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    •  
      CommentAuthorJohn
    • CommentTimeFeb 25th 2010 edited
     
    Well? How was it for you chaps? Things you thought went well? Not so well?
    John
    • CommentAuthorSteve
    • CommentTimeFeb 25th 2010
     
    I thought it was very enjoyable, thanks for running it. There's just about the right amount of stuff on the character sheet that encourages us to express our characters in genre suitable ways. It was also an exciting game in which we encountered what felt like dicey situations (so well-judged to offer appropriate challenges) and got through. Of course, now we know that creative failure (as the way to get improvement points) is also a part of the game, we'll be doing some of that as well.

    I'm not sure the book is best organised but character generation seems to have been well thought out even if more examples would have been useful.
    • CommentAuthorGraham
    • CommentTimeFeb 25th 2010
     
    It was really good, thanks.

    Graham
    • CommentAuthorwulf
    • CommentTimeFeb 25th 2010
     
    It was rubbish. I didn't enjoy it at all.
    • CommentAuthorSimon
    • CommentTimeFeb 25th 2010
     
    It was fun. We needed Dave below decks, though.
    • CommentAuthorwulf
    • CommentTimeFeb 25th 2010
     
    'Simon' sez:
    ? "Below decks" ?
    The euphemism is lost on me sir.

    But what about you Graham? Did you settle for the 'Rigging Monkey' character I advised
    • CommentAuthorGraham
    • CommentTimeFeb 25th 2010
     
    No, a sort of disgraced noble pirate. Me and Simon played out Les Liaisons Dangereuses.

    Graham
    • CommentAuthorwulf
    • CommentTimeFeb 25th 2010
     
    'Graham' sez:
    "sort of disgraced noble pirate"

    Oh brilliant. Sounds a bit like a Basil Rathbone character.


    "Les Liaisons Dangereuses"

    What? and not 'Dare'(:
    •  
      CommentAuthorJohn
    • CommentTimeFeb 25th 2010
     
    Posted By: Graham...Me and Simon played out Les Liaisons Dangereuses.

    Graham


    I'm fairly sure it was another movie you both played out. One with more of an 'internet only' theme...
    John
    •  
      CommentAuthorWK
    • CommentTimeMar 2nd 2010
     
    Posted By: John
    Posted By: Graham...Me and Simon played out Les Liaisons Dangereuses.

    Graham


    I'm fairly sure it was another movie you both played out. One with more of an 'internet only' theme...
    John


    No, it would be the one that the BBFC refuses to pass.
    •  
      CommentAuthorJohn
    • CommentTimeMar 4th 2010
     
    A rambling, incoherent and railroady game. Not sure what happened their really. My apologies.
    John
    •  
      CommentAuthorJohn
    • CommentTimeMar 4th 2010
     
    Pudding seemed to go down well though!
    :)
    john
    • CommentAuthorGraham
    • CommentTimeMar 4th 2010
     
    I thought it was fun. We got a little sidetracked into individual plots, but then we got back together, which was good.

    Graham
    •  
      CommentAuthorJohn
    • CommentTimeMar 4th 2010
     
    Posted By: GrahamI thought it was fun. We got a little sidetracked into individual plots, but then we got back together, which was good.

    Graham


    But where could there have been improvements? I keep throwing myself into the lion's den as a way of getting better at running games (I really have very little experience), so any constructive feedback would be really appreciated.
    John
    • CommentAuthorwulf
    • CommentTimeMar 4th 2010
     
    Dump on the trait bombing. Not for this game because people are well into it and we're having fun. But if I name a trait 'social chameleon' I am pretty sure I can make an arguement where it works as 'all' social skills and is even superior to 'all'other social skills. If I want 'social chameleon' I think a GM would be well advised to suggest, for instance, it only works at the aristo courts of 16th Japan where I picked it up. I may find use for it in other social enviroments but it would be much less effective.
    • CommentAuthorGraham
    • CommentTimeMar 4th 2010
     
    Posted By: JohnBut where could there have been improvements? I keep throwing myself into the lion's den as a way of getting better at running games (I really have very little experience), so any constructive feedback would be really appreciated.


    Well, there weren't any major problems, so it's hard to say.

