with nothing to do. Of course Fattig figures something out![03:00] Creative constraints the stimulus to give your game texture and context. [03:39] The conversation we’re continuing. An interview with Paul Tevis and Paul Czege: http://www.havegameswilltravel.net/index.php?post_id=79107[05:33] Why constraints? How are they going to help you game?[06:24] Why I’m afraid of games without constraints? If nobody has a say in your character they don’t care about it.[08:28] My experience with what happens when we start embracing those constraints. Here’s the games that we’re playing that have put some constraints on us and made the game more fun because of it![09:47] Dresden Files! Yes, it is real, go buy it NOW: http://www.dresdenfilesrpg.com/ We talk about the novels and compels (big shock)[15:07] Changeling – Harvesting emotions cause the players to reinforce the themes of the game. http://www.white-wolf.com/changeling/index.php?line=intro[18:21] Flagship Atlantis – A con game where play style was put under pressure by external card mechanics added to the game: http://seannittner.livejournal.com/tag/flagship%20atlantis[22:56] Lady Blackbird – PLAY THIS GAME! It’s free and it’s gorgeous: http://www.onesevendesign.com/ladyblackbird/ Keys that point you in different directions, forcing characters to choose what they really care about.Post Feedback Here: Comments
Narrative Control episode 43: David Mamet’s drama. Fattig and I are talking about a letter written by David Mamet to the writers of The Unit about creating drama in every scene. Good stuff! I found this because Josh Roby linked it on twitter. Here’s the article: http://www.movieline.com/2010/03/david-mamets-memo-to-the-writers-of-the-unit.php
Hosts: Sean Nittner and Eric Fattig
Length: 25:08
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Welcome back to Narrative Control. This episode Fattig and I are talking about getting games off the rails. Whether its intentional or accidental, if the gamers are frustrated by the lack of influence the players have, here are some things we think help.
Hosts: Sean Nittner and Eric Fattig
Length: 27:52
Show Notes
[00:26] Intro to the show. A response to my own LJ post about railroading and the frustration it causes both players and the GM: http://seannittner.livejournal.com/92349.html[01:48] Best game EVAR! Let me tell you what you do Fattig. [03:01] This story sucks. Blame Nittner for it.[03:55] Sometimes games get so heavily scripted that the players lose their voice in the game.[04:32] Tour de Thea 7th Sea module example.[05:34] The players perspective: surprising and frustrating. [06:34] Benefits of a strong story structure for players: Clear direction. Support from the GM if they follow that direction.[07:30] What does the GM get? Best case scenario: Telling an awesome story. Worst case: A giant headache and enormous amount of work.[09:27] Why does this happen? Perception. The GM feels the need to keep things moving and give everyone direction.[11:50] A fair concern, what will happen when the GM says “You’re in an inn… what do you do?”[13:05] Another factor: Pride. I’m going to tell the BEST STORY EVER![14:11] The Narrative Control drinking game.[15:30] The new paradigm. Everyone contributing to the game in amounts that make them happy.[16:38] Some player empowering techniques: Setting stakes, framing scenes and narrative control.[20:18] Addressing the issue directly. Talking about the game before it ever starts. Describe setting and situation. [21:41] Establishes an environment to create characters and stories out of.[23:00] Adding an arbitrary pacing mechanic that ensures the story is moving forward independent of the players or the GM’s actions.[24:14] Some examples: My Matrix Game, Burning Empires.
