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A Idea Concerning Interruptions | Technology for roleplaying
https://roleplaytech.wordpress.com/2008/01/07/a-idea-concerning-interruptions
A Idea Concerning Interruptions. So, here’s my idea: whenever someone interrupts a scene in progress or makes an out of character comment, they take a poker chip from a pile in the middle of the table. That’s all. At the end of the session, everyone will be able to see where the time goes and make a conscious. This entry was posted on Monday, January 7th, 2008 at 9:53 pm and is filed under group. You can follow any responses to this entry through the RSS 2.0. Feed You can leave a response.
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Technology for roleplaying | Theory meets practicality | Page 2
https://roleplaytech.wordpress.com/page/2
November 28, 2007. This thread over on Story Games. Is one of the best in recent memory. It’s about the assumptions we hold about roleplaying. There are also a number of threads titled “Kill a Cow: (whatever)” devoted to showing ways that the assumptions can be violated. November 27, 2007. Some time ago, while our group was discussing how best to elicit feedback for the GM, someone suggested that player feedback might be worth doing too. Most of us immediately said “No way! Practical Guidelines for GMing.
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January | 2008 | Technology for roleplaying
https://roleplaytech.wordpress.com/2008/01
A Idea Concerning Interruptions. January 7, 2008. So, here’s my idea: whenever someone interrupts a scene in progress or makes an out of character comment, they take a poker chip from a pile in the middle of the table. That’s all. At the end of the session, everyone will be able to see where the time goes and make a conscious. You are currently browsing the Technology for roleplaying. Blog archives for January, 2008. A Idea Concerning Interruptions. A Vision For A Functional Group. Cogito, ergo ludo.
roleplaytech.wordpress.com
Another Practical Guideline | Technology for roleplaying
https://roleplaytech.wordpress.com/2007/12/09/another-practical-guideline
To these guidelines for GMing. I would like to add one more:. Instead of planning what the characters will do to the plot,. Plan what you and the plot are going to do to the characters. So what does that mean? This entry was posted on Sunday, December 9th, 2007 at 11:25 am and is filed under general theory. You can follow any responses to this entry through the RSS 2.0. Feed You can leave a response. From your own site. Laquo; Previous Post. Next Post ». Leave a Reply Cancel reply. Enter your comment here.
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Group Rewards | Technology for roleplaying
https://roleplaytech.wordpress.com/2007/12/05/group-rewards
How about rewarding the group for collaborative efforts? I don’t just mean in-the-fiction or dictated by the system here either. This could also apply to things like cutting down extraneous chatter, making sure everyone gets spotlight time, or collaborative setting creation. It’s something that can be explored in almost any system, and could be overlaid on almost any game. This entry was posted on Wednesday, December 5th, 2007 at 4:49 pm and is filed under design. Feed You can leave a response.
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November | 2007 | Technology for roleplaying
https://roleplaytech.wordpress.com/2007/11
Collaboration and Participation Gone Wrong. November 29, 2007. During my session last night, we ran into the age old problem of characters spewing out endless streams of new plans without any of them being acted on. In light of last night (and perhaps some of your roleplaying experiences too), this passage from a post by Levi Kornelsen on Story Games. Seemed worthy of reflection:. 8220;Where collaboration can go south is when it becomes “shallow” and. Starts to override participation. Which has a higher ...
roleplaytech.wordpress.com
Collaboration and Participation Gone Wrong | Technology for roleplaying
https://roleplaytech.wordpress.com/2007/11/29/collaboration-and-participation-gone-wrong
Collaboration and Participation Gone Wrong. During my session last night, we ran into the age old problem of characters spewing out endless streams of new plans without any of them being acted on. In light of last night (and perhaps some of your roleplaying experiences too), this passage from a post by Levi Kornelsen on Story Games. Seemed worthy of reflection:. 8220;Where collaboration can go south is when it becomes “shallow” and. Starts to override participation. Which has a higher chance of producing...
roleplaytech.wordpress.com
A Vision For A Functional Group | Technology for roleplaying
https://roleplaytech.wordpress.com/2007/12/23/a-vision-for-a-functional-group
A Vision For A Functional Group. From the GM, when really I just want different things. Yesterday, someone said “But that’s pandering! This realization catalyzed a new vision for what a functional group would look like to me: The group members would each take responsibility for providing everyone’s fun, including their own. They would acknowledge that each desired kind of fun is valid, and, in a sense, everyone would “pander” to everyone. You can follow any responses to this entry through the RSS 2.0.
roleplaytech.wordpress.com
December | 2007 | Technology for roleplaying
https://roleplaytech.wordpress.com/2007/12
A Vision For A Functional Group. December 23, 2007. From the GM, when really I just want different things. Yesterday, someone said “But that’s pandering! This realization catalyzed a new vision for what a functional group would look like to me: The group members would each take responsibility for providing everyone’s fun, including their own. They would acknowledge that each desired kind of fun is valid, and, in a sense, everyone would “pander” to everyone. December 9, 2007. To these guidelines for GMing.