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<blockquote data-quote="Hella_Tellah" data-source="post: 4561987" data-attributes="member: 52669"><p>Kind of like that. Players in my games still do a lot of things together, but the rotation system lets them explore independently, do things of interest only to their character, or keep secrets from one another. I can have the novelist push his new book on the buried secrets of Peruvian cults at a book signing, then skip to the murderous flower girl disposing of a body, and so on. Each of them are fun scenes, and for the most part my players listen interestedly while other players are having their scenes. I think of it as being more like a TV drama: each character or group of characters has a scene just long enough to advance the plot and leave a small cliffhanger, then the camera moves to another cast member.</p><p></p><p>And if the couple in my group had pointless arguments about ham, I'd have the monster of the week barge in on them, or snap a twig outside the window, or have the butler stumble in with a fire poker stabbed through his chest. Luckily, they don't do that, because they're more interesting characters: one is an enchantress who can turn into a raven, make things invisible, and put people to sleep; the other is a woman posing as her deceased brother in order to maintain her claim to the family estate. They have plenty of interesting things to talk about and do, beyond discussing drapes.</p><p></p><p>I wholeheartedly agree that relationship drama can be boring, if you let it. But so can stabbing ugly things and taking their treasure. If you have interesting scenarios, filled with interesting characters, truly boring scenes are rare, no matter what their content. Arguing about ham could be interesting if one of the characters is a militantly orthodox jew. Picking out drapes could be interesting if it's a cover for tailing a serial killer as he goes about his errands.</p></blockquote><p></p>
[QUOTE="Hella_Tellah, post: 4561987, member: 52669"] Kind of like that. Players in my games still do a lot of things together, but the rotation system lets them explore independently, do things of interest only to their character, or keep secrets from one another. I can have the novelist push his new book on the buried secrets of Peruvian cults at a book signing, then skip to the murderous flower girl disposing of a body, and so on. Each of them are fun scenes, and for the most part my players listen interestedly while other players are having their scenes. I think of it as being more like a TV drama: each character or group of characters has a scene just long enough to advance the plot and leave a small cliffhanger, then the camera moves to another cast member. And if the couple in my group had pointless arguments about ham, I'd have the monster of the week barge in on them, or snap a twig outside the window, or have the butler stumble in with a fire poker stabbed through his chest. Luckily, they don't do that, because they're more interesting characters: one is an enchantress who can turn into a raven, make things invisible, and put people to sleep; the other is a woman posing as her deceased brother in order to maintain her claim to the family estate. They have plenty of interesting things to talk about and do, beyond discussing drapes. I wholeheartedly agree that relationship drama can be boring, if you let it. But so can stabbing ugly things and taking their treasure. If you have interesting scenarios, filled with interesting characters, truly boring scenes are rare, no matter what their content. Arguing about ham could be interesting if one of the characters is a militantly orthodox jew. Picking out drapes could be interesting if it's a cover for tailing a serial killer as he goes about his errands. [/QUOTE]
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