Hi, welcome back to Narrative Control. This week, in addition to a whole bunch of news, Fattig and I are talking about the Iron GM competition held at EndGame. Isikoff vs. Macklin!
Hosts: Sean Nittner and Eric Fattig
Length: 26:45
Show Notes
[00:27] Intro to the show. Actually skip to 8:10 if you want to skip the news and get to the topic: Iron GM
[00:55] We have a news segment?
[01:10] Narrative Control is up for a Golden Geek. Please vote for us!
[02:11] Forums have changed. Upgraded to a new version of Vanilla and moved hosts.
[03:20] Game Chef. Sean is an entrant. Check out my game “Burning Your Skin”
[04:56] Big Bad Con – Less than a year away.
[06:06] Fattig’s Life: Nothin
[06:24] EndGame Minicon 10/16
[07:28] Today is 10-10-10 – Congratulations Erik and Ammy.
[08:10] Iron GM – Our Topic
[08:52] Iron GM: The gauntlet is thrown – How it started.
[10:15] Iron GM: Competition format compared to the show.
[13:59] Iron GM: The Play Experience – Made of awesome
[19:33] Iron GM: Results – Brian Isikoff is the Iron GM. Matt Steele and Mike Bogan are the next challengers.
[22:44] Iron GM: Wrap up and review
[24:12] Post game analysis: Sean’s Actual Play, Tim’s AP, 2d6 Feet’s Episode with Brian and Ryan
[25:09] Iron GM will be at Big Bad Con
Direct Download: NC_Episode_051.mp3
At the end of the show you guys began a discussion about the importance of end game review and recap. This is something that I have always felt needed to be incorporated into the overall experience of the game; whether it be directly after the game (while still at the table), outside at your cars before going home, or online (via a forum or blog).
I don't know if this is a tangent or if this is directly relevant to this specific podcast episode but I figured I would share this with you. I created a blog to try to foster a better after-game discussion between the players and the GM. My hope was that it would provide a way to to give the players a brief overview of what happened in the session, and then open up a discussion for further review or planning towards the next game session (note: the blog is not to take the place of spontaneity at the table or to move the plot along between the sessions, it is only for reflection and sharing character internalization)
The blog was called "Obvious Conversation" because that is my pet name for after-game review and reflection. Basically everyone is thinking all sorts of cool things after a game but, they often go unsaid because everyone figures that its all fresh in their minds and it doesn't need saying. Thus, after-game discussion is skipped and written off because its seems too obvious to discuss what has just happened. I agree with you guys, it is important to talk about what has just happened and review. Often times you will come to better conclusions through discussion, and you can share what went well, and what needs to be fixed (relating to the plot/characters and to the mechanics of the game too).
I had mixed results with my experiment, mostly because my players were too lazy to give a real effort, but I think that something like this would really be awesome for most games, and especially with a con-game (where everyone just walks away and nothing is ever addressed again).
Here is a link to the blog I am talking about:
http://obcon.blogspot.com/2009_09_01_archive.html
I hope this is relevant to you guys, and I'd be curious to hear your thoughts. Otherwise, sorry for the wild tangent! :)
Adam,
Actually it's funny that you mention it coming off as a tangent, I realized as we were talking about it that I was about to go to far on the topic and that it was really fodder for another show.
I've had this conversation with Justin a number of times as well, who is also someone that really wants there to be at time after the game to reflect on it. It's just good storytelling (as Ira says: action, reflection, repeat).
Whats frustrating to me is that, when a conversation about the game happens on it's own, we've talked for hours standing outside in my driveway, freezing our asses off with one of us half way in the car, but totally engaged in a post-game review. When I've tried to specifically make time for it though and ask players obvious questions like "so, what did you like?" or "what would you have liked to see changed?" I've gotten this deer-in-headlights look like I'm giving them a quiz, or maybe that I'm seeking praise.
I think it's all about context. In a comfortable environment, where the players don't feel like there is some status hierarchy (i.e. you've taken off the GM hat and are just another player sitting around the table), some great discussion can happen. If they feel like the GM is quizzing them, it's going to be awkward.
This is one reason I'm a huge fan of play-tests, because they come with the expectation up front that at the end of the game, we'll discuss the game and try it improve it for the real event. In that situation I usually find players very forthcoming and they know I'm putting the ideas they are giving me into effect in the con game.
I love the site, or at least the idea of it. I agree, players tend to be a lazy lot and even though they have great insights, won't get off their asses to share them. Taking both roles frequently, I can attest to being a lazy ass player as well as a frustrated GM looking for more input. I think that speaks to player's investment in the game outside of the actual game session, which I think is a whole other discussion all together...
Go make the podcast! :)
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