Narrative Control

Narrative Control

By Sean Nittner, Justin EvansLeisureHobbies
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Narrative Control episodes

  • Narrative Control - Episode 5

    Hi, and welcome to Narrative Control. This week Justin is back and as usual we're giving our own spin on a much beloved topic. We're talking with me about hacking systems. Everything from porting games into different settings to combining our favorite mechanics.

    Liner Notes

    [0:28] Introduction to the show. Hacking systems. [0:50] The show is a bit long. Let me know if it is too long. Email us: [email protected] [1:42] RPGPodcasts.com bumper [1:58] What we mean by hacking systems. [2:36] Justin's current game. A hodgepodge of games: [2:52] Cadwallon - Setting and Dice pools [3:28] Wushu mechanics - Detailed bad ass combats on the fly. [3:52] Fate - Stunts [4:04] Shadows of Yesterday - Experience Keys for experience and character flags. [5:00] How has this been accepted by the players? Pros and Cons [6:17] Is this play testing a new game? [7:08] Sean's accidental hack of Prime Time Adventures with Exalted. [7:39] Removing screen presence to allow equal importance for con games [7:53] Allowing every player narration rights. [8:30] Changes made specifically for the con environment. [9:07] Change fan mail to allow the producer to grant fan mail. [9:40] Other reasons to hack games? Games that don't have strong social conflict mechanics. [10:38] Hacking Duel of Wits from Burning Wheel [10:55] Why? Players want to do actions in a game that involve a complex and fun mechanic. [11:38] Brining it together. Molding mechanics to fit in the core game so players aren't learning completely separate systems. [12:33] Systems that are very easy to borrow from: Wilderness of Mirrors, Fate [15:17] Games with great mechanics and situations screaming to be ported into other settings: Dogs in the Vineyard [15:34] Using In a Wicked Age by swapping out Oracles [17:03] A Battlestar Galactica oracle on www.sinistergame.com [17:25] Don't get Sean started on shnotes [17:36] My Life with Master has a very thin setting, easy to move. Sean ported it to My Life with Joker. [18:47] Some games that are tightly coupled with their settings. Value in playing the game as intended? [19:08] Dozens of setting hacks for Dogs in the Vineyard but the original setting has so much character, don't discount the value of playing a straight dogs game. [22:10] Settings that have benefited from different systems: Exalted using Prime Time Adventures and Wushu/Wuxalted [23:30] Exalted Unplugged [24:12] Shadowrun alternative systems: Prime Time Adventures, Burning Wheel and Don't Rest Your Head [29:46] Our parting worlds on hacking systems. Try it! Links

    RPGPodcats.com Cadwallon Wushu Fate Shadows of Yesterday Prime Time Adventures Burning Wheel Wilderness of Mirrors Dogs in the Vineyard Sinister Game My Life with Master Exalted Wuxalted Shadowrun Don't Rest Your Head

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    32 min
  • Narrative Control - Episode 4

    Hi, welcome to Narrative Control.  This episode is part two of Burning Las Vegas, the city creation process for the alpha test of the Dresden Files RPG. We run through the locations we created in Las Vegas, the personalities we put there and how we intend to use these in our games. Plus, there's a little insight into Sean's vampire aversion. Listen and laugh.

