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<channel>
<title>Narrative Control</title>
<link>http://narrativecontrol.com</link>
<description>A podcast about our gaming experiences. The conversation continues... here.</description>
<language>en</language>
<copyright>Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 Unported License.</copyright>
<managingEditor>narrativecontrol@gmail.com (Sean Nittner)</managingEditor>
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<ttl>180</ttl>
<itunes:subtitle>Narrative control, a podcast about our gaming experiences.  The conversation continues... here.</itunes:subtitle>
<itunes:summary>Narrative control is a podcast to reflect on the gaming experiences on Sean Nittner and his co-hosts.  We present our reactions to game sessions, conventions, and other game theory.  In turn, we're contributing to the existing conversations presented in podcasts, blogs and forums with our own perspective. </itunes:summary>
<itunes:category text="">
	<itunes:category text="Arts &amp; Entertainment" />
</itunes:category>
<itunes:category text="Games &amp; Hobbies">
	<itunes:category text="Other Games" />
</itunes:category>
<itunes:keywords>roleplaying,gaming,review,conventions,indieRPG</itunes:keywords>
<itunes:author>Sean Nittner, Justin Evans</itunes:author>
<itunes:owner>
<itunes:email>narrativecontrol@gmail.com</itunes:email>
<itunes:name>Sean Nittner</itunes:name>
</itunes:owner>
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<title>Narrative Control</title>
<link>http://narrativecontrol.com</link>
</image>
<item>
<title>Narrative Control - Episode 46</title>
<link>http://www.narrativecontrol.com/index.php?post_id=638405#</link>
<description><![CDATA[<p>Welcome back to Narrative Control.&nbsp; This week Fattig and I are responding to an email from Adam Thoma about using a resources stat in game.&nbsp;&nbsp;&nbsp;&nbsp; We&rsquo;ve got some insights from our own games.<br /><br />Hosts: Sean Nittner and Eric Fattig<br /><br />Length: 30:41<br /><br />Show Notes<br /><br />[00:29] Intro to the show<br />[00:57] Happy Birthday Narrative Control. We&rsquo;re two years old.<br />[01:08] Greetings from Sean and Fattig.&nbsp; <br />[01:33] Go Play SF Bay Events. Checked them out on Facebook: <a href="http://www.facebook.com/group.php?gid=109865939025549">http://www.facebook.com/group.php?gid=109865939025549</a> Twitter: <a href="http://twitter.com/GoPlaySFBay">http://twitter.com/GoPlaySFBay</a>&nbsp; Website: <a href="http://goplaysfbay.com/">http://goplaysfbay.com/</a><br />[02:54] Played a little Apocalypse World with Carl Rigney. http://www.lumpley.com/apocalypse/<br />[03:29] Announcing Big Bad Con (<a href="http://www.bigbadcon.com">www.bigbadcon.com</a>).&nbsp; Like:&nbsp; <a href="http://www.facebook.com/pages/Big-Bad-Con/138119056223243?ref=ts">http://www.facebook.com/pages/Big-Bad-Con/138119056223243?ref=ts</a>&nbsp; Tweet <a href="http://twitter.com/bigbadcon">@bigbadcon</a><br />[05:09] Fattig has moved<br />[05:29] Sean is working out.<br />[05:50] Email from Adam Thoma &ndash; How do you use resources in your games.<br />[07:51] What is the effect using a resources stat? Pros!&nbsp; <br />[12:40] Where a resources mechanic has caused frustration.&nbsp; Cons!<br />[14:05] Haggling<br />[21:35] Other cool ways to uses resources as a stat: Ammo checks, Spellcasting capacity, etc.<br />[26:18] Making these things precious adds weight to their meaning in the story.&nbsp; Creating conflicts out of events that are trivial in other games.<br />[28:41] Thank you Adam for sending us the question. This episode is for you.<br /><br />Post Feedback Here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=73">Comments</a></p>]]></description>
<category>podcasts</category>
<pubDate>Wed, 25 Aug 2010 06:12:00 GMT</pubDate>
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<itunes:duration>00:30:41</itunes:duration>
<itunes:keywords>rpg, resources</itunes:keywords>
<itunes:author>Sean Nittner, Eric Fattig</itunes:author>
<itunes:subtitle>Resources - Stat!</itunes:subtitle>
<itunes:explicit>No</itunes:explicit>
</item>
<item>
<title> Narrative Control - Episode 45</title>
<link>http://www.narrativecontrol.com/index.php?post_id=633167#</link>
<description><![CDATA[<p>Welcome back to Narrative Control.&nbsp; This episode Eric and I talk about what do when a player Freezes up at the table.&nbsp; This idea came to us from Rob Donoghue&rsquo;s blog post of the same name: Freeze (<a href="http://rdonoghue.blogspot.com/2010/07/freeze.html">http://rdonoghue.blogspot.com/2010/07/freeze.html</a>)</p>
<p>Hosts: Sean Nittner and Eric Fattig</p>
<p>Length: 21:50</p>
<p>Show Notes</p>
<p>[00:00] My silly wanna-be cop intro. <br />[00:28] Intro to the show. What to do at the table when someone freezes up at the table. <br /> [01:21] Our backlog of Rob topics from his blog: <a href="http://rdonoghue.blogspot.com/">http://rdonoghue.blogspot.com/</a> <br />[02:23] What to do at the table when someone freezes up? <br />[02:59] Reasons people freeze up: Asked to make an important decision (analysis paralysis) or if a player is put on the spotlight to role-play when they aren&rsquo;t ready for it. <br />[04:00] A natural reaction to seeing someone freeze: Try to help, try to get the game started back up again. <br />[05:46] Rule #1: Shut your pie hole <br />[07:10] Rule #2: A little patience won&rsquo;t kill you. <br />[07:44] Take the time when someone freezes to reflect on what&rsquo;s going on in the game.&nbsp; See action and reflection in the episode about Ira Glass: <a href="http://www.narrativecontrol.com/index.php?post_id=509405">http://www.narrativecontrol.com/index.php?post_id=509405</a> <br />[08:22] Rule #3: Back their play. The Winner! <br />[08:46] And here we tease you. <br />[09:19] Back anyone&rsquo;s play at any time.&nbsp; It validates the other players. <br />[10:52] Why Sean hates every planning session in the universe. <br />[11:45] Why you would shut someone down&hellip; you&rsquo;ve got a better idea&hellip; but it&rsquo;s not. <br />[13:16] An example of Actual Play where this shutdown happens: The Walking Eye&nbsp; 3:16 Actual Play &ndash; Session 1 <a href="http://www.thewalkingeye.com/?p=322">http://www.thewalkingeye.com/?p=322</a>&nbsp; (Start a 2:13) <br />[15:37] Your character is not the sum of what they&rsquo;ve done before.&nbsp; Find a way to make your character grow and interact with the new element. <br />[16:15] Backing their play is especially important when someone has frozen up, as their confidence is going to be low and they need support. <br />[17:00] What to do if the idea doesn&rsquo;t fit in the game? <br />[17:25] Rule #4: Don&rsquo;t Assume. Ask.&nbsp; The 4th Commandment! <br />[18:37] Lots of reasons they might have frozen.&nbsp; System, setting, situation&hellip; <br />[18:47] An old episode of Sons of Kryos where Storm wasn&rsquo;t on the same page as the others. <a href="http://sonsofkryos.livejournal.com/21712.html">http://sonsofkryos.livejournal.com/21712.html</a> <br />[20:51] You know when someone freezes. The trick is to watch your reactions.</p>
<p>Post Feedback Here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=72">Comments </a></p>]]></description>
<category>podcasts</category>
<pubDate>Sun, 25 Jul 2010 19:10:00 GMT</pubDate>
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<itunes:duration>00:21:50</itunes:duration>
<itunes:keywords>freeze, rpg</itunes:keywords>
<itunes:author>Sean Nittner, Eric Fattig</itunes:author>
<itunes:subtitle>Freeze</itunes:subtitle>
<itunes:explicit>No</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 44</title>
<link>http://www.narrativecontrol.com/index.php?post_id=628288#</link>
<description><![CDATA[<p>Welcome back to Narrative Control.&nbsp; Fattig and I are back this episode talking about creative constraints.&nbsp; We went old school on this one, back to an episode of <a href="http://www.havegameswilltravel.net/index.php?post_id=79107">Have Games Will Travel</a>&nbsp; in 2006 where two of my favorite Pauls were talking about it.&nbsp; Well, before I get a head of myself, listen to the show!<br /><br />Hosts: Sean Nittner and Eric Fattig<br /><br />Length: 28:50<br /><br />[00:27] Intro to the show. Two cons you should go to if you can:&nbsp; DresdenCon &ndash; July 10th at EndGame in Oakland:&nbsp; <a href="http://www.endgameoakland.com/dresdacon/">http://www.endgameoakland.com/dresdacon/</a> Good Omens Con 4 &ndash; July 17th also at EndGame in Oakland: <a href="http://www.goodomensgames.com/gocon">http://www.goodomensgames.com/gocon</a><br />[02:01] Boom! You&rsquo;re in a room with nothing to do.&nbsp; Of course Fattig figures something out!<br />[03:00] Creative constraints the stimulus to give your game texture and context.&nbsp; <br />[03:39] The conversation we&rsquo;re continuing.&nbsp; An interview with Paul Tevis and Paul Czege: <a href="http://www.havegameswilltravel.net/index.php?post_id=79107">http://www.havegameswilltravel.net/index.php?post_id=79107</a><br />[05:33] Why constraints? How are they going to help you game?<br />[06:24] Why I&rsquo;m afraid of games without constraints?&nbsp; If nobody has a say in your character they don&rsquo;t care about it.<br />[08:28] My experience with what happens when we start embracing those constraints.&nbsp; Here&rsquo;s the games that we&rsquo;re playing that have put some constraints on us and made the game more fun because of it!<br />[09:47]&nbsp; Dresden Files! Yes, it is real, go buy it NOW: <a href="http://www.dresdenfilesrpg.com/">http://www.dresdenfilesrpg.com/</a>&nbsp;&nbsp; We talk about the novels and compels (big shock)<br />[15:07] Changeling &ndash; Harvesting emotions cause the players to reinforce the themes of the game. <a href="http://www.white-wolf.com/changeling/index.php?line=intro">http://www.white-wolf.com/changeling/index.php?line=intro</a><br />[18:21] Flagship Atlantis &ndash; A con game where play style was put under pressure by external card mechanics added to the game: <a href="http://seannittner.livejournal.com/tag/flagship%20atlantis">http://seannittner.livejournal.com/tag/flagship%20atlantis</a><br />[22:56] Lady Blackbird &ndash; PLAY THIS GAME! It&rsquo;s free and it&rsquo;s gorgeous: <a href="http://www.onesevendesign.com/ladyblackbird/">http://www.onesevendesign.com/ladyblackbird/</a>&nbsp; Keys that point you in different directions, forcing characters to choose what they really care about.<br /><br />Post Feedback Here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=71">Comments<br /></a><br /><br /></p>]]></description>
<category>podcasts</category>
<pubDate>Wed, 30 Jun 2010 21:26:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=628288#</guid>
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<itunes:duration>00:28:50</itunes:duration>
<itunes:keywords>rpg</itunes:keywords>
<itunes:author>Sean Nittner, Justin Evans</itunes:author>
<itunes:subtitle>Creative Constraints</itunes:subtitle>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 43</title>
<link>http://www.narrativecontrol.com/index.php?post_id=608767#</link>
<description><![CDATA[<p>Narrative Control episode 43: David Mamet&rsquo;s drama.&nbsp;&nbsp;&nbsp; Fattig and I are talking about a letter written by David Mamet to the writers of The Unit about creating drama in every scene.&nbsp; Good stuff!&nbsp; I found this because Josh Roby linked it on twitter.&nbsp; Here&rsquo;s the article: <a href="http://www.movieline.com/2010/03/david-mamets-memo-to-the-writers-of-the-unit.php">http://www.movieline.com/2010/03/david-mamets-memo-to-the-writers-of-the-unit.php</a></p>
<p>Hosts: Sean Nittner and Eric Fattig</p>
<p>Length: 25:08</p>
<p>Post Feedback Here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=69">Comments</a></p>]]></description>
<category>podcasts</category>
<pubDate>Mon, 26 Apr 2010 17:56:00 GMT</pubDate>
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<itunes:duration>00:25:08</itunes:duration>
<itunes:keywords>drama, prg</itunes:keywords>
<itunes:author>Sean Nittner, Eric Fattig</itunes:author>
<itunes:subtitle>David Mamet's Drama</itunes:subtitle>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 42</title>
<link>http://www.narrativecontrol.com/index.php?post_id=597141#</link>
<description><![CDATA[<p>Welcome back to Narrative Control. &nbsp;This episode Fattig and I are talking about getting games off the rails. &nbsp;Whether its intentional or accidental, if the gamers are frustrated by the lack of influence the players have, here are some things we think help.</p>
<p>Hosts: Sean Nittner and Eric Fattig</p>
<p>Length: 27:52</p>
<p>Show Notes&nbsp;</p>
<p>[00:26] Intro to the show. A response to my own LJ post about railroading and the frustration it causes both players and the GM: <a href="http://seannittner.livejournal.com/92349.html">http://seannittner.livejournal.com/92349.html</a><br />[01:48] Best game EVAR! Let me tell you what you do Fattig.&nbsp;<br />[03:01] This story sucks. Blame Nittner for it.<br />[03:55] Sometimes games get so heavily scripted that the players lose their voice in the game.<br />[04:32] Tour de Thea 7th Sea module example.<br />[05:34] The players perspective: surprising and frustrating.&nbsp;<br />[06:34] Benefits of a strong story structure for players: Clear direction. Support from the GM if they follow that direction.<br />[07:30] What does the GM get? Best case scenario: Telling an awesome story. Worst case: A giant headache and enormous amount of work.<br />[09:27] Why does this happen? Perception. The GM feels the need to keep things moving and give everyone direction.<br />[11:50] A fair concern, what will happen when the GM says &ldquo;You&rsquo;re in an inn&hellip; what do you do?&rdquo;<br />[13:05] Another factor: Pride. I&rsquo;m going to tell the BEST STORY EVER!<br />[14:11] The Narrative Control drinking game.<br />[15:30] The new paradigm. Everyone contributing to the game in amounts that make them happy.<br />[16:38] Some player empowering techniques: Setting stakes, framing scenes and narrative control.<br />[20:18] Addressing the issue directly. &nbsp;Talking about the game before it ever starts. &nbsp;Describe setting and situation.&nbsp;<br />[21:41] Establishes an environment to create characters and stories out of.<br />[23:00] Adding an arbitrary pacing mechanic that ensures the story is moving forward independent of the players or the GM&rsquo;s actions.<br />[24:14] Some examples: My Matrix Game, Burning Empires.</p>
<p>Post Feedback Here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=68">Comments</a></p>]]></description>
<category>podcasts</category>
<pubDate>Thu, 25 Mar 2010 18:07:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=597141#</guid>
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<itunes:duration>00:27:52</itunes:duration>
<itunes:keywords>rpg</itunes:keywords>
<itunes:author>Sean Nittner, Eric Fattig</itunes:author>
<itunes:subtitle>Jumping off the Rails</itunes:subtitle>
<itunes:explicit>No</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 41</title>
<link>http://www.narrativecontrol.com/index.php?post_id=574689#</link>
<description><![CDATA[ <p>Hi and welcome back to Narrative Control. This episode I yoinked an excerpt from Things We Think About Games.&nbsp; &ldquo;Take Your Turn Already&rdquo;</p>Hosts: Sean Nittner and Eric Fattig
Length: 25:08
<p>
<br />[00:26] Intro to the Show and to Eric Fattig
<br />[00:44] Open Design Podcast Promo
<br />[01:18] Welcome 2010 and some bad audio (it gets better soon)
<br />[01:35] I love introducing my co-hosts wrong.&nbsp; Eric Fattig takes the stage.
<br />[02:10] &ldquo;Take Your Turn Already&rdquo; &ndash; <a href="http://www.amazon.com/Things-We-Think-About-Games/dp/0981884008">From Things We Think About Games</a>&nbsp; by Will Hindmarch&nbsp; and Jeff Tidball.&nbsp; Also, the audio improves here.
<br />[02:51] Reading time with Sean
<br />[03:24] Classic board game example: Placing settlements in <a href="http://www.catan.com/">Settlers of Catan</a>
<br />[04:57] How this applies to role-playing games.&nbsp; Mechanical stumbling blocks in crunchy games.
<br />[05:22] This still happens in rules-light games as players hesitate over choices about what to do regarding their character and the plot.
<br />[05:37] Sean&rsquo;s loathes planning sessions.&nbsp;&nbsp; John Wick&rsquo;s &ldquo;Dirty Dungeon&rdquo; from Wilderness of Mirrors.
<br />[06:22] Our L5R game runs in a round robin style of play so we definitely see it when someone holds up the game because they can&rsquo;t decide what to do.
<br />[07:26] All you need to know is &ldquo;Be Cool&rdquo;
<br />[08:00] Player agency.&nbsp; How does it apply here?&nbsp; We all want to do something cool, which can cause us to stall when we can&rsquo;t think of something cool to do.
<br />[09:06] How do board games address &ldquo;bad decisions&rdquo;?&nbsp; Catch up mechanics, immediate penalization that corrects behavior, and victory point mechanics that rate performance after the fact.
<br />[10:52] A fear players have that a bad decision will affect them in ways they don&rsquo;t want for an extended period time.
<br />[11:55] Many games mechanically are forgiving. You can lose a few hit points and keep smacking firbolgs in the face.
<br />[12:54] Story elements however can be less forgiving.&nbsp; There are things the GM can do to encourage people to take chances.
<br />[13:40] Lead by example.&nbsp; Create NPCs that have made mistakes and survived and become more interesting because of it.&nbsp; Make flawed characters the norm.
<br />[17:20] Take things out of game.&nbsp; Let the players know that you will give them a warning if they are about to do something that could make the game un-fun.