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Hi and welcome back to Narrative Control. This episode I yoinked an excerpt from Things We Think About Games. “Take Your Turn Already”
Hosts: Sean Nittner and Eric Fattig Length: 25:08[00:26] Intro to the Show and to Eric Fattig [00:44] Open Design Podcast Promo [01:18] Welcome 2010 and some bad audio (it gets better soon) [01:35] I love introducing my co-hosts wrong. Eric Fattig takes the stage. [02:10] “Take Your Turn Already” – From Things We Think About Games by Will Hindmarch and Jeff Tidball. Also, the audio improves here. [02:51] Reading time with Sean [03:24] Classic board game example: Placing settlements in Settlers of Catan [04:57] How this applies to role-playing games. Mechanical stumbling blocks in crunchy games. [05:22] This still happens in rules-light games as players hesitate over choices about what to do regarding their character and the plot. [05:37] Sean’s loathes planning sessions. John Wick’s “Dirty Dungeon” from Wilderness of Mirrors. [06:22] Our L5R game runs in a round robin style of play so we definitely see it when someone holds up the game because they can’t decide what to do. [07:26] All you need to know is “Be Cool” [08:00] Player agency. How does it apply here? We all want to do something cool, which can cause us to stall when we can’t think of something cool to do. [09:06] How do board games address “bad decisions”? Catch up mechanics, immediate penalization that corrects behavior, and victory point mechanics that rate performance after the fact. [10:52] A fear players have that a bad decision will affect them in ways they don’t want for an extended period time. [11:55] Many games mechanically are forgiving. You can lose a few hit points and keep smacking firbolgs in the face. [12:54] Story elements however can be less forgiving. There are things the GM can do to encourage people to take chances. [13:40] Lead by example. Create NPCs that have made mistakes and survived and become more interesting because of it. Make flawed characters the norm. [17:20] Take things out of game. Let the players know that you will give them a warning if they are about to do something that could make the game un-fun. [18:42] As an extension of this, negotiate stakes so the players know what will happen before the dice are rolled. [19:54] The players can also help. If they are rooting for you, you feel a lot safer in taking risks. [21:50] It’s fun to be spontaneous. It’s not like our characters have forever to decide what to do. [22:47] In World of Warcraft, My #2 key is bound to Charge just for Arthas.
Post Feedback Here: CommentsThis show Justin and I are talking about a method of giving players the ability to do some more of the story crafting in traditional games. Asking questions as actions in game.
Length: 22:49
Hosts: Sean Nittner and Justin Evans
Links: Virtual Play #34 (http://virtualplay.podbus.com/?p=66)
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We're talking about trust at the game table. How much do you need trust your fellow players? Does the game you're playing change how much trust you need? What games address trust around the table?
Hosts: Sean Nittner and Justin Evans
Length: 23:04
Show Notes
[00:28] Introduction to the show. Continuing a conversation from Josh Rensch's blog gmwithadd.com[00:45] Woops. This was supposed to be episode 35. [01:24] Sorry Josh, this impersonation was made before we met. [01:37] Amorphous Blobcast Promo[02:26] Josh Rensch is a cool dude. He sent me stuff.[03:00] He's continuing the conversation on his blog… and hey, so are we in Season 2.[03:56] Josh's conversation with Fear the Boot.[04:18] An excerpt from his post. Done in my best "badass" voice.[05:18] A little present for BG_Meg[06:12] My first impression of Trust – Cheating in the game. It doesn't bother me.[06:54] It is more nuanced that just cheating on dice rolls though.[07:20] John Wick talks about why we shouldn't need rules to handle cheaters in games on his LJ.[08:06] A situation where you can't control who you are gaming with: A convention game.[08:36] Suspend expectations of the players until you've played with them for a while. Escalate your presence in the game as you see your players commitment to the game.[09:32] Cheating is just one issue of trust. What about players trusting each other to all have the groups best interest in mind.[10:37] The type of story you're going to tell and how you have fun playing may be very different between players.[11:11] Justin starts faulting himself. I'd edit it out but it's so rare that he admits fault, I had to make it public. Allowing one player to take fun away from the other players.[12:35] What did Justin do? Players admitting that they aren't having fun. Justin's reaction. Taking time out.[14:22] I've seen games where conflicts roll up from the characters right to the players and people leave with hurt feelings.[14:51] Sean's experience feeling frustrated and tired at the end of a game. My reaction… this is not a therapy session.[17:05] How do specific games handle this. Many games talk about "in game" trust.[17:20] Paranoia puts it up front that your characters are disposable, don't take it personally.[17:34] Any time you need to collaborate more at the table, you need to trust each other more.[17:45] Montsegur 1244 is a tragedy, which is an extra effort to play and requires more trust to tell this game.[18:32] Accidental plug or intentional pimp?[18:47] When I trust another player, I'm willing to be hopeful even in a tragedy. I know we're watching out for each other.[19:49] What sort of play experience we all want is something to establish early on, preferably before the game starts.[20:07] Polaris also requires a lot of trust in the players around you. The ritual protects you to some degree, but also allows the "mistaken" to intentionally deplete your character by offering undesirable twists.
