05-24-2008, 05:24 PM | #11 | |||||
Join Date: May 2005
Location: Oz
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Re: Survey (Scouts) campaign difficulties
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Adventures in Survey are almost never tactical. Most PCs go unarmed. The problem is nearly always deciding what to do. Having extra chess pieces doesn't help. So to be clear, players would only be playing one character at a time. The Survey group might discover a problem, who would pass it to the policy group for a decision (everyone change characters except Head of Survey). Then the policy group might decide to Send In The Marines (everyone change characters except marines contingent leader). Quote:
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Decay is inherent in all composite things. Nod head. Get treat. |
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05-24-2008, 05:50 PM | #12 | ||||||
Join Date: May 2005
Location: Oz
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Re: Survey (Scouts) campaign difficulties
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Decay is inherent in all composite things. Nod head. Get treat. |
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05-24-2008, 06:18 PM | #13 | ||||
Join Date: May 2005
Location: Oz
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Re: Survey (Scouts) campaign difficulties
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Decay is inherent in all composite things. Nod head. Get treat. |
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05-24-2008, 06:45 PM | #14 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Survey (Scouts) campaign difficulties
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On the other hand, if you're prepared to be a cast iron SOB, and say, "You agreed to play a Survey character, so you either build a Survey character or leave the campaign," there may be some short-term losses involved; but by establishing that you will take what they vote for seriously, you're giving them a strong reason to vote for what they really want to play next time around. Given that you've established a track record of backing down, though, I don't think I'd recommend just springing this on them. Rather, tell them that you've run into problems from letting people renegotiate character roles, and you're no longer going to do that—so when they fill out your next prospectus, they should for for literally what they're willing to play, and not count on adjustments. Then if they vote for a Survey campaign, you've gotten their informed consent. Don't you have a background in economics? I'm surprised to see you running afoul of such a classic case of perverse incentives. You say, "perhaps I don't communicate effectively," but it seems to me the primary problem is that you communicate that you don't really mean it when you say you want to run a Survey campaign, by the very fact that you give in. As to rudeness, if I invite a group of people over to play poker, and one of them says, "Well, actually, I don' t like poker; can we play go instead?"—they're the one who's being rude, to me as the host and to all the other people who showed up expecting to play poker. When you accept an invitation to an event of type X, you don't get to ask to turn it into an event of type Y. Bill Stoddard |
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05-24-2008, 06:50 PM | #15 | |
Join Date: Sep 2007
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Re: Survey (Scouts) campaign difficulties
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05-24-2008, 07:37 PM | #16 | ||||
Join Date: May 2005
Location: Oz
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Re: Survey (Scouts) campaign difficulties
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Players who would prefer more epic / cinematic / Romantic stories ought to vote for the corresponding campaigns when I canvas options. Quote:
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Besides, what do my players have to escape from? They are young, rich, and free, and the one who is married was married recently enough that he is still very much into it. My most recent crop of Survey players are engineers, programmers, and a researcher. For all that those can be rewarding jobs they have their share of tedium and frustrations. I would have thought, though, that escaping from those frustrations and the particular drudgery of such jobs would attract players to people rather than abstractions, and to having effect by making choices and doing stuff, not to wrestling with vast inhuman abstractions and trying to solve puzzles.
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Decay is inherent in all composite things. Nod head. Get treat. Last edited by Agemegos; 05-24-2008 at 07:41 PM. |
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05-24-2008, 10:32 PM | #17 | |
Join Date: Sep 2007
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Re: Survey (Scouts) campaign difficulties
Interesting that the same group of players has such different reactions. Maybe there's something about the scope of a star-spanning background that causes people to "zoom out". It was sometimes hard for people to really realize in our Traveller games that planets really were entire planets, large enough to contain entire campaigns in other genres.
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Realistic or Romantic is really just a matter of fashion and preference; the stories are still stories. |
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05-24-2008, 10:40 PM | #18 | ||
Join Date: May 2005
Location: Oz
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Re: Survey (Scouts) campaign difficulties
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Decay is inherent in all composite things. Nod head. Get treat. |
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05-25-2008, 09:03 AM | #19 | |
Join Date: Jan 2007
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Re: Survey (Scouts) campaign difficulties
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What has worked ? Maybe stick with that. Load the Survey campaign into the NPC role and then permeate your DoJ or Undercover Division with it. I agree that watching something like Perry Mason can get silly when every ep they find a murderer, but at the same time, there's strength in that, since people who tune in know what to expect. In the USA this gets reinitroduced to us by sports: football, baseball, basketball, hockey, even auto-racing. More or less the same thing over and over and over. As in my first post, I often find themes which are extremely interesting to myself, and would fuel both my passion as a player and GM, but most likely other people don't share. I don't think it's necessarily an error or wrong, it's just the way it is. > you might try writing fiction about the setting. that's another way to fuel your own flame about what you find interesting, and allow you to get ideas for games -- just a thought -- YMMV. >
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"Now you see me, now you don't, woof" -- The Invisible Vargr . . There are 10 types of people in the world. Those who understand binary, and those who don't. Last edited by Shrale; 05-25-2008 at 09:06 AM. |
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05-25-2008, 01:49 PM | #20 | |
Join Date: Apr 2005
Location: Video games destroyed my life. Good that I have 2 extra lives!
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Re: Survey (Scouts) campaign difficulties
I don't agree it would cause the problems to take a 'god' game focus.
To me it sound like you want a more realistic portrayal of an operation, with multiple tiers of command and organization, fully-staffed. My thought of giving the PC's a single character with multiple honoraries was so they could reduce the number of staff, not for them to say be both emperor, financer, explorer and pilot. Instead they could be pilot-explorer but with a controlling interest and board vote at the higher levels of the operation, with such power afforded them by virtue of them being uber-minions of their nation /megacapitalists. Quote:
YMMV. |
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Tags |
flat black, prospectus, sci-fi, troupe style |
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