    Actually, I didn't think Dave got much of a go. I don't know if he felt that, but I thought we got more play than he did. So perhaps that's a thing for next time: bring people in if they haven't had a go for a while.

    There was a slightly odd thing going on with Foibles. It went something like this: the GM gives people opportunities to use their Foibles. For example, I'm a Kleptomaniac, so I get a golden statue to steal. But, because we're all chasing these opportunities separately, we're all dealing with our own plot lines. That's not your fault, but I think it's a quirk of the system.

    Graham
    • CommentAuthorwulf
    • CommentTimeMar 4th 2010
     
    I think Graham makes a point withthe Foibles. Maby they should have something in common. I purposely choose a characte that had disimalr skills to other characters so that it would useful in areas the other characters were weak. But what I should of done is choose Foibles or some skills that meant we were following the same plot, or at least sometimes. Perhaps this is something you could encourage in later games.
    •  
      CommentAuthorJohn
    • CommentTimeMar 4th 2010
     
    Yep, I did feel very guilty about totally shutting Dave down. Sorry Dave.

    In terms of trait-bombing, I have no real problem with it, as long as it's suitably narrated into the scene, which is something I should have been more forceful on. I also am more than happy for people to jump in a call a ludicrous use of a trait. I can, however see where it can go horribly wrong. It is very difficult fr any of the NPCs to actually win a contested challenge.

    Yeah, everyone going off to their own thing got messy. But then there's the catch-22 of forcing people to stay together and perhaps feeling railroaded?

    In terms of foibles, I'm not sure I'm playing them right. I see them as a temptation to dangle in front of a player to divert them from something they really want to do. It's what I tried to do with the golden statue, but then she just came into the scene anyway. Perhaps as you were going for the statue I should have mentioned that you saw her preparing to leave the mansion. Now what do you do? I dunno.

    John
    •  
      CommentAuthorJohn
    • CommentTimeMar 4th 2010
     
    Posted By: wulfI think Graham makes a point withthe Foibles. Maby they should have something in common. I purposely choose a characte that had disimalr skills to other characters so that it would useful in areas the other characters were weak. But what I should of done is choose Foibles or some skills that meant we were following the same plot, or at least sometimes. Perhaps this is something you could encourage in later games.


    I should have been far clearer about the initial situation prior to creating characters, which may have helped create a sense of group direction and cohesion. Or we could have ended up with characters remarkably similar to the ones we have.

    I know what's going on, but I have a feeling everyone's just following the trail I set.
    John
    • CommentAuthorwulf
    • CommentTimeMar 4th 2010
     
    'John' sez:
    "...shutting Dave down."

    I didn't mind so much. It was obvious you were trying to give Garham and Simon a chance to try out things that they're play had suggested last wek.

    My comments on Trait bombing is relevant. I used 'Social Chameleon' so often in so many different games I thought of using it as a character name much like 'Lucky'' :p
    • CommentAuthorfon
    • CommentTimeMar 4th 2010
     
    Posted By: wulf'John' sez:
    "...shutting Dave down."

    I didn't mind so much. It was obvious you were trying to give Garham and Simon a chance to try out things that they're play had suggested last wek.

    My comments on Trait bombing is relevant. I used 'Social Chameleon' so often in so many different games I thought of using it as a character name much like 'Lucky'' :p

    Ironically (?), Lucky didn't actually use his "lucky" forte in any trait bombing during the session ..
    • CommentAuthorfon
    • CommentTimeMar 4th 2010
     
    Posted By: John
    Posted By: GrahamI thought it was fun. We got a little sidetracked into individual plots, but then we got back together, which was good.

    Graham


    But where could there have been improvements? I keep throwing myself into the lion's den as a way of getting better at running games (I really have very little experience), so any constructive feedback would be really appreciated.
    John

    We all had lots of fun, so it was a success.