<br />[18:42] As an extension of this, negotiate stakes so the players know what will happen before the dice are rolled.
<br />[19:54] The players can also help.&nbsp; If they are rooting for you, you feel a lot safer in taking risks.
<br />[21:50] It&rsquo;s fun to be spontaneous.&nbsp; It&rsquo;s not like our characters have forever to decide what to do.
<br />[22:47] In World of Warcraft, My #2 key is bound to Charge just for Arthas.
 </p>Post Feedback Here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=67">Comments</a><br/> 

    ]]></description>
<category>podcasts</category>
<pubDate>Mon, 25 Jan 2010 23:51:00 GMT</pubDate>
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<itunes:duration>00:25:08</itunes:duration>
<itunes:author>Sean Nittner, Eric Fattig</itunes:author>
<itunes:subtitle>Take Your Turn Already</itunes:subtitle>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title> Narrative Control - Episode 40</title>
<link>http://www.narrativecontrol.com/index.php?post_id=552296#</link>
<description><![CDATA[This episode Erik Woodbury and I are talking about character death and how that affects the players in the game and the story ramifications.&nbsp;&nbsp;&nbsp; This was inspired by an article from Judd Karlman on the Burning Wheel forums.<br/><br/>Hosts: Sean Nittner and Erik Woodbury<br/><br/>Length: 27:15<br/><br/>Show Notes<br/><br/>[00:27] Intro to the Show.&nbsp;&nbsp; My celebration of holiday cheer.&nbsp; Our thoughts on how to make Character death more satisfying in game.<br/>[01:44] Whatâs up Justin?&nbsp; I mean an intro to Erik Woodbury.<br/>[02:38] Juddâs post.&nbsp; A discussion took place on both his LiveJournal here: <a href="http://judd-sonofbert.livejournal.com/462520.html">http://judd-sonofbert.livejournal.com/462520.html</a> and the Burning Wheel forum thread here:&nbsp; <a href="http://www.burningwheel.org/forum/showthread.php?p=76980#post76980">http://www.burningwheel.org/forum/showthread.php?p=76980#post76980</a><br/>[03:00] An excerpt from Juddâs post.<br/>[03:55] Putting Erik on the spot.&nbsp; Characters of his that have died.<br/>[04:44] What character death means to Sean? The end of player agency in the story.<br/>[05:11] Agency is the ultimate currency in any RPG.&nbsp; Doing stuff is what makes it fun.<br/>[05:35] Erik recalls his characterâs âdeathâ<br/>[07:00] An unfinished story is incredibly frustrating<br/>[07:11]&nbsp; The âcrapâ death â a meaningless, unexpected, and one that doesnât advance the story.<br/>[07:50] What about games where death isnât permanent? Resurrection, Cloning, etc.&nbsp; Satisfying in games that address it in the fiction.&nbsp; In other games though, Death becomes cheap. <br/>[09:45] Weâre not advocating pulling punches though.&nbsp; Death is a powerful effect on the game.<br/>[10:01] The âcrapâ death though leaves a player feeling cheated.&nbsp; Roll or die situations are way to binary.&nbsp; Worse the confrontation is meaningless.<br/>[10:40] Seanâs mini rant on PCs that rush headlong into violence in games where death is very setting appropriate.<br/>[12:33] For the death to be satisfying, itâs got to be meaningful to the players.&nbsp; The âgoodâ death.&nbsp; My death meant something. <br/>[13:10] A TPK minus one.&nbsp; Awesome Deaths where everyone sacrificed themselves to make something happen that was needed in the story.&nbsp; &nbsp;<br/>[14:50] Dying and feeling like you achieved something that doesnât make you lose agency.&nbsp; Something changed specifically BECAUSE your character died.<br/>[16:00] What to do after death? Balancing a new character. Re-integrating with the existing group.<br/>[17:57] Characters die and then sometimes players will keep trying to tell their story.&nbsp; Gaming after death? OOTS (<a href="http://www.giantitp.com/">http://www.giantitp.com/</a>) does it, but does it work in an RPG?<br/>[19:35] Find a way to wrap up the characterâs story. Allow for player narration and story crafting.&nbsp; Man we like the word âagency.â<br/>[21:04] Song of Ice and Fire books, the last three (of four books) are all about a single characterâs death.<br/>[21:38] Total Party Kills (TPK).&nbsp; This can be awesome, but most of the time it means there has been a breakdown in communication.<br/>[24:02] A mis-designed encounter on the GMs part.&nbsp; When challenging becomes overwhelming.&nbsp; This is largely affected by system. <br/>[25:07] How does character death vary in one-shot games vs. campaign games?&nbsp; <br/><br/>Post Feedback Here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=66">Comments</a><br/>]]></description>
<category>podcasts</category>
<pubDate>Mon, 23 Nov 2009 02:38:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=552296#</guid>
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<itunes:duration>00:27:15</itunes:duration>
<itunes:keywords>death, rpg</itunes:keywords>
<itunes:author>Sean Nittner, Erik Woodbury</itunes:author>
<itunes:subtitle>Character Death</itunes:subtitle>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 39</title>
<link>http://www.narrativecontrol.com/index.php?post_id=537513#</link>
<description><![CDATA[<p>This show Justin and I are talking about a method of giving players the ability to do some more of the story crafting in traditional games.&nbsp;&nbsp; Asking questions as actions in game.</p>
<p>Length: 22:49</p>
<p>Hosts: Sean Nittner and Justin Evans</p>
<p>Links:&nbsp; Virtual Play #34 (<a href="http://virtualplay.podbus.com/?p=66">http://virtualplay.podbus.com/?p=66</a>)</p>
<p>Post Feedback Here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=65">Comments</a></p>
]]></description>
<category>podcasts</category>
<pubDate>Wed, 14 Oct 2009 16:28:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=537513#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_039.mp3" length="21918419" type="audio/mpeg"/>
<itunes:duration>00:22:49</itunes:duration>
<itunes:keywords>questions, actions, rpg</itunes:keywords>
<itunes:author>Sean Nittner, Justin Evans</itunes:author>
<itunes:subtitle>Questions as Actions</itunes:subtitle>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 38</title>
<link>http://www.narrativecontrol.com/index.php?post_id=524752#</link>
<description><![CDATA[<p>Weâre talking about trust at the game table.&nbsp; How much do you need trust your fellow players? Does the game youâre playing change how much trust you need? What games address trust around the table? </p>
<p>Hosts: Sean Nittner and Justin Evans</p>
<p>Length: 23:04</p>
<p>Show Notes</p>
<p>[00:28] Introduction to the show.&nbsp; Continuing a conversation from Josh Renschâs blog <a href="http://gmwithadd.com/">gmwithadd.com</a><br/>[00:45] Woops. This was supposed to be episode 35. <br/>[01:24] Sorry Josh, this impersonation was made before we met.&nbsp; <br/>[01:37] <a href="http://www.abgames.com/">Amorphous Blobcast</a> Promo<br/>[02:26] Josh Rensch is a cool dude.&nbsp; He sent me stuff.<br/>[03:00] Heâs continuing the conversation on his blogâ and hey, so are we in Season 2.<br/>[03:56] Joshâs conversation with Fear the Boot.<br/>[04:18] An excerpt from his post.&nbsp; Done in my best âbadassâ voice.<br/>[05:18] A little present for <a href="http://brilliantgameologists.com/bonus-the-4th-gameologists-daddy-revealed/">BG_Meg</a><br/>[06:12] My first impression of Trust â Cheating in the game.&nbsp; It doesnât bother me.<br/>[06:54] It is more nuanced that just cheating on dice rolls though.<br/>[07:20] <a href="http://wickedthought.livejournal.com/878347.html">John Wick</a> talks about why we shouldnât need rules to handle cheaters in games on his LJ.<br/>[08:06] A situation where you canât control who you are gaming with: A convention game.<br/>[08:36] Suspend expectations of the players until youâve played with them for a while.&nbsp; Escalate your presence in the game as you see your players commitment to the game.<br/>[09:32] Cheating is just one issue of trust.&nbsp; What about players trusting each other to all have the groups best interest in mind.<br/>[10:37] The type of story youâre going to tell and how you have fun playing may be very different between players.<br/>[11:11] Justin starts faulting himself.&nbsp; Iâd edit it out but itâs so rare that he admits fault, I had to make it public.&nbsp; Allowing one player to take fun away from the other players.<br/>[12:35] What did Justin do?&nbsp; Players admitting that they arenât having fun.&nbsp; Justinâs reaction.&nbsp; Taking time out.<br/>[14:22] Iâve seen games where conflicts roll up from the characters right to the players and people leave with hurt feelings.<br/>[14:51] Seanâs experience feeling frustrated and tired at the end of a game.&nbsp; My reactionâ this is not a therapy session.<br/>[17:05] How do specific games handle this.&nbsp; Many games talk about âin gameâ trust.<br/>[17:20] <a href="http://www.mongoosepublishing.com/home/series.php?qsSeries=19">Paranoia</a> puts it up front that your characters are disposable, donât take it personally.<br/>[17:34] Any time you need to collaborate more at the table, you need to trust each other more.<br/>[17:45] <a href="http://thoughtfulgames.com/montsegur1244/index.html">Montsegur 1244</a> is a tragedy, which is an extra effort to play and requires more trust to tell this game.<br/>[18:32] Accidental plug or intentional pimp?<br/>[18:47] When I trust another player, Iâm willing to be hopeful even in a tragedy.&nbsp; I know weâre watching out for each other.<br/>[19:49] What sort of play experience we all want is something to establish early on, preferably before the game starts.<br/>[20:07] <a href="http://swingpad.com/dustyboots/wordpress/index.php?page_id=243">Polaris</a> also requires a lot of trust in the players around you.&nbsp; The ritual protects you to some degree, but also allows the âmistakenâ to intentionally deplete your character by offering undesirable twists.</p>
<p>Post Feedback Here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=64">Comments</a></p>
]]></description>
<category>podcasts</category>
<pubDate>Thu, 10 Sep 2009 18:44:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=524752#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_038.mp3" length="22172821" type="audio/mpeg"/>
<itunes:duration>00:23:04</itunes:duration>
<itunes:keywords>trust</itunes:keywords>
<itunes:author>Sean Nittner, Justin Evans</itunes:author>
<itunes:subtitle>Trust in Gaming</itunes:subtitle>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 37</title>
<link>http://www.narrativecontrol.com/index.php?post_id=520250#</link>
<description><![CDATA[<p>This week Justin and I talked about Exploring the Premise, taking time out of the game for exposition about the setting, the characters and their place in the story.&nbsp; This episode continues a conversation we found on Rob Donoghue LiveJournal post of the same name here: <a href="http://rob-donoghue.livejournal.com/328884.html">http://rob-donoghue.livejournal.com/328884.html</a></p>
<p>Hosts: Sean Nittner and Justin Evans</p>
<p>Length: 26:45</p>
<p>Show Notes</p>
<p>[00:28] Intro to the show â a response to Robâs LiveJournal entry.<br/>[00:55] Definition of the Premise in a story.<br/>[01:18] Super Intelligent Hamsters!<br/>[01:41] Justin reads the first paragraph of Robâs entry.<br/>[02:55] What we imagine Rob sounds like.<br/>[03:12] Seanâs argument with a friend about exploring the premise vs. facing conflicts.<br/>[08:55] Exploring the premise is there to give the audience (the players in this case) a chance to learn about the characters and settings and begin to care about them.<br/>[10:02] A unique situation in a role-playing game.&nbsp; Each player is contributing to the premise, which requires it to stay flexible.<br/>[11:54] Another reading from the book of Rob.<br/>[12:25] Games with nothing but conflict make you wonder what the conflicts are about.&nbsp; <br/>[13:05] A recount of âThe Swordâ<br/>[13:48] A system that leans toward constant conflicts: In a Wicked Age. (<a href="http://www.lumpley.com/wicked.html">http://www.lumpley.com/wicked.html</a>)<br/>[15:50] An opposite end of the spectrum: Gumshoe (<a href="http://www.pelgranepress.com/gumshoe/index.html">http://www.pelgranepress.com/gumshoe/index.html</a>)<br/>[19:14] Somewhere in the middle of that spectrum: Dungeons and Dragons 4E (<a href="http://www.wizards.com/default.asp?x=dnd/welcome">http://www.wizards.com/default.asp?x=dnd/welcome</a>)<br/>[21:59] Another method of weaving action and exploration in the extended skill challenges in Spirit of the Century (<a href="http://www.evilhat.com/home/sotc/">http://www.evilhat.com/home/sotc/</a>)<br/>[23:00] Transitioning between exploration and conflict scenes.&nbsp; Seanâs example, with Scalagrim the Barbarian Prince of course.</p>
<p>Post Feedback Here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=63">Comments</a></p>
]]></description>
<category>podcasts</category>
<pubDate>Mon, 31 Aug 2009 13:00:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=520250#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_037.mp3" length="25718685" type="audio/mpeg"/>
<itunes:duration>00:26:45</itunes:duration>
<itunes:author>Sean Nittner, Justin Evans</itunes:author>
<itunes:subtitle>Exploring the Premise</itunes:subtitle>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 36</title>
<link>http://www.narrativecontrol.com/index.php?post_id=518624#</link>
<description><![CDATA[<p>Hi, and welcome back to Narrative Control.&nbsp; This weekâs episode was a bit delayed.&nbsp; Justin and I both went to GenCon last week and my recovery time is not what it would have been 10 years ago.&nbsp; But here the episode is, edited and with better audio quality than the last (cheating on account of the fact that the last one was recording at a con).&nbsp; This week Justin and I are talking about one of John Wicksâs Play Dirty videos.&nbsp; John, as always, has some great ideas, thing we wanted to expand on, specifically playing to fail, or in other words âDare to be stupid.â</p>
<p>Hosts: Sean Nittner and Justin Evans</p>
<p>Length: 25:04</p>
<p>Show Notes</p>
<p>[00:27] Intro to the show and a super short GenCon review.<br/>[01:05] Promo for White Wolf blogcast: <a href="http://eddyfate.podbean.com/">http://eddyfate.podbean.com/</a><br/>[01:33] A failed roll.&nbsp; Wait. I still find Lando?<br/>[02:47] Inspired by John Wicksâs Play Dirty Video: Players, Players Everywhere (<a href="http://www.youtube.com/watch?v=Ww5wWoap_uQ">http://www.youtube.com/watch?v=Ww5wWoap_uQ</a>)<br/>[04:20] Succeeding all the time doesnât make for a good story.&nbsp; Heroes arenât de-protagonized by failure.<br/>[05:56] A paraphrase of Johnâs youtube clip âDo Stupid Stuff.â<br/>[06:25] This is counter to our intuition.&nbsp; Both of us usually want to see our characters succeed.<br/>[07:05] Why do we feel the need to succeed.&nbsp; Fear of hitting a dead end or having their characters become failures.<br/>[08:21] Fate System.&nbsp; Aspects describe both strengths and weaknesses of the characters.&nbsp; Encouraging player by giving them a fate chip for being compelled to foible. (<a href="http://www.evilhat.com/home/fate/">http://www.evilhat.com/home/fate/</a>)<br/>[10:00] Also puts the idea out there that you start the game flawed.&nbsp; We agree in advance that youâre going to stumble over something of your choice.<br/>[10:49] Mouse Guard. Explicit encouragement to fail.&nbsp; Story structure -&gt; Twists -&gt; Advancement! (<a href="http://www.archaiasp.com/mouse_guard_rpg.php">http://www.archaiasp.com/mouse_guard_rpg.php</a>)<br/>[12:19] Players can also put their characters at more risk using their traits.&nbsp; Encouragement to stack things against yourself.<br/>[14:38] An example of using traits against yourself.<br/>[16:30] This is something that players have to get used it.&nbsp; It appears counter-intuitive at first.<br/>[17:00] A voice from a player âAnytime I hear the word &quot;Fail&quot; I cringeâ (<a href="http://seannittner.livejournal.com/72153.html">http://seannittner.livejournal.com/72153.html</a>)<br/>[18:22] Does externalizing the threat remove the sting of failure?<br/>[19:51] Justin: It feels strange to look for ways mechanically to defeat myself.&nbsp; Iâd rather put more at risk for a greater reward.<br/>[20:55] Consequences stated up front in Burning Wheel and they are negotiated between the players and GM.<br/>[21:54] What about times when heroes just fail? Example: Harry Dresden fails all the time.<br/>[22:52] Failure is fineâ but the story canât end.&nbsp; This happened all the time in Burning Warcraft (<a href="http://seannittner.livejournal.com/tag/burning+warcraft">http://seannittner.livejournal.com/tag/burning+warcraft</a>)</p>
<p>Post Feedback Here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=62">Comments</a></p>
]]></description>
<category>podcasts</category>
<pubDate>Mon, 24 Aug 2009 23:03:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=518624#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_036.mp3" length="24084357" type="audio/mpeg"/>
<itunes:duration>00:25:04</itunes:duration>
<itunes:keywords>rpg</itunes:keywords>
<itunes:author>Sean Nittner, Justin Evans</itunes:author>
<itunes:subtitle>Dare to be Stupid</itunes:subtitle>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 35</title>
<link>http://www.narrativecontrol.com/index.php?post_id=512412#</link>
<description><![CDATA[<p>This weekâs episode was recorded in <a href="http://www.endgameoakland.com/">EndGame</a> at Oakland during <a href="http://www.goodomensgames.com/index.php/con/">Good Omens Con 3</a> in July 18th.&nbsp; <a href="http://paultevis.com/">Paul Tevis</a>, author of <a href="http://gameslinger-enterprises.com/penny/">A Penny for My Thoughts</a> played a game of Penny Justin and me and then recorded interview with us about the game.&nbsp; And now you have itâ the story behind Penny.</p>
