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Brian Rogers ([personal profile] subplotkudzu) wrote2006-09-04 05:00 pm
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The Third Prospectus

So now we have the third prospectus, which produced a major failure of a game - burned out after 2 sessions -, and shifted us away from my doing a Prospectus for a while and going with a new GM directed fantasy setting, described below in 'The Bard Debate'. So the question is, what went wrong?


Ghostbusters: Hartford of Darkness for Ghostbusters(A3, S2, K2, B2 = 9)
“The franchise rights alone will make you rich beyond your wildest dreams.” With the number of CHI (Chargeable Haunting Incidents) in Connecticut rising, now is the perfect time for entrepreneurs and researchers to buy into GBI and take the Nutmeg State by storm! It won't be easy, what with prying reporters, wary politicos and competition from the Warner Exorcist Group. Oh, and ghosts, whose frequency rates are disturbingly high...and rising. Anyone want a Twinkie?

I don't often put out game ideas that are pure humor, but this is one. I'll be using the Ghostbusters RPG, which is simple and captures the feel of the movie nicely. Yes, movie: Ghostbusters II never happened. This will be semi-episodic, with an ongoing thread of making the business viable. Don't worry – no spreadsheets required.

The Psi-Men for Marvel Super Heroes(A3, S2, K3, B3 = 11)
The year: 2004. The place: Earth. The power: Unlimited! 20 years ago the first psychic powers manifested. For fifteen years Psis were dismissed. In 1999 a new generation appeared: kinetics rather than ‘paths, their ability to change the world could not be denied, and in the post 9/11 world, the fear took root. Now a Psionic band must make their way in the world, building a place of safety and defending a world that hates and fears them from the renegades of the growing Psi community.

Yes, it's the X-men. Specifically, it's the X-men from the movies in both tone and style. Everyone gets one Psionic power, with the younger psis being more powerful, the older ones more experienced. Right now, this is my demo case for GURPS 4E, but that may change [it did, to the MSH engine]. One thread will be building a place of safety, but I leave the methods to you.

Northern Knights for Pendragon (A1, S1, K1, B3 = 6)
The call of the round table carries even into the wilds beyond the Hadrian's Wall! Follow the saga of northern clan finding its way between Christian and Pagan, Civilized and Wild, Riches and Ruin, Clan and Self. Explore the Celtic lands as knights and warriors in the days of glory, where sorcerers and fell beasts contrast against beauty and pageantry. Live in a time when passion ruled, honor was assumed and glory was the benchmark against which all a man's accomplishments were measured.

The game mechanic is Pendragon, and it will be episodic – each session will cover one year's worth of adventure, with chances for you to improve your clan and your standing during the ‘winter phase' between sessions. On the softer side, romance and marriage are integral parts, even if they don't always go together like a horse and carriage....

Blood Red Soil for Castle Falkenstein (A1, S2, K3, B2 = 8)
“Wanted: Hard Working Settlers. The town of Cairo, Syria Planum, Mars, is looking to grow. We offer land grants and repayment of passage to any bodies after one year of profitable residency. Slackers, connivers and wastrels need not apply.” Naturally, there are problems: Martian wildlife, opposing colonial powers, established land barons, the iron soil barring faerie, and the Martian Pyramids on the horizon. But with the American west nigh unto full, the Mars' red soil might be last frontier.

Yup, it's a Martian Western. It's Castle Falkenstein (with its benefit of my wife possibly joining us) mixed with Space 1889 and barring some of the more outre concepts. You are all Terran (where on Terra I leave to you...) settlers in Cairo, either an established family, meeting on the Aetherflight/Train, or some combination of the two, trying to make a go of it for a year.

Firestorm Effect 2000 for Silver Age Sentinels(A3, S3, K3, B1 = 10)
"Firestorm: The aftermath of a nuclear explosion." "Firestorm Effect (FE): a person, place or thing placed outside physical laws by through encounter with a Firestorm or similar mutanegen." 50 years since FE's appeared and the world is a strange, scary place. Fortunately, some use their inhuman power to serve humanity, protecting us from cosmic forces, alien invasions, criminal cartels and FEs who have succumbed to power's corrupting nature. The world needs saving, and it's up to you.

If the Psi-Men are the X-Men movies, FE2000 is the Justice League or Avengers. The PCs are the greatest heroes of the world that housed the Trilateral Headquarters on Energy Management and the Ossuary in the 1950s. I'll be doing this in Tri-Stat, and really letting my inner comic book geek go nuts in terms of major threats and versatile powers.

The Russia Campaign Book 2: Descent (A4, S3, K3, B1 = 11)
Maksyn's worst winter in a generation is finally ending. Months of practice and strange new companions make opening the door in the seashell tower a possibility. The Reptoids have fled below, into the depths that drove the old Boyar mad and inspired the images on the Apocalypse Tapestry. Dare you follow? Dare you not? What waits below is known only to God and the Kindly Old Woman of the Forest, and neither reveals much.

