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Why Jargon is Bad, and Some Modern Resources for RPG Theory
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<blockquote data-quote="niklinna" data-source="post: 8658642" data-attributes="member: 71235"><p>I was once in a horror con game where we all played little kids at summer camp. The GM just let us do hijinks and little-kid stuff for the first two hours, no form or structure whatever. We forgot it was a horror game, and we arrived at the mess hall for dinner, and everybody else in camp had been slaughtered.</p><p></p><p>Things ramped up from there, as we snuck around, ran for our lives, and looked for a way to deal with the supernatural menace. It was one of the best game sessions I've ever been in.</p><p></p><p>In another game a couple years later (same con), we were camp counselors. The GM just let us do hijinks and horny-teenager stuff for the first couple hours, no form or structure whatever. We did remember it was a horror game, and were invoking several tropes of 80s slasher films, but we developed some thick, juicy relationships between our characters and were having tons of fun playing that out. The GM even said, out loud, it was a shame this was a horror game and that the killer had to show up (limited time and all!). And then the rest of the game was suspenseful and such, with us herding terrified campers around and getting picked off by the vengeful spirit. But, we'd been having so much more fun before.</p><p></p><p>I think it would have been better for the GM to say, eh, screw it, it's a horror con but we're doing this thing and it's going swimmingly, so, no slaughter. If we'd had more time, we could have drawn out both phases for a more satisfying overall session staying true to the premise, but time slots are time slots.</p><p></p><p>For what it's worth, in the first scenario we actually had a way to defeat the evil thing (and did!), but in the second, it was pretty much impossible. Escape was an option, and one PC did get out (with my possessed character hot on her heels, only to be run over by a police car).</p><p></p><p>Anyhow, a fair bit of contrast.</p></blockquote><p></p>
[QUOTE="niklinna, post: 8658642, member: 71235"] I was once in a horror con game where we all played little kids at summer camp. The GM just let us do hijinks and little-kid stuff for the first two hours, no form or structure whatever. We forgot it was a horror game, and we arrived at the mess hall for dinner, and everybody else in camp had been slaughtered. Things ramped up from there, as we snuck around, ran for our lives, and looked for a way to deal with the supernatural menace. It was one of the best game sessions I've ever been in. In another game a couple years later (same con), we were camp counselors. The GM just let us do hijinks and horny-teenager stuff for the first couple hours, no form or structure whatever. We did remember it was a horror game, and were invoking several tropes of 80s slasher films, but we developed some thick, juicy relationships between our characters and were having tons of fun playing that out. The GM even said, out loud, it was a shame this was a horror game and that the killer had to show up (limited time and all!). And then the rest of the game was suspenseful and such, with us herding terrified campers around and getting picked off by the vengeful spirit. But, we'd been having so much more fun before. I think it would have been better for the GM to say, eh, screw it, it's a horror con but we're doing this thing and it's going swimmingly, so, no slaughter. If we'd had more time, we could have drawn out both phases for a more satisfying overall session staying true to the premise, but time slots are time slots. For what it's worth, in the first scenario we actually had a way to defeat the evil thing (and did!), but in the second, it was pretty much impossible. Escape was an option, and one PC did get out (with my possessed character hot on her heels, only to be run over by a police car). Anyhow, a fair bit of contrast. [/QUOTE]
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