[UA] Go Away Doug Stalker! (was:Feedback on UA-ish convention scenario concept)

Joe Murphy (Broin) broin at notzen.com
Mon May 21 09:30:16 PDT 2001


----- Original Message -----
From: "James O'Rance" <jorance at hotmail.com>
To: <ua at lists.uchicago.edu>
Sent: Monday, May 21, 2001 4:11 PM
Subject: Re: [UA] Go Away Doug Stalker! (was:Feedback on UA-ish convention
scenario concept)


> "Joe Murphy \(Broin\)" <broin at notzen.com> said:
>
>  >>>Poor Doug.<<<
[snip]
>  >>>Now, if your scenario was more 'mature', or at least aimed at players
> who might enjoy integrating a personality as the plot of a game, you're
> sorted.<<<
>
>
> MPD-type stuff is certainly not a new idea at Australian conventions, and
> the Short Sharp Shock category at necro is known for angst, catharsis, and
> (unfortunately) sensationalism. In the past many of them have been wanky
> shock-sensationalist games, the like of which I don't want to write.
>
> Although MPD has been done before, I'd be interested in developing a GMing
> technique that blurred the lines between the GM and character, as well as
> between players and character. If people think that the basic concept
sounds
> workable (from my description of it) then I can feel more confident going
> ahead with the game.
>
> It's not particularly important whethe or not I'm the first person in the
> world to do something like this ;)  It's more importanrt for me to
> experiment and refine my own GMing and designing skills, and see how it
all
> works in a convention situation.

Oh god, no, I wouldn't want to imply that just because I'd seen a vaguely
similar idea, you're buggered with all new interprtations of that basic
idea.

More power to your elbow. You have an excellent approach so I've no doubt
your scenario will be one I'll want to steal. =)

You *could* give the players some very simple hooks, and then let them
design their characters. That would probably provide character sho were
quite similar to the player, much as you'd like.

And being UA, it wouldn't be all that difficult (or time-consuming) to have
the players design their characters. You could offer them a grab-bag of
simple descriptions (Archetypes?): Bully, Coward, Sadist, and let the
players go from there with whatever inspires them.

I know that's generally a no-no at conventions, what with the tight schedule
and all, but *if* you had superb players and *if* you had a superb clutch of
GMs, it *might* just work. =)

Joe.
--
Joe Murphy (Broin)
broin at notzen.com

"You'll regret being so damn abusive when
the electric UFO gods transphase in from
Dimension 10 to appoint me manager of
the universe."  - The Drummer, Planetary.






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