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  1. Administrator
     

    We’re talking about trust at the game table.  How much do you need trust your fellow players? Does the game you’re playing change how much trust you need? What games address trust around the table?

    Hosts: Sean Nittner and Justin Evans

    Length: 23:04

    Show Notes

    [00:28] Introduction to the show.  Continuing a conversation from Josh Rensch’s blog gmwithadd.com
    [00:45] Woops. This was supposed to be episode 35.
    [01:24] Sorry Josh, this impersonation was made before we met. 
    [01:37] Amorphous Blobcast Promo
    [02:26] Josh Rensch is a cool dude.  He sent me stuff.
    [03:00] He’s continuing the conversation on his blog… and hey, so are we in Season 2.
    [03:56] Josh’s conversation with Fear the Boot.
    [04:18] An excerpt from his post.  Done in my best “badass” voice.
    [05:18] A little present for BG_Meg
    [06:12] My first impression of Trust – Cheating in the game.  It doesn’t bother me.
    [06:54] It is more nuanced that just cheating on dice rolls though.
    [07:20] John Wick talks about why we shouldn’t need rules to handle cheaters in games on his LJ.
    [08:06] A situation where you can’t control who you are gaming with: A convention game.
    [08:36] Suspend expectations of the players until you’ve played with them for a while.  Escalate your presence in the game as you see your players commitment to the game.
    [09:32] Cheating is just one issue of trust.  What about players trusting each other to all have the groups best interest in mind.
    [10:37] The type of story you’re going to tell and how you have fun playing may be very different between players.
    [11:11] Justin starts faulting himself.  I’d edit it out but it’s so rare that he admits fault, I had to make it public.  Allowing one player to take fun away from the other players.
    [12:35] What did Justin do?  Players admitting that they aren’t having fun.  Justin’s reaction.  Taking time out.
    [14:22] I’ve seen games where conflicts roll up from the characters right to the players and people leave with hurt feelings.
    [14:51] Sean’s experience feeling frustrated and tired at the end of a game.  My reaction… this is not a therapy session.
    [17:05] How do specific games handle this.  Many games talk about “in game” trust.
    [17:20] Paranoia puts it up front that your characters are disposable, don’t take it personally.
    [17:34] Any time you need to collaborate more at the table, you need to trust each other more.
    [17:45] Montsegur 1244 is a tragedy, which is an extra effort to play and requires more trust to tell this game.
    [18:32] Accidental plug or intentional pimp?
    [18:47] When I trust another player, I’m willing to be hopeful even in a tragedy.  I know we’re watching out for each other.
    [19:49] What sort of play experience we all want is something to establish early on, preferably before the game starts.
    [20:07] Polaris also requires a lot of trust in the players around you.  The ritual protects you to some degree, but also allows the “mistaken” to intentionally deplete your character by offering undesirable twists.

    Direct Download: NC_Episode_038.mp3

  2.  
    Member
     
    The question is...do you trust each other?

    Another issue with trust is the metagame knowledge. Like if I let the whole group know that player X is actually the main villain, I need to know that they will be mature enough to keep it out of the characters head. Trust is a huge issue in this case seeing as you need to trust them with the information. Same thing with Living City NPCs and the like. My 2 Cents. Write moar later.
  3. Administrator
     
    Yes, how players are going to use knowledge they have but the characters don't is really important. Done well, meta-gaming means the players are always driving their characters to actions which will be exciting for the whole group. For example, knowing there is a dragon behind that door, of course the character will burst into it.

    Done without the groups enjoyment in mind (and frankly without trusting the GM and the other players to watch out for you) meta gaming results in ridiculous risk aversion and the destruction of any semblance of plot.
  4. Member
    • CommentAuthorBG_Josh
    • CommentTimeSep 13th 2009
     
    Trust, is one of those overrated qualities like faith and belief.

    By the way, John Wick cracks me up. People cheat when the game does not work well. So game designers, HINT: If people are cheating your game has an issue, fix it. Also, his point is entirely irrelevant. I can list dozens of things that Clue does not have and other games do.

    Trust is placing your faith in other people to provide a good time. Honestly I don't want that kind of pressure. I have two better techniques, off the top of my head.

    1) Open and Honest – Instead of “Trust” you simply work together. “hey you know what would be cool? A love triangle.””Yeah, lets do that.””cool idea!” The problem with trust is often not the putting yourself out, it's the end product. I know a bunch of people I can trust to do their best. I don't know many who's best is good enough. It can even be seen as unfair to expect people to have to work hard to entertain you. If you all work together then you all will win.

    2) Give it a chance and manage your expectations – Instead of involving trust, just give them a chance. So the idea does not work, and you just say “oh well, good try, here is what was good and here is what we learned.” Part of the idea of “trust” is that it might be violated. Here, there is no violation, just giving people a shot. They win some and lose some.

    Trust is one of those qualities of the old orthodoxy. It is tine to move on from Ed Greenwood and John Wick. Let the dinosaurs die out. The God GM and the received story are just not worth it anymore. If you want that go write/read a book/movie.
  5. Administrator
     
    Josh,

    Thanks for your comments. I can appreciate you not wanting the pressure of people putting their faith in you to provide them a good time, however, I disagree that there is a significant difference between the suggestions you made and the ideas we talked about in the podcast.

    1) Honest is a synonym for trustworthy. Open discussion is something we encourage. For example, if someone responds "nah, I don't feel like a love triangle, it's not something I want to explore" they have demonistrated a boundary and others will gain or lose their trust by respecting it. I do encourage everyone to talk about what kind of game experience they are looking for, specifically at 14:51 in the discussion of talking with another player who wasn't on the same wavelength as me and later at 19:49 when we encourage and open (and presumably honest) discourse about what kind of game you are looking for. Open and Honest discourse is in the realm of trust. It's one of the lego pieces that goes on the bottom level as supports.

    2) We brought up managing expectactions as well when talking about games with people you don't know (08:06) and specifically when playing Montsegur 1244 (at 17:45). I think managing expectations is critical for enjoying a game. When I first sit down I don't know how people will respond to my emotional investment. They may engage me and share something of them self, or they might mock me to make themselves feel more comfortable and lighten the mood. That is something you have to gage over time playing with someone and watching how they respond to certain situations. Luckily the GM's story is a pretty good gage for that. If the GM brings a tragedy to the table and the players start mocking it, chances are the won't be particularly sympathetic to your tragedy either.