[UA] Group whinges
Dylan Craig
wytchfynder at hotmail.com
Mon Jul 16 13:14:19 PDT 2001
Ville's players are too clever. Mine are too damn... damn.... well, I don't know
what they are but it bugs the crap out of me.
Quick question for the list: when you start new UA campaigns, how do you make
sure there's a good degree of player investment in the campaign concept? This is
oh-so-easy in other games: if you play DG, you're Fed mythos-hunters. If you
play Feng Shui, you're going to kick a lot of Netherworld hiney and take over
Feng Shui sites. But: in UA, where you can come at the meal with a variety of
different implements, how equally do you split the task of coming up with the
basic premise behind the game?
a - you come up with the idea, then sell it to the players
b - you come up with the idea, everyone talks about it
c - your -players- come up with the idea, they sell it to you
Experiences? I've tried approach (a), my usual line which has worked well in a
variety of games, and it recently fell flat on its ass (log at
http://www.eyeballkid.co.za/blies.html). I made the game up, sat my players down
for a load of flavour movies, handed out campaign soundtracks and inspirational
reading, but no dice. Is this because UA needs a leetle som'thin extra? How did
these things turn out for other GMs on the list?
Help, comments, appreciated.
--
"I only smile in the dark / My only comfort is the night gone black"
Dylan Craig · Writer and Observer · Cape Town, South Africa
Contact Details: http://www.eyeballkid.co.za/contact.html
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