    Hosts: Sean Nittner and Erik Woodbury

    Liner Notes

    [0:27] Intro to the Show - Burning Las Vegas, part 2[0:50] Promo for This Modern Death [1:44] Creating Locations - What this does for the game[2:16] Player contributions create investments immediately[2:54] Why Sean won't include vampires in his games[3:22] Dealing with gambling[3:39] Location #1 - The Strip - How much granularity do we need to define now?[5:16] Location #2 - Voodoo Lounge - A hang out and safe area for supernaturals. Changes we made in the real world.[6:22] Erik is a real pain in the donkey.[7:18] We're accepting donations to go to the Voodoo Lounge. Yeah, right! [7:40] Aspects: "Let your inner party animal out Discrete Inquiries; Apply Within" and "You only start trouble once." - How we combined a few themes to create make these aspects.[9:49] Location #3 - Fremont Street Experience - Home of the mob.[10:40] Aspect: "You're only safe under the lights." This place represents the conflict between the old guard and the new powers [11:50] Why we create an utter mundane, Grandpa Tony. [14:13] Location #4 - Las Vegas Country Club Resort - Why the high rollers won't be coming here. [15:13] Aspect: "Power Plays on the Back Nine."[15:45] Characters in the story will be coming here to make major changes. The player characters will be movers and shakers.[16:50] How the books may end up differing from the game.[17:28] Location #5 - University of Nevada, Las Vegas - Home of the Rebels[17:58] A stripper who met her husband at a strip club... it could happen to you. [18:34] UNLV Student Body - Finger on the Pulse of the parties, entry point to other places in the city, built in victims.[19:50] Professor of Aberrant Psychology - A source of local lore. [20:44] Other locations we haven't detailed here but we've got on the web site: http://www.sadric.com/dresden/[21:33] Our Area 51 Operative[22:37] The steps to follow[23:14] Fred Hicks RPGpodcasts.com Promo[23:26] Closing and contact information

    This Modern DeathEvil Hat Productions RPGPodcasts.com Dresden Files RPG Jim Butcher's Website Burning Las Vegas

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    25 min
  • Narrative Control - Episode 3

    Hi, welcome to Narrative Control.  This episode is part one of Burning Las Vegas, the city creation process for the alpha test of the Dresden Files RPG. We introduce the Dresden Files and then step through our process of picking a city and giving it life. Next week, part two will wrap up with the locations and personalities we created.

    Hosts: Sean Nittner and Erik Woodbury

    Liner Notes

    [0:30] Mashing things up. A few changes. [0:33] New co-host Erik Woodbury [0:50] Brian Isikoff invited me to be a guest on Episode 38 of 2d6feet in a Random Direction [1:18] Burning Las Vegas. Alpha Play Test of the Dresden Files RPG. [2:15] RPGpodcasts.com Bumper [2:37] Introduction to the Dresden Files novels setting [3:58] Step One - Pick a City. How we chose Las Vegas. [4:53] Brainstorming cities [5:54] The issue of Primacy [6:19] Our difficulty settling on one city. Trying to avoid stereotypes [8:56] Step Two - The theme of the Las Vegas [9:38] Vegas is a crossroads for the world [10:08] Potential themes: "Luck be a Lady tonight", "What happens in Vegas stays in Vegas", "The haves and have nots", "A holiday for morality", "That's nothing, just wait till you see what happens next weekend" and "Grandfather Thunder is displeased." [11:18] Focusing these aspects on themes that would be easy to use in game and that would push the story forward. [13:15] Conflict between "Sin City" and "Entertainment Capital of the World" [14:50] Our personal experiences in Las Vegas [16:54] Our final picks for themes [17:17] How Aspects will work in Dresden Files RPG (as per Fate) [18:20] Little known fact. Las Vegas means "The Meadows" [18:51] End of part one, intro to part two: Locations and Personalities [19:09] Contact information

    2d6 Feet in a Random Direction Evil Hat Productions RPGPodcasts.com Dresden Files RPG Jim Butcher's Website

    Live Journal Entries for Burning Las Vegas: Viva Las Vegas The Entertainment Capital of the World Fear and Self Loathing in Las Vegas

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    21 min
  • Narrative Control - Episode 2

    Hi, welcome to Narrative Control. This episode is on Living City, a technique of giving conrol of NPCs to the players and allowing them to bring more life to your world as well as turn the story in the directions they are exited about.