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This week Justin and I talked about Exploring the Premise, taking time out of the game for exposition about the setting, the characters and their place in the story. This episode continues a conversation we found on Rob Donoghue LiveJournal post of the same name here: http://rob-donoghue.livejournal.com/328884.html
Hosts: Sean Nittner and Justin Evans
Length: 26:45
Show Notes
[00:28] Intro to the show – a response to Rob's LiveJournal entry.[00:55] Definition of the Premise in a story.[01:18] Super Intelligent Hamsters![01:41] Justin reads the first paragraph of Rob's entry.[02:55] What we imagine Rob sounds like.[03:12] Sean's argument with a friend about exploring the premise vs. facing conflicts.[08:55] Exploring the premise is there to give the audience (the players in this case) a chance to learn about the characters and settings and begin to care about them.[10:02] A unique situation in a role-playing game. Each player is contributing to the premise, which requires it to stay flexible.[11:54] Another reading from the book of Rob.[12:25] Games with nothing but conflict make you wonder what the conflicts are about. [13:05] A recount of "The Sword"[13:48] A system that leans toward constant conflicts: In a Wicked Age. (http://www.lumpley.com/wicked.html)[15:50] An opposite end of the spectrum: Gumshoe (http://www.pelgranepress.com/gumshoe/index.html)[19:14] Somewhere in the middle of that spectrum: Dungeons and Dragons 4E (http://www.wizards.com/default.asp?x=dnd/welcome)[21:59] Another method of weaving action and exploration in the extended skill challenges in Spirit of the Century (http://www.evilhat.com/home/sotc/)[23:00] Transitioning between exploration and conflict scenes. Sean's example, with Scalagrim the Barbarian Prince of course.
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Hi, and welcome back to Narrative Control. This week's episode was a bit delayed. Justin and I both went to GenCon last week and my recovery time is not what it would have been 10 years ago. But here the episode is, edited and with better audio quality than the last (cheating on account of the fact that the last one was recording at a con). This week Justin and I are talking about one of John Wicks's Play Dirty videos. John, as always, has some great ideas, thing we wanted to expand on, specifically playing to fail, or in other words "Dare to be stupid."
Hosts: Sean Nittner and Justin Evans
Length: 25:04
Show Notes
[00:27] Intro to the show and a super short GenCon review.[01:05] Promo for White Wolf blogcast: http://eddyfate.podbean.com/[01:33] A failed roll. Wait. I still find Lando?[02:47] Inspired by John Wicks's Play Dirty Video: Players, Players Everywhere (http://www.youtube.com/watch?v=Ww5wWoap_uQ)[04:20] Succeeding all the time doesn't make for a good story. Heroes aren't de-protagonized by failure.[05:56] A paraphrase of John's youtube clip "Do Stupid Stuff."[06:25] This is counter to our intuition. Both of us usually want to see our characters succeed.[07:05] Why do we feel the need to succeed. Fear of hitting a dead end or having their characters become failures.[08:21] Fate System. Aspects describe both strengths and weaknesses of the characters. Encouraging player by giving them a fate chip for being compelled to foible. (http://www.evilhat.com/home/fate/)[10:00] Also puts the idea out there that you start the game flawed. We agree in advance that you're going to stumble over something of your choice.[10:49] Mouse Guard. Explicit encouragement to fail. Story structure -> Twists -> Advancement! (http://www.archaiasp.com/mouse_guard_rpg.php)[12:19] Players can also put their characters at more risk using their traits. Encouragement to stack things against yourself.[14:38] An example of using traits against yourself.[16:30] This is something that players have to get used it. It appears counter-intuitive at first.[17:00] A voice from a player "Anytime I hear the word "Fail" I cringe" (http://seannittner.livejournal.com/72153.html)[18:22] Does externalizing the threat remove the sting of failure?[19:51] Justin: It feels strange to look for ways mechanically to defeat myself. I'd rather put more at risk for a greater reward.[20:55] Consequences stated up front in Burning Wheel and they are negotiated between the players and GM.[21:54] What about times when heroes just fail? Example: Harry Dresden fails all the time.[22:52] Failure is fine… but the story can't end. This happened all the time in Burning Warcraft (http://seannittner.livejournal.com/tag/burning+warcraft)
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