<p>Hosts: Sean Nittner and Justin Evans</p>
<p>Guest Host: Paul Tevis</p>
<p>Length: 37:55</p>
<p>Show Notes</p>
<p>[00:25] Intro to the show, an interview with Paul Tevis at Good Omens Con.<br/>[01:49] Excerpt from âA Penny for My Thoughtsâ from the <a href="http://www.orphicinstitute.com/">Orphic Institute</a><br/>[04:19] The rules are simple, but this piece shows âhowâ to play this game.<br/>[05:18] Design decision: A book that could teach you the game during play.<br/>[06:33] The three ingredients for Penny at Game Chef: Currency, Memory and Drug.<br/>[07:43] Penny is a very procedural game, so the rules can unfold as youâre playing it.<br/>[07:59] The trick is making it fun.&nbsp; Memory triggers and presenting the rules in the fiction.<br/>[10:09] Everyone sitting at the table is playing.&nbsp; One player takes the role of the Reader, but they still play with everyone else.<br/>[11:10] Excerpt from play.&nbsp; Learning the rules.<br/>[12:52] Structure of the game divided by ritual phrases.&nbsp; Inspired by <a href="http://swingpad.com/dustyboots/wordpress/index.php?page_id=243">Polaris</a>.&nbsp; Helps transition into and out of the game.<br/>[15:37] The ritual phrases bakes in the reflection scene.<br/>[16:07] Keeping things short, specific and evocative. Based on experience with improv.<br/>[17:37] Elements inspired by improv: âYes, andââ&nbsp; âAndâ is harder than we think.<br/>[19:15] âYes, andââ also acted as pacing mechanic to string the questions together.&nbsp;&nbsp;&nbsp; And creates momentum.<br/>[20:00] Sometimes âNoâ means âYes.â&nbsp; Divining what people want.<br/>[21:24] Specific influences for Penny: <a href="http://www.boardgamegeek.com/game/2470">The Extraordinary Adventures of Baron Munchausen</a> and <a href="http://www.nightskygames.com/">1001 Nights</a>.&nbsp; Creating incentive to do collaborative storytelling.&nbsp; <br/>[22:07] Core principal: Listening to what kind of stories the others want to tell and giving them what they want.<br/>[24:07] If the character sheet is a love letter to the GM, Penny is an ongoing dialog.<br/>[24:31] Penny engages all the players all the time.&nbsp; Avoids the turn taking that leaves players out.<br/>[25:28] Compared to <a href="http://www.lumpley.com/wicked.html">In a Wicked Age</a>.&nbsp; The Facts and Reassurances document is analogous to the Oracles.&nbsp; It makes sure everyone is on the same page about the content of the game AND allows that content to be swapped out for any setting.<br/>[28:10] Playing without a net.&nbsp; I made Paul an international bank robber.<br/>[29:09] Publisher hat kicked in.&nbsp; Support for new settings on the Orphic Institute.&nbsp; <br/>[30:14] Penny as a character creation session.&nbsp; A rich development of the characters on an emotional level.<br/>[31:45] Creating connections between your characters in the memories. <br/>[33:12] Design question: How much of explaining the rules and the implications of the rules during the procedural text. <br/>[34:11] Some competition to offer the best actions.&nbsp; âA Smack Talk for my Thoughtsâ.<br/>[36:56] Continue this conversation over at <a href="http://orphicinstitute.com/">orphicinstitute.com</a> or <a href="http://gameslinger-enterprises.com/">gameslinger-enterprises.com</a></p>
<p>Post Feedback Here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=61">Comments</a></p>]]></description>
<category>podcasts</category>
<pubDate>Thu, 6 Aug 2009 22:49:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=512412#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_035.mp3" length="36410754" type="audio/mpeg"/>
<itunes:duration>00:37:55</itunes:duration>
<itunes:keywords>penny, rpg</itunes:keywords>
<itunes:author>Sean Nittner, Justin Evans, Paul Tevis</itunes:author>
<itunes:subtitle>A Penny for My Paul Tevis</itunes:subtitle>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 34</title>
<link>http://www.narrativecontrol.com/index.php?post_id=509405#</link>
<description><![CDATA[<p>Welcome back to Narrative Control â Season Two!&nbsp; Justin and I took a two month sabbatical to reflect on season one and plan for the new material.&nbsp;&nbsp;&nbsp; This week weâre brining you Ira Glass.&nbsp; He has a few Youtube videos up on storytelling that both Justin and I really enjoyed.&nbsp; Hereâs our take on how his advice applies to gaming.</p>
<p>Hosts: Sean Nittner and Justin Evans</p>
<p>Length: 26:14</p>
<p>Show Notes</p>
<p>[00:32]&nbsp; Welcome back to Narrative Control.&nbsp; <br/>[01:07] Preview of Season two.&nbsp; What is the new season all about?<br/>[02:16] Intro to this episode: <a href="http://www.youtube.com/watch?v=n7KQ4vkiNUk">Storytelling by Ira Glass</a> (of <a href="http://www.thisamericanlife.org/">This American Life</a>)<br/>[02:49] Links to all four clips of Ira: <a href="http://www.youtube.com/watch?v=n7KQ4vkiNUk">Part 1</a>, <a href="http://www.youtube.com/watch?v=3qmtwa1yZRM">Part 2</a>, <a href="http://www.youtube.com/watch?v=-hidvElQ0xE">Part 3</a>, and <a href="http://www.youtube.com/watch?v=9blgOboiGMQ">Part 4<br/></a>[03:27] An excerpt from Iraâs clip. The building blocks of a story.<br/>[04:19] Our discussion on the antidote.&nbsp; In RPGs the antidote is a sequence of scenes.<br/>[04:59] Made more complicated by every player acting as a storyteller and a protagonist.<br/>[07:07] <a href="http://www.sonsofkryos.com/previndex.htm">Sons of Kryos</a> talked about âweavingâ threads together. <br/>[09:31] Passing scenes around like a hot potato. SoK talked about this a well!<br/>[10:20] An excerpt from Iraâs clip. Raising questions and answering them.<br/>[10:57] Bait. Asking questions and the implication that you will answer them.&nbsp;&nbsp; Our discussion.<br/>[12:06] What is that bugbear doing? Why is he running? Where is he running to?<br/>[12:50] Introducing new âbaitâ to keep the story interesting.&nbsp; Mixing short and long term goals together. <br/>[13:59] An excerpt from Iraâs clip. The moment of reflection.&nbsp; Why are you listening to this story?<br/>[14:21] Out discussion.&nbsp; Not necessarily present in RPGs.&nbsp; <br/>[14:50] An opportunity for reflection to allow players to understand what is going on in the heads of the other characters.<br/>[15:00] <a href="http://ipressgames.com/">With Great Power</a> has the Thought Bubble.<br/>[15:12] Seanâs L5R Game â <a href="http://wildljduck.livejournal.com/tag/sapphire+magistrates">Sapphire Magistrates</a>.&nbsp; Exposition created through character scenes.<br/>[17:31] Moments of reflect allow you to give a flag to other players so they can contribute to your fun.<br/>[17:53] Some settings make it VERY hard to share the meaning of an event to a protagonist.&nbsp; This can be used to create suspense if we intentionally hold out on reflection to keep the audience guessing what something means.<br/>[18:56] Some systems that build in reflection.&nbsp; In Inspectors there is the âconfessionalâ.&nbsp;&nbsp; Confessionals can completely change the meaning of a scene you just watched.<br/>[20:42] <a href="http://thoughtfulgames.com/montsegur1244/index.html">Montsegur 1244</a>.&nbsp; Everyone knows that the game will end with a reflection scene as the characters explain why they chose to convert or burn at the stake.<br/>[21:15] <a href="http://www.rpg.net/reviews/archive/12/12592.phtml">Roanoke</a> has a moment of reflection tied to the Doom of the island at the end of the story.<br/>[22:39] Reflection baked into <a href="http://www.lumpley.com/dogs.html">Dogs in the Vineyard</a>.&nbsp; Each conflict ends with traits changing to reflect on the conflict that just happened.<br/>[24:07] Wrap up: The anecdote, question and reflection. </p>
<p>Post Feedback Here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=60">Comments</a></p>
]]></description>
<category>podcasts</category>
<pubDate>Wed, 29 Jul 2009 17:33:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=509405#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_034.mp3" length="25183517" type="audio/mpeg"/>
<itunes:duration>00:26:14</itunes:duration>
<itunes:keywords>storytelling, iraglass</itunes:keywords>
<itunes:author>Sean Nittner, Justin Evans</itunes:author>
<itunes:subtitle>Storytelling by Ira Glass</itunes:subtitle>
<itunes:explicit>No</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 33</title>
<link>http://www.narrativecontrol.com/index.php?post_id=486679#</link>
<description><![CDATA[<p>Hi and welcome back to Narrative Control.&nbsp; This episode marks the end of Season 1 and offers&nbsp;a glimpse into Season 2.&nbsp;&nbsp; Following that is the combined mistakes we've made over the last 10 months in a long series of bloopers.&nbsp; Warning, many of these cuts were originally made because of profanity, so this episode is most definately explicit.&nbsp;Not safe for work or kids.</p>
<p>Hosts: Sean Nittner and Justin Evans</p>
<p>Length: 23:09</p>
<p>Show Notes</p>
<p>Sorry, not for this.&nbsp; The first five minutes is a wrap up of Season 1 and intro Season 2.&nbsp; The next twenty is nothing but bloopers.</p>
<p>&nbsp;Post Feedback Here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=57">Comments</a></p>
]]></description>
<category>podcasts</category>
<pubDate>Wed, 3 Jun 2009 17:30:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=486679#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_033.mp3" length="22243193" type="audio/mpeg"/>
<itunes:duration>00:23:09</itunes:duration>
<itunes:keywords>seasons, bloopers</itunes:keywords>
<itunes:author>Sean Nittner, Justin Evans</itunes:author>
<itunes:subtitle>End of Season 1 and Bloopers</itunes:subtitle>
<itunes:explicit>Yes</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 32</title>
<link>http://www.narrativecontrol.com/index.php?post_id=484697#</link>
<description><![CDATA[<p>Hey all.&nbsp; This week is a little long.&nbsp; Weâve got two guests on the show, a convention to talk about and secrets to spill.&nbsp; Check it!</p>
<p>Hosts: Sean Nittner and Justin Evans</p>
<p>Guest Hosts: Shaun Hayworth and Kirstin Hayworth</p>
<p>Warning: TMD + Con + NC = Swearing.&nbsp; Lots of it.&nbsp; Not safe for work (or kids)</p>
<p>Length: 38:49</p>
<p>[00:27] Intro to the show.&nbsp; Weâre at Kublacon with Shaun and Kristin from This Modern Death to talk about secrets in games.<br/>[00:41] Where did I just wake up?<br/>[01:31] Talking about secrets and segues. <br/>[02:07] The games weâve been in and how they handle secrets.&nbsp; <br/>[02:33] Seanâs Game â The Gift.&nbsp; Lots of secrets.&nbsp; We kept them secret from the players and I think it could have been improved if the players knew in advanced.&nbsp; Actual Play write up here: <a href="http://wildljduck.livejournal.com/67833.html">http://wildljduck.livejournal.com/67833.html</a> (scroll down a bit)<br/>[05:29] How did the secrets get revealed.&nbsp; Some were pushed for, others revealed to just some players,&nbsp; and one I revealed in the middle of the game. Thus leading to what should have been a secret: A hall full of naked dwarves.<br/>[06:30] Justinâs Game â Serpents in the Garden, a Fallout 3 LARP.&nbsp; All of the players had secrets they could afford to trade.&nbsp; Secrets turned into currency.<br/>Comparing open (known by all players) vs. closed secrets.<br/>[08:15] The conversation continued on This Modern Deathâ A link to the forum thread where the controversy started:&nbsp; <a href="http://forum.thismoderndeath.com/comments.php?DiscussionID=202">http://forum.thismoderndeath.com/comments.php?DiscussionID=202</a><br/>[09:55] How secrets âcanâ be awesome if the reveal is just right.&nbsp; How hard is it to make this happen?<br/>[11:47] The excitement of everyone knowing the secret and pushing to see it revealed.<br/>[13:08] Making a character out of a secret. Where does this go?&nbsp; Telling stories to yourself.<br/>[13:57] Seanâs disaster of a segue.&nbsp; Recapping value of open vs. closed secrets. <br/>Getting player buy in to reveal player secrets.<br/>[15:41] Assure the players that revealing secrets wonât ruin their character.&nbsp; Also getting an agreement from the other players not to step on each otherâs fun.<br/>[17:02] How this compares between campaign play vs. one shots.&nbsp; Allows the players to moderate each other.<br/>[18:13] When everyone knows about the secrets they are better at determining when they should come up.<br/>[18:39] What about the player who enjoys the power of having a secret?&nbsp; Make it into currency.&nbsp; Allow them to trade the secrets for power or other secrets.<br/>[19:38] As the currency starts flowing, let the secrets come back around.<br/>[20:52] Use secrets as actual currency for plot elements.&nbsp; Buying from the âsecretsâ vendor.<br/>How to make the secrets come out in game<br/>[21:46] Give the player a benefit for revealing their secrets.&nbsp; <br/>[22:17] Use that technique in Dread mechanically by allowing them to get free pulls by revealing their secrets.<br/>[23:19] Segue to point 4! What are some good ways to make it happen.<br/>[24:40] Incentivizing it.&nbsp; Any system that has cookies you can hand out (fate chips, drama dice, etc).<br/>[24:45] The GM can set expectations in advance about how and when secrets will be revealed.&nbsp;&nbsp; Using an act structure that dictates when secrets must come out.&nbsp; Also works as part of the pacing mechanic. <br/>[26:25] More love for Luke Crane.&nbsp; In Burning Wheel secrets move at the speed of plot.<br/>[28:36] Having secrets revealed in advance, talked about outside of character, will push towards them being revealed in game.<br/>[29:07] Confessionals.&nbsp; Giving space for characters to speak directly to the audience.&nbsp;&nbsp; <br/>[30:43] How will this work in games that it is not genre appropriate?&nbsp; Featured in Inspectres, but could be used in any game as a confessional scene, an interstitial scene, a journal entry, or as a thought bubble.<br/>[32:06] One leftâ I hate it. Character Goals to get information from another.<br/>[33:00] Secrets are best given voluntarily, not because of a malicious action of another player.<br/>[33:32] This can work better in a large game like a LARP where secrets are traded around.<br/>[33:58] Character goal secrets can also be something you want to reveal instead of hide.<br/>[33:38] Going off script here!&nbsp; What if you want to share a secret but donât know how.<br/>[37:50] Our secret goalsâ</p>
<p>Post Feedback Here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=56">Comments</a></p>
]]></description>
<category>podcasts</category>
<pubDate>Wed, 27 May 2009 19:43:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=484697#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_032.mp3" length="37276385" type="audio/mpeg"/>
<itunes:duration>00:38:49</itunes:duration>
<itunes:keywords>secrets, rpg</itunes:keywords>
<itunes:author>Sean Nittner, Justin Evans, Shaun Hayworth, Kristin Hayworth</itunes:author>
<itunes:subtitle>Secrets</itunes:subtitle>
<itunes:explicit>Yes</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 31</title>
<link>http://www.narrativecontrol.com/index.php?post_id=481752#</link>
<description><![CDATA[<p>This week Justin and I are talking about timelines in games (flashbacks and flash forwards) and out (campaign length, how to end games, etc).</p>


<p>Hosts: Sean Nittner and Justin Evans</p>


<p>Length: 28:26</p>


<p>[00:27] Intro to the show. Talking about timelines in game and out.<br/>[00:49] Telling stories about our characters.<br/>[01:50] One way to tell stories in game is to use flash backs or flash forwards<br/>[2:00] Justin pains me with a discussion of <a href="http://abc.go.com/primetime/lost/">Lost</a><br/>[03:10] Talking about timelines on two levels. </p>


<p><strong>Flashing back and flashing forward</strong></p>


<p>[03:30] We display our ignorance to games who incorporate time manipulation in their games.<br/>[03:58] A <a href="http://wildljduck.livejournal.com/56653.html">LARP</a> that flashed back and flashed forward throughout.&nbsp; They worked from the far future and past closer to the present.<br/>[06:15] This allows you to start on a very dramatic note.&nbsp; Starting with tension in the present by using Flashbacks to explain how you got there.<br/>[06:52] Flashbacks are very useful for fleshing out the backstory.<br/>[07:14] Starting with a normal scene and flashing back (or forward) to a very tense one.<br/>[08:06] Allows the group to ask a really specific question about the characters or the story.<br/>[08:52] Potential pitfall of a flashback:&nbsp; Plot immunity.&nbsp;&nbsp; Opportunity to create relationships or beliefs.<br/>[10:13] Flash forwards can tell us what scene we should be building towards. <br/>[11:28] Potential pitfalls of flash forward: Players working against the story you are presenting.<br/>[11:56] Something that you want to look to your group for buy in.</p>


<p><strong>Structure of games</strong></p>


<p>[13:02] Asking the question. How long to I want this game to run?&nbsp; How should it end?<br/>[13:29] An awkward Highlander reference.<br/>[14:22] <a href="http://www.dog-eared-designs.com/games.html">Prime Time Adventures</a> uses a 5 or 9 episode season.&nbsp; This works really well with the spotlight dynamic.<br/>[15:24] Some games donât pace the number of game sessions but they do work strongly towards and end game.<br/>[15:54] <a href="http://crngames.com/the_shadow_of_yesterday/index">The Shadow of Yesterday</a>: Transcendence â Your character is written out of the story.<br/>[16:35] <a href="http://www.burningwheel.com/">Burning Wheel</a>: Emotional Attributes force characters to leave the world in different ways.<br/>[17:39] <a href="http://en.wikipedia.org/wiki/Dust_Devils">Dust Devils</a> uses&nbsp; harm&nbsp; to push towards âThe Endâ.<br/>[18:29] <a href="http://www.halfmeme.com/master.html">My Life with Master</a> constantly pushes towards the end of the game (and consequently the end of the characters).<br/>[20:32] Creating a good end gameâ we donât want to let the fun end.<br/>[22:27] Taking away the sting of games ending.&nbsp; Talking about the game afterwards.<br/>[24:00] Building in time to debrief games at the end.<br/>[25:10] Most LARPS end with all the players sharing their plotlines with each other.<br/>[25:39] End long running games with a discussion of what the group will do next.&nbsp; Removes some of the fear of the âcoolâ part ending.<br/>[27:28] Ending this podcast with an assurance that there will be more cool ones to come, and you can remove the sting by coming to the forums.</p><p>Post Feedback Here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=55">Comments</a>

]]></description>
<category>podcasts</category>
<pubDate>Thu, 21 May 2009 03:30:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=481752#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_031.mp3" length="27315598" type="audio/mpeg"/>
<itunes:duration>00:28:26</itunes:duration>
<itunes:keywords>flashback, flashforward, rpg</itunes:keywords>
<itunes:author>Sean Nittner, Justin Evans</itunes:author>
<itunes:subtitle>Timelines</itunes:subtitle>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 30</title>
<link>http://www.narrativecontrol.com/index.php?post_id=477166#</link>
<description><![CDATA[<p>Welcome back to Narrative Control.&nbsp; This week Justin and I respond to a old post by Vincent Baker on <a href="http://www.lumpley.com/hardcore#5">suspense</a>, what cause it and how to add it to a game. </p>
<p>Hosts: Sean Nittner and Justin Evans</p>
<p>Length: 25:08</p>
<p>Show Notes<br/>[00:28] Intro to the show.&nbsp; What causes suspense in stories and how to recreate that in your games.<br/>[00:39] RPGPodcast.com promo<br/>[00:47] Do you ever doubt Jack Bauer will stop the terrorist in <a href="http://www.fox.com/24/">24</a>?<br/>[01:43] What do we learn about in the first 23 hours?<br/>[02:10] The question isnât will he make it, but what does he have to do to get there.<br/>[02:24] I didnât think of this.&nbsp; I read it on Vincent Bakerâs <a href="http://www.lumpley.com/hardcore#5">blog</a>. <br/>[02:49] Suspense: What will the protagonist have to go through and how will they change?<br/><br/><strong>Techniques we have used to create suspense</strong><br/><br/>[03:33] Setting stakes that are not directly tied to the character goals.&nbsp;&nbsp; Make the stakes involve the cost of success. Thank you <a href="http://mario.nintendo.com/">Mario Brothers</a> and <a href="http://www.jim-butcher.com/books/dresden/">Jim Butcher</a>.<br/>[05:18] Negotiating the stakes between GM and the players.<br/>[05:56] Using dice cups to prolong the suspense.&nbsp; Yup, we stole this from <a href="http://www.sonsofkryos.com/">Sons of Kryos</a>.<br/>[06:51] Use several conflicts that create twists in the plot, still moving towards the final outcome.<br/>[07:28] Scarcity of player resources (fate chips, action points, etc).&nbsp; Players investing their resources for success.<br/>[08:24] Using physical tokens to represent resources.&nbsp; Players can see how theyâve got let.<br/><br/><strong>Specific&nbsp;systems that have suspense building elements</strong><br/><br/>[08:59] <a href="http://www.pelgranepress.com/gumshoe/index.html">Gumshoe</a> removes the rolling from investigation, but allows players to invest in their findings.<br/>[09:58] Buying success in <a href="http://www.indiepressrevolution.com/xcart/product.php?productid=16756&cat=0&page=1">Wilderness of Mirrors</a>.&nbsp; Betraying your fellow spies.<br/>[11:27] Resource points also act a pacing mechanic by establishing the number of obstacles youâll face.<br/>[11:58] Another post of Vincent Bakers: <a href="http://index.rpg.net/display-entry.phtml?mainid=5169">Chalk Outlines</a>, which uses concessions to create twists. <br/>[15:23] <a href="http://www.wicked-dead.com/slft/">SchauermÃrchen</a>. A different take on pass the stick models.&nbsp; <br/>[19:00] <a href="http://swingpad.com/dustyboots/wordpress/?page_id=230">Polaris</a>. Players creating twists for each other using a very ritualized format.<br/>[20:34] Changes in the fiction are more meaningful than reducing player resources.&nbsp; Discussion of hit points in Dungeons and Dragons vs. Sanity Loss in Call of Cthulhu. <br/>[21:39] A <a href="http://evilhat.wikidot.com/faster-conflicts">variation of the core Spirit of the Century rules</a> for consequences&nbsp; instead of stress.<br/>[22:25] <a href="http://www.archaiasp.com/mouse_guard_rpg.php">Mouseguard</a> has both conditions (which are meaningful in the fiction) or twists (which complicates the story)<br/>[23:30] <a href="http://crngames.com/the_shadow_of_yesterday/index">Shadow of Yesterday</a> has the option of bringing down the pain to raise the stakes of a conflict.</p>
<p>Post Feedback Here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=54">Comments</a></p>
]]></description>
<category>podcasts</category>
<pubDate>Wed, 13 May 2009 03:50:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=477166#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_030.mp3" length="24145781" type="audio/mpeg"/>
<itunes:duration>00:25:08</itunes:duration>
<itunes:keywords>suspense, rpg</itunes:keywords>
<itunes:author>Sean Nittner, Justin Evans</itunes:author>
<itunes:subtitle>Suspense</itunes:subtitle>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 29</title>
<link>http://www.narrativecontrol.com/index.php?post_id=473367#</link>
<description><![CDATA[<p>This week Justin and I talk about icebreakers, exercise and games to remove inhibitions and get everyoneâs creative minds moving.</p>
<p>Hosts: Sean Nittner and Justin Evans</p>
<p>Length [28:25]</p>
<p>[00:26] Intro to the show. Talking about icebreakers, getting people comfortable playing together.<br/>[00:54] <a href="http://rpgpodcasts.com/">RPGPodcats.com</a> Promo<br/>[01:05] Did you go to band camp?<br/>[02:01] Why do we care about camp? Oh yeah, because we can rip off ideas from them.<br/>[02:55] Links to camp games: <a href="http://www.ultimatecampresource.com/site/camp-activities/common-ground-icebreakers.page-1.html">http://www.ultimatecampresource.com/site/camp-activities/common-ground-icebreakers.page-1.html</a>, <a href="http://www.humanpingpongball.com/">http://www.humanpingpongball.com/</a><br/>[03:39] Games at <a href="http://www.gamestorm.org/">Gamestorm</a> â camp style<br/>[04:39] Scalagrim the Barbarian Prince.&nbsp; Our Icebreaker routine.<br/>[05:22] Part 1 - The Tale of Woe. Practicing âYes, andââ&nbsp; (a little over two minutes)<br/>[08:17] Part 2 â The Epic Journey.&nbsp; Practicing reading other players flags and sharing the spotlight. (just over a minute)<br/>[10:41] Part 3 â The Oracleâs Answer. Practicing not interrupting each other and being flexible. (about a minute and a half)</p>
<p><strong>(Total time for both explanation and performing the exercises, about seven minutes)</strong><br/><br/>[12:57] Recap of what we got out of these icebreakers.<br/><br/><strong>Games that have Icebreaker exercises built into them</strong><br/><br/>[14:56] <a href="http://www.dog-eared-designs.com/games.html">Prime Time Adventures</a> pitch session.&nbsp; Gets everyone on the same page about what kind of game everyone wants to play.<br/>[15:43] Character creation in <a href="http://www.evilhat.com/home/sotc/">Spirit of the Century</a>.&nbsp; Building on each otherâs pulp novel.<br/>[16:42] <a href="http://www.lumpley.com/games/dogsources.html">Dogs in the Vineyard</a> accomplishment.&nbsp; Playing out one question you ask about your character.<br/>[17:17] <a href="http://www.burningwheel.com/">Mouse Guard</a> Prologue.&nbsp; A reward for recapping the previous game.&nbsp;&nbsp; An icebreaker that also reminds everyone that happened last time and shows what parts they were excited about.<br/>[18:35] <a href="http://www.white-wolf.com/">World of Darkness</a> Preludes.&nbsp; Often a longer event, but weâve done it as a single session where everyone ran their preludes simultaneously.</p>
<p><strong>Games that you could play with people who havenât role-played before</strong></p>
<p>[20:47] <a href="http://www.atlas-games.com/onceuponatime/">Once Upon a Time</a>.&nbsp; A card game with fantasy tropes.&nbsp; Mixes card game elements (like Uno) and storytelling.<br/>[21:49] <a href="http://www.wunderland.com/LooneyLabs/Werewolf/">Are you a Werewolf</a>.&nbsp; A very scripted game that gets everyone talking, trying to discover the Werewolves.&nbsp; Very much like reality TV elimination.<br/><br/><strong>Role Playing Games that act as Icebreakers themselves.</strong><br/><br/>[24:12] <a href="http://www.blackgreengames.com/bti.html">Breaking the Ice</a>.&nbsp; A game about two people meeting each other, but structured for two people (or more) learning to play a role-playing game.<br/>[25:43] <a href="http://kallistipress.com/category/my-games/sons-of-liberty/">Sons of Liberty</a>.&nbsp; A game that encourages fast play and, like Once Upon a Time has a very visible mechanic that aids you in narration.<br/>[26:33] Discussion of common elements in these ice breaker games.&nbsp; Cards, cues, directions.&nbsp; Letâs throw <a href="http://www.arkenstonepublishing.net/zombiecinema">Zombie Cinema</a> in the mix as well.</p>
<p>Post Feedback Here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=53">Comments</a><br/></p>
]]></description>
<category>podcasts</category>
<pubDate>Wed, 6 May 2009 03:00:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=473367#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_029.mp3" length="27295105" type="audio/mpeg"/>
<itunes:duration>00:28:25</itunes:duration>
<itunes:keywords>rpg, icebreakers</itunes:keywords>
<itunes:author>Sean Nittner, Justin Evans</itunes:author>
<itunes:subtitle>Icebreakers</itunes:subtitle>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 28</title>
<link>http://www.narrativecontrol.com/index.php?post_id=464826#</link>
<description><![CDATA[<p>Justin and I heard an episode of HGWT:FAFGM (#34) about structuring stories in RPGs and thought âHuhâ.&nbsp; Hereâs the 25 minutes that followed our monosyllabic revelation.</p>
<p>Hosts: Sean Nittner and Justin Evans</p>
<p>Length: 25:35</p>
<p>[00:28] Introduction to the show.&nbsp; Talking about story structure. Hippies vs. Engineers.<br/>[00:57] Survey: <a href="http://www.spookyouthouse.com/survey">http://www.spookyouthouse.com/survey</a><br/>[01:19] <a href="http://www.havegameswilltravel.net/index.php?post_id=420388">Have Games Will Travel: For a Few Games More: #34.</a>&nbsp; Story structures. <br/>[01:56] Dirty Hippies and Stinking Engineers<br/>[02:11] Story Structure: A pattern that we fall into or actively follow when telling stories. <br/>[02:47] Hippies: The original gamers playing moment to moment and allowing story to follow from their actions.&nbsp;&nbsp; Allowing for more surprises, creativity, and immersion.<br/>[05:07] Engineers:&nbsp; A gamer who wants to structure their game and drive towards specific goals in each game.<br/>[07:02] Games with known ends: Grey Ranks, Roanake, Polaris.&nbsp; These games are one step closer to being engineered.<br/>[07:36] <a href="http://thoughtfulgames.com/montsegur1244/index.html">Montsegur 1244</a> is very structured.&nbsp; A story told in four acts.<br/>[09:50] Distinction between Hippie Indie Gamers and Story structures Hippies <br/>[10:29] <a href="http://www.wizards.com/default.asp?x=dnd/welcome">Dungeons and Dragons</a>:&nbsp; A total hippie game. <br/>[12:07] Patterns that we can draw on: Plays, TV shows, playing published adventures. <br/>[15:15] Another engineered game: <a href="http://www.darkomengames.com/secrets.html">Dirty Secrets</a>.&nbsp; We all know when it will end but now how it will end.<br/>[18:00] <a href="http://www.arkenstonepublishing.net/zombiecinema">Zombie Cinema</a> : Also engineered, also without a GM, also uses a board.&nbsp; Hmmmâ are we noticing a trend.<br/>[19:49] Did the mechanics restrict the game?&nbsp; Yes, in a good way.<br/>[22:00] A negative experience engineering a game.&nbsp; Some players really groove the hippie experience.</p>
<p>Post Feedback Here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=49">Comments</a><br/></p>
]]></description>
<category>podcasts</category>
<pubDate>Wed, 29 Apr 2009 11:00:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=464826#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_028.mp3" length="24580119" type="audio/mpeg"/>
<itunes:duration>00:25:35</itunes:duration>
<itunes:keywords>hippies, engineers, rpg</itunes:keywords>
<itunes:author>Sean Nittner, Justin Evans</itunes:author>
<itunes:subtitle>Hippies vs. Engineers</itunes:subtitle>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 27</title>
<link>http://www.narrativecontrol.com/index.php?post_id=456512#</link>
<description><![CDATA[<p>This week on Narrative Control Paul Strack, Mike Parker and I talk about monsters in <a href="http://www.wizards.com/DnD/">4th Edition Dungeons and Dragons</a> and what weâve learned from the designers of the game.</p>
<p>Hosts: Sean Nittner</p>
<p>Guest Hosts: Michael Parker and Paul Strack</p>
<p>Length: 27:04</p>
<p>Show Notes:</p>
<p>[00:30] Intro to the show.&nbsp; A sit down with Paul Strack and Mike Parker to talk about how 4E got monsters right.<br/>[00:49] A RPG Podcast Survey:&nbsp; <a href="http://www.spookyouthouse.com/survey">http://www.spookyouthouse.com/survey</a><br/>[01:14] Intro to the guysâ some portion of Good Omens (<a href="http://www.goodomensgames.com/">http://www.goodomensgames.com</a>)<br/>[01:35] Planning the next Good Omens Convention â July 18th.&nbsp; <a href="http://www.goodomensgames.com/index.php/con/">http://www.goodomensgames.com/index.php/con/</a><br/>[02:13] 4th Edition does Minions really well.&nbsp; Seen in other games: <a href="http://www.atlas-games.com/fengshui/">Feng Shui</a>, <a href="http://www.swashbucklingadv.com/">7th Sea</a> but usually they never pose a threat.<br/>[03:15] Not the way mooks are depicted in fiction, which is to heighten the tension of the story.<br/>[03:50] Mikeâs use of Minions to shake up a fight and change expectations.<br/>[04:30] The difference is that in other games, everything about a minion is scaled down so not only are they easy to take out, but they also donât pose a threat.&nbsp;&nbsp; 4th Edition breaks that, lowering their damage and hit points but keeping their defenses and attacks on par with the players.<br/>[05:33] Usually they have some powers up their sleeve as well.<br/>[06:00] Minions can really help the âbig badâ giving him advantagesâ correction though that the 4th edition folks will catch, grab immobilizes and doesnât grant combat advantage, but you get the point.<br/>[06:41] Comparing to more recent incarnations of minions.&nbsp; A <a href="http://www.evilhat.com/home/sotc/">Spirit of the Century</a> minion.&nbsp; <br/>[08:02] Mikeâs adaptation of Minion in his <a href="http://www.white-wolf.com/hunter/index.php">Hunter</a> game.<br/>[08:48] Can this scale up with supernatural powers?&nbsp; How do minions fit into the horror genre?<br/>[10:17] How to put it in other games?&nbsp; One hit kills but they have teeth.<br/>[10:39] What about groups of minions? Can they be treated as a unit and still be a threat.<br/>[11:44] Making minions complimentary to the Big Badâs plans.<br/>[12:27] Prevents the âeveryone clobber one guyâ phenomenon.<br/>[13:35] The Solo monster.&nbsp; The idea that you would treat a single big boss differently<br/>[14:26] In most games the big bad is scaled up in all aspects making him more dangerous but also more frustrating to fight.<br/>[15:47] What makes solo bosses work in Dungeons and Dragons and how to we port that into another game?<br/>[16:10] They formalize how they break the rules.&nbsp; If you are big you get extra tricks.<br/>[16:54] How about in a very narrative game? Take <a href="http://www.dog-eared-designs.com/games.html">PTA</a> for example.&nbsp;&nbsp; Give the big bad a bigger buffer that you would usually have.<br/>[18:10] The Spirit of the Century chase mechanics.&nbsp; A very back and forth system that rolls several conflicts into one.<br/>[18:55] Giving the main villain some form of plot immunity.<br/>[19:42] What about a stake setting game? Should we negotiate stakes to protect antagonists?<br/>[21:49] Polaris and the formalized player negotiation, how to scale the escalation of consequences. <br/>[22:40] We get the same things for Solo bosses as we do for minions.&nbsp; Scale them up on in certain places.<br/>[23:30] Monsters are treated statistically different.&nbsp;&nbsp; In other games we see this break down as powerful villains become incredibly complex to create and to play.<br/>[25:00] Save a lot of time for both the GM and the players<br/>[25:46] The rule of three.&nbsp;&nbsp; The bag guy needs 3-4 abilities because that is all the time heâs going to live.<br/>[26:00] This is a very gamist attitude.&nbsp; If you can give up on simulation it will be rewarding.</p>
<p>Post Feedback here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=47">Comments</a></p>
]]></description>
<category>podcasts</category>
<pubDate>Thu, 23 Apr 2009 02:30:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=456512#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_027.mp3" length="25990218" type="audio/mpeg"/>
<itunes:duration>00:27:04</itunes:duration>
<itunes:keywords>minions, solo, bigbad</itunes:keywords>
<itunes:author>Sean Nittner, Michael Parker, Paul Strack</itunes:author>
<itunes:subtitle>minions, solo bosses and monster goodness from 4E</itunes:subtitle>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 26</title>
<link>http://www.narrativecontrol.com/index.php?post_id=455731#</link>
<description><![CDATA[<p>Hi and welcome back to Narrative Control.&nbsp; Here's a snippet I cut from last episode about PDF vs. Print media.&nbsp; It seems like a good conversation to be having right now.<br/></p>


<p>Hosts: Sean Nittner, Justin Evans<br/>Guests Hosts: Shaun Hayworth, Kristin Sullivan</p>


<p>Length: 9:29</p>


Show Notes<br/><br/>Check out the Podcast Survey at: <a href="http://www.spookyouthouse.com/survey">http://www.spookyouthouse.com/survey</a><br/><br/>Post Feedback here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=46">Comments</a><br type="_moz"/>]]></description>
<category>podcasts</category>
<pubDate>Sat, 18 Apr 2009 07:31:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=455731#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_026.mp3" length="9108405" type="audio/mpeg"/>
<itunes:duration>00:09:29</itunes:duration>
<itunes:keywords>pdf, print</itunes:keywords>
<itunes:author>Sean Nittner, Justin Evans, Shaun Hayworth, Kristin Sullivan</itunes:author>
<itunes:subtitle>PDF vs. Print Media</itunes:subtitle>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 25</title>
<link>http://www.narrativecontrol.com/index.php?post_id=452497#</link>
<description><![CDATA[<p>Hi and welcome back to Narrative Control.&nbsp; This week weâve got guestsâ guests who like us are broke but still want to game.&nbsp; So weâre going to talk about how to get your game on during this tough economy.</p>
<p>Hosts: Sean Nittner, Justin Evans<br/>Guests Hosts: Shaun Hayworth, Kristin Sullivan</p>
<p>Length: 22:35</p>
<p>Show Notes<br/><br/>[00:29] Introduction to the show: Gaming while broke with guests Shaun Hayworth and Kristin Sullivan from This Modern Death.<br/>[00:57] Editing issues.&nbsp; Trying to keep these shows in the 20 to 25 minute range.&nbsp; <br/>[01:19] A short episode (number 26) will follow this one about PDF vs. print media.&nbsp; <br/>[01:47] This Modern Death Promo<br/>[02:22] Kristin introduces the show for us. Our normal introductionâ only longerâ and with sniping.<br/>[03:40] Money spent on microphones (and maybe kids) prevent us from having a lot of money to buy gaming books<br/>[04:10] Some game systems are expensive to get into: White Wolf, Shadowrun, Dark Heresy.<br/>[04:37] Even some indie games are expensive.&nbsp; Burning Empires is beautiful but it can set you back. <br/>[05:51] John Wick talks about how games really havenât gotten that much more expensive: <a href="http://www.youtube.com/watch?v=clmdJy0GJms&feature=channel_page">http://www.youtube.com/watch?v=clmdJy0GJms&amp;feature=channel_page</a><br/><strong><br/>Starting at the bottom: What free games are out there</strong><br/><br/>[06:36] Dan Baynâs âWushuâ.&nbsp; Core game and Matrix supplement: <a href="http://www.bayn.org/wushu/freebies.html">http://www.bayn.org/wushu/freebies.html</a>&nbsp; Free settings on Saberpunk.net: <a href="http://wiki.saberpunk.net/Wushu/WorldsAmpSettings">http://wiki.saberpunk.net/Wushu/WorldsAmpSettings</a>&nbsp; Wuxalted, an Exalted Wushu adaptation: <a href="http://www.voidstate.com/rpg/Wushu-Exalted_Rules_1.5.pdf">http://www.voidstate.com/rpg/Wushu-Exalted_Rules_1.5.pdf</a>&nbsp; Wuxalted Redux Wiki: <a href="http://wiki.rpg.net/index.php/Wuxalted_Redux">http://wiki.rpg.net/index.php/Wuxalted_Redux</a><br/>[06:57] Rob Bohlâs âMisspent Youthâ: <a href="http://misspentyouthgame.com/">http://misspentyouthgame.com/</a><br/>[07:02] Spirit of the Century SRD: <a href="http://www.faterpg.com/dl/sotc-srd.html">http://www.faterpg.com/dl/sotc-srd.html</a>&nbsp; Shadow over Yesterday:&nbsp; The 2.5 Version: <a href="http://zork.net/~nick/loyhargil/tsoy2/book1--rulebook.html">http://zork.net/~nick/loyhargil/tsoy2/book1--rulebook.html</a>&nbsp; The 3.0 Wiki Version: <a href="http://tsoy.crngames.com/">http://tsoy.crngames.com/</a><br/>[07:35] Dungeons and Dragons 3.5 SRD is still available: <a href="http://www.d20srd.org/">http://www.d20srd.org/</a><br/>[07:58] Ben Lehmans âXXXXtreme STREET lugeâ: <a href="http://swingpad.com/dustyboots/wordpress/?p=235">http://swingpad.com/dustyboots/wordpress/?p=235</a><br/>[08:08] Four Color System (the old Marvel RPG mecahincs): <a href="http://rpg.drivethrustuff.com/product_info.php?products_id=50837&it=1">http://rpg.drivethrustuff.com/product_info.php?products_id=50837&amp;it=1</a><br/>[08:20] Development on the Forge: <a href="http://www.indie-rpgs.com/">http://www.indie-rpgs.com/</a><br/>[08:33] 24 Hour RPG submissions: <a href="http://www.24hourrpg.com/">http://www.24hourrpg.com/</a> (Click on âEntriesâ).&nbsp;&nbsp; Game Chef: <a href="http://game-chef.com/index.shtml">http://game-chef.com/index.shtml</a><br/>[08:49] Jared Sorensonâs challenge to create and market a game in 30 days on the Story-Games forum: <a href="http://www.story-games.com/">http://www.story-games.com/</a><br/>[10:07] Getting in during the development process.&nbsp; Play-test games.<br/><strong><br/>What about spending a couple bucks</strong><br/><br/>[10:22] Houses of the Blooded.&nbsp; FIVE BUCKS for the PDF: <a href="http://www.indiepressrevolution.com/xcart/product.php?productid=16617&cat=0&page=1">http://www.indiepressrevolution.com/xcart/product.php?productid=16617&amp;cat=0&amp;page=1</a><br/>[10:48] Going to local conventions at game storesâ like Good Omens Con: <a href="http://www.goodomensgames.com/index.php/con/">http://www.goodomensgames.com/index.php/con/</a><br/>[11:17] Many game stores do demos of games. <br/>[11:25] International Dungeons and Dragons day: <a href="http://www.wizards.com/default.asp?x=dnd/dnd/20050726x">http://www.wizards.com/default.asp?x=dnd/dnd/20050726x</a><br/><strong><br/>Sources for old games</strong><br/><br/>[12:02] Buying from convention flea markets, Ebay, local used book stores.<br/>[12:54] Old games work looking at again: Castle Falkenstein and James Bond <br/>[13:26] Good deals on Fred Hickâs blog.&nbsp; Check it out here: <a href="http://drivingblind.livejournal.com/">http://drivingblind.livejournal.com/</a>&nbsp;&nbsp; Some other designer blogs not mentioned in the podcast:<br/>John Wick: <a href="http://wickedthought.livejournal.com/">http://wickedthought.livejournal.com/</a><br/>Vincent Baker: <a href="http://www.lumpley.com/">http://www.lumpley.com/</a><br/>Paul Tevis: <a href="http://gameslinger-enterprises.com/">http://gameslinger-enterprises.com/</a><br/>Jason Morningstar: <a href="http://gameslinger-enterprises.com/">http://gameslinger-enterprises.com/</a><br/>Ben Lehman: <a href="http://benlehman.livejournal.com/">http://benlehman.livejournal.com/</a><br/>[14:08] Shaunâs pearl of wisdom: Pay attention to the internet.<br/>[14:45] The Ashcan front: <a href="http://www.ashcanfront.net/">http://www.ashcanfront.net/</a><br/>[15:20] Game chef anthologies: <br/>[15:43] Another $5 John Wick Game: Wilderness of Mirrors: <a href="http://www.indiepressrevolution.com/xcart/product.php?productid=16756">http://www.indiepressrevolution.com/xcart/product.php?productid=16756</a><br/>[16:23] Very cheapâ sometimes free PDFs on <a href="http://www.indiepressrevolution.com/">http://www.indiepressrevolution.com/</a> and <a href="http://rpg.drivethrustuff.com/">http://rpg.drivethrustuff.com/</a><br/>[17:13] Repurpose existing games into something else.<br/>[17:30] Lots of reasonable indie supplements.&nbsp; Roanoke for $10: <a href="http://www.rpgnow.com/product_info.php?products_id=20794&it=1">http://www.rpgnow.com/product_info.php?products_id=20794&amp;it=1</a><br/>[17:43] Listen to podcast about games: <a href="http://www.rpgpodcasts.com/">http://www.rpgpodcasts.com</a><br/>[18:22] Borrow from your friends.&nbsp; Pass books around your circle of gamers.&nbsp; Should we take good care of our books?&nbsp; <br/>[19:57] Shaunâs method of getting over the new-book feel.<br/>[20:50] Pimping all of our forums and such.&nbsp; Kristinâs Brain Place: <a href="http://babe.thismoderndeath.com/">http://babe.thismoderndeath.com</a></p>
<p>Links </p>
<p>Not mentioned in the show, but very useful is John H. Kimâs list of free games on darkshire.net: <a href="http://www.darkshire.net/jhkim/rpg/freerpgs/">http://www.darkshire.net/jhkim/rpg/freerpgs/</a></p>
<p>Post Feedback here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=44">Comments</a><br/></p>
]]></description>
<category>podcasts</category>
<pubDate>Wed, 8 Apr 2009 21:26:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=452497#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_025.mp3" length="21687464" type="audio/mpeg"/>
<itunes:duration>00:22:35</itunes:duration>
<itunes:keywords>rpg, budget</itunes:keywords>
<itunes:author>Sean Nittner, Justin Evans, Shaun Hayworth, Kristin Sullivan</itunes:author>
<itunes:subtitle>Gaming on a Budget</itunes:subtitle>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 24</title>
<link>http://www.narrativecontrol.com/index.php?post_id=445140#</link>
<description><![CDATA[<p>Hi and welcome back to Narrative Control.&nbsp; This week I surprise Justin with 10 questions about his gaming preferences as an exercise to learn more about your players.</p>
<p>Hosts: Sean Nittner and Justin Evans</p>
<p>Length: 45:17</p>
<p>Show Notes</p>
<p>[00:25] Introduction the show: An experiment asking Justin 10 questions.<br/>[02:17] Sorry about the sound quality.&nbsp; Our new microphones picked up a lot more background noise.<br/>[02:54] <a href="http://www.thismoderndeath.com/">This Modern Death</a> Promo<br/>[03:49] What about role-playing games do you like?<br/>[04:23] How does playing RPGs make you feel?<br/>[08:16] What other activities make you feel the same way?<br/>[09:33] What do you look like/sound like when youâre enjoying a game?<br/>[11:47] What is a buzz kill for you, what makes the game not fun?<br/>[15:47] What limits do you have when gaming? What donât you want in a game?<br/>[24:50] What do you want to happen at the end of a game session?<br/>Hmmmâ. Not quite 10 there. Yeah, I missed some.&nbsp; Weâll get another one at the end.<br/>[25:54] Questions are finished. Sean takes a minute to thinkâ For the benefit of all, that minute has been edited out.<br/>[26:00] Seanâs idea for a game.&nbsp; 1920 Gritty Crime Story.<br/>[29:00] Justinâs revisions.<br/>[33:05] Recap of the questions.<br/>[33:38] Missing Question: What non-gaming activities do you like to do?<br/>[33:36] Continuation of recap.&nbsp; Creating a proposal, followed by revisions.<br/>[37:31] Justinâs follow up question: Where there any answers that surprised Sean?<br/>[38:59] Continued speculation. Weâre going to start guessing now.<br/>[41:31] Seanâs thought: these would be good questions to ask before starting a game.<br/>&nbsp;<br/>Post Feedback here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=43">Comments</a></p>
]]></description>
<category>podcasts</category>
<pubDate>Thu, 19 Mar 2009 20:45:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=445140#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_024.mp3" length="43465516" type="audio/mpeg"/>
<itunes:duration>00:45:17</itunes:duration>
<itunes:keywords>questions, rpg</itunes:keywords>
<itunes:author>Sean Nittner, Justin Evans</itunes:author>
<itunes:subtitle>10 Questions to Ask a gamer</itunes:subtitle>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 23</title>
<link>http://www.narrativecontrol.com/index.php?post_id=442721#</link>
<description><![CDATA[<p>This episode Justin and I talk about what weâve learned from video games and how we can draw inspiration from them and learn from their pitfalls.</p>
<p>Hosts: Sean Nittner and Justin Evans</p>
<p>Length: 29:49</p>
<p>Show Notes<br/>[00:28] Introduction to the show â Inspiration from video games<br/>[00:40] Some great discussion on our boards about conflict resolution here and here.<br/>[01:05] Format of the show, inspiration, pitfalls and some personal stories.<br/>[01:29] <a href="http://www.rpgpodcasts.com">RPGPodcasts.com</a> Promo<br/>[01:37] Justinâs thrilling adventure.<br/>[02:52] Seanâs protest. Video games donât have the story or role-playing that tabletop RPGs do.<br/>[04:00] Seanâs use of images, lore, etc from <a href="http://www.worldofwarcraft.com">World of Warcraft</a> in his <a href="http://wildljduck.livejournal.com/tag/burning+warcraft">Burning Warcraft</a> game.<br/>[05:00] Erik Woodburyâs LARP: Peace at Arathi Basin.&nbsp; Video game setting, using the strengths of a LARP.<br/>[06:15] Comparing the guessed budget of <a href="http://www.atlas-games.com/fengshui/">Feng Shui</a> and <a href="http://www.rockstargames.com/IV/">Grand Theft Auto.</a>&nbsp; <br/>[07:34] Level design as an analog for quests.<br/>[08:17] Set pieces in games, the main encounters.<br/>[08:56] The boss fight.&nbsp; A spotlighted encounter that required fighting with different tactics.<br/>[10:11] How this can backfire.&nbsp; Make sure the characterâs matter.<br/>[12:53] Save points. Logical places to stop a session. Ending the story on a high point.<br/>[14:30] <a href="http://www.burningwheel.com">Mouseguard</a> session structures encapsulates the mission goals and makes sure they are resolved by the end of the session.<br/>[15:15] A warning: avoid the grind.&nbsp; Examples of the grind in video games and then in popular role-playing game.<br/>[18:30] Justinâs fresh can of hate.&nbsp; <a href="http://www.wizards.com/default.asp?x=products/dndacc/217187400">The Keep on Shadowfell.</a> <br/>[20:21] Some advice from <a href="http://www.wizards.com/default.asp?x=dnd/insider">Dungeons and Dragons insider</a>: Every encounter should be meaningful to the story and have stakes the characters care about.<br/>[22:04] A question of scaling.&nbsp; Does the opposition scale with you?<br/>[22:57] Different systems scale in different ways.&nbsp; In some systems this isnât an issue. Examples of Burning Wheel, Dungeons and Dragons and Scion.<br/>[25:19] Justinâs story playing <a href="http://www.elderscrolls.com/games/oblivion_overview.htm">Oblivion</a>.&nbsp; A Minotaur in the inn?<br/>[26:40] <a href="http://fallout.bethsoft.com/index.html">Fallout</a> 3, how scaling has changed in video games.<br/>[27:28] Seanâs analog in a D&amp;D game where his character DID become more powerful than the status quo.&nbsp; âOh crap, itâs <a href="http://www.sadric.com/alex/characters/character.asp?charname=Sadric">Sadric</a>!â<br/>&nbsp;</p>
<p>Post Feedback here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=41">Comments</a><br/></p>
]]></description>
<category>podcasts</category>
<pubDate>Thu, 12 Mar 2009 23:52:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=442721#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_023.mp3" length="28622867" type="audio/mpeg"/>
<itunes:duration>00:29:49</itunes:duration>
<itunes:keywords>rpg, video, games</itunes:keywords>
<itunes:author>Sean Nittner, Justin Evans</itunes:author>
<itunes:subtitle>Video Games</itunes:subtitle>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 22</title>
<link>http://www.narrativecontrol.com/index.php?post_id=439857#</link>
<description><![CDATA[<p>Hi and welcome back to Narrative Control.&nbsp; This week Justin and I are talking about coaching players, helping them to contribute more to the game and get more out of it.</p>
<p>Hosts: Sean Nittner and Justin Evans</p>
<p>Length: 29:39</p>
<p>Show Notes</p>