    Hosts: Sean Nittner and Justin Evans

    Liner Notes

    [0:38] Introduction – Living City [0:40] Source – John Wick's Play Dirty [1:28] Justin answers "What is Living City?"[3:00] How it's done. John Wick's example: NPCs given to player.[4:39] Pitfalls with antagonistic or knowledgeable NPCs?[5:30] Disseminating information through the players. [6:00] Sean's use of a similar techniques in his Mage: The Awakening game. [8:30] NPC Information: Name, Nature, Aspects and Motivation [9:47] Bread Crumbs. How changing information on the cards can throw players off balance.[11:15] The technique gives players who would normally be out of scene a chance to play. [11:29] How to make up NPCs on the fly: Sins and Virtues cards. [11:47] Show Notes vs. Schnotes battle returns [12:23] Back to Sins and Virtues... [14:55] Why would you create a Living City? New plots, granting players narrative control, more believable NPCs. [17:50] Some of the most interesting interactions happen between players are taking the roles of NPC.[18:08] More emotional involvement between PC and NPC vs. PC and PC? [19:45] Pitfalls. Too much information shared? NPCs not coming to life? GMs gets left out? GM needs to be more prepared. [21:58] Burning Dresden City Creation. Entire group creates locatoins and personalities.[23:25] How to contact Narrative Control

    Wicked Dead Brewing CompanyShnotes siting - Beware!Sinister GameDresden Files RPG

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    25 min
  • Narrative Control - Episode 1

    Hi, Welcome to Narrative Control. This episode is on Backstory, a quick technique for GMs to use at the start of games to connect characters to each other and to the story Hosts: Sean Nittner and Justin Evans Liner Notes [0:28] Show Introduction – Backstory[0:48] Source: Brian Isikoff[1:40] Where we first learned about Backstory[2:58] This has been talked about before on 2d6 Feet in a Random Direction – Episode 8[3:44] Sean's first experience with Backstory – Questions Brian asked me.[5:40] Backstory is part of the game itself.[6:45] How this helped resolve the "Leader" role[8:10] Used to fill a gaps in a long term game[8:36] Established player buy in[9:30] Does this give players Narrative Control?[9:45] What if players throw curve balls at you?[10:45] Method 1: Roll with it[12:20] Method 2: Establish the genre in advance, tailor response to fit the theme[13:54] Where could Backstory present problems in long term games?[15:21] Paul Tevis and Remi Treuer on limitations of endowments in role-playing[16:15] How to work in Backstory in a long term game.[16:40] Other games that incorporate back story like elements: Dread[19:10] Shaun Hayworth tweaked Dread to be more like Backstory[20:40] Other games that contain similar character creation elements: Spirit of the Century, Dogs in the Vineyard, Prime Time adventures.

    2d6 Feet in a Random Direction, Episode 8EndGameThis Modern DeathHave Games Will Travel, Episode 98

    DreadSpirit of the CenturyDogs in the VineyardPrime Time Adventures

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    23 min
  • Narrative Control - Episode 0

    Hi, Welcome to Narrative Control.  This is our first episode.  It focuses on what the show will be about, a continuation of a conversation.  What conversation you ask? Stop reading and go listen to the show.Hosts: Sean Nittner and Justin EvansLiner Notes[0:28] Show introduction[0:36] Dedication to Kristin Sullivan (of This Modern Death)[0:58] Main Topic: What is this show about?[1:16] The But-one-Justin[1:50] Being a pretentious ass – Name dropping Ryan Macklin of the Master Plan Podcast[2:52] rpgpodcasts.com (Sean got the name wrong and called it .net, Tool!)[3:30] Sean: This show is about our gaming experiences and our reactions to those.[4:38] Justin: One big conversation about a hobby we all love[5:00] Inspiration from other podcasts[5:40] Who might be interested in Narrative Control[6:32] Can we expand on the "Agony and Ecstasy of games"[8:53] "Show Notes" vs. "Shnotes"[11:00] Who is Sean? Why is Sean?[12:38] Good Omens – A group of GMs that Justin and Sean are part of.[15:57] Who is Justin Evans?[18:15] Why is Justin podcasting?[19:39] Geek Philosophers or Pretentious Tools? [20:42] Justin expands on "keeping the conversation going"[22:40] We'd like to hear what you have to say[22:56] Closing LinksThis Modern DeathMaster PlanRPGPodcasts.comGood OmensComments

     

    24 min

About Narrative Control

From the publisher's feed

Narrative control is a podcast to reflect on the gaming experiences on Sean Nittner and his co-hosts. We present our reactions to game sessions, conventions, and other game theory. In turn, we're…