Subject | [dq] Adventures... |
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From | Stephen Martin |
Date | Tue, 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. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | [dq] A point of order/ettiquette on signing up for Adventures |
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From | Stephen Martin |
Date | Tue, 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 :( -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] A point of order / etiquette on signing up for Adventure s |
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From | Andrew\ Withy\ \(DSL\ AK\) |
Date | Tue, 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 :( -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] A point of order / etiquette on signing up for Adventures |
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From | Mandos\ Mitchinson |
Date | Tue, 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 -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] A point of order / etiquette on signing up for Adventure s |
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From | Stephen Martin |
Date | Tue, 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 -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] A point of order / etiquette on signing up for Adventures |
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From | Martin Dickson |
Date | Tue, 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 -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |