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Nov. 29th, 2009


[info]wickedthought

Crimson Sorrow and Aria of Ill Fortune

A new episode of the Crimson Sorrow Podcast is up!

Also, a report of actual play from the Podgecast, Aria of Ill Fortune, is up!

(There is nothing cooler than other people doing cool things with your game.)

[info]stories_inside

GM roles

I was recently thinking about the role of the GM in RPGs.  Or referee, or Dungeon Master, or what ever you want to call it.

The 'recieved' version of this for many of us who have been playing a long time is one where the GM is "strong" - that is, the ideal is that the GM is in nearly complete control of what the situation is, and while a good GM can roll with the punches and adjust to what the players do (or what the dice say) generally speaking, they're in a very powerful position.  World creator, rules authority, action determiner, etc.

This probably needs to be examined.  Over at The Sandbox of Doom my dear friend Victor (who was an early GM of mine) ponders this, and wonders what the role of the GM is, contrasting it to the opinion that he recently heard that the game is "all about the players" and finding himself put off by this idea.

There are a lot of different ways to structure this.  There are, for example, systems that encourage a lot of player participation in world creation.  There are those that take this to the limit, with the setting and scenario being a really cooperative effort, using some sort of "pass the stick" narration, or those that involve no central GM, but rather have different people GM'ing different players, each person acting as both player and GM.

None of these, I think, is any better or worse than any other one, although individual preference does play a big role.  Personally, I find that I prefer at least a pre-established framework to hang my stories on, some base setting to work with.  This makes sense for me, because I'm more about the details, and less about the big picture.  But, I really do enjoy playing in games where what I do as a player matters, and matters a lot, and has an effect on other players too.

An awful lot of it actually has to do with the people involved, and less with the specific rules or setting used.  If I trust the GM, and the other players, I'm much more willing to be led down a path not of my own making.  That trust comes from long association, and knowledge of what I can expect.  It's hard to develop, and easy to wreck.  But when it works, it really, really works.

My big question right now could be stated as "how much do you want to know about what's going to happen?"  Traditional GM roles have the GM often coming up with surprises, or hidden information that the characters have to cope with.  This is something that comes out of the strong GM role, and can be very good when done well.  But it's very, very hard to do.

So, I've been thinking a lot about disclosure, the idea that it might be OK if I actually reveal a lot about what's going on, or where I think things are going to the players outside of the game.  The risk is that it's not a surprise anymore.  The benefit might be that the players can adapt and contribute a lot to how it goes, leading to good RP and great emotional satisfaction.  I think that in the past this has mostly been done with setting, sort of creating a third entity that has a say in the proceedings.

For example, in Call of Cthulu, one goes into the game knowing that it's pretty much assured that the characters will end up insane.  Since everyone knows that this is the eventual ending of the story, the joy comes from the particulars of how you get there.

But what if, as a player, I told you (as a GM) that I expected the love triangle that your character is  involved in to end up with at least one of the characters being killed, or killing themselves.  If you agreed, we could go down that route, putting our work into making that a satisfying sort of story to tell.    While for some, it might wreck things to know what's going to happen, for others, it might be a really good way to set the stage, and then focus on the details and the drama that the situation naturally produces. I am thinking of the opening lines of Romeo and Juliet:

Two households, both alike in dignity,
In fair Verona, where we lay our scene,
From ancient grudge break to new mutiny,
Where civil blood makes civil hands unclean.
From forth the fatal loins of these two foes
A pair of star-cross'd lovers take their life;
Whole misadventured piteous overthrows
Do with their death bury their parents' strife.
The fearful passage of their death-mark'd love,
And the continuance of their parents' rage,
Which, but their children's end, nought could remove,
Is now the two hours' traffic of our stage;
The which if you with patient ears attend,
What here shall miss, our toil shall strive to mend.
What do you think?  Does knowing how the story ends make it less satisfying to be a part of?




[info]filkertom

Black Friday Sale Ends Tonight

Such a deal. Thanks to everyone who's purchased so far.

I'm working on music today, in between minor chores. Call this one an open thread.

[info]daz_fastgrab

Playful Moods

Playful Moods

[info]darthsndroids

Episode 342: Demonstration of Perfectly Sensible Ability Possessed by Protagonist All Along

Episode 342: Demonstration of Perfectly Sensible Ability Possessed by Protagonist All Along

This is so awesome that even you get a +1 morale bonus just for reading it. Enjoy your day!

[info]seth_godin

Getting meta

Wikipedia contains facts about facts. It's a collection of facts from other places.

