Vanilla 1.1.4 is a product of Lussumo. More Information: Documentation, Community Support.
This week Justin and I are talking about timelines in games (flashbacks and flash forwards) and out (campaign length, how to end games, etc).
Hosts: Sean Nittner and Justin Evans
Length: 28:26
[00:27] Intro to the show. Talking about timelines in game and out.
[00:49] Telling stories about our characters.
[01:50] One way to tell stories in game is to use flash backs or flash forwards
[2:00] Justin pains me with a discussion of Lost
[03:10] Talking about timelines on two levels.
Flashing back and flashing forward
[03:30] We display our ignorance to games who incorporate time manipulation in their games.
[03:58] A LARP that flashed back and flashed forward throughout. They worked from the far future and past closer to the present.
[06:15] This allows you to start on a very dramatic note. Starting with tension in the present by using Flashbacks to explain how you got there.
[06:52] Flashbacks are very useful for fleshing out the backstory.
[07:14] Starting with a normal scene and flashing back (or forward) to a very tense one.
[08:06] Allows the group to ask a really specific question about the characters or the story.
[08:52] Potential pitfall of a flashback: Plot immunity. Opportunity to create relationships or beliefs.
[10:13] Flash forwards can tell us what scene we should be building towards.
[11:28] Potential pitfalls of flash forward: Players working against the story you are presenting.
[11:56] Something that you want to look to your group for buy in.
Structure of games
[13:02] Asking the question. How long to I want this game to run? How should it end?
[13:29] An awkward Highlander reference.
[14:22] Prime Time Adventures uses a 5 or 9 episode season. This works really well with the spotlight dynamic.
[15:24] Some games don’t pace the number of game sessions but they do work strongly towards and end game.
[15:54] The Shadow of Yesterday: Transcendence – Your character is written out of the story.
[16:35] Burning Wheel: Emotional Attributes force characters to leave the world in different ways.
[17:39] Dust Devils uses harm to push towards “The End”.
[18:29] My Life with Master constantly pushes towards the end of the game (and consequently the end of the characters).
[20:32] Creating a good end game… we don’t want to let the fun end.
[22:27] Taking away the sting of games ending. Talking about the game afterwards.
[24:00] Building in time to debrief games at the end.
[25:10] Most LARPS end with all the players sharing their plotlines with each other.
[25:39] End long running games with a discussion of what the group will do next. Removes some of the fear of the “cool” part ending.
[27:28] Ending this podcast with an assurance that there will be more cool ones to come, and you can remove the sting by coming to the forums.
Posted By: kevinrichey Hey Sean and Justin, another great podcast. I particularly like that you limit the length, which makes it a lot easier to go back and re-play parts without spending all night. ;)
Posted By: kevinricheyAnother RPG with a mechanical end-game situation is Metal Opera. I've never played it, but looks interesting (and tiny). Certain rolls can increase your "Rocker Score", and when every player hits the max Rocker Score, the group achieves the "Power of Metal" which enables an end-game situation:
http://www.harlekin-maus.com/games/metalopera/metalopera.html
Posted By: RobRendell Hi, Sean, Justin. You were saying near the start that you couldn't think of any games that incorporate flashbacks mechanically. I haven't played it, but I downloaded the free PDF of "3:16 - Carnage amongst the stars", and it has a flashback mechanism for conflict resolution which apparently survived into the commercial version.
Posted By: RobRendell[1] All the con sessions I've been to in Oz are only three hours long. You said your cons usually have six hour sessions? That would be glorious :)
Posted By: SeanNittnerHeya Kevin, great to hear. I also hope that the show notes help finding particular parts. I try to be copious in my breakdown of topics for that very reason.
Posted By: renatoramI encourage anyone interested and maybe a bit "scared" but how strange Polaris sounds to listen to Paul Tevis' AP of a complete game/campaign: it not only made me understand the game, but it made me fall in love with it.
http://www.havegameswilltravel.net/index.php?post_id=42877
his site seems to have some problem at the moment, though.
1 to 10 of 10