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<blockquote data-quote="Barastrondo" data-source="post: 5114613" data-attributes="member: 3820"><p>What I've done is put together a pitch list. Essentially, about twenty, thirty ideas that I feel confident enough about running, give them a sentence or so of elevator pitch, and then run that past the list of players, asking them to point out anything they they'd like to try or anything they'd prefer to avoid. Once everyone's had a chance to say "hmm, I might try that," I take the concepts that have gotten the most attention (usually there's about five that have gotten multiple notes of particular enthusiasm and no vetoes), write up a paragraph or two of pitch to go into some more detail, and send those around. From there we talk a bit more, and a clear winner emerges. </p><p></p><p>If I'm at all lucky, somewhere in the pitch process players will start talking about character concepts they might like to try out in some of the winning pitches. That'll help crystallize things even further, and give me ideas about how to flesh out my pitch into an actual game. I think it's a pretty good compromise; I only put out ideas I'm enthusiastic to try, so I'm not stuck running something that doesn't excite me, but there's a lot of choices for the players, and the developing one-line to two-paragraph pitch process lets me incorporate player feedback as early as they're willing to give it.</p><p></p><p>(The backup plan is that if nobody picks something, or if they won't narrow down the list of finalists to one distinct winner, I roll a die and that's what we play.)</p><p></p><p>We're about to play the third session of the "3/4 new players" game this week. So far, so good.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 5114613, member: 3820"] What I've done is put together a pitch list. Essentially, about twenty, thirty ideas that I feel confident enough about running, give them a sentence or so of elevator pitch, and then run that past the list of players, asking them to point out anything they they'd like to try or anything they'd prefer to avoid. Once everyone's had a chance to say "hmm, I might try that," I take the concepts that have gotten the most attention (usually there's about five that have gotten multiple notes of particular enthusiasm and no vetoes), write up a paragraph or two of pitch to go into some more detail, and send those around. From there we talk a bit more, and a clear winner emerges. If I'm at all lucky, somewhere in the pitch process players will start talking about character concepts they might like to try out in some of the winning pitches. That'll help crystallize things even further, and give me ideas about how to flesh out my pitch into an actual game. I think it's a pretty good compromise; I only put out ideas I'm enthusiastic to try, so I'm not stuck running something that doesn't excite me, but there's a lot of choices for the players, and the developing one-line to two-paragraph pitch process lets me incorporate player feedback as early as they're willing to give it. (The backup plan is that if nobody picks something, or if they won't narrow down the list of finalists to one distinct winner, I roll a die and that's what we play.) We're about to play the third session of the "3/4 new players" game this week. So far, so good. [/QUOTE]
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