Rough notes on why tantanea didn't work
May. 18th, 2006 08:56 pm- HeroQuest sucks
- Too number driven but the numbers don’t even mean much
- Extended contests suck
- Different goals and agendas may be causing a set of problems (talk about entry behaviors some more in a post).
- Disconnect between the players on what it means to initiate in the Sephiroth
- What does it mean to initiate in the higher ones?
- Entry behaviors and knowledge causing difficulty here
- Working through the sephiroths as ambitious it is too ambitious for the pacing
- General technique of non-scene framing games is throwing lots of stuff at players and seeing what sticks. But that seems to be causing difficulty here.
- Possible fragmentation here from entry behaviors and knowledge on goals and settings
- What exactly is required for player prior knowledge? Do we have a failure in communication of the rich setting?
- Sephiroth for dummies? Was the wiki utilized successfully?
- What has been presented in game has been presented in a codified jargon laden way that has been easy for trying to say one thing and being heard by different flavors by the people hearing it.
- Jere’s technique here was to set a baseline and allow personal interpretations to drive new complexities. This seems to be happening but not necessarily in a constructive group fashion.
- Emily feels that it’s too difficult to determine what her character is supposed to do.
- Harmonization of group goals was never successful.
- Never successfully integrated vision on the player and character level.
- Perhaps this game required more out of session stuff than folks bought into social contract wise.
Conclusion: The mechanics don’t work and there is no sensecontinuing to try to get them to fit our objectives with the combination ofsocial contract unable to pick up the slack.
General feeling was that this was not a failure in the group (players or gms) but more a failure of the chosen rules to expressively match the objectives and that several of the objectives were difficult to achieve with the chosen communication tools.
Immediate thoughts: Consensus and communication as tools of the system.
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Date: 2006-05-19 02:09 am (UTC)no subject
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Date: 2006-05-20 05:32 am (UTC)no subject
Date: 2006-05-20 08:57 am (UTC)no subject
Date: 2006-05-20 08:37 pm (UTC)Of course, it's not the hardest game in the world to find used or on Ebay.
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Date: 2006-05-19 05:38 am (UTC)"Necessarily relatively complementary" ought to be more fun to say than it is.
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Date: 2006-05-19 11:33 am (UTC)no subject
Date: 2006-05-19 05:39 am (UTC)But in point of fact I've played with HeroQuest in several different settings under several different GMs (or been the GM myself) and I've never had it work quite right. I've never had the perfected gaming experience that I feel ought to be easily accomplished with the HeroQuest rules.
So it is extremely frustrating, to keep trying like this. I am beginning to wonder if this platonic HeroQuest game is a mere phantasm that flits away as we approach it, taunting us with its distributed narration and customized character development and smoothly-focused conflict resolution rules.
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Date: 2006-05-19 08:31 am (UTC)no subject
Date: 2006-05-19 11:35 am (UTC)Of all the failure points I don't even think I'd put the Nephilim material on the list.
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Date: 2006-05-19 02:14 pm (UTC)no subject
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Date: 2006-05-20 05:31 am (UTC)no subject
Date: 2006-05-19 06:08 pm (UTC)This is one reason a theme of exploration and limited implicit knowledge appeals to me. Less "oh, yeah, Monster Island, the PCs are all up on their Monster Island lore, right?" and more "it's this weirdly monstrous island we've never heard of before and are exploring in play."
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Date: 2006-05-19 07:54 pm (UTC)no subject
Date: 2006-05-19 09:34 pm (UTC)no subject
Date: 2006-05-20 12:28 am (UTC)I'd love some pointers to help me get a better understanding of what you mean by "entry behaviors".
Also, your implicit contrasting of "non-scene framing games" with "scene-framing games" sounds like stuff I've been struggling with. Has this been discussed at greater length anywhere?
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Date: 2006-05-22 01:16 am (UTC)Not sure if it has to the degree that interests me. There seems to me to be an axis in gaming where you can place narrative economy. Some gaes make sue of tight scene-framing (usually mechanically handled) to force a tight narrative economy, where nothing is introduced which is not essential to the overall trajectory of the narrative. Others don't. I often find this to be one of the tensions between Forgeites and immersonists for example.
This is one of the reasons why I'm currently thinking about Commedia Dell'arte.