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<blockquote data-quote="LostSoul" data-source="post: 4328518" data-attributes="member: 386"><p>Let me try to answer for the whole of the campaign.</p><p></p><p>1. We aligned our genre/style/tone goals in pre-play. There was some co-operative setting creation, and the GM filled in all the details.</p><p></p><p>Theme was left open to be addressed in play, and I think we came up with some thematic statements for the game.</p><p></p><p>2. We aligned our resolution goal - we wanted to try out The Shadow of Yesterday. No one was really wedded to the system, but it worked as planned.</p><p></p><p>Though - one player had a problem with the reward system in the beginning. (I find it interesting that you don't talk about reward systems in your post.)</p><p></p><p>3. Good music was made - we all liked the PCs, the setting, the conflicts - the story that we had. That was our main goal.</p><p></p><p>4. The players were satisfied. There were moments when we had conflicts: </p><p>One player didn't understand the reward system and how to use it to do what he wanted. We talked to him out of the game and he changed the way he used the system to get what he wanted. </p><p>In one session the GM was too aggressive with his scene framing and that made me feel like I didn't have much input on the game (until we talked about it).</p><p>In the beginning, there was a conflict related to inter-party betrayal, but that was resolved and betrayal became a major theme of the campaign.</p><p></p><p>I guess you could say we fulfilled the expectation of excitement by front-loading our game to deliver it in play. edit: And we dealt with conflicts that arose out-of-game.</p><p></p><p>***</p><p></p><p>How was that? Am I getting this, or were those answers lame?</p></blockquote><p></p>
[QUOTE="LostSoul, post: 4328518, member: 386"] Let me try to answer for the whole of the campaign. 1. We aligned our genre/style/tone goals in pre-play. There was some co-operative setting creation, and the GM filled in all the details. Theme was left open to be addressed in play, and I think we came up with some thematic statements for the game. 2. We aligned our resolution goal - we wanted to try out The Shadow of Yesterday. No one was really wedded to the system, but it worked as planned. Though - one player had a problem with the reward system in the beginning. (I find it interesting that you don't talk about reward systems in your post.) 3. Good music was made - we all liked the PCs, the setting, the conflicts - the story that we had. That was our main goal. 4. The players were satisfied. There were moments when we had conflicts: One player didn't understand the reward system and how to use it to do what he wanted. We talked to him out of the game and he changed the way he used the system to get what he wanted. In one session the GM was too aggressive with his scene framing and that made me feel like I didn't have much input on the game (until we talked about it). In the beginning, there was a conflict related to inter-party betrayal, but that was resolved and betrayal became a major theme of the campaign. I guess you could say we fulfilled the expectation of excitement by front-loading our game to deliver it in play. edit: And we dealt with conflicts that arose out-of-game. *** How was that? Am I getting this, or were those answers lame? [/QUOTE]
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