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#11 | ||
Join Date: Dec 2015
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Watch him regularly, gonna order that asap, aaaand whydidInotknowthiswasathinguntilnowthankyou!!! |
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#12 | |
Join Date: Aug 2004
Location: traveller
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You might also consider starting with improv[-isational theater] games as a warm-up. I started with Truth in Comedy, but I believe there are rpg-focused versions on the topic available now. The idea here is to get your audience out of their own heads and used to interacting before they sit down at the table to play. |
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#13 | |
Join Date: Jul 2006
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#14 |
Join Date: Apr 2012
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Sounds like they are having to learn skills as teenagers that kids prior to the Personalized Tracking Device(aka smartphone/tablet) era learned between 4~6. Most of today's kids have never been out of contact with 'higher authority' and had to make their own decisions. Couple that with normal teenage insecurities and you have kids afraid to express themselves to others in person. Most of us have been in fast food places where there will be several teenage or collage age people sitting, all staring at and tapping their PTDs, largely ignoring the other people at the table. The art of in-person conversation is mostly missing in their experiences.
I think your task may well be playing catch up in teaching 'your kids' eye to eye social skills. Have they read their character essays to the other players? Since they liked writing the essays, maybe after finishing a session, have them write a short essay about what their character did and a short bit about how the character could have done things different. Maybe the buffer of writing instead of face to face talking will get them to open their imaginations a bit. |
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#15 |
Join Date: Apr 2005
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Anathema as they can be on this forum, I'd look into the rules light/story forward games like Apocalypse Keys, or Scum and Villainy, or even Masks. In many of those, one fails forwards so there's less fear of doing the wrong thing.
You could also look at the various iterations of Star Wars RPGs as something where the action (what to do) is familiar and they can jump in pretty quickly. Kids on Bikes (and its Hogwarts counterpart Kids on Brooms) might be an option for Stranger Things fans. For young players (elementary school), try Magical Kitties Save the Day. Dead simple and open-ended rules set and who doesn't like kitties! You could also try game-adjacent warm-ups like Fiasco, For the Queen, and even Once Upon a Time that focus on improv. Check with your local libraries as well -- some have gaming groups. |
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#16 |
Join Date: Dec 2015
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I had to think a lot about this one. Maybe it really isn't about the game itself, but how it is presented. I am looking into the suggestions given here, hoping to grab something, anything, that can get me behind that need to copy-paste the work of others and make them more ready to improvise on their own. Ay suggestions are welcome, including stuff from outside of gaming!
I think this is the exact main problem! Now, how to deal with it.... |
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#17 |
Join Date: Apr 2005
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You might want to point them to some actual-play podcasts or youtube channels. I use actual plays to help figure out new games to get a sense of the rules or if my play group might be willing to give it a shot.
I'm fond of Twelve Sided Stories, Black Armada Tales, and Unexplored Places, myself. |
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#18 | |
Join Date: Jun 2005
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But on the other hand, the broad meta-rules for roleplaying amount to (a) as Gregor Vorbarra says in the Vorkosigan novels, "Let's see what happens" and (b) you should try to think what your character would do in the presented situation. Have you considered actually discussing with your players the idea that roleplaying is an environment where they have a broad freedom to imagine what their characters would do, that there are no defined-in-advance "right answers," and that as a GM, you will be really happy if a player comes up with an action that addresses a situation, but in a way you hadn't anticipated? Can you talk with them at the meta-level? Or is that demanding too much reflective self-awareness of them? One other thing I can think of: If the game has anything like psychological traits---in GURPS, both traits that amount to moral codes and those that amount to psychological disadvantages (with self-control numbers) or quirks, you might suggest that the look at what's on their character sheet as a definition of the role they're going to play. If, for example, their character has Code of Honor (Gentleman) and Chummy, you have someone who really likes to be with people, who probably spends as much time as possible hanging out with their friends, but who insists on doing the right thing---you've practically got Bertie Wooster or another member of the Drones!
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Bill Stoddard I don't think we're in Oz any more. |
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#19 | ||
Join Date: Dec 2015
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A quick note I maybe should have made: I am not the GM, I just help them get it working. I coach the (teenage) GM on the side and such, and I write stuff for them. And I sometimes watch the sessions in (mostly) silence. I want it to be their own game as much as possible, I just help it along.
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#20 |
Join Date: Jun 2005
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I don't normally think of those traits as performing that function—my players are much older (many of them past 50) and not so inhibited about improvising. But it certainly is true that a set of character traits can define a role or a dramatic part.
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Bill Stoddard I don't think we're in Oz any more. |
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