Subject[dq] Adventures...
FromStephen Martin
DateTue, 04 Mar 2003 09:29:47 +1200
I will be running a low adventure this session, one day in the first half of
the week (Mo/Tu/We) in Waterview.  Some off-worlders are needed to fulfill a
prophecy.


We have to date:

Jacqui - Med/High, ?, Mangere.

Stephen - Low, Mo/Tu/We, Waterview.

Mr Anon - High, Mo/Tu/Th (I think), ?.

Ms Anon - Low/Med, ?, ?. (after a couple of drinks she let slip she might GM
- I'll take that as definite - I've got witnesses)

That's 4, we need 2 or 3 more.


Thought for the day: If every player GM'd once every year and a half (that's
6 sessions) we'd always have enough GMs.

We don't expect new players to GM till they've had a couple of years to get
to know the campaign, but after that all of you are capable of it and very few
players bite... hard.


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Subject[dq] A point of order/ettiquette on signing up for Adventures
FromStephen Martin
DateTue, 04 Mar 2003 11:28:03 +1200
While there are exceptions, the general rule is that GMs who are GMing in the
current session should sign up to adventures prior to the guild meeting (usually
at the gods meeting prior) so they can concentrate on taking names for their
adventure in the meeting mayhem.  All others should sign up during the meeting
mayhem.

The idea is to make life easier for the current GMs and put all players on an
even footing when it comes to getting adventures.

This is not something we can or will enforce and there are many valid reasons
for exceptions.  But as a general rule for GMs unless they are a GM this session,
or have a valid reason, please don't accept players prior to the meeting.

As to what are valid reasons, that's hard to say.  But if you would feel uncomfortable
justifying it to someone else then it's probably not a valid reason.


Cheers, Stephen.
The whipping boy without a whip :(


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SubjectRe: [dq] A point of order / etiquette on signing up for Adventure s
FromAndrew\ Withy\ \(DSL\ AK\)
DateTue, 4 Mar 2003 12:51:39 +1300
The silo mentality between groups of gamers within DQ fluctuates
periodically. In the last few months it has been getting worse again.

There are several groups of players who have pet GMs (or v.v.) and rarely
stray from those GMs. This is great for those players, as it is comfortable,
predictable, and allows more detailed character interaction with the GM's
NPCs. However, these are all advantages of single-GM campaigns. The strength
of DQ is that it is multi-GM, with interaction between different sorts of
players - even those you may not normally mix with. This swapping of players
and GMs helps keep the campaign involved, complex and fresh.

Please try different GMs this session. If you didn't like them last time,
maybe they've changed (or you have). Try playing outside your normal groups.
My find of last session was Chris Caulfield, who I've almost never played
with before - and I didn't know what I was missing. Hell, I may even have
overcome my arrogance enough to learn from him.


Andrew

-----Original Message-----


While there are exceptions, the general rule is that GMs who are GMing in
the
current session should sign up to adventures prior to the guild meeting
(usually
at the gods meeting prior) so they can concentrate on taking names for their
adventure in the meeting mayhem.  All others should sign up during the
meeting
mayhem.

The idea is to make life easier for the current GMs and put all players on
an
even footing when it comes to getting adventures.

This is not something we can or will enforce and there are many valid
reasons
for exceptions.  But as a general rule for GMs unless they are a GM this
session,
or have a valid reason, please don't accept players prior to the meeting.

As to what are valid reasons, that's hard to say.  But if you would feel
uncomfortable
justifying it to someone else then it's probably not a valid reason.


Cheers, Stephen.
The whipping boy without a whip :(


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SubjectRe: [dq] A point of order / etiquette on signing up for Adventures
FromMandos\ Mitchinson
DateTue, 4 Mar 2003 13:32:09 +1300
> Please try different GMs this session. If you didn't like them last time,
> maybe they've changed (or you have). Try playing outside your
> normal groups.

So can you presign up with a GM to ensure that you are able to get a GM that
you have not had in a long time?

<Grin>

Mandos
/s


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SubjectRe: [dq] A point of order / etiquette on signing up for Adventure s
FromStephen Martin
DateTue, 04 Mar 2003 14:17:56 +1200
Careful now, have to keep our story believeable.

;)

> Hell, I may even have overcome my arrogance enough to learn from him.
>
>Andrew


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SubjectRe: [dq] A point of order / etiquette on signing up for Adventures
FromMartin Dickson
DateTue, 04 Mar 2003 16:00:33 +1300
Andrew Withy (DSL AK) wrote:

>The strength
>of DQ is that it is multi-GM, with interaction between different sorts of
>players - even those you may not normally mix with. This swapping of players
>and GMs helps keep the campaign involved, complex and fresh.
>
Hi Andrew,

IMHO the strength that DQ derives from being multi-GM is not so much the 
wide player interation (though this is a benefit) but rather because it 
mitigates GM burn out (and retirement, relocation, etc).  Most single GM 
games end because the GM stops GM-ing, not because the players get fed 
up with one another.  With DQ one can decide to only GM every 6 months, 
or even less frequently, and the players still have games.

If anything, the down-side of DQ is that swapping GMs leads to the 
common complaint of inconsistent history and PC/world interation. (This 
GM knows your PC has deep connections with Barony Blah and works in into 
the story, that GM has never heard of the place and knows nothing of 
your PC's past).

Swapping players works better for some stories than for others. 
 Stories/adventures that are essentially disconnected, or episodic work 
well for parties with little common history with either the GM or each 
other; continuing story arcs work better when the player pool changes 
less -- and trying to bring a new player up to speed with a story with a 
lot of history may even be an unreasonable burden on the player (just 
thinking of 12 pages of history I dumped on you, Sally and Jeff before 
you went to Terranova).  :-)

I'm not disagreeing that mixing players/swapping GMs is a bad thing -- 
just that it is more appropriate some times than others.

Regards,
Martin

-- 

 _/_/  Peace Software International     Email: martin.dickson@peace.com
_/     Martin Dickson                   Phone: +64-9-373-0400
       Senior Analyst                   Fax  : +64-9-373-0401


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