Time and Mechanics (chope) Compress that takes too long -research, politics, romance, anything that should take more than 4 hours or 10 days that effect the life of your character/the world/etc -research is mostly a solved problem -some of the other things don't compress so well. Romance is a continuing problem. -reason we have mechanics for this is that it takes too long to roleplay fully -when you're shortening things, keep in mind the thing you're shortening is something that is important to your character that a research notebook isn't. -Need a mechanic to make a romance plot work. (Well, possibly not a Romeo and Juliet plot where they're in love pregame and have something else holding them back) -Worse at compressing: politics! -in one-nights, we don't even try. -in a longer game, keeping politics contrained to an amount of time so that it doesn't overwhelm the rest of game -in order to make politics work, have to trim people's ability to do what they'd actually be doing in the real world (limit what they can do, abstract away convincing people of certain things, limit choices) -If you open a politics mechanic to all options that would actually exist, committee plot will expand to fill all available time, and beyond that. Expand things to take longer -Reasons -- drama (i.e. dueling, so that it's more exciting; weddings; most good 5-minute wait/conversation mechanic have this reason) -- game balance (i.e. siren: if you are about to trigger a big change in the world, the world should get a warning so that other people have time to react [matters more the more secret the plot starts out]) -- making sure you have enough to do and don't finish on Day 3 of ten (timelocks). Actual timelocks are irritating. Nicer way is recharge time on abilities/resources. Things you can't change much -Information flow. How long it takes people to figure things out. Between players, between GMs and players, between GMs. Highly descriptive signs that subtly clue things will probably get blown past as people try to figure out what they're supposed to do with it. -There's very little you can do about how long it takes to find things out in game. It's not really in the GMs control. -Lengths of games -- one nights: most need to compress things. Has issues with expanding things because of information flow (i.e. sirens are hard to implement in a one-night) -- 3-day: more time to play with. Main question: phased 3-day or continuous 3-day. Phased lends itself nicely to recharges but have to compress other things. Continuous allows you to play with making things less structured and compressed -- 10-day: information flow games. Andrea points out that structuring time so that people can roleplay to solve politics and romance plots is possible. Chope agrees it's nicer, but speeding up information flow is hard and this is something to keep in mind. This is not to say politics is impossible in one-nights. This idea about time is a response to Jake's talk about time management in games with made-up numbers. Need to remember that allocating time to talk to each other when they have plots that require it. (If A needs to talk to B, C, and D, A should not have a ton of time-intensive research time. Also, B, C, and D should not have all their time taken up by other things, otherwise A's plot is impossible) joyp asks how to balanace 5-minute conversation mechanics with the fact that the Guild is a bunch of paranoid fuckers. Ken points out specifically that seduction mechanics are particularly prone to this (character doesn't _want_ to be seduced). Chope suggests the solution to that giving cookies to both sides might help with this. Steve Balzac: psychology of goal-setting with game design -Keep participants acting within the game. Keep players focused on their objectives. If people are not focused, they get bored and wander out of game. As long as we're collectively agreeing on the shared hallucination of the game, we can keep game going. -Make game resiliant. Need to handle missing players. -Handle the inevitable fact that someone is going to get killed at the wrong time. Trick is to keep players invested to keep playing when that happens. -Players need to discover the world. They do this by interacting with other players. -Way to do this is by setting goals that work. -Goals create several effects on people: --focus. Hard to get out of your head. --increase people's energy. People become more energetic when they know what they need to do; momentum halts when they don't know what to do. --decrease distractability. Outside events become less likely to penetrate when they're not immediately relevent. When you set up interesting goals, it becomes hard to look away from it. -When the goal is clear, we get creative when we're blocked the first time. -Accomplishing goals is fun. Simple goals start off the high. -No single player knows the whole game. When you put goals into the game, you're defining the world. And when players accomplish their goals or uncover other players' goals, they learn more about the world. But be careful about putting in goals that are impossible in game, not in the "this goal has been blocked by other people", but "this operation is not supported", because unless the player knows they're playing someone crazy, they'll be unhappy. -Goals need to be vivid. Players need a reason to accomplish their goals. If it's not vivid and dramatic, players won't care. Make it exciting, make it interesting, let the players see how the world can change (even if it's their own little section of it) -Need to lay out the path between A and B. Spell out enough of the goal path so that they're able to start. Too much information without direction can lead to player frustration. If you can't write it in a bluesheet, players won't either. -Players need to feel really connected. Have to see how their actions matter. Players need to feel like they contribute to their plots and groups. -Goals have to be possible. -Vague goals and lack of clear purpose does more to harm your game than good ones will build it up. -Goals can matter beyond scope of game. Set up what happens after game, and people will care about things that happen on the last day. (Possibly avoid stupid o'clock?) -Feedback mechanisms for players to know how they are on the path to accomplishing their goals. -3-4 big goals are the most you can ask people of. More and you start dividing their attention, and they start not caring about any of them. If players have team goals and personal goals that don't match, they're probably going to chose themselves. Some aside about how mechanics need to fit the game. And don't write the game around the mechanic. Xavid: Mechanics 2nd run of Black Ships -Evaluating the mechanics based on certain thigns to make sure it works -mechanic should contribute to making the setting feel immersive to the players. -The feel of the mechanic vs the the