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RogerBurtonWest
Roger Burton West

Sat

Jan 14
2006

21:18

Primetime Adventures

On Sat, Jan 14, 2006 at 02:58:05PM -0600, Tim Hall wrote:

>Being one of the 'other two', I supposed I should put in my 2p's worth :)

Ah, it was you. I wasn't sure that "Tim" on the badge was the same as
Tim Hall here and on Pyramid.

>> The other slightly strange thing about PTA, of course, is the campaign
>> generation system: for about the first hour of play (of the first
>> session only), we tossed around ideas about the sort of game we'd play.
>> This was quite fun, though I'm not sure how much I'd have enjoyed it if
>> my idea hadn't been substantially the one that got adopted; even so,
>> everyone had reasonably significant input.
>I get the impression that this is supposed to be a key part of the game, 
>especially when what gets adopted is an amalgam of ideas from several 
>people.

Yup. Given that games are explicitly meant to run for a limited period
(I think it's 5 or 9 sessions/episodes), this is clearly something
that's supposed to happen quite often.

>Certainly riffing off each other's ideas can produce something more 
>interesting that the players could have come up with individually.  It 
>wouldn't had occurred to me to make my character German rather than 
>British, for example.

Thanks for pointing out that character generation was to some extent a
process of consensus too - this might go some way to reducing the
tendency of some players to come up with game-breaking characters.

>> In theory, the players should in some way rotate the choice of what
>> scene happens next (and do the initial narration, up to the point of the
>> conflict). I don't know how that's meant to be determined, but we were
>> all traditional enough gamers that we tended to lean on the GM perhaps
>> more than we "should" have.
>I think it would take a few sessions to really get my head round the 
>whole scene framing/conflict determination thing, because it's very 
>different from a traditional RPG.

Agreed. It's something I'd like to try more of, but I think I'd want to
learn it with other players from an experienced GM before I tried to run
it for other people who hadn't previously met the game at all.

>> Overall, it is very much a collaborative story-telling game rather than
>> a conventional RPG: I don't know how much protection you have for your
>> own character, but with other people potentially narrating events any
>> characterisation will have to be in fairly broad strokes.
>In a longer campaign I think characterisation will be very much 
>develop-in-play.

The Edges in particular are nebulous enough that I don't suppose there
will be any difficulty in coming up with back-story when it's needed.
This certainly matches the televisual approach.

-- 
Roger, gaming grognard
Lots of role-playing stuff: http://tekeli.li/
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