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Brian Rogers ([personal profile] subplotkudzu) wrote2006-09-05 09:37 pm
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After the prospectus

Since the third prospectus I've been operating in a prospectus free environment, with a mixed bag of results. I originally thought to just fill time in the schedule with a 2 session Arabian Nights game to buy time to rework Psi-men. That expanded to 6 highly enjoyable sessions, and we've just returned to it.


As I have discussed, the Arabian Nights game was clearly GM driven. I then decided to go with the 3rd season of 1001 NYN, but the first session of that ran into problems with integrating Karen's PC and Karen couldn't make some sessions. Again this just felt like a non-starter.

So we took another break for another brief return to the Russia Campaign. Then we needed to introduce two more new players so I pulled out an old 'Dungeon Magazine' piece as the basis for another Arabian Nights game. That's been going fine, and is again GM driven. Right now I'm only intermittently in the drivers seat with this group, since [livejournal.com profile] netcurmudgeon is running the game we picked off of his 3 game prospectus.

Eventually I will produce another prospectus (probably after [livejournal.com profile] ashacat returns from India), but I'm not sure what might be on it. I do want to include some player-driven games, and suspect I might get a better response now that we've been hashing this out. Of course, a player driven game will either require more advance work to on world generation for me to give to the players, for the players to give me ideas I flesh out between sessions, or for the players to have more ability to co-create in play without it upsetting the apple cart. Otherwise I'm not sure they'd have data to feel like they're making good decisions.


There's also the urge to shift from 'circle of friends' to 'dinner party' ala [livejournal.com profile] whswhs, inviting all 12+ of the gamers in my circle to vote and picking two groups of 4-6 players from that to the campaigns with the highest degree of interest. While this would certainly break things up, it would also damage the games as being a set group's social networking tool. I don't know what the players will think of that.

[identity profile] netcurmudgeon.livejournal.com 2006-09-07 01:47 am (UTC)(link)
I don't know what the players will think of that.

I'm iffy on it. On the one hand, more gaming opportunities are better! OTOH, this has been an element of our social glue for several years. While the occupant of the fourth player's chair has changed three times, the rest of the group has been stable, and we have a good dynamic. It's become an institution, and one that I value highly.

[identity profile] brianrogers.livejournal.com 2006-09-10 11:04 am (UTC)(link)
I value it as well, which is why I'm not advocating for a precipitous change.

On the other hand, Change is going to happen: Jason's wife (the other other Chris) is likely moving to a schedule that will free up some of his weekends from watching the boys, and he could very well want to play. Christina & John are interested in playing anything that smacks of classic fantasy. That's 7, just in this node, and that will eventually force some action.

You guys have never had a chance to game with Dave, Bec or Jim from my MA group, and I'd like to see how such combinations might work. This is the best way I can see to do that.

[identity profile] evynrude.livejournal.com 2006-09-11 06:54 pm (UTC)(link)
Personally, I game with you all so that I see you on a regular basis.

I have enjoyed all of the adventures that I have been a part of. So, apparently I can be converted to whatever the majority wants to do.

As, for Christina & John - with twins on the way, how much gaming do you think is going to happen for them? Especially, since Christina isn't that into it, she just doing it to get John involved.

[identity profile] brianrogers.livejournal.com 2006-09-11 08:38 pm (UTC)(link)
Well, Christina has been asking me when we're playing again, so I'm taking that as interest. As far as you being converted, well, your voting pattern showed a clear preference for not coming into something in the middle, so you must have *some* sort of opinion.

Still, if the dominant drive is as as social networking tool, I should just drop the whole dinner party thing....

[identity profile] evynrude.livejournal.com 2006-09-12 09:34 pm (UTC)(link)
I'm glad to hear she's been asking about playing.

As for my voting record, I will admit the prospect of joining a game already in progress is a little intimidating and less fun for me initally because most of the games seem to have some aspect that keeps the added character in the dark. For me that=less fun.

I enjoyed the one session of 1001 NY Nights. On the surface, I'm not overly interested in Star Trek, but if that's what everyone else wants to do next for instance, I'd be game.

I like playing with this group and I'm comfortable and so far I've enjoyed everything we have done.

[identity profile] kriz1818.livejournal.com 2006-09-07 12:22 pm (UTC)(link)
I don't know what the players will think of that.

Well, I'm kind of attached to the social networking aspect. OTOH, it might do me good to actually see different people sometimes. I dunno.

