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Subject: The Edge Digested V1 #51
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The Edge Digested        Monday, April 27 1998        Volume 01 : Number 051



Today's subjects from The Edge:
	Re: [The Edge] H elp getting players involved
	Re: [The Edge] H elp getting players involved
	Re: [The Edge] H elp getting players involved
	[The Edge] gobs of cash
	Re: [The Edge] H elp getting players involved
	Re: [The Edge] H elp getting players involved
	Re: [The Edge] H elp getting players involved
	[The Edge] Horrors Count stats, anyone?

----------------------------------------------------------------------

Date: Sat, 25 Apr 1998 08:04:15 -0500
From: "Paul J. Lareau" <pjlareau@wavefront.com>
Subject: Re: [The Edge] H elp getting players involved

I'll speak as a "kindred spirit" to your current players.  I don't
actually play very much because I'm generally a non-violent person who
tends to play characters who would rather make friends with the enemy
than kill them.  And since I'm a stickler for "motivation", I try to
react the way my character would logically react.  I'm also a murder
mystery fan who tends to try to plan and plot my way out of things, but
I'm seldom the one who will get the group or story actually moving.
When we play as a family, there are 3 of us like that ... drives my
son-in-law (the GM) nuts!  "Stop talking and DO something!"   ;=)

Every group needs an "action leader" ... a PC who tends to initiate
actions.  S/he can be a belligerant warrior, a brash kid, or a damned
fool...it doesn't matter.  Whatever the player is, it will force the
others to follow (if playing as a group).  What the GM can do is, first
of all, force the players to get detailed in their PC descriptions as to
motivations and personalities.  Edge has one of the better "character
description" methods for this.  Then, "pick on" individual players,
aiming the clues and plot twists specifically at that character's
strength or weakness, and don't be afraid to say (either yourself or as
an NPC) "Jeez, Supercrunch, are you gonna let that sob get away with
that?  Or aren't you the kind of person we thought you were?"

The problem is that (1) many players really aren't very observant, and
what you think is a great, obvious clue is not at all obvious to someone
else; (2) many players are cautious ... they want to think it out,
discuss it, plan the best way to go about it; and (3) most players fear
for the safety of their PC's.

With (1), an NPC may have to pull someone aside and plant the seed for
the appropriate response if nobody seems to get the clue.  (One of the
best GM's I've played under for doing that is Doc Cross.)  With (2),
forcing real time limits on people ... have a watch with you, and give
them 30 seconds to respond with an action or something bad happens.
After all, that thug isn't gonna wait for a committee decision before he
pounds on someone!  And (3), get them comfortable with the powers of
their characters early on ... by forcing them into action early on, and
making it obvious from the successful result that their characters have
the power to win, they will get enough confidence to let their
characters do what perhaps they themselves would not do!   A help for
the GM is to jot down two or three powers that each player has (whether
they asked for them or not) that you will seldom let fail, at least at
first (you may have to later on, if they get complacent).

By the way, that's also true of clues.  I know that I'm often at a loss
for ideas what to do next.  When I come up with an idea, obviously not
one that the GM had in mind, and it leads nowhere, or prompts a
non-sequitur response, I am back feeling like I'm trying to secondguess
the GM as to what s/he wants.

Hope that helps.  I'm anything but an expert, but really do understand
where your players are likely coming from.

- --
Paul J. Lareau
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[POST] 135 E. Viking Dr. #301, Little Canada MN 55117 USA
[HOME PAGE] http://www.wavefront.com/~pjlareau/
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -



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------------------------------

Date: Sat, 25 Apr 1998 09:53:12 -0600
From: "Carl L. Congdon" <carlcong@nni.com>
Subject: Re: [The Edge] H elp getting players involved

Jeff Boes wrote:

> Does anyone have any thoughts on how to make the experience *personal* so they
> have a motivation?  I was considering having them attacked by zeroes and beaten
> senseless, or kidnapped by Kergillians and operated on, or some other near-death
> experience.

	That would do it. Make it personal, and they will get involved. Keep in
mind that, due to the free-flowing nature of the game, it is actually
possible to barrage the players with all of these sights and have them
lie back and play tourist. It's the only game so far that I've seen
where that action is conceivable.

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Date: Sat, 25 Apr 1998 10:27:01 -0600
From: David Ebrey <dbebrey@MIDWAY.UCHICAGO.EDU>
Subject: Re: [The Edge] H elp getting players involved

>And since I'm a stickler for "motivation", I try to
>react the way my character would logically react.  

I found that being a stickler for motivation too often got in the way of
having fun.  The GM could have the best adventure ever made laid out, and
then my character wouldn't follow it because it wasn't something he would
do.  The solution I found is to ask the gm before the series starts if this
character is going to be motivated to get into the action.  If not, then
you need to change the character.  You really shouldn't expect the GM to do
all the work.  

e.g., It is possible to play a very "sensible" character who thinks that
anyone who believes in conspiracies is a complete lunitic.  This might work
fine, but you better ask the gm first if that is going to cause troubles.

I'm also a murder
>mystery fan who tends to try to plan and plot my way out of things, but
>I'm seldom the one who will get the group or story actually moving.
>When we play as a family, there are 3 of us like that ... drives my
>son-in-law (the GM) nuts!  "Stop talking and DO something!"   ;=)

I don't mind the characters talking since it implies that they see that
there is some problem.  Most of my game sessions are the players talking.
The trick is to occasionally give an ultimatium (e.g., if we don't get over
there in 30 minutes they will kill him).

I think Jeff's problem was that the characters didn't even acknowledge the
existence of problems.

