jaegamer: (Default)
The toddler was marginally better behaved, because, I think, her father's character was killed in the first round of the combat that took all evening, and she had his undivided attention. Unfortunately I evidently wasn't -- I wouldn't play kissy-face with her bear, for example, which resulted in her pitching a crying fit. So the GM has ejected me from the game.

Yes, I guess that's the kind of game it was. Much more about roll-playing and socializing than role-playing, and evidently much more about parenting than gaming. I'm better off without it, but I've never been thrown out of a game before. Certainly not because I don't like kids interrupting (though I've quit a game before for that reason).

I was going to quit as soon as the endless combat (carried over into the next session) was over, but was thrown out before I could. *sigh*

Rejection sucks, even when you were about to reject the rejecter. Time to find me a grownup game.
jaegamer: (Default)

Monday and Tuesday evenings I played Living Dragonstar online.  Done in text-based chat rooms, I find a fair proportion of my gaming is online these days.  It certainly gives me a wider population of people to play with, something that's fairly necessary with niche campaigns.

Ghaaa.  It's 10 or so hours of my life (things being slower online, especially combat) that I'll never get back.  From start to finish, the scenario dragged us through by the nose, with everything happening in the "boxed text".  Awful is really too kind a word.

The players were fine (and fun) and the GM did his best, but he was hamstrung by a scenario that wanted to be a movie, and required us to sit back and watch.  Nothing we could do was of any importance, and our mission failure was set in boxed text. And not the first such that I've played in this campaign.  The campaign director assures me that these are in the past, and I hope that is true.

Which brings me, I suppose, to a discussion point.  As someone who's edited a bunch of scenarios (upwards of 30) and written not a few of my own, there are certain things I consider to be absolute rules.  Never tell the players what they are doing or thinking.  When reviewing an encounter, the most important question is: What can the players accomplish in this scene?  It's not a movie or a novel -- the audience isn't a passive observer.  One of the things that makes role playing special is that it is participatory and contributory.  Without the players, there is no story.  You can plan for probable actions, but should never force the players into a single path. 

Not that I haven't broken these rules myself, but at least I use them as guidelines.

Back to an earlier entry -- Investment, Validation, Reward.  That's what it's about.  And fun, let's not forget fun.  To quote Joss Whedon via [livejournal.com profile] rickj "We need not have heroes so much as see ourselves as heroes."

March 2013

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