[identity profile] brianrogers.livejournal.com 2006-09-10 11:05 am (UTC)(link)
Think of it as broadening your social networking? I'm not planning to rush into this, but I do think that with the abundance of players we have it might be a worthwhile experiment.

[identity profile] whswhs.livejournal.com 2006-09-07 02:31 pm (UTC)(link)
In a certain sense, this is a natural form of conflict between players and GMs. Even after years of strictly following the invitational model, I've had players express a desire to spend the next cycle of campaigns gaming with the same familiar faces, and even try to work the voting on the prospectus to make it happen—though there was enough diversity of tastes so that this didn't work out. I could see that if I started letting the same group stay together through two successive campaigns, I could face a demand to maintain that group indefinitely—which would limit my options as a GM a lot more. It wouldn't be enough for me to come up with a premise that was interesting to four or five players; I would have to come up with one that was interesting to a specific group of four or five players—kind of like looking for the greatest common factor of their various tastes. Not wanting to be constrained in that way, and liking the stimulus of running games for a new mix of players each time, I've stuck with a procedure that doesn't make it easy for players to ensure that they'll game with specific other players.

Of course, I do let players say that they won't game with specific other players, and in principle one of my players could say, "I won't game with anyone who isn't in my current group" and I'd feel obliged to respect this. But my players haven't thought of this. Or perhaps, precisely because my larger circle almost all know each other socially, they don't really feel ready to say, "I don't want to see X as a fellow player."

This is something of a self-reinforcing process. Having more creative freedom, I can come up with more interesting and unusual campaigns, which let me stretch myself as a GM. As a result, I have a large population of interested and loyal players. If a player, or a small clique of players, offered to drop out rather than accept my "mix and match" approach—I could still run campaigns perfectly well for the players who were left. If I had less creative freedom, I might not have so many players, which would shift the balance of power.

It seems to me that there's something of a transition problem in going the other way, kind of like the problem of shifting from a command economy to a market economy—and that you're facing it. I've never actually had to deal with the resulting political issues, because I had a different constitutional regime from the outset. So I'm not sure how they're best dealt with, even though I believe that in the long run players benefit from GMs having creative freedom—both because they get offered a more interesting slate of campaigns and because each individual player can be put into a campaign that they individually like, not into one that the average taste of their clique favors. (For a comparison, there are statistics that show that the United States, which has no established church and has more denominations than any other Western nation, also has higher church attendance than any other Western nation, several times higher than in monolithic countries like Denmark or Sweden.) Getting into a regime of individual choice may be hard to sell to a population where it's not established. As some of the comments you've received suggest.

In part, it depends on what people value more. Is it getting together with this specific group of familiar faces, with the game only being an occasion to do so? Or is it gaming, with the group of players being valued because good fellow players are needed for a good game?

[identity profile] brianrogers.livejournal.com 2006-09-10 11:29 am (UTC)(link)
It wouldn't be enough for me to come up with a premise that was interesting to four or five players; I would have to come up with one that was interesting to a specific group of four or five players - kind of like looking for the greatest common factor of their various tastes.

I admit this is one of my concerns: I included Ghostbusters because one player specifically requested it, but I don't think it will ever get selected because another doesn't think he can handle comedy; I included Northern Knights because Karen is interested in her Scottish heritage, but the other players lowballed it because, if memory serves, the group already had an ongoing fantasy setting. By broadening the player base I think both of these have a better chance of drawing an audience.

One other problem I have with all of this is my own time/player limitations: by long standing agreement with my wife (who kibbutzes but does not play anything other than Castle Falkenstein) I only allow myself 2 weekend days a month to game, and occasionally one weeknight. That last was scheduled for nights when she had to work late, so there was no diminution of our time together. Now that she's a stay at home mom, that's less likely to occur, and I feel even more strongly that I should stick to the self imposed limits so we have time together as a family. That means 2 weekend days a month.

My maximum number of players around the table is 6, and I prefer 4. I have a potential player pool of 14 if I count the extreme outliers. I'm sure you see where the problem is. Now, many of these people are friends whom I personally want to see on a monthly basis for the pre and post game socialization, others are ones when I feel no guilt about not including them because they have not been regular attendees for years on end, but still want to invite because they could contribute a lot to the table.

So here's a question to you - have you ever merged your prospectus with someone else? There are a couple of other GMs in the group who might be persuaded to include some options on the same list, and the voting might then be analyzed to produce a slate of 3 games of 4-6 players? Or do you suspect that would be more trouble than it's worth and I should direct those people who I don't invite to communicate with each other to set up their own game?