<p>[00:27] Introduction to the show: Coaching players.<br/>[01:17] <a href="http://www.rpgpodcasts.com/">RPGPodcasts.com</a> promo<br/>[01:33] Trying to tell a story without contextâ itâs hard.<br/>[02:17] The old saying âItâs easier to tell as story with limitsâ â Is this really an old saying?<br/>[03:15] Coaching players: Helping them tell good stories.<br/>[03:25] A reading from <a href="http://www.indiepressrevolution.com/xcart/product.php?productid=16742&cat=0&page=1">Play Unsafe</a> by Graham Walmsley. Sometimes at conventions players just want the GM to lead them through an adventure.<br/>[04:47] Why players might be afraid of doing something âwrong?â<br/><strong>Establishing the theme of the game</strong><br/>[05:32] When kicking off a game, make sure everyone is telling the same story.<br/>[05:55] In the beginning of a game establishing the theme of the game.&nbsp; Make sure your players a buying in from the start.<br/>[06:39] Example: The spy genre is very diverse.&nbsp; Pussy Galore and Jason Bourne donât belong in the same story.<br/>[07:05] <a href="http://www.feartheboot.com/ftb/">Fear the Boot</a> âGroup Templateâ - Players defining why their group is together and what they will be doing.<br/>[09:05] <a href="http://www.thismoderndeath.com/">Randyâs</a> idea: A reality TV show of drivers on the Doc Wagon.<br/><strong>Establishing the goal or objective of the game.</strong><br/>[09:45] Up front: What is the goal of the game?&nbsp; Make sure that the characters have appropriate long term goals<br/>[11:03] Giving players short term goals they can achieve right away.&nbsp; Example: <a href="http://www.burningwheel.com/">Burning Wheelâs</a> beliefs system. <br/>[12:27] <a href="http://http//crngames.com/the_shadow_of_yesterday/">Shadows of Yesterday</a> uses experience keys to make explicit short term goals.<br/>[12:49] Kristin from <a href="http://www.thismoderndeath.com/">This Modern Death</a> suggested getting rid of the <a href="http://www.worldofdarkness.com/">WoD</a> Virtues and Vices and replacing them with activities youâre proud of and those which you use for coping.<br/>[14:22] Plot Cards.&nbsp; Easy short term goals that you can give out randomly to the players.&nbsp; This encourages certain scenes to come up.<br/>[16:27] Incentivizing player generated scenes with in game rewards (fate chips, drama dice, etc)<br/>[16:45] Justinâs Firefly themed plot cards at <a href="http://www.sinistergame.com/">www.sinistergame.com</a><br/>Getting players to shine the spotlight on each other.<br/>[17:28] Players were more forceful personalities hoarding the spotlight?<br/>[18:03] What if the job of a player was to shine the spotlight on other people?&nbsp; The idea came from <a href="http://www.sonsofkryos.com/">Sonâs of Kryos</a>. You have to endure one of Seanâs stories.&nbsp; Ways to encourage this.<br/>[19:42] Burning Wheel: The helping mechanic tends to benefit you more than using the skill on your own.<br/>[20:40] Sharing a common pool of XP and limiting how much each character can generate, so everyone has to participate to gain the group itâs greatest reward.<br/>[21:45] Fan Mail from <a href="http://www.dog-eared-designs.com/games.html">Prime Time Adventures</a>. Fan mail allows you to enter a scene with a supporting role.<br/>Rewards for good role-playing, make both hosts uncomfortable.<br/>[22:42] Many games include an XP reward for good role-playing.&nbsp; Assigning a reward to the MVP and Workhorse.<br/>[24:40] Encourages people to continue hogging the attention and can disappoint other players.<br/>[25:09] We also see this at con games.&nbsp; Swag going to the âwinnerâ of the game. A good idea from Rich Taylor. Giving the reward to the player that made the game the most fun for everyone else.<br/><strong>Games that rotate narrations, encouraging people to take the stage.</strong><br/>[26:45] Prime Time Adventures (I knowâ again) gives out a random narration element, allowing different people to narrate every scene.&nbsp; Not mentioned in the podcast but another game that does this is <a href="http://www.chimera.info/dust-devils/">Dust Devils</a>.<br/>[27:30] A similar mechanic in <a href="http://www.arkenstonepublishing.net/zombiecinema">Zombie Cinema</a>.&nbsp; Choose a side in any conflict and decide if you want to ally, giving you a chance to narrate.&nbsp; </p>
<p>Post Feedback here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=40">Comments</a></p>
]]></description>
<category>podcasts</category>
<pubDate>Wed, 4 Mar 2009 22:57:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=439857#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_022.mp3" length="28458633" type="audio/mpeg"/>
<itunes:duration>00:29:39</itunes:duration>
<itunes:keywords>coaching, rpg</itunes:keywords>
<itunes:author>Sean Nittner, Justin Evans</itunes:author>
<itunes:subtitle>Coaching Players</itunes:subtitle>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 21</title>
<link>http://www.narrativecontrol.com/index.php?post_id=437349#</link>
<description><![CDATA[<p>Hi and welcome back to Narrative Control.&nbsp; This episode weâre turning 21 and celebrating by getting a little drunk.&nbsp; The podcast is a long one (largely due to our inebriation) and it veers from our usual format.&nbsp; The first twenty minutes is a comical review of a d20 Module, The Pleasure Prison of the B'thuvian Demon Whore, which arguably couldnât have been taken seriously even if we were sober.&nbsp; The rest of the show (almost an hour) is our recap of DundraCon 2009.&nbsp;&nbsp;&nbsp; We also welcome a new voice on the show, Josh Curtis, who tells us how to be an âEliteâ game master.</p>
<p>Alsoâ weâve got the explicit tag on this one for a reason.&nbsp; Youâve been warned.</p>
<p>Hosts: Sean Nittner, Justin Evans, and Josh Curtis.</p>
<p>Length: 1:14:23</p>
<p>Show Notes</p>
<p>[00:27] Intro to the show.&nbsp; Game module and convention review. <br/>[01:13] What is an Elite Game master? I guess not Sean.<br/>[02:08] What are we doing? A review of <a href="http://e23.sjgames.com/item.html?id=XRP6666">The Pleasure Prison of the B'thuvian Demon Whore</a>.&nbsp; Actual play!<br/>[20:00] What are we doing here? Celebrating our 21st episode.<br/>[21:18] Introducing Josh Curtis<br/>[22:48] Hungered for some good gaming and found it at <a href="http://www.dundracon.com/">DundraCon</a>!<br/>[23:39] Review: âThe Giftâ â Seanâs <a href="http://www.burningwheel.com/">Burning Wheel</a> game.<br/>[30:00] Review: The Pajama LARP<br/>[31:52] Review: Deathwish, a variant of <a href="http://www.chimera.info/">Dust Devils<br/></a>[33:28] Review: âFirefly: Lap of Luxuryâ â Justinâs Firefly game, using <a href="http://www.evilhat.com/home/?page_id=105">FATE</a> mechanics.<br/>[34:53] Drunk morons singing.<br/>[35:28] Episodic Con games. Win or Fail?<br/>[37:38] Joshâs comparison useful backstory vs. GMs giving too much irrelevant information.<br/>[42:30] Review: âThe Hand Youâre Dealtâ â Rich Taylorâs <a href="http://www.whitewolf.com/">Werewolf: The Apocalypse</a> game. <br/>[44:19] âOh Shit, there I was!â<br/>[45:26] What else was good at the con? Not the food.<br/>[46:39] Review: Zar and Superhero LARPâ actually mostly just bullshit.<br/>[48:12] Review: <a href="http://www.arkenstonepublishing.net/zombiecinema">Zombie Cinema<br/></a>[54:32] Review âRibbonsâ Justinâs Horror game, using <a href="http://www.evilhat.com/home/?page_id=105">FATE</a> mechanics!&nbsp; Eat that TMD.<br/>[01:07:something something] End of the showâ weâre really tired. Not sure if this part is worth listening too but by this point in the editing, I got too tired to cut.</p>
<p>Post Feedback here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=38">Comments</a></p>
]]></description>
<category>podcasts</category>
<pubDate>Thu, 26 Feb 2009 00:33:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=437349#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_021.mp3" length="71400992" type="audio/mpeg"/>
<itunes:duration>01:14:23</itunes:duration>
<itunes:keywords>drunk, dundracon, review, rpg</itunes:keywords>
<itunes:author>Sean Nittner, Justin Evans, Josh Curtis</itunes:author>
<itunes:subtitle>The Drunkisode</itunes:subtitle>
<itunes:explicit>Yes</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 20</title>
<link>http://www.narrativecontrol.com/index.php?post_id=433047#</link>
<description><![CDATA[<p>Hi and welcome back to Narrative Control. This episode is a long one.&nbsp; Justin and I are talking about Horror elements in stories and how to bring those into your games.<br/><br/>Hosts: Sean Nittner and Justin Evans<br/><br/>Length: 53:23 - Told you it was a long one<br/><br/>Show Notes<br/><br/>[00:28] Introduction: Horror in RPGs.&nbsp; Breaking down the horror genre, distilling the elements and then talking about systems that back up those themes<br/>[01:33] Sean trying to scare Justin.&nbsp; Can you just make a fear check?<br/>[02:10] Are we trying to scare the character or the player, or both?<br/>[02:40] Call out to Rich, who asked us to talk about genres and the games that fit into them.<br/>[03:30] What makes a horror story?&nbsp; Different types.<br/><strong>Definitions: Horror Genres.</strong> <br/>[04:00] Splatter horror.&nbsp; Buckets of Blood!&nbsp; Going for shock value.<br/>[05:35] Haunted House.&nbsp; Alien: A Haunted House in space.&nbsp; Suspense horror, hidden from the audience as well as the protagonists.&nbsp; Excitement of piecing the clues together and the edge of the seat suspense.<br/>[06:50] Psychological Thriller.&nbsp; Getting into the mind of the killer.&nbsp; Warning: Spoilers.&nbsp; Looking into the protagonists.&nbsp; External conflict serves to spotlight the internal issues.&nbsp; <br/>[08:18] Pimping the <a href="http://www.dresdenfilesrpg.com/">Dresden Files</a> one more time!<br/>[08:49] Monster hunter story.&nbsp; Action/Suspense vs. Horror?<br/>[09:53] Survival Horror.&nbsp; Hunted by the monsters.&nbsp; The end is never certain.<br/><strong>Elements of a Horror Story<br/></strong>[11:27] Suspense. Will we make it out of here alive?&nbsp; Not a very interesting question.&nbsp; Only relevant in games where death is possible.<br/>[12:30] Spiral into insanity. Getting into the mind of the killer.&nbsp; What happens to you?<br/>[13:12] Investigation.&nbsp; Following the trail of clues.<br/>[13:44] Paranoia. Who can you trust?<br/>[14:50] Inevitable doom.&nbsp; The story is about the struggle.<br/>[16:08] Hope and Despair.&nbsp; Balances the story, give the protagonists a reprieve or a allow them to accomplish something important.<br/><strong>Systems that support Horror Stories</strong><br/>[18:08] Justinâs game in the <a href="http://www.evilhat.com/">Fate</a> System.&nbsp; <a href="http://www.thismoderndeath.com/">This Modern Death</a> said this wasnât possible.&nbsp; How will Justin use Fateâs internal mechanics to tell a horror story? âCuts himself to feel aliveâ is still an aspect!<br/>[20:20] Making the story personal to the characters.&nbsp; Players handing out aspects to each other, using back story, etc.<br/>[23:13] Sanity decks.&nbsp; A consequence for failing a resolve roll.&nbsp; The cards give an aspect that reflects youâre loss of Sanity.&nbsp; (Available at sinstergames.com soon).<br/>[25:29] <a href="http://www.dresdenfilesrpg.com/">Dresden Files RPG</a> will be much grittier than Fate.&nbsp;&nbsp; There are fewer Fate chips and the GM is given license to really pound on the protagonists.&nbsp; Not quite horror.<br/>[26:35] <a href="http://callofcthulhu.com/">Call of Cthulhu</a>. One of the first games to offer a mechanic around sanity loss.&nbsp; Sean has to get over his dislike of percentile system, but the sanity system was novel in creating consequences.<br/>[29:25] Unfortunately Cthulhu became an inside joke.&nbsp; Ryan Macklin talked about this on <a href="http://masterplanpodcast.net/index.php?post_id=277173">Master Plan</a> on his episode on emergent play.<br/>[30:55] <a href="http://www.pelgranepress.com/gumshoe/index.html">Gumshoe.</a> A game system designed specifically to facilitate investigation.&nbsp; Each clue is found and then leads to another scene.<br/>[33:32] <a href="http://rpg.drivethrustuff.com/product_info.php?products_id=20794&language=en&it=1">Roanoke</a>.&nbsp; Uses a Doom Counter to measure the final endgame.&nbsp; Allowing players to put nails in their own coffins.<br/>[37:08] <a href="http://www.tiltingatwindmills.net/dread/index.html">Dread</a>.&nbsp;&nbsp; The âpullâ created an increasing level of dangerâ for everyone.&nbsp; This makes the danger present visible to everyone.&nbsp;&nbsp;&nbsp; Also, allows for a brief reprieve after someone dies.&nbsp; Models survivor horror very well and creates a pacing system.<br/>[41:18] <a href="http://www.evilhat.com/">Donât Rest Your Head</a>.&nbsp; Uses Despair to make bad situations worse, but that fuels Hope, which can buy a brief reprieve.&nbsp; Creates an economy of despair and hope.<br/>[43:58] Donât Rest your Headâ again.&nbsp; Players also have the ability to bring in horrific elements: Exhaustion and Madness.&nbsp;&nbsp; Trading power for self destruction.&nbsp; Players have to balance success against risking their characterâs sanity.<br/>[46:55] <a href="http://www.worldofdarkness.com/">World of Darkness</a>.&nbsp; How unimpressed Sean is by the lack of Horror on WoD games.&nbsp; Very hard to create suspense.&nbsp; Can work when playing mortals, but much less so than when playing monsters.&nbsp; There is some support from the system: Willpower, Virtue, Vice, etc.&nbsp; <br/>[52:00] Wrap up.&nbsp; Looking for other suggestions for shows. Email us or get on the forums.&nbsp;</p>
<p>Post Feedback here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=36">Comments</a></p>
]]></description>
<category>podcasts</category>
<pubDate>Fri, 13 Feb 2009 18:34:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=433047#</guid>
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<itunes:duration>00:53:23</itunes:duration>
<itunes:keywords>horror, rpg</itunes:keywords>
<itunes:author>Sean Nittner, Justin Evans</itunes:author>
<itunes:subtitle>Horror Elements in RPGs</itunes:subtitle>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 19</title>
<link>http://www.narrativecontrol.com/index.php?post_id=429703#</link>
<description><![CDATA[<p>Hi and welcome back to narrative control.&nbsp; This week Justin and I are talking about board games, specifically what weâve taken from them to improve our role-playing games.</p>
<p>Hosts: Sean Nittner and Justin Evans</p>
<p>Length: 20:40</p>
<p>Show Notes:</p>
<p>[00:29] Introduction: Using principals from board games in your RPGs.<br/>[00:57] RPGPodcasts.com Promo<br/>[01:03] Hey Sean, do you like Math?<br/>[01:32] Character sheets are full numbersâ one big story problem?<br/>[02:33] Board games have a very focused play.&nbsp; We all know what the game is about.<br/>[03:33] Using physical representations of math (poker chips, tokens, glass beads, etc)<br/>[05:22] This helps a GM gauge the status of the player characters.<br/>[07:07] Using a âboardâ i.e. a battle map and miniatures<br/>[08:35] A counter system to measure the external threat (e.g. doom counters).<br/>[09:27] Mapping out extended skill challenges<br/>[11:41] Game Masteryâs âItem Cardsâ<br/>[12:32] Physical Representation of a Mechanic.&nbsp; Mini games inside the game.<br/>[13:29] Using timers to create tension and enforce urgency<br/>[13:50] Dreadâs mechanic.&nbsp; The Jenga Tower<br/>[14:19] An example of bringing this all together.&nbsp; Zombie Attack!<br/>[17:34] Preventing player analysis paralysis. <br/>[19:10] Closing. Let us know how board game elements have improved or detracted from your games.</p>
<p>Post Feedback here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=34">Comments</a></p>
]]></description>
<category>podcasts</category>
<pubDate>Wed, 4 Feb 2009 00:50:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=429703#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_019.mp3" length="19847852" type="audio/mpeg"/>
<itunes:duration>00:20:40</itunes:duration>
<itunes:keywords>board, games, rpg</itunes:keywords>
<itunes:author>Sean Nittner, Justin Evans</itunes:author>
<itunes:subtitle>Everything we learned from board games</itunes:subtitle>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 18</title>
<link>http://www.narrativecontrol.com/index.php?post_id=425940#</link>
<description><![CDATA[Hi and welcome back to Narrative Control.  This episode continues our discussion on running games at conventions.  This episode is about how to get the game started quickly and get the players into the action.<br><br>Hosts: Sean Nittner and Justin Evans<br><br>Length: 24:36<br><br>Show Notes<br><br>[00:26]  Introduction to the Show:   Hitting the ground running<br>[00:56] Canon Puncture Promo, er maybe Atomic Ray Podcast Promo<br>[01:46] Part II of running con games.  How to get the game rolling quickly.<br>[02:46] Starting games with a bang.  Showcase each characterâs ability.<br><b>System</b><br>[03:45] Teaching the mechanics to the players.<br>[04:41] Start by making sure youâre players are equipped with everything they need.<br>[05:21] Provide a quick summary of relevant rules.<br>[07:25] Teach rules as needed. <br>[08:27] Focus on the mechanics that you are going to be using for <i>this</i> game<br>[09:15] Providing âhalf-bakedâ characters.<br><b>Setting</b><br>[09:50] See what you can trim from the system and setting to make it manageable.<br>[11:48] Setting exposition in game.<br>[12:02] Focusing on one portion of a setting.<br><b>Characters</b><br>[12:20] Give each character an agenda.  <br>[13:50] Some systems provide these: Burning Wheel, SotC, etc<br>[14:05] How to provide direction if the system doesnât have a mechanic for it.<br>[16:09] Creating interconnections between player characters<br><b>Pacing</b><br>[16:39] You know what sucks?<br>[17:41] Woopsâ should have been in the last episode.  Playtest your games.<br>[18:44] Watch the clock and jump to endgame when it time is short.<br>[19:54] Short circuit the end conflict if necessary<br>[20:23] Making sure all the players have had the spotlight.<br>[20:41] Factoring in cleaning up after the game.<br><b>Closing</b><br>[22:11] Summary and request for feedback<br>[22:25] Make sure you know the game mechanics well yourself.<br><br>Post Feedback Here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=32">Comments</a>]]></description>
<category>podcasts</category>
<pubDate>Sun, 25 Jan 2009 08:53:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=425940#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_018.mp3" length="23625753" type="audio/mpeg"/>
<itunes:duration>00:24:36</itunes:duration>
<itunes:keywords>conventions, rpg, cons</itunes:keywords>
<itunes:author>Sean Nittner, Justin Evans</itunes:author>
<itunes:subtitle>Hitting the Ground Running</itunes:subtitle>
<itunes:explicit>No</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 17</title>
<link>http://www.narrativecontrol.com/index.php?post_id=422700#</link>
<description><![CDATA[<p>Hi and welcome back to a âregularâ version of Narrative Control.&nbsp; This week Justin and I talk about preparing for convention games.&nbsp; The first two thirds of the show covers creating a strong threat or plot and creating props.&nbsp; The second portion begs the question, is preparation really necessary?</p>
<p>Hosts: Sean Nittner and Justin Evans</p>
<p>Length: 32:06</p>