Facebook doesn't have your friends. It has facts about your friends.

Google is at its best when it gives you links to links, not the information itself.

Over and over, the Internet is allowing new levels of abstraction. Information about information might be worth more than the information itself. Which posts should I read? Which elements of the project are at risk? Who is making the biggest difference to the organization?

Right now, there's way too much stuff and far too little information about that stuff. Sounds like an opportunity.


[info]filkertom

And the Pursuit of Happiness

Fascinating, fun blog at the NY Times. Check out the latest installment, "Back to the Land".

[info]eviljohn

Twitter Posts

Tweets For Today



  • 22:53 Yet more Wave invites! Once again, LMK if you want one.


Automatically shipped by LoudTwitter

[info]daz_fastgrab

Alyce for Aiko 4

Alyce for Aiko 4

[info]apod

Annapurna Star Trails

Annapurna Star Trails Annapurna Star Trails


Nov. 28th, 2009

[info]dailybuddha

Daily Words of the Buddha for November 29, 2009


Yassa nittiṇṇo paṅko,
Maddito kāmakaṇṭako,
Mohakkhayaṃ anuppatto
Sukhadukkhesu na vedhatī sa bhikkhū.
Audio

That bhikkhu who has crossed the mire,
Crushed the thorn of sensual desire,
And reached the destruction of delusion
Is not perturbed by pleasures and pains.

Udāna 3.22
View Pāli on Tipitaka.org
The Udāna and the Itivuttaka, trans. John D. Ireland
Book Details

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[info]masteralida

Bye, bye, XStreet

Except for the Midalah apartments, I have left XStreetSL. I've only kept one item up so I can participate in the oh-so-quiet Merchants Roundtable that few knew about until recently.

Tomorrow, I list on http://www.slapt.me Screw XStreet.

[info]masteralida

Question time

Leave me a comment saying "Resistance is Futile."

* I'll respond by asking you five questions so I can satisfy my curiosity.
* Update your journal with the answers to the questions.
* Include this explanation in the post and offer to ask other people questions

Questions from Vretallin )

[info]oxbastetxo

Getting closer to my goal...

I haven't posted for a little bit, though I've been updating the counter. :-)






I started a baby afghan, so my stitch count has jumped.

[info]seanan_mcguire

First draft stats, DISCOUNT ARMAGEDDON.

Current stats:

Words: 11,360.
Total words: 101,678.
Reason for stopping: I sort of, well, ran out of book.
Music: the Discount Armageddon play list.
Lilly and Alice: my lap and the orange cat tree, respectively.

First draft stats:

Pages: 353
Chapters: twenty-five, plus a prologue and an epilogue
Started: August 22, 2008
Finished: November 28, 2009

Given how much time this book spent being "lower priority" than things with actual deadlines, fourteen months is a very respectable time to get from beginning to end. Midnight Blue-Light Special should go a lot faster, if only because I completely understand my world now, and what it's supposed to be like. I know the rhythm, I know the beat, and I can dance to it. I am...I'm staggered right now. I've been saying for a few weeks now that I was probably going to finish the book this month, but there's a huge difference between saying and doing. I've done. Draft one is done.

Draft two is going to involve smoothing out the continuity, fixing the pacing, and generally book-doctoring like whoa...but it'll probably be done by the end of January at the very latest, and that's with taking a backseat to Blackout, which gets to take over as my primary book now. Discount Armageddon is done.

I'm amazed and a little off-balance. I am now going to go eat ice cream and watch TV.

[info]neoliminal

"Resistance is Futile." (Part 1)

Leave me a comment saying "Resistance is Futile."

* I'll respond by asking you five questions so I can satisfy my curiosity.
* Update your journal with the answers to the questions.
* Include this explanation in the post and offer to ask other people questions

Read more... )
Tags:

[info]masteralida

Tiiiiiired!

Lots of walking around DC yesterday - and Ro and I forgot our cameras!

More walking this afternoon while running holiday errands.

Will catch up on FB and LJ tomorrow. Tonight, I veg!

[info]queenmidalah

Body art

( You are about to view content that may not be appropriate for minors. )
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[info]wickedthought

(no subject)


[info]phawkwood

The woolly face of madness and despair

Posted to Amander Palmer twitter:

@amandapalmer our little knit Cthulhu, a gift from @mrsmicah. gaze into his little woolly face of madness and despair. http://twitgoo.com/5d9uc

Something about a woolly face of madness and despair really made me laugh.

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