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The DM Should Only Talk 30% of the Time... Agree or Disagree?
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<blockquote data-quote="damiller" data-source="post: 8465291" data-attributes="member: 10995"><p>I have done this one to great effect. It is my go to for "extending" the adventure. I makes sure that when I recruit players that they know this is an expectation of the table, but I dont' force anyone to be an Not My PC for a scene. Before the scene I talk with the players about how comfortable they are with a potentially dangerous scene. I don't want players killing other players, but in most cases I try to make the scenes we troupe play low states. And I have used it for a lot of different genres:</p><p></p><ol> <li data-xf-list-type="ol">In a Call of Cthulhu game the players were playing a cat and mouse game with each other, as private cops and crooked cops.</li> <li data-xf-list-type="ol">In that same game one set of players was playing cultists attacking a PC in a library, the player thought it was cool, and his character nearly died if it were for some really good rolls.</li> <li data-xf-list-type="ol">In a superhero game we had couples therapy</li> <li data-xf-list-type="ol">In a star wars game the scene was of a master teaching students about the force</li> <li data-xf-list-type="ol">In our last session of Star Trek Adventures we are playing through the first adventure in the Shackleton Campaign from the Campaign Guide, and it starts off with an emergency. I broke that emergency into 3 scenes, the players each created supporting crew as necessary, and we played out each scene. It took us the entire session. </li> </ol><p>This is now my go to, and in some cases its baked into the system (ie Star Trek Adventures Support Crew mechanic). For some of the scenes I have just sat back and offered direction to the other players who are playing support characters. Since we play online its really easy to send a DM. I try not to over load them, but sometimes they may need info they as players don't have, and in almost all cases I pose it, like I do in regular scenes, as a question. That way they can answer it a create the character in the moment based of their own choices.</p><p></p><p>I have toyed with the idea of taking method acting concepts and amping up the "supporting character" concept for the other players in a scene not playing their own character. Mainly because I have found that some of those scenes started to flounder because their wasn't really any direction to the scene. Its hard to get somewhere when you don't know where you're going. </p><p></p><p>The basic concept I read about was objective and actions. Its made me start thinking about how to quickly build that with players when talking about the scene, then maybe finding ways for them to quickly make a series of choices about actions, then just play, encouraging them to forget about both after they have had a few moments to think about them. Anyway, while working on this concept and how I might introduce it to my players in as quick a fashion as possible I found a really cool scene breakdown sheet. </p><p></p><p>So I will end my post with that:</p><p></p><p><a href="http://www.actorsinactionclass.com/class-handouts/scene-breakdown-worksheet/" target="_blank">Scene Breakdown Sheet</a></p></blockquote><p></p>
[QUOTE="damiller, post: 8465291, member: 10995"] I have done this one to great effect. It is my go to for "extending" the adventure. I makes sure that when I recruit players that they know this is an expectation of the table, but I dont' force anyone to be an Not My PC for a scene. Before the scene I talk with the players about how comfortable they are with a potentially dangerous scene. I don't want players killing other players, but in most cases I try to make the scenes we troupe play low states. And I have used it for a lot of different genres: [LIST=1] [*]In a Call of Cthulhu game the players were playing a cat and mouse game with each other, as private cops and crooked cops. [*]In that same game one set of players was playing cultists attacking a PC in a library, the player thought it was cool, and his character nearly died if it were for some really good rolls. [*]In a superhero game we had couples therapy [*]In a star wars game the scene was of a master teaching students about the force [*]In our last session of Star Trek Adventures we are playing through the first adventure in the Shackleton Campaign from the Campaign Guide, and it starts off with an emergency. I broke that emergency into 3 scenes, the players each created supporting crew as necessary, and we played out each scene. It took us the entire session. [/LIST] This is now my go to, and in some cases its baked into the system (ie Star Trek Adventures Support Crew mechanic). For some of the scenes I have just sat back and offered direction to the other players who are playing support characters. Since we play online its really easy to send a DM. I try not to over load them, but sometimes they may need info they as players don't have, and in almost all cases I pose it, like I do in regular scenes, as a question. That way they can answer it a create the character in the moment based of their own choices. I have toyed with the idea of taking method acting concepts and amping up the "supporting character" concept for the other players in a scene not playing their own character. Mainly because I have found that some of those scenes started to flounder because their wasn't really any direction to the scene. Its hard to get somewhere when you don't know where you're going. The basic concept I read about was objective and actions. Its made me start thinking about how to quickly build that with players when talking about the scene, then maybe finding ways for them to quickly make a series of choices about actions, then just play, encouraging them to forget about both after they have had a few moments to think about them. Anyway, while working on this concept and how I might introduce it to my players in as quick a fashion as possible I found a really cool scene breakdown sheet. So I will end my post with that: [URL='http://www.actorsinactionclass.com/class-handouts/scene-breakdown-worksheet/']Scene Breakdown Sheet[/URL] [/QUOTE]
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The DM Should Only Talk 30% of the Time... Agree or Disagree?
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