    Some room to improve, mostly already discussed:
    * as GM, be more careful to give everybody screentime, and play along with their plots (or the plots suggested by their character traits)
    * when people head off by themselves, wrap that up quickly so that everyone is together (and therefore more involved). Players can help here too.
    * either cut down on trait bombing, or up the NPC's plusses so they can compete. HeroQuest v2 has some good rules to cut down on trait bombing, such as only allowing a certain number of traits to come into play, and giving a bonus for more specific traits (eg. if we contest a duel, using my "expert duelist with flintlock pistol" vs your "noble rogue who can do just about anything", then the specific skill gets +4)
    * allow people a roll for things, even at a high difficulty if you think it unlikely, the results could be surprising and interesting; this also reduces the perception of railroading
    * on the other hand, if you need to do some railroading to move the plot along, then just be blunt about it and don't allow rolls / actions / being sidetracked. I don't hate railroading if it's up-front and over quickly, and I'm under no illusion that I have any control of the story. For example, in MouseGuard, you could have just rushed us through the Owl attacking us at the start in about 2 minutes, without wasting a lot of time on what turned out to be railroading (but was a lot more frustrating for those involved, who couldn't affect the outcome, and for those watching, who got incredibly bored and a bit naughty).
    * be careful about balance; it seems that Simon and Graham got all the love, while Dave and perhaps myself missed out
    •  
      CommentAuthorJohn
    • CommentTimeMar 4th 2010
     
    This is good stuff. Cheers guys, it is much appreciated and providing me with much to think about.
    John
    • CommentAuthorGraham
    • CommentTimeMar 4th 2010
     
    Who was "trait bombing", by the way? I didn't think I was: I was using fairly few traits in most challenges.

    Graham
    • CommentAuthorSimon
    • CommentTimeMar 5th 2010 edited
     
    John, I enjoyed the game, but you asked for feedback...

    1. The game was on the borderline of an indie-style game where it's all about conflicts between characters, and a more trad game where we all work together for a common aim. Last week, it really was the latter, and I think it worked a bit better. In other words, although this has indie elements, I think a stronger direction which we all buy into works better for this style of game. This is more our fault than yours.

    2. I agree that it's better to set a high difficulty and give the players a chance, even if it's unlikely, and also make a win a win, or at least be very clear what the stakes are before rolling. When Adrian won against the sisters, he thought he would be seducing a sister. When I won against the Govenor's daughter, I thought I would be seducing her. So, you could either have said "you won't be able to seduce her, but she will be favourably inclined towards you", or set a high difficulty and allow it to happen. In either case you could still have planted the nice lead that you added, "Now, darling, there's a little thing I want you to do for me". It's fine to step out of game and say "look guys, I've got these leads or would you rather go off and do your own thing?" If it's absolutely not going to happen (eg with Dave and the governor) I would have said very early on that was the case, or let him roll against a super-high difficulty, and then pulled Dave into Graham's arc. Be very free alowing people to roll, beacause there is benefit in the game in failure.

    3. Most of the problems were down to the players, rather than your GMing. We need to know what the premise of the game is to ensure that we all have a common purpose - that is unless it's 100% indie. It's our job to follow that purpose. Inter-character conflicts are fun, but I think they should be flavour while we all fight together to fulfill the agreed goal. I think of myself as the GM's little helper - so I followed the rutter lead (thinking that we need the map to go to the next desitination) and the Princess (who Graham's character then murdered). Steve inclines towards that role a little, too, so his presence will help.

    4. I really curtailed trait use, and I think most other people did. The points for failed rolls helped a lot. There is nothing at all wrong with using your skills, it's only if you use inappropriate skills. So, always fencing is fine if you are fencing, always getting +2 for smoking, I'd say is not.

    5. I do think Dave and Adrian got less spotlight time, but that's just because Graham is a spotlight whore, and I am very charismatic. (Joking!)
    •  
      CommentAuthorJohn
    • CommentTimeMar 5th 2010
     
    Simon, I agree with all your points. I think for the last session, it was meant to be a bit more free-form as a counterpoint to the rigidity of being ship-based. A bit of an exploration of events on a far-flung colony that didn't go quite as smoothly as I would have liked. You're absolutely right about the premise being a bit obscure.

    As a test, can you guys tell me what you think the underlying premise of the scenario is?

    I am annoyed with myself over how Dave and Adrian got sidelined and you and Graham got all the attention. I think it was the fact that you'd got established characters with good foibles and fortes that I could see where to play against versus new characters that I had to fit in. I think I should have just chilled out a bit more and gone with the flow. Certainly letting Dave roll (ye olde Say yes or roll...) was a daft thing for me to avoid, and I'm not sure why I didn't do that.

