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Dm misadventures. Tales of woe. How long did your worse table arguement last?
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<blockquote data-quote="redrick" data-source="post: 7345190" data-attributes="member: 6777696"><p>[MENTION=97077]iserith[/MENTION], I like this. It seems to me mostly a way of re-framing discussion.</p><p></p><p>How much time do you spend explaining the approach to a new group of players? Do you find that you need to reinforce it a lot in the beginning, or once people try it, does it become second-nature?</p><p></p><p>We had a scenario work like this the other day in a cyberpunk game called The Sprawl. The game actually has two distinct phases of play — preparation of a plan, and execution of the the plan. During preparation, characters learn about the target, come up with ideas about how to engage, and collect any equipment, resources or contacts they might need to make the plan work. Sometimes these will result in a scene, like stealing a set of uniforms or bribing a bodyguard to call in sick. One player made an overall suggestion for a plan of attack, and then other players would chip in with how their character might fit in the scheme. One player suggested going in as a reporter, and then another player said, "Ok, but you'll need a distraction once you're in so that you can get out to the roof. Maybe we could ..." etc. It worked really well. It also helped that, since this was a Powered by the Apocalypse game, many of the details of the fiction were being built up through this process, so there was a bit of a moving target in terms of what a "good idea" was.</p></blockquote><p></p>
[QUOTE="redrick, post: 7345190, member: 6777696"] [MENTION=97077]iserith[/MENTION], I like this. It seems to me mostly a way of re-framing discussion. How much time do you spend explaining the approach to a new group of players? Do you find that you need to reinforce it a lot in the beginning, or once people try it, does it become second-nature? We had a scenario work like this the other day in a cyberpunk game called The Sprawl. The game actually has two distinct phases of play — preparation of a plan, and execution of the the plan. During preparation, characters learn about the target, come up with ideas about how to engage, and collect any equipment, resources or contacts they might need to make the plan work. Sometimes these will result in a scene, like stealing a set of uniforms or bribing a bodyguard to call in sick. One player made an overall suggestion for a plan of attack, and then other players would chip in with how their character might fit in the scheme. One player suggested going in as a reporter, and then another player said, "Ok, but you'll need a distraction once you're in so that you can get out to the roof. Maybe we could ..." etc. It worked really well. It also helped that, since this was a Powered by the Apocalypse game, many of the details of the fiction were being built up through this process, so there was a bit of a moving target in terms of what a "good idea" was. [/QUOTE]
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Dm misadventures. Tales of woe. How long did your worse table arguement last?
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