This is continuing the D&D Russia game, with the added hitch of Arkadj going to Constantinople while the rest of you plunge into the caverns below the mines below the church below the Mad Boyar's basement. There are threats, but you have stout hearts, strong limbs, nimble fingers and unshakeable faith. What's the worst

Of the above games, four of the six specifically mention building things, maintain families and the other things that are common to play directed games. The 5th was likely going to be built league style, and the players would have a ton of control over the world and setting. Only the 6th was clearly GM directed and a return to something we'd done recently. For reference, D&D was not the only flashback: [livejournal.com profile] netcurmudgeon and [livejournal.com profile] ashacat had both played in the original Firestorm Effect game; [livejournal.com profile] kriz1818 had been in a later session of that and was a player in an older game which was a C Falk Martian Western.

With that in mind, let's look at the scores. First observation: the high scores were lower this time around. The players were by the numbers less enthused with the choices. Part of that was replacing Jason, who just liked everything, with Karen (listed as B), who didn't want to step into an ongoing game: anything that was ongoing she rated a 1. That 1 in The Russian Campaign was what put Psi Men ahead in the numerical tie - otherwise we would have gone back to the familiar GM directed campaign.

Second observation: The returning players went for the familiar, and building things was not a draw. Excluding Karen the Russia Campaign scored a 10, FE2k a 9 and [livejournal.com profile] kriz1818 gave Blood Red Soil its only enthusiastic score. Northern Knights got hammered, while Hartford of Darkness got a respectable middle finish: [livejournal.com profile] netcurmudgeon was afraid we wouldn't be able to maintain humor), but [livejournal.com profile] ashacat wanted to carry around an unlicensed particle accelerator.



This left Psi Men. Like the Mage game in the first prospectus, I suspect that Psi-Men was rated as well as it did because of the popular movie analogy. Unlike the Mage game, I wasn't smart enough to avoid that.... As has been mentioned in the second prospectus thread the game was not limited to a single flaw, but part of the problem was the players not deciding on a direction. Or if they did, they weren't passing it to me.

The failure of the players to absorb genre conventions and the disconnect between the players perception of game reality, the GMs perception of same and the game mechanics not matching either didn't help, and I think we were best served by pulling the plug when we did rather than wrestle with it for another 4 sessions of communication disconnect.

[identity profile] whswhs.livejournal.com 2006-09-04 10:17 pm (UTC)(link)
It looks from the scores on this and the previous games as if you are letting players rate campaigns with from 1 to 4 points, independent of each other, because if I'm adding right the players have totals of from 12 to 15 points assigned. Some players tend to rate everything high, and some to rate everything low. This may decrease the information you get from their ratings.

You might like to think about giving each player a flat 12 points, to bid on the various campaigns as they choose. If they bid 0 points, they are vetoing that campaign (assuming you won't leave a player to sit a campaign out). They're free to bid the whole 12 points on one campaign, if they really like it. You might see the clearer emergence of favorites that way. Or maybe not.

[identity profile] kriz1818.livejournal.com 2006-09-04 11:11 pm (UTC)(link)
We can zero things, we just don't do it often.

I'm not sure I'd be happy, if I gave something a low rating and somebody else gave it a twelve, and it won. Though Bri probably wouldn't *tell* us that, I suspect.

[identity profile] whswhs.livejournal.com 2006-09-05 01:34 am (UTC)(link)
It depends on your method of analyzing the votes. When I do this, I don't simply total up votes to give each campaign a score. Rather, I look for campaigns that everyone rates at 3 or higher, or, failing that, that nearly everyone rates at 3 or higher, with maybe one player who gives them a 2. It's almost always possible to find such options.

If you're absolutely not willing to play something, the simple answer is just to give it a 0.

[identity profile] brianrogers.livejournal.com 2006-09-05 10:19 am (UTC)(link)
Kris, something to realize about whswhs' system is he has a larger pool of players and some of them could opt out of the cycle. If someone put 12 points on Game A and 0 on B C D E and F, game B could have the most players giving it high scores. That means game B is chosen because it produces the highest proportion of happy players. The '12 points to A' player doesn't play for 6 months (or 2 years, or whatever) because they stated they didn't want to play in anything that wasn't A and the GM is heeding their wishes. This system does require that the GM not let people game it with such tactics, since letting someone play something they said they had no interest in defeats the purpose of the highest number of happy players.

Given that we have a different format of a repeating small group, I modified it to our current 0=blackballed counting total.

[identity profile] whswhs.livejournal.com 2006-09-05 03:19 pm (UTC)(link)
In practice, though, I've never had to exclude a player for that reason. My players don't play silly buggers with the voting system; if they give a campaign 0 points it's because they really don't want to play in it. The most extreme vote pattern I've ever seen was one player who gave 0 points to five campaigns and 4 points to the other five—and I ended up running one of the five she liked. Normally players only rate a couple of campaigns at 0, at most.

If you've already decided that everyone in your group is going to play, and that you're only going to run one campaign, then a 0 does have to be treated as a blackball. But if the only campaign that no one gave a 0 to came out with, say, 1 2 1 2 as its votes, I'd take it as a sign that I hadn't come up with anything sufficiently popular, throw the whole list out, and offer a new list.