<p>Show Notes<br/>[00:27] Intro to the show â Preparing for Convention Games<br/>[00:46] This Modern Death Promo<br/>[01:35] Conventions coming up that we are excited about: DundraCon, Kubla Con and â. GEN CON!<br/>[02:04] To run a good game we have to prepare, or do we?<br/>[02:47] What experience you want to give your players at a convention.<br/>[03:03] Teaching new players the game.&nbsp; Important?<br/>[03:31] Start with a central threat or plot that will engage all of the players (and their characters)<br/>[04:00] Story shaped by system or system picked to fit a story?<br/>[05:09] Generating characters that will have a common interest.<br/>[06:18] Opening scenes used to introduce the story, the mechanics and excite the players.&nbsp; Idea from Prime Time Adventures that shows start when something major has just changed.<br/>[07:23] James Bond movies make a great format for con games.&nbsp; Start with an opening vignette that shows the protagonists full of awesome and lead into the main story.<br/>[08:08] Gnome Spy Games:&nbsp; Gnome Impossible!, Dr. Gnome and Gnomes Like Us.<br/>[08:45] Many conventions games spoof popular media. Win or Fail?<br/>[09:55] Win! Gathers interest, sets expectations and creates familiarity.<br/>[10:27] Fail. Players might not take the game seriously.<br/>[11:37] Props!&nbsp; Justin and I both love them.<br/>[11:53] Definitions: Props are anything you physically provide for the players, including dice, character sheets, nourishment, your appearance, etc.<br/>[13:05] Character sheets.&nbsp; Make them evoke the feel of the game as well as provide easy access to relevant game statistics.<br/>[14:50] Props can eat up a lot of time, hopefully not a lot of money.<br/>[15:38] Examples of cheap props.&nbsp; Tape cassette character sheets. <br/>[16:58] Call of Cthulu published adventures came with props included.<br/>[17:45] My experience with âOne Ringâ regarding props.<br/>[18:20] Backfired for Justin, players hording props.<br/>[18:46] Props that canât be hidden! Daggers, Amulets, etc.<br/>[19:59] Some other cheap and easy props.&nbsp;&nbsp; Templates in Microsoft Word (faxes, form letters, resumes, etc)<br/>[20:16] Paper props for Fantasy Games.&nbsp; Making them yourself? <br/>[21:14] Some resources: <a href="http://www.somniturne.com/gtp/">Gamer the Podcasting</a> and <a href="http://www.roninarts.com/">Ronin Arts</a>.<br/>[22:18] Wear your props! Another cheap creation I used for My Life with Joker.<br/>[23:39] Build to your strengths. Make props that are fun for you to create.<br/>[24:00] High Tech: Justinâs pseudo-CDC website for the characters.<br/>[24:40] Is any of this preparation necessary?<br/>[24:58] Some pickup games are really designed to be played on the fly.&nbsp; Example of Spirit of the Century.<br/>[26:06] Pickup plots guarantee that they are character driven.<br/>[26:27] Different genreâs.&nbsp; What about pickup horror?<br/>[27:57] In pickup games, it is important to have the players invest in the creation.&nbsp; Creating characters and feeding ideas to the GM is part of the fun!<br/>[29:16] Setting expectations before the game starts, helps people play to the strengths of that genre.<br/>[30:04] Dogs in the Vineyard.&nbsp; A game that works well as a pickup, specifically because of the early introduction to the system and setting. </p>
<p>Post Feedback Here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=29">Comments</a><br/></p>
]]></description>
<category>podcasts</category>
<pubDate>Thu, 15 Jan 2009 00:09:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=422700#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_017.mp3" length="30821770" type="audio/mpeg"/>
<itunes:duration>00:32:06</itunes:duration>
<itunes:keywords>cons, prep, rpg</itunes:keywords>
<itunes:author>Sean Nittner, Justin Evans</itunes:author>
<itunes:subtitle>Preparting for Convention Games</itunes:subtitle>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 16</title>
<link>http://www.narrativecontrol.com/index.php?post_id=419883#</link>
<description><![CDATA[<p>Happy new year and welcome back to Narrative Control. This episode, recorded just after Christmas (on Boxing Day in fact) is a reflection of our 2008 and our hopes for 2009.&nbsp; This episode as also much more relaxed than any we&rsquo;ve done before.&nbsp; You might like our antics or you might be frustrated by the lack of concrete useful information.&nbsp; If the later, don&rsquo;t worry I&rsquo;ll be streaming a &ldquo;regular&rdquo; episode shortly.</p>
<p>Hosts: Sean Nittner and Justin Evans</p>
<p>Length: 33:41</p>
<p>Show Notes</p>
<p>None this time.&nbsp; Not that I couldn&rsquo;t do show notes for this episode, but we don&rsquo;t hit bullet points like we normally do.&nbsp; The first half is about what we loved in 2008 and the second half is what we&rsquo;re looking forward to in 2009.&nbsp; Enjoy.</p>]]></description>
<category>podcasts</category>
<pubDate>Wed, 7 Jan 2009 00:38:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=419883#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_016.mp3" length="32333931" type="audio/mpeg"/>
<itunes:duration>00:33:41</itunes:duration>
<itunes:keywords>review, 2008, 2009, rpg</itunes:keywords>
<itunes:author>Sean Nittner, Justin Evans</itunes:author>
<itunes:subtitle>Happy New Years!</itunes:subtitle>
<itunes:explicit>No</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 15</title>
<link>http://www.narrativecontrol.com/index.php?post_id=415517#</link>
<description><![CDATA[Hi, welcome to Narrative Control Episode 15. This week Justin and I tackle different resolution methods (task, conflict and scene), give a couple examples, talk about the strengths and weaknesses, and as always talk about ways we use them in our games.  <br><br>Hosts: Sean Nittner and Justin Evans<br><br>Length: 24:00<br><br>Show Notes<br><br>[00:32] Introduction to the show. Task, Conflict and Scene resolution.<br>[01:03] A lot of podcasts celebrating 2, 3 or even 4 years of syndication.  Check them out at <a href="http://rpgpodcasts.com">RPGPodcats.com</a><br>[01:47] <a href="http://brilliantgameologists.com/">Brilliant Gameologists</a> Promo<br>[02:03] My New Years Resolutionsâ not<br>[02:20] What are we talking about?<br>[02:38] Task Resolution Definition by way of example.<br>[05:13] Consequence of failure in task resolution.<br>[06:22] Conflict Resolution defined by Justin.<br>[07:13] Consequences of successes or failure in conflict resolution.<br>[07:54] Player narration either way.<br>[08:08] Settings stakes<br>[10:45] Comparing Task and Conflict resolution.<br>[11:40] <a href="http://www.wizards.com/default.asp?x=dnd/welcome">4th Edition Dungeons and Dragons</a> skill challenge.  A blend of the two.<br>[12:27] Examples of systems that use conflict resolution.  <a href="https://www.indiepressrevolution.com/xcart/product.php?productid=16756&cat=0&page=1">Wilderness of Mirrors</a>, <a href="http://crngames.com/the_shadow_of_yesterday/">Shadows of Yesterday</a>, <a href="http://index.rpg.net/display-entry.phtml?mainid=5169">Chalk Outlines</a>.<br>[14:47] Mixing the two.  Games that arenât explicit about resolutions.  <a href="http://www.evilhat.com/home/?page_id=101">Donât Rest Your Head</a>, you can go either way.<br>[15:14] Example of combining the two in a 4th Edition Dungeons and Dragons Pirate battle.  Task resolution became too tedious.  Macro vs. Micro mechanics.<br>[18:16] Justin unveils itâ Scene resolution.  Ending each scene with a lead.<br>[20:23] Task vs. Conflict resolution.  Final Showdown!<br>[23:00] Closing.  Let us know what you think.  What have your experiences been?<br><br>Links<br><br><a href="http://rpgpodcasts.com">RPGPodcats.com</a><br><a href="http://brilliantgameologists.com/">Brilliant Gameologists</a><br><a href="http://www.wizards.com/default.asp?x=dnd/welcome">Dungeons and Dragons</a><br><a href="https://www.indiepressrevolution.com/xcart/product.php?productid=16756&cat=0&page=1">Wilderness of Mirrors</a><br><a href="http://crngames.com/the_shadow_of_yesterday/">Shadows of Yesterday</a><br><a href="http://index.rpg.net/display-entry.phtml?mainid=5169">Chalk Outlines</a><br><a href="http://www.evilhat.com/home/?page_id=101">Donât Rest Your Head</a><br><br>Post Feedback Here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=27">Comments</a>]]></description>
<category>podcasts</category>
<pubDate>Mon, 22 Dec 2008 21:05:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=415517#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_015.mp3" length="23047316" type="audio/mpeg"/>
<itunes:duration>00:24:00</itunes:duration>
<itunes:keywords>task, conflict, scene, resolution, rpg</itunes:keywords>
<itunes:author>Sean Nittner, Justin Evans</itunes:author>
<itunes:subtitle>Task, Conflict and Scene Resolution</itunes:subtitle>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 14</title>
<link>http://www.narrativecontrol.com/index.php?post_id=410188#</link>
<description><![CDATA[<p>Hi and welcome to Narrative Control, Episode 14.&nbsp; This week Justin and I talk about bringing indie games to your table.&nbsp; We share some of the resistance weâve experienced as well as offer some advice for how to get your group to open up and try one out.</p>
<p>Hosts: Sean Nittner, Justin Evans</p>
<p>Length: 18:01</p>
<p>Show&nbsp;Notes</p>
<p>[00:28] Intro to the show. Bringing indie games to your kitchen table.<br/>[01:03] Give credit where itâs due.&nbsp; Thanks to you Mikael.<br/>[01:36] Battle of Wits cards. Sinstergame.com domain name down.&nbsp; Backup URL: <a href="http://02af916.netsolhost.com/sinistergame/">http://02af916.netsolhost.com/sinistergame/</a><br/>[02:07] Narrative Control Holiday Schedule. <br/>[02:45] RPG Podcast Promo<br/>[02:55] Seanâs problem.&nbsp; Cream is available.<br/>[03:16] Seanâs other problem. I want to play indie games.<br/>[04:56] Iâm missing cookies.&nbsp; That must be the problem.<br/>[05:22] Perception of indie games. Lack of familiarity. This is something new. I donât know what that is.<br/>[05:52] More responsibility being placed in the hands of the players.<br/>[07:09] Traditional games donât have a mechanic for handing over narrative control.<br/>[08:20] Idea that Indie games are one-shot games.&nbsp; This could discourage players who want to see long term games and character progression.<br/>[10:24] How Iâve been able to convince my group to try a game.<br/>[10:28] Lead by example.&nbsp; Want to play a game? Run it!<br/>[10:58] Focus on just the first session of a game.&nbsp; Character creation or a pitch session.<br/>[12:28] Focus on the setting or genre of the game rather than the system.&nbsp; <br/>[13:34] Justinâs synopsis of my methods: be sneaky, sugar coat it. Thanks Justin.<br/>[13:48] Try to tailor games to the playerâs interest.<br/>[14:18] Are there any gateway games? Have I been gushing about Fate enough already?<br/>[15:15] Start with a gateway system or hack in indie elements into traditional games?<br/>[17:06] Request for feedback.&nbsp; Let me know if youâve had the same frustrations or if you have some other solutions.</p>
<p>Post Feedback Here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=26">Comments</a></p>
]]></description>
<category>podcasts</category>
<pubDate>Fri, 5 Dec 2008 23:09:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=410188#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_014.mp3" length="17297875" type="audio/mpeg"/>
<itunes:duration>00:18:01</itunes:duration>
<itunes:keywords>rpg, indie</itunes:keywords>
<itunes:author>Sean Nittner, Justin Evans</itunes:author>
<itunes:subtitle>Introducing Indie Games to your Group</itunes:subtitle>
<itunes:explicit>No</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 13</title>
<link>http://www.narrativecontrol.com/index.php?post_id=407242#</link>
<description><![CDATA[Hi, and welcome back to Narrative Control.  This is my 13th episode, my 4th show on the Dresden Files RPG, but my first... numero uno interview.  Fred Hicks, from Evil Hat was kind enough to share one of his afternoons talking to me about Dresden files, reviewing our experiences as play testers and share a little behind the scenes look at creation of his games.  I had a great time talking to Fred and I hope you enjoy the conversation.<br /><br />Hosts: Sean Nittner, interviewing Fred Hicks<br /><br />Length: 31:13<br /><br />Show Notes<br /><br />[00:29] Intro to the Show â Interview with Fred Hicks<br />[00:51] Links to Battle of Wits not resolving.  Email us for a copy: narrativecontrol@gmail.com<br />[01:24] Show was recorded with Skype and PowerGramo â How did it sound?<br />[01:54] <a href="http://www.thismoderndeath.com/">This Modern Death Promo</a><br />[02:31] Welcome to _a_ Fred Hicks<br />[03:03] First Question from a listener Mikael â Talk about Points of Tension<br />[03:10] Fred has discussed this before with Ryan Macklin at <a href="http://masterplanpodcast.net/index.php?post_id=359747">Master Plan, Episode 33</a><br />[03:46] Points of tension start around resource management, always wanting more.<br />[05:10] This should move the character from a static state and tilt them in one direction<br />[06:10] In <a href="http://www.dresdenfilesrpg.com/">Dresden Files RPG</a> this is expressed in trading Free Will for Power.<br />[07:15] Which is more important? System or Setting? Neither and Both!<br />[09:20] Structure of the aspects also affects this.  The "Theme" aspect in particular drives the conflicts.<br />[10:45] The Character Sheet is a lover letter to the GM. I love you, but do these things and I'll love you even more.<br />[11:37] Don't Rest Your Head created to some extent to bring the level of character pain Fred had been looking for.<br />[12:00] Where did the idea of a love letter to the GM come from? <br />[12:56] What you want is on the character sheet. Giving weight to the soft want.<br />[14:34] The Kirk effect! <br />[15:38] Second Question - Anticipated format of the game.  Dresden Files is pitched as a campaign game.<br />[17:38] Advancement system is going to center around major story arcs as a unit of time. <br />[18:43] Major milestones - Raising Refresh (new powers!) and joining a new weight class.<br />[19:02] Minor advancement - Gaining a few skill points or parts of character evolution, shuffling skills and aspects.<br />[19:47] Characters changing is interesting, not necessarily getting more powerful. Change is cheap. Growth takes a long time.<br />[21:23] Third Question - Changes from SoTC. Stunts and Damage system!<br />[22:10] Stunt creation is now explicit.  Empowering players to create their own.<br />[24:20] Supernatural Stunts are where the system really enforces the feeling of the Dresdenverse.<br />[26:02] Fred's goal is to publish a game sticks close to canon but leaves doors up.<br />[27:00] Damage System.  Getting hit HURTS!<br />[28:00] Consequences are so proximate that you're always fearing them coming on.<br />[29:07] Broken, Bruised, Bleeding, Demoralized and Scared as Hell - The way a Dresden fight should end.<br />[29:50] An example of social conflict: Harry in the car with Marcone the first time they meet.<br /><br />Links<br /><br /><a href="http://www.evilhat.com">Evil Hat</a><br /><a href="http://www.dresdenfilesrpg.com/">Dresden Files RPG</a><br /><a href="http://www.thismoderndeath.com/">This Modern Death</a><br /><a href="http://masterplanpodcast.net/">Master Plan Podcast</a><br /><br />Post Feedback Here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=24">Comments</a>]]></description>
<category>podcasts</category>
<pubDate>Wed, 26 Nov 2008 17:25:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=407242#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_013.mp3" length="29965347" type="audio/mpeg"/>
<itunes:duration>00:31:13</itunes:duration>
<itunes:keywords>fred, hicks, dresden, rpg</itunes:keywords>
<itunes:author>Sean Nittner</itunes:author>
<itunes:subtitle>Interview with Fred Hicks about Dresden Files RPG</itunes:subtitle>
<itunes:explicit>No</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 12</title>
<link>http://www.narrativecontrol.com/index.php?post_id=405081#</link>
<description><![CDATA[Hi and welcome back to Narrative Control, Episode 12.  This week Justin and I talk about players characters taking actions that disrupt the group, either by upsetting another player or by removing their character from the scope of the game.<br /><br />Hosts: Sean Nittner and Justin Evans<br /><br />Length: 22:36<br /><br />Liner Notes<br /><br />[00:28] Intro to the show.  Player characters taking actions that step on other players fun.<br />[00:49] <a href="http://www.sinistergame.com/">Battle of Wits</a>, the card system based on the <a href="http://www.burningwheel.org/wiki/index.php?title=Downloads#Duel_of_Wits">Duel of Wits</a> from <a href="http://www.burningwheel.com">Burning Wheel</a> at <a href="http://www.sinistergame.com/">Sinistergame.com</a><br />[01:35] <a href="http://www.rpgpodcasts.com/">RPGPodcasts.com</a> Promo
<br />[01:55] âThatâs what my character would doâ â We borrowed this topic from Episode 55 of <a href="http://www.sonsofkryos.com/">Sonâs of Kryos</a>.
<br />[02:51] Definition: Players taking actions that upset other players or take actions that remove their character from the story.<br />[04:05] Preventative Methods: Come to an agreement about what the game is going to be about ahead of time.<br />[04:26] One element to hash out: Situation.  What is going on?
<br />[04:42] Yeah, we found this one in <a href="http://www.dog-eared-designs.com/games.html">Prime Time Adventures</a> as well in the pitch session.  This will define the theme of the game, the genre, and the characters or character archetypes.<br />[05:22] Example pitch session: Ch-osh-kys.  Clerks meets Office Space.
