Preview Mode Links will not work in preview mode

Narrative Control

Sep 28, 2010

Hi, welcome back to Narrative Control.  It’s our 50th show! Commence fanfare now!  This episode is another response to a post from Rob Donoghue.  Why I try not to go to 11?

Hosts: Sean Nittner and Eric Fattig

Length: 37:21

Show Notes

[00:27] Intro to the show.  We’re 50!
[00:47] I remember the excitement of my first con.  I want to bring it to you at Big Bad Con
[01:17] Intro to the show. Why I try not to go to 11? By Rob Donoghue
[02:29] Excerpt from Rob’s post
[03:11] One of my favorite games to run is “The Gift” , which is all about instigating conflict.
[04:13] This came to our attention because of a Fiasco game we were in. 4-Ever “I don’t think these guys really have it.”  Our outcomes were really mediocre but we loved it!
[08:02] We sustained excitement throughout the game because our victories were so minor (in comparison to other Fiasco games) but so important to our characters.
[08:57] No murder and no sex in this game… it was downright puritanical for Fiasco.
[09:29] Other Fiasco games where we have slapped on gratuitous violence and sex and it always feels slapped on and artificial.
[11:50] Player egos get involved.  Feeling like you need to impress the others at the table.
[12:06] This happened in a Burning Wheel game (in the Burning Warcraft game) where the stakes got blow out of proportion.
[14:14] NPCs that go to 11? The quickly become one-dimensional and they are hard to scale back down.
[19:09] Players that go to 11? Become “that guy” who always goes over the top, or has the same reaction.  Makes it hard for your character to grow.
[20:41] Gaming is about what you are going to do in a situation.  If you’ll do the same thing every time, what is the point of putting you in that situation.
[23:24] Sean’s regrets having the “crazy” character.
[25:42] Some games really push towards conflict, like Burning Wheel. The 24 Effect! We become immune to 11.
[29:30] Dig a little deeper into the system and into the characters by taking a break from the game and reviewing the character’s beliefs.  Ask the questions, what do you think should happen next?
[30:59] Re-evaluate the stakes of your conflicts.  If they feel over the top, consider bringing them back down to a personal level.
[33:06] I think you know it when you’ve crossed the line.  You feel less confident in your actions, they seem farfetched.
[34:05] Its okay if you’re doing something over the top to stop, rewind a bit and dial the stakes down a bit.
[34:36] Apocalypse World says in the text “you should act like your character is a real person.”
[36:06] Closing: Why not go to 11? To make the characters feel more real.  To highlight their moments of awesome.  To keep them from becoming one dimensional.

Continue the Conversation... Here