    I wouldn't say the 'fault' (and I use that word very loosely) lay with you guys, rather I needed to really clarify the situation and then let you do your thing (see above).

    I agree that trait use can get a bit silly, but as you say, there is at least a carrot there for you to not trait bomb in that advancement is only possible when you fail the roll. The choice is firmly in the player's hands, advance or succeed.

    John
    • CommentAuthorfon
    • CommentTimeMar 5th 2010
     
    However, at a rough count, Simon had more than twice as many rolls as Dave, allowing for success _and_ advancement! :)
    • CommentAuthorGraham
    • CommentTimeMar 5th 2010 edited
     
    The premise of the scenario? I didn't think there was one. I thought we were just doing stuff with our characters.

    Incidentally, I liked using my traits in the way I did, especially putting smoking in every conflict. However, if your idea of fun is sitting around counting beans, making up terms like "trait-bombing" and going "Ooh, I'm not sure that use of a trait is appropriate", then you go, girl.

    Interestingly, I thought Adrian and Dave got less spotlight time in different ways. Dave didn't get many scenes. Adrian was in scenes, but didn't get to influence them.

    Graham
    •  
      CommentAuthorJohn
    • CommentTimeMar 5th 2010
     
    Posted By: GrahamThe premise of the scenario? I didn't think there was one. I thought we were just doing stuff with our characters...

    Graham


    Nuls Points to John.
    John
    • CommentAuthorSimon
    • CommentTimeMar 5th 2010
     
    We are privateers supposedly attacking the enemies of our employees. However, the Germans have got another plan. They keep disguising themselves as Arabs and attacking us. This is the mystery we need to solve. How the Princess was involved, I don't know, nor how the governor's daughter was involved.

    I am pretty sure that the secret rutter is a treasure map, and that lots of factions are after it.

    Graham - you could substitute "dazzling smile" for smoking and it would be just as effective. "Noble Rogue" and "Smoking" are going on my special list. If the answer to the question "Can it be used in almost any conceivable contest" then it's one for the list. Still, you used the skill in an amusing, if hammy, way.
    •  
      CommentAuthorJohn
    • CommentTimeMar 5th 2010
     
    Posted By: SimonWe are privateers supposedly attacking the enemies of our employees. However, the Germans have got another plan. They keep disguising themselves as Arabs and attacking us. This is the mystery we need to solve. How the Princess was involved, I don't know, nor how the governor's daughter was involved.

    I am pretty sure that the secret rutter is a treasure map, and that lots of factions are after it.


    Yes. um, that's exactly right. Maybe. Actually, it's pretty much on the nose. Sort of.

    Posted By: Simon...Still, (Graham) used the skill in an amusing, if hammy, way.


    I would argue that that isn't trait-bombing in any way. To me, it's simply throwing in as much as possible without any meaningful way of meshing them into the narrative simply to gain bonuses. Or, as the rulebook calls it "Bad Form". Aside from recognizing that it occurs, and having only successful tests count towards advancement, Chad doesn't really offer much in the way of insight into how to dis-incentivise this sort of play.
    John
    • CommentAuthorGraham
    • CommentTimeMar 5th 2010 edited
     
    Posted By: JohnI would argue that that isn't trait-bombing in any way. To me, it's simply throwing in as much as possible without any meaningful way of meshing them into the narrative simply to gain bonuses. Or, as the rulebook calls it "Bad Form".


    No, I was putting it in because I liked the idea of my character smoking all the time. I enjoyed that. I didn't care whether I won.

    Often, I wanted to lose, and "smoking" was one of the few traits that went in there.

    And the reason "Noble Rogue" was usually applicable was that I spent the whole session stealing treasure from country houses, rescuing noblewomen and stealing jewellery from noblewomen.

    Graham
    • CommentAuthorSimon
    • CommentTimeMar 5th 2010
     
    Posted By: JohnYes. um, that's exactly right. Maybe. Actually, it's pretty much on the nose. Sort of.


    And that's why I am the GM's little helper!

    I think in retrospect, resigning as Captain was not sensible, nor was having a character (Adrian's) who was fundamentally against the structure of the crew and the mission. No one's fault, though. In our group it is always a massive pain to be the Captain. I felt sorry for Dave!
    • CommentAuthorwulf
    • CommentTimeMar 5th 2010
     
    Actually being the 'Officer in Charge' wasn't to bad this time. You guys were so intent on what you were doing you didn't spare any attention to spare to give me a hard time.

