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Dm misadventures. Tales of woe. How long did your worse table arguement last?
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<blockquote data-quote="iserith" data-source="post: 7344812" data-attributes="member: 97077"><p>All I can say is what I see: We don't have the debates which inspired this thread, however acrimonious and time-consuming, that other groups have. Our games move faster and progress further than other games I've seen. (I leave open the possibility that games I <em>haven't</em> seen are faster still.)</p><p></p><p></p><p></p><p>It means that the method described achieves a reasonable outcome faster than the brainstorming you describe without shooting down any person's ideas. To the extent that the group values moving things along in an efficient manner that doesn't discard the ideas of some or most players, it's a good process.</p><p></p><p></p><p></p><p>It's not about the chronology of how the ideas are implemented. It's that everyone's ideas are included with none being debated and discarded. The players have to find a way to get the ideas to work together. The easiest way is that the initial idea is framed by the first player to proffer an idea which is then refined by others. Later, in some other situation, that first player will be someone else. And there can be, as @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=29398" target="_blank">Lanefan</a></u></strong></em> seemed concerned about, <em>character</em> disagreement. But ultimately the players have to know and trust that despite any character disagreement that is being portrayed, the player of that character will imagine a way for that character to ultimately go along with the plan. And one might expect that the player of that character is throwing in that disagreement to fish for Inspiration because, of course that's why he or she is saying that! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>In your example, it might look like "Okay, the Daughters of Scourge and Scorn <em>are</em> a problem for which the Revolutionary League is a counterbalance, but if we're successful in taking out the Anarchists, then WE are now the counterbalance to the Daughters... and can take them out next, if needed." That works to the extent the overriding concern was having a counterbalance in place.</p><p></p><p>I will say this based on hard experience: This method is hard to imagine in the abstract if you're used to another way. But when it's seen in practice, it's like, "Oh, that's it?"</p></blockquote><p></p>
[QUOTE="iserith, post: 7344812, member: 97077"] All I can say is what I see: We don't have the debates which inspired this thread, however acrimonious and time-consuming, that other groups have. Our games move faster and progress further than other games I've seen. (I leave open the possibility that games I [I]haven't[/I] seen are faster still.) It means that the method described achieves a reasonable outcome faster than the brainstorming you describe without shooting down any person's ideas. To the extent that the group values moving things along in an efficient manner that doesn't discard the ideas of some or most players, it's a good process. It's not about the chronology of how the ideas are implemented. It's that everyone's ideas are included with none being debated and discarded. The players have to find a way to get the ideas to work together. The easiest way is that the initial idea is framed by the first player to proffer an idea which is then refined by others. Later, in some other situation, that first player will be someone else. And there can be, as @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=29398"]Lanefan[/URL][/U][/B][/I] seemed concerned about, [I]character[/I] disagreement. But ultimately the players have to know and trust that despite any character disagreement that is being portrayed, the player of that character will imagine a way for that character to ultimately go along with the plan. And one might expect that the player of that character is throwing in that disagreement to fish for Inspiration because, of course that's why he or she is saying that! :) In your example, it might look like "Okay, the Daughters of Scourge and Scorn [I]are[/I] a problem for which the Revolutionary League is a counterbalance, but if we're successful in taking out the Anarchists, then WE are now the counterbalance to the Daughters... and can take them out next, if needed." That works to the extent the overriding concern was having a counterbalance in place. I will say this based on hard experience: This method is hard to imagine in the abstract if you're used to another way. But when it's seen in practice, it's like, "Oh, that's it?" [/QUOTE]
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