artificialness of the mechanic (since mechanics are often abstractions, sometimes exceedingly so). -PC overhead: how much is on the PCs to make it work, how do they need to do, keep track of, etc. -Sometimes you don't need a mechanic for every plot. -How much time for prod, and how much time for GMs during runtime -Using something familiar, such as Darkwater and dart guns, can reduce PC overhead, since they pretty much accept it/undertstand the basics. Ken is bringing up the idea of knocked out when wounded (as in, not), in that it's hard in the Guild. Black Ships had a thing where you weren't knocked out when bleeding to death. Ken points out that the reason this exists in the Guild is that the Guild is highly competative, and if you're not allowed to be paying attention when you're wounded, maybe they don't _actually_ have to kill you right then. sniffen is talking about DON'T PULL OUT STUFF OUT OF THE STANDARD MECHANIC PILE IF YOU DON'T UNDERSTAND WHYYYYY. As in, "mechanics should fit the game, dammit!" And now we're at the idea of Shadowruns, and too many of them in like every plot can make the game less interesting because you're interacting with a wall or the GMs rather than actual other people. Jim: on Zampolit Mandate -zamp as manager/auditor --maintain deadlines, manage GM team, do crazy HR tasks like paying attention to GM sanity --really mandate extends only as far as GMs have agreed -zamp's responsibility is to the GM team, to the HC, and to the Guild as a whole. Need to have the ability to veto the game (the one big stick they have) if it's going to fail in any respect (detrimental to health/san of the GMs, to the existence of the Guild, etc). -unless explicitly given, zamp does not have line-item veto (not liking a particular mechanic is not enough to cancel game...) -to act fairly/professionally as manager, zamp must attempt to keep themselves out of social issues in the GM team (don't take sides in disagreements, but note that they exist) and also be honest. --"you're the HC's man in here. It matters that you're in the loop and can make honest assessments" -in hiring a zamp, need to look for someone who you can stand to be the bad guy, who you'll listen to when they decide to call game if need be --zamp can be the bad guy in social situations to maintain social sanity of GM team -having a zamp who can enforce deadlines/milestones is important, especially if the team isn't doing it themselves. ternus: Jim's method here for zampolit's "Care and Managing of GM Teams" here has saved Dresden's GM sanity a couple of times over here. There's a lot of evidence here it works. Someone mentions that zamp ability to manage deadlines is a little weird if the GM team has the manager-type already on the team. Brian: on game space -shrinking game space in Wreched Hive increased pressure. -small enough for interaction, large enough for secrecy, visible enough to require subtlety, obscure enough to permit nastiness ariels: adjacentcy matters and whether if rooms have windows. House interactions in HP7 changed when Slytherin common room moved to closer to the other common rooms. People are also a little more paranoid when there are windows in the doors of rooms. It changes the secrecy and paranoia dynamics. brians: space matters and it's sometimes the least controllable thing by GMs, due to room scheduling. joyp: some places have a different feel. Tombs in the basements, don't have super-isolated thing near the Infinate, etc. ternus: Doors matter. Arcadia wanted a common room with more than 1 door. GM room farther away from the common room to prevent people from just waiting out there. If it's close, it's very hard to go see the GMs without everyone know it. chope: effectiveness in changing gamespace. Interactions between the players changed. Ability to "lock" the doors also changes the paranoia feel. Ken: social morality in tendays -how PCs act and judge each other while they play -players are probably under stress. And any individual character will feel like "one of the 50 most important people in the world in the most important 10 days of their life". PCs are usually only directly answerable to each other. -Social morality in the typical tenday tends towards "Lord of the Flies". -You can do things to create outside morality, but PCs with free will and disc guns are generally the authority. Everyone listens to the guy with the conch, until they get a boulder dropped on them. -The first days of a tenday, probably kind of stable. As the game goes on, roleplaying fatigue sets in. That's the point where it falls back to "Lord of the Flies". And then social order falls apart. -Typical tenday behavior is actually how real people behave in that kind of situation (people in enclosed space with no supervision). -The expection that you can make everyone play nice won't really work. All the bluesheets and greensheets in the world won't help that. In fact, they might resent you for ham-handedly making them be a law-abinding citizen. -If you try, you can cause cognative dissonance: players don't really want to act against their natural tendencies in high-stress situations. -Not that you can't try. Macondo, Only the Holy See, Xiaolong, and Harry Potter either hit it or got very close. -Macondo and Vatican had Catholicism: has a moral code, had mechanics based on sins, didn't haven to make up a new system for it, big trope of Catholic dogma being able to stand up against other weirdshit. Even in other movies, shooting a priest or desecration is shown as a terrible, terrible thing, evenmorseo than killing some random dudes. -Harry Potter had the Heroic Universe. People are also familiar with it. HP had problems where they didn't quite make it. -Family sticks together, even when shit hits the fan. Violating that causes angst and drama naturally. -Giant committee plot: if ~everything in the world depends on this, it'll probably ground the players. Just be warned it could turn into Model UN: the Guild Game, and it'd just be boring as Model UN. -People act the way in tendays is natural. They're under stress, isolated, they have to make hard decisions, and it's all "Lord of the Flies". You can change this, it's just really hard. And it's not just going to be writing out a giant scenario or in the charsheets. Using real world things the players are familiar with (religion, family) will help with this. ken: You're likely to trust your friends, but you're also more likely to stab the people you trust in the back in games. Because you know they won't hold it against you after game. ken: if all your plots are something you can talk about publically and solve through mutual cooperation, you just wrote Science Lab: the Tenday. brians: on the other hand, having all secret plot means you have jack shit to do because you can't admit it to anyone. jim: good guy mobs are just bad guy mobs with good publicity. They're also steerable.