    The one thing that put me off about being the Captain though was I discovered I couldn't use my trait: 'Ship's Master' since I was the Captain and apparently said trait couldn't be used unless I was holding the position and rank of Ship's Master at the same time. I think I want to make some changes next week, either dump that trait or the captincy.
    • CommentAuthorSteve
    • CommentTimeMar 8th 2010
     
    Is it Privateers again this week?
    • CommentAuthorwulf
    • CommentTimeMar 8th 2010
     
    'Steve; sez:
    "Is it Privateers again this week? "

    I think John said as much.
    • CommentAuthorSimon
    • CommentTimeMar 8th 2010
     
    Yes.
    •  
      CommentAuthorJohn
    • CommentTimeMar 8th 2010
     
    Yep. Should be last session. Welcome back from Malta, by the way.
    John
    •  
      CommentAuthorWK
    • CommentTimeMar 9th 2010
     
    Since Simon is so worried about the our letter of marque status here's my solution:
    Someone spends a fate token to establish the fact that the Governor is a traitor/enemy agent to our sponsor nation.
    Simplez.
    • CommentAuthorfon
    • CommentTimeMar 9th 2010
     
    OK, I spend a token. I should have about a dozen, since I was playing heavily to foibles.
    •  
      CommentAuthorJohn
    • CommentTimeMar 9th 2010
     
    The Governor's a schmuck who's only interested in feeding his lazy arse and getting rich from his estates on the colony. The Captain however is the real power behind the throne. You happy for him to be the traitor?
    John
    • CommentAuthorSimon
    • CommentTimeMar 9th 2010
     
    Posted By: JohnThe Governor's a schmuck who's only interested in feeding his lazy arse and getting rich from his estates on the colony. The Captain however is the real power behind the throne. You happy for him to be the traitor?
    John


    Works for me.
    • CommentAuthorwulf
    • CommentTimeMar 9th 2010
     
    The 'Capatain''? Sort assumed he fits the role bad/fall guy anyway. Just so that this doesn't cut into game time too much can we assume that a lot of the time I spent last week schmoozing with the governor and the 'Capatain' has paid off in one way anyway in that he, the Capatain, is going to come with us to make sure those 'pesky privateers don't interfer? That way if we're cagey around him it's easily explained since we're all up to some skulduggery anyway and can't trust him for those reasons.

    That's assumimg we're ever leaving the harbour?
    • CommentAuthorfon
    • CommentTimeMar 9th 2010
     
    When the revolution kicks off, and the Big Gun levels the Governor's tower, leaving the harbour will be pretty much a necessity.
    • CommentAuthorfon
    • CommentTimeMar 9th 2010
     
    Posted By: fonWhen the revolution kicks off, and the Big Gun levels the Governor's tower, leaving the harbour will be pretty much a necessity.

    Plus, although seemingly infinite, I'm sure we'll run out of Simon's sisters on this island at some stage ...
    • CommentAuthorSteve
    • CommentTimeMar 9th 2010
     
    You only have one token. You lose them at the end of the last session.
    • CommentAuthorGraham
    • CommentTimeMar 9th 2010
     
    I'll probably skip tomorrow's game.

    Graham
    •  
      CommentAuthorWK
    • CommentTimeMar 9th 2010
     
    Posted By: Simon
    Posted By: JohnThe Governor's a schmuck who's only interested in feeding his lazy arse and getting rich from his estates on the colony. The Captain however is the real power behind the throne. You happy for him to be the traitor?
    John


    Works for me.


    So how are we going to illaqueate El Capitan?
    •  
      CommentAuthorJohn
    • CommentTimeMar 10th 2010
     
    Posted By: WKillaqueate


    Nice use of the English language. Had to look that one up :) My vocabulary has increased!
    John
    •  
      CommentAuthorWK
    • CommentTimeMar 10th 2010
     
    Posted By: John
    Posted By: WKillaqueate


    Nice use of the English language. Had to look that one up :) My vocabulary has increased!
    John

    *sigh* What do they teach you students nowadays? :p