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<blockquote data-quote="Janx" data-source="post: 6458156" data-attributes="member: 8835"><p>Let's pretend we're actually going to film a series of games. What would we need or do differently?</p><p></p><p>I think folks hit the head on "pro" people. We need players and GM who can perform for the camera, not just to be funny, but to keep the content on track. Just the right amount of bantering. Not too much petty stuff that disrupts normal game play.</p><p></p><p>I think the game material also needs to be carefully defined and selected. Boring adventures, complex combat rules, anything that causes the game play to break down, take longer to get to the point is footage that will be cut, so having less crap to film and pay actors for stuff that is going to be cut is desirable.</p><p></p><p>Out of these parts, let's say the chosen adventure is a bit of a rail road (not terrible, but not a pure sandbox that some would prefer). The players, knowing this is for film, don't whine about that. They don't spend the bulk of the game trying to do anything but head West to Rescue the Princess. This is where "pro" players know that this is a paid gig, and is less about their characters, than putting on a good show. So they make their PCs entertaining in the context of the adventure the GM is running. The audience is unaware that this is not a great adventure for just any group, because that's not the point.</p><p></p><p></p><p>I advocate a simpler rule set, I don't think it has to be super simple, but anything that takes a while to look up, or resolve the mechanics for needs to be trimmed down or it'll get edited out. Edited out material is time that was wasted. Time is money because actors, crew, editors have to be paid for making and dealing with all that wasted footage.</p><p></p><p>Assuming you're filming the actual game table (players faces), some CGI augmentation might help. Like pro sports using highliter graphics to show where the ball is, put an HP bar with PC name below each player's head when they are on camera. This way, the audience is aware of what PC they are and how well they're doing (HP = score kind of ).</p><p></p><p>I'd also use a tool like Roll20 for the battlemat. It'll look sharper/more in focus than an actual battlemat that the camera can't zoom in/around on as well.</p><p></p><p>For the table, I'd probably shoot it like KoDT style, everybody all on one side (but with GM in the middle). This way, the camera can setup facing everybody pretty easily for most shots (barring close-ups).</p></blockquote><p></p>
[QUOTE="Janx, post: 6458156, member: 8835"] Let's pretend we're actually going to film a series of games. What would we need or do differently? I think folks hit the head on "pro" people. We need players and GM who can perform for the camera, not just to be funny, but to keep the content on track. Just the right amount of bantering. Not too much petty stuff that disrupts normal game play. I think the game material also needs to be carefully defined and selected. Boring adventures, complex combat rules, anything that causes the game play to break down, take longer to get to the point is footage that will be cut, so having less crap to film and pay actors for stuff that is going to be cut is desirable. Out of these parts, let's say the chosen adventure is a bit of a rail road (not terrible, but not a pure sandbox that some would prefer). The players, knowing this is for film, don't whine about that. They don't spend the bulk of the game trying to do anything but head West to Rescue the Princess. This is where "pro" players know that this is a paid gig, and is less about their characters, than putting on a good show. So they make their PCs entertaining in the context of the adventure the GM is running. The audience is unaware that this is not a great adventure for just any group, because that's not the point. I advocate a simpler rule set, I don't think it has to be super simple, but anything that takes a while to look up, or resolve the mechanics for needs to be trimmed down or it'll get edited out. Edited out material is time that was wasted. Time is money because actors, crew, editors have to be paid for making and dealing with all that wasted footage. Assuming you're filming the actual game table (players faces), some CGI augmentation might help. Like pro sports using highliter graphics to show where the ball is, put an HP bar with PC name below each player's head when they are on camera. This way, the audience is aware of what PC they are and how well they're doing (HP = score kind of ). I'd also use a tool like Roll20 for the battlemat. It'll look sharper/more in focus than an actual battlemat that the camera can't zoom in/around on as well. For the table, I'd probably shoot it like KoDT style, everybody all on one side (but with GM in the middle). This way, the camera can setup facing everybody pretty easily for most shots (barring close-ups). [/QUOTE]
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