David

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------------------------------

Date: Sat, 25 Apr 1998 11:50:21 EDT
From: AtlasGames <AtlasGames@AOL.COM>
Subject: [The Edge] gobs of cash

In a message dated 4/24/98 11:16:12 PM, you wrote:

>The only way we've ever given them away before has been as tournament prizes
>for the big tournament, say, at GenCon. I don't think I can sell them, unless
>John gives the go-ahead. We do have a general interest in gobs of cash,
>anyway....
>
>John?

Yeah, um, I dunno.  I don't know what a fair price would be.  And, of course,
I have a certain sentimental attachment and pack-rat hoarding instinct about
them.  Maybe we could hold an auction, and use the proceeds to pay down the
OnTE printing bills that are not yet paid off or something...?

- -jn

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------------------------------

Date: Sat, 25 Apr 1998 12:42:46 -0500
From: "Paul J. Lareau" <pjlareau@wavefront.com>
Subject: Re: [The Edge] H elp getting players involved

David Ebrey wrote:

> >And since I'm a stickler for "motivation", I try to
> >react the way my character would logically react.
>
> I found that being a stickler for motivation too often got in the way of
> having fun.  The GM could have the best adventure ever made laid out, and
> then my character wouldn't follow it because it wasn't something he would
> do.  The solution I found is to ask the gm before the series starts if this
> character is going to be motivated to get into the action.  If not, then
> you need to change the character.  You really shouldn't expect the GM to do
> all the work.

I think it goes without saying that the GM has to approve all characters, and
that certain types of characters don't fit into every game.   But I disagree
with your statement that being a stickler for motivation gets in the way of
having fun.  In fact, I tend to believe that NOT being a stickler for
motivation can get in the way of having fun.  To my mind, most of what makes an
RPG different from your run-of-the-mill board game is that you have the added
fun of creating a character, then stepping in their shoes to view a world very
differently than you as a person would do.

> I think Jeff's problem was that the characters didn't even acknowledge the
> existence of problems.

One way to keep out of the "tourist" or "explorer" mode (when you don't want to
be in them) is to make a lot of details of the world already known to the
players.  Lots of maps, quick explanations, books, and websites around, so that
the players already know a lot about the place.  That way, they can concentrate
on the goal that has been set, rather than wandering down interesting paths.

By the way, if you're GM in a world that's already pretty well set up, and have
the luxury of a couple of days between receiving characters and starting the
game, setting up individual, multiple goals (probably even conflicting ones)
for the players, even if they're working in a group, can make them think
independently, rather than rely on the one good fighter, the one scheming
planner, or the one hot mage.  Lots of different goals, both individual and
group goals, help the players, too, by suggesting courses of action.  There is
nothing more frustrating in an RPG or PBEM than suddenly finding 5 players
sitting around honestly without a clue what to try next, and a GM equally
frustrated because the obvious path to take is all but staring them in the
face!

And not only does a GM have to have the ability to tailor PC's for his/her
adventure, s/he might have to tailor the adventure for the PC's who are
playing.  It may be that a particular group will do better at a "treasure hunt"
rather than an "invasion", a couple of friendly, though strange, folks with
invaluable information might keep the "kill first & ask questions later" folks
from dominating a game.  Strict realtime time limits, as David said, can stir
up spontaneous thinking.  A really good GM has to be able to think on her/his
feet, and have a hip pocket full of creative alternatives.

- --
Paul J. Lareau
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
[POST] 135 E. Viking Dr. #301, Little Canada MN 55117 USA
[HOME PAGE] http://www.wavefront.com/~pjlareau/
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -



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------------------------------

Date: Sat, 25 Apr 1998 13:22:11 -0600
From: David Ebrey <dbebrey@MIDWAY.UCHICAGO.EDU>
Subject: Re: [The Edge] H elp getting players involved

Paul wrote:

>having fun.  In fact, I tend to believe that NOT being a stickler for
>motivation can get in the way of having fun.  To my mind, most of what
makes an
>RPG different from your run-of-the-mill board game is that you have the added
>fun of creating a character, then stepping in their shoes to view a world
very
>differently than you as a person would do.

I am all for staying in character.  My problem is that too many players
think that they have a right to make whatever sort of character they want
("see look, it says character creation, so this is legal!") and then are
disappointed when the GM can't create a plot that accomidates all of the
characters.  Similar to characters in novels, player-characters have to be
interested in the right stuff in order to participate.  My complaint is
with equating "stickler for motivation" with "stickler for personality."  I
certainly have seen a wide range of personalities interested in similar
goals.  Try to work with your GM not against your GM.  I, too, think that
roleplaying games are very different from traditional board or card games.

David

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------------------------------

Date: Sat, 25 Apr 1998 16:34:12 -0700
From: tgeorge@techline.com (Troy George)
Subject: Re: [The Edge] H elp getting players involved

Does anyone have any thoughts on how to make the experience *personal* so they
>have a motivation?  I was considering having them attacked by zeroes and beaten
>senseless, or kidnapped by Kergillians and operated on, or some other
near-death
>experience.


Every now and then I ask my players to give me some general ideas of what
they want to do.  Dungeon crawl, political stuff, fringe/hermetic/astral
etc.  I'm also belssed with a VERY bright, intelligent, and highly educated
group of players.  Make it hard on me sometimes to keep up with them.
Hopefully this will give you some help.

Have a good one

Troy

"The Germans are a cruel people, Baldrick.  Their operas last for three
days and there is no word in their language for fluffy" - Blackadder.


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------------------------------

Date: Mon, 27 Apr 1998 17:55:08 -0600
From: "Carl L. Congdon" <carlcong@nni.com>
Subject: [The Edge] Horrors Count stats, anyone?

I'm including the Plaza of Painted Rocks in my campaign. Does anyone
have any stats for Horrors Count, as I could not imagine doing the Plaza
without him?

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End of The Edge Digested V1 #51
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