tag:blogger.com,1999:blog-32029386.post1544109610178828799..comments2024-03-29T03:31:44.361-04:00Comments on How to Start a Revolution in 21 Days or Less: How Much to Tell?Nataliehttp://www.blogger.com/profile/15528192783751011497noreply@blogger.comBlogger8125tag:blogger.com,1999:blog-32029386.post-26582703143271364962009-02-17T13:58:00.000-05:002009-02-17T13:58:00.000-05:00Hmmmm... Does it annoy you? But yeah, I wouldn't...Hmmmm... Does it annoy you? But yeah, I wouldn't worry about it overly much, unless they say something. Or your group is full of passive-aggressives. ;)<BR/><BR/>- Briantrollsmythhttps://www.blogger.com/profile/01895349218958093151noreply@blogger.comtag:blogger.com,1999:blog-32029386.post-89240038891898319232009-02-17T13:32:00.000-05:002009-02-17T13:32:00.000-05:00Psychickid: You're referring to Ben, right?Jack Cr...<B>Psychickid:</B> You're referring to Ben, right?<BR/><BR/><B>Jack Crow:</B> Heh. Random and mysterious. My players are already mad at me for that.<BR/><BR/><B>MR-X:</B> Yeah. And as the game goes on, I'm getting a better handle on exactly what to prep -- names, ambiance, basic missions -- to support the in-play freedom.<BR/><BR/><B>trollsmyth:</B> That's pretty much my strategy, too. I like doing the post-session breakdown, but I have this nagging feeling (acquired from the internet, no doubt) that this annoys players somehow. Secretly. Best ignored.<BR/><BR/><B>Tim Jensen:</B> Possibly. I should give one a try sometime.<BR/><BR/><B>balathustrius:</B> Neither do the writers of Lost. Sometimes it shows.<BR/><BR/>But you guys are having a good time, so something's going right.Nataliehttps://www.blogger.com/profile/15528192783751011497noreply@blogger.comtag:blogger.com,1999:blog-32029386.post-77750736452457207952009-02-16T05:25:00.000-05:002009-02-16T05:25:00.000-05:00Don't worry too much about it. Even the writers o...Don't worry too much about it. Even the writers of Battlestar Galactica had no idea where they were going with plot until part way through the 3rd season.<BR/><BR/>Right now it's cool that there are Lizards and KordCorp is dangerous.<BR/><BR/>I've also ran one-shots and campaign sessions off-the-cuff. I wanted to play more of one particular unplanned Exalted one-shot.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-32029386.post-19014862073296542982009-02-12T21:02:00.000-05:002009-02-12T21:02:00.000-05:00I think you would be particularly good at running ...I think you would be particularly good at running more collaborative systems.Tim Jensenhttps://www.blogger.com/profile/08434820501506589772noreply@blogger.comtag:blogger.com,1999:blog-32029386.post-12231207349741839172009-02-12T17:59:00.000-05:002009-02-12T17:59:00.000-05:00Can't say much about you being mysterious as a DM ...Can't say much about you being mysterious as a DM (need to get you to run a game online for us sometime ;) ). As for me, my hard-and-fast rule is to never pull the curtain back in the middle of the game. I don't always succeed, but I do my best to keep the illusion going while we're all playing. After the game, I'm more than happy to pull the curtain back if people are interested, and I love player feedback, both positive and negative, so I'm always willing to dig down into the nuts and bolts of what just happened.trollsmythhttps://www.blogger.com/profile/01895349218958093151noreply@blogger.comtag:blogger.com,1999:blog-32029386.post-57876681245945070792009-02-12T17:01:00.000-05:002009-02-12T17:01:00.000-05:00I used to do the random thing alot. Now I do it a ...I used to do the random thing alot. Now I do it a lot better and hang it of a solid frame work. It gives the players a sense of reality. Something they can rely upon. Without it they tend to get a bit lost and a bit defeatist('Doesn't really matter what I do" sort of thing.)<BR/> A neat trick I like to use when a player is trying to suck info out of 'GOD' is to go all politician on them with a phrase like. It's interesting that you think that but I couldn't possibly comment. I don't exist.MR-Xhttps://www.blogger.com/profile/11878459000191790355noreply@blogger.comtag:blogger.com,1999:blog-32029386.post-86625578166159773662009-02-12T14:11:00.000-05:002009-02-12T14:11:00.000-05:00I wouldn't worry too much. I follow the policy of ...I wouldn't worry too much. I follow the policy of don't tell the players anything, Its their job to figure out whats going on. Improvising only undermines the realism or mystery of the game if you suck at it, but if you're good at it it adds excitement and inspiration for later. If you want to be more mysterious I suggest just being mysterious. Throw some random mysterious things at the players and don't explain them, and possibly never explain them. Not everything in our world makes sense all the time so why should a fictional world make perfect sense.<BR/><BR/>Hope that helps.John Bhttps://www.blogger.com/profile/05940190831705865182noreply@blogger.comtag:blogger.com,1999:blog-32029386.post-61345453094094589492009-02-12T13:35:00.000-05:002009-02-12T13:35:00.000-05:00I think you should just tell one player everything...I think you should just tell one player everything. Expecially about the lizardsPsychickidhttps://www.blogger.com/profile/07234733676205005078noreply@blogger.com