<br />[06:13] Concessions we made to include all the elements we wanted: Hardware plus food.<br />[06:45] Situation: The two stores have just been purchased and are merging together.<br />[06:54] Characters: The Lifer, the snotty kid and the kiss ass manager.<br />[07:20] Sets: Reinforces where conflicts will occur.  Keeps things in the story.<br />[07:50] More traditional format.  GM presents a situation but the players still make an agreement about how their characters will interact with the situation.<br />[08:57] Avoid throwing out ideas that will remove characters from the game unless that is presented as a conflict to overcome.<br />[09:45] Fear the Boot (<a href="http://www.feartheboot.com/ftb/index.php/archives/14">Episode 2</a>) talks about Group Templates for creating characters.  <br />[10:00] Another example.  A gladiator game that was about being gladiators slaves, not escaping. <br />[11:18] Justinâs Game set in <a href="http://www.rackham.fr/index.php?option=com_content&task=view&id=50&Itemid=146">Cadwallon</a>: Outside the city the world is at war, the âgameâ however takes place within the city walls as the character act on the behalf of the duke.<br />[11:52] How to bring some of those âout of gameâ elements into the game for the players behalf and to make the story richer.<br />[13:25] Corrective measures: What happens if player characters breath the forth wall anyway?<br />[13:47] Possibly this is the time for the character to leave the game.  Maybe this is a good time for their story to end?
<br />[14:25] Escalate the conflict around that decision.  Make it a hard choice to leave the game.  Also, you could give the character and easy out if the player wants to keep the character in the game, but canât figure out how.<br />[15:19] Alternatives to allow for characters to leave the story:<br />[15:28] Granting a solo session to a player.  Justin and Sean disagree on this.
<br />[16:33] Use the <a href="http://narrativecontrol.com/index.php?post_id=375326">Living City</a> technique and have the other players take the roles of NPCs in the characterâs spotlight scene.  This can also work well with simmering scenes.<br />[17:52] What about players stomping on each others fun?<br />[18:43] Create a cliff hanger moment.  Pause the game and ask the offending player how they see this playing out?  What direction do they think this will take their character in.
<br />[19:40] Ask the potential âvictimâ how they feel about this.<br />[20:22] Set stakes for the conflict.  Stakes have to be agreed on by both characters.  This allows both players to know what worst case scenario and how the character relationship might change.<br />[21:29] Feedback.  Let us know how if this is come up in your games.  How has your group dealt with it?<br /><br />Links<br /><br /><a href="http://www.burningwheel.com">Burning Wheel</a><br /><a href="http://www.sinistergame.com/">Sinistergame.com</a><br /><a href="http://www.rpgpodcasts.com/">RPGPodcasts.com</a><br /><a href="http://www.sonsofkryos.com/">Sonâs of Kryos</a><br /><a href="http://www.dog-eared-designs.com/games.html">Prime Time Adventures</a><br /><a href="http://www.feartheboot.com/">Fear the Boot</a>) <br /><a href="http://www.rackham.fr/index.php?option=com_content&task=view&id=50&Itemid=146">Cadwallon</a><br /><br />Post Feedback Here:<a>Comments</a>]]></description>
<category>podcasts</category>
<pubDate>Thu, 20 Nov 2008 03:37:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=405081#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_012.mp3" length="21688530" type="audio/mpeg"/>
<itunes:duration>00:22:36</itunes:duration>
<itunes:keywords>rpg, previews, problems</itunes:keywords>
<itunes:author>Sean Nittner, Justin Evans</itunes:author>
<itunes:explicit>No</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 11</title>
<link>http://www.narrativecontrol.com/index.php?post_id=402935#</link>
<description><![CDATA[Hi, and welcome back to Narrative Control, episode 11. Justin and I are back to talk about framing scenes. Why and how to do it. <br /><br />Hosts: Sean Nittner and Justin Evans <br /><br />Length: 20:08 <br /><br />Liner Notes <br /><br />[00:29] Show Intro &ndash; Scene Framing <br />[00:40] Special thanks to listeners William, Mikael, and Robin for correcting us (er Justin). We did in indeed steal previews from Prime Time Adventures. <br />[00:56] <a href="http://www.thismoderndeath.com">This Modern Death</a> Promo <br />[01:33] Your in a 10&rsquo; corridor! <br />[02:13] That is what a game without scene framing feels like. <br />[02:52] Definition of scene framing: Location, who is present, and what is going on. <br />[04:08] Why do we frame scenes? To avoid the tedium and get right to the action. <br />[06:01] Scene framing described well in <a href="http://www.dog-eared-designs.com/games.html">Prime Time Adventures</a>. Something else in PTA as well. <br />[06:54] <a href="http://www.lumpley.com/wicked.html">In a Wicked Age</a> &ndash; Driven strongly by scene framing. Nothing happens outside of a scene. <br />[07:07] Scene Framing in <a href="http://atarashigames.wordpress.com/about-panty-explosion/">Panty Explosion</a> in 5 parts: Location, Mood, Action, Who&rsquo;s There and Supernatural Activity <br />[07:33] Strategies for framing a scene. Start a scene at the last possible moment. <br />[08:34] To montage or not to montage? <br />[08:54] Justin&rsquo;s campaign. Nothing happens out of a scene. Much of the mundane is skipped. <br />[09:22] Strategy for moving from one scene to the next. Ending with tension. <br />[10:02] How to bring this to the table? Make the scenes personal to the characters. Each scene should matter. Take cues from the characters (aspects, keys, beliefs, virtues). Start them with a direction based on those cues. <br />[11:43] Simmering scenes. Borrowed from <a href="http://www.sonsofkryos.com">Sons of Kryos</a> and <a href="http://www.sorcerer-rpg.com/">Ron Edwards</a>. <br />[13:10] Weaving. Bring up elements from one character&rsquo;s personality or background in other character&rsquo;s scenes. <br />[14:00] Weaving us used constantly in My Life with Master. This prompted a lot of character interaction. <br />[14:55] Situation Sheets from <a href="http://kallistipress.com/category/my-games/full-light-full-steam/">Full Light, Full Steam</a>. Players writing a document of what kinds of scenes they would like to see. <br />[15:56] Thematic Batteries. Require scenes that will charge these batteries. <br />[16:49] Questions to ask your self in the scene: What happens if nobody intervenes? Who might profit or suffer from the conflict? Setting some stakes in advance. <br />[18:26] Wrap up and recap of scene framing. <br /><br />Links: <br /><a href="http://www.thismoderndeath.com">This Modern Death</a><br /><a href="http://www.dog-eared-designs.com/games.html">Prime Time Adventures</a><br /><a href="http://www.lumpley.com/wicked.html">In a Wicked Age</a><br /><a href="http://atarashigames.wordpress.com/about-panty-explosion/">Panty Explosion</a><br /><a href="http://www.sonsofkryos.com">Sons of Kryos</a><br /><a href="http://www.sorcerer-rpg.com/">Ron Edwards</a><br /><a href="http://kallistipress.com/category/my-games/full-light-full-steam/">Full Light, Full Steam</a><br /><br />Post Feedback Here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=22">Comments</a><br />]]></description>
<category>podcasts</category>
<pubDate>Fri, 14 Nov 2008 00:38:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=402935#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_011.mp3" length="19331235" type="audio/mpeg"/>
<itunes:duration>00:20:08</itunes:duration>
<itunes:keywords>scene, framing, rpg</itunes:keywords>
<itunes:author>Sean Nittner, Justin Evans</itunes:author>
<itunes:subtitle>Scene Framing</itunes:subtitle>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 10</title>
<link>http://www.narrativecontrol.com/index.php?post_id=400612#</link>
<description><![CDATA[<p>Hi, and welcome to Narrative Control, episode 10.  We're back on the Dresden Files RPG.  This time Kevan and I review the roll of compelling aspects in the game.</p>
<p>Hosts: Sean Nittner and Kevan Forbes</p>
<p>Length: 20:19</p>
<p>Liner Notes</p>
<p>[00:28] Show Introduction: Returning to the <a href="http://www.dresdenfilesrpg.com/">Dresden Files RPG</a>.<br>
  [00:45]
  Introduction to <a href="http://www.goodomensgames.com/index.php/who#kevan_forbes">Kevan Forbes</a> a <a href="http://www.goodomensgames.com/">Good Omens</a> GM in Sacramento.<br>
  [01:19] This episode is a reflection of our play, specifically compelling aspects. <br>
  [02:13] Thanks to everyone who has given us feedback over <a href="mailto:narrativecontrol@gmail.com">email</a> or on the <a href="http://forum.narrativecontrol.com">forum</a>. You guys rock! <br>
  [02:50] <a href="http://www.thismoderndeath.com">This Modern Death</a> Bumper<br>
  [03:28] Greetings from Sean and Kevan<br>
  [03:54] The Compel Mechanic!<br>
  [04:07] Explanation of aspects from <a href="http://www.evilhat.com/home/?page_id=105">Fate</a> and how compels work with them.<br>
  [04:54] Fate chips are much more precious in Dresden RPG. <br>
  [05:24] Comparison to compelling in <a href="http://www.evilhat.com/home/?page_id=103">Spirit of the Century</a>.<br>
  [05:45] Example of a tough compel and the price to pay it off. <br>
[06:38] How to use a compel #1: Plot Hooks<br> 
[07:49] How to use a compel #2: Binding the characters to the story.<br>
[08:13] Example of a compel: The Vodou priest wakes up with blood on his hands. <br>
[08:55] How to use a compel #3: The toolbox for adventure creation.<br>
[09:40] How to use a compel #4: An alternative to the standard conflict resolution. <br>
[11:40] Comparing compels to other games that give out cookies for game play (7th Sea, Buffy, Exalted, etc).<br>
[12:43] I miss the reward system from other games when the players are performing exceptionally.<br>
[13:17] Compelling, however, brings the characters deeper into the story.<br> 
[14:17]  Keeping the fate chip currency moving with compels. An example from play.<br>
[14:56] Fate chip economy!<br>
[15:15] How to use a compel #5: Players compelling other characters<br> 
[15:38] How to use a compel #6: Moving the story along when players don't want to budge. <br>
[16:47] A reward for good role-playing?<br>
[18:11] <a href="http://www.accidentalsurvivors.com">Accidental Survivors</a> Bumper.<br>
[18:51] Review of the show. Disappointed with the audio quality.<br>
[19:20] Request for feedback. </p>
<p> Links:</p>
<p>  <a href="http://www.dresdenfilesrpg.com/">Dresden Files RPG</a><br>
  <a href="http://www.goodomensgames.com/">Good Omens Games</a><br>
  <a href="http://www.evilhat.com/">Evil Hat</a><br>
<a href="http://www.thismoderndeath.com">This Modern Death</a><br>
<a href="http://www.accidentalsurvivors.com">Accidental Survivors</a></p>
<p>Post Feedback Here : <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=21">Comments</a> </p>]]></description>
<category>podcasts</category>
<pubDate>Fri, 7 Nov 2008 07:44:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=400612#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_010.mp3" length="19475428" type="audio/mpeg"/>
<itunes:duration>00:20:19</itunes:duration>
<itunes:keywords>dresden, rpg, compel, fate, sotc, dfrpg</itunes:keywords>
<itunes:author>Sean Nittner, Kevan Forbes</itunes:author>
<itunes:subtitle>Compelling in the Dresden Files RPG</itunes:subtitle>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 9</title>
<link>http://www.narrativecontrol.com/index.php?post_id=398061#</link>
<description><![CDATA[<p>Hi, and welcome to Narrative Control. This week's episode has two segments. The first half covers using previews to prime your next game. The second section is a review of my experience running Good Omens Con. I review all the steps and hopefully offer up some useful advice.</p>
<p>Hosts: Sean Nittner and Justin Evans</p>
<p>Length: 23:48</p>
<p>Liner Notes</p>
<p>[00:28] Show Introduction: Previews and Running Conventions.<br>
  [01:32]   <a href="http://www.rpgpodcasts.com/">RPGpodcasts.com</a> Bumper<br>
  [01:54] Part 1. Definitions of Preivews<br>
  [02:04] Okay, the real Definition of Previews <br>
  [02:14] Justin's Bleeding Edge Stuff <br>
  [02:57] Modeled after previews to TV shows, designed to get players excited about the next game.<br>
  [03:48] How Justin uses it in his game. Players create brief (vague) scenes for the next game.<br>
  [04:35] Incorporating them into the next game.<br>
[05:08] Can be difficult if you don't know how long the game will be.<br>
[05:48] The players end up giving you fuel for the games. <br>
[05:59] What if you can't find a place to fit the preview in? Does it feel forced?<br>
[07:48] What about players framing their scenes including the preview?<br>
[08:50] Allowing the players to fill in the details. <br> 
[09:58] Sean has requested scenes in advance form players. Mixed results. Do previews ever have these troubles?<br>
[11:03] Keep the previews short and vague.<br>
[11:33] Authoring other player's characters into your previews?<br>
[12:30] Players enjoy the spotlight being put on them.<br>
[12:51] Sean's superior math skills<br>
[13:05] <a href="http://www.rpgpodcasts.com/">RPGpodcasts.com</a> Bumper<br>
[13:12] Part 2. <a href="http://www.goodomensgames.com/index.php/con/">Good Omens Con</a><br>
[13:42] Stats: 60 attendees, 14 games, and a Guest GM: Carl Rigney<br>
[14:16] Covered by <a href="http://www.2d6feet.com/">2d6Feet.com</a><br>
[14:28] Instant Pre-Order for <a href="http://www.evilhat.com/home/?page_id=700">Don't Loose your Mind</a><br>
[15:30] The History of Good Omens Con<br>
[15:48] Both Cons were Chartiy Events: Alemeday Food Bank <br>
[16:49] First starting thinking about this early 2005<br>
[17:38] Location.  Find a place to host the con. <a href="http://www.endgameoakland.com/">EndGame</a> hosted our con. They Rock!<br>
[19:12] Date: Pick a date where there aren't other convetions going on<br>
[19:42] Round up GMs.<br> 
[20:26] Coordinante the game sign ups.<br>
[21:12] Feeing of running a con is great. A chance to give back to the gamer community.<br>
[21:20] Sean's Mantras - Scratch someone elses back first.and &quot;Free is Good!&quot;<br>
<br>
Links:</p>
<p>  <a href="http://www.rpgpodcasts.com/">RPGpodcasts.com</a><br>
  <a href="http://www.goodomensgames.com/">Good Omens Games</a><br>
<a href="http://www.2d6feet.com/">2d6Feet.com</a><br>
<a href="http://www.evilhat.com/home/?page_id=700">Don't Loose your Mind</a><br>
<a href="http://www.endgameoakland.com/">EndGame</a><br>
<br>
Post Feedback Here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=20">Comments</a></p>]]></description>
<category>podcasts</category>
<pubDate>Thu, 30 Oct 2008 04:43:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=398061#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_009.mp3" length="22800785" type="audio/mpeg"/>
<itunes:duration>00:23:48</itunes:duration>
<itunes:keywords>rpg, previews, convetions</itunes:keywords>
<itunes:author>Sean Nittner, Justin Evans</itunes:author>
<itunes:subtitle>Two segments this show: Using Previews in Games and Hosting a Convetion</itunes:subtitle>
<itunes:explicit>No</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 8</title>
<link>http://www.narrativecontrol.com/index.php?post_id=395210#</link>
<description><![CDATA[ <p>Pacing in games. Justin and I talk about mechanics and techniques we have used for pacing our games.  These range from dice mechanics, to actual timers and at the end a discussion of player created urgency in the Sons of Liberty.</p>
 <p>Hosts: Sean Nittner and Justin Evans</p>
 <p>Length: 30:20 Minutes</p>
 <p>Liner Notes</p>
 <p>[00:30] Show Introduction - Pacing Mechanics.<br>
   [01:24] <a href="http://www.rpgpodcasts.com/">RPGpodcast.com</a> bumper<br> 
   [01:42] Definition of Pacing. A couple useless ones first.<br>
   [02:00] Controlling the urgency in the game upping the stakes.<br>
   [03:19] Preventing analysis paralysis and encouraging immersion.<br>
   [03:47] Pacing built into most games, usually in combat systems. Something we are all familiar with. <br>
   [04:32] The same hit point system most gamers are familiar with from <a href="http://www.wizards.com/default.asp?x=dnd/welcome">Dungeons and Dragons</a> are used in <a href="http://www.burningempires.com/">Burning Empires</a> to represent Disposition.<br>
   [05:47] Situation: Disarming a bomb in <a href="http://www.evilhat.com/home/?page_id=103">Spirit of the Century</a>. Creating pacing for a non-combat conflict to create urgency.<br>
   [07:48] Another SotC mechanic extended skill challenge. <br>
   [08:15] How Justin used an extended skill challenge in a Firefly game to represent the race to find an outlaw before he was caught by a bounty hunter.<br>
 [10:42] Using props as a visual aid to represent margin of success and chance of failure.<br>
 [11:11] Skill Challenges in 4th Edition Dungeons and Dragons are very similar. <br>
 [12:10] This form of pacing comes form game mechanics.<br>
 [13:00] Bringing in outside elements. Sand timers, egg timers. Not giving players enough time to analyze all the information available.<br>
 [13:50] Introducing a mini game as a spotlight moment. <br>
 [14:45] How Justin escalated things even further, causing distractions.<br>
 [15:58] Potential backfire? Does this still work if the characters fail?<br>
 [16:37] Using a timer in <a href="http://www.halfmeme.com/master.html">My Life with Joker</a> to trigger random events.<br>
 [18:24] Ding! Ding! Ding! A bank blows up!<br>
 [18:57] An extreme example in John Wick's <a href="http://www.wicked-dead.com/playdirty.html">Play Dirty</a>.<br>
 [19:44] Applying the mechanics as in game effects. In a Matrix game &quot;Time is always against you.&quot; <br>
 [20:49] Doom in <a href="http://www.indiepressrevolution.com/xcart/product.php?productid=16220&cat=309&page=1&spotlight">Roanoke</a>. Affects narration of end game.<br>
 [21:42] Sean was disappointed there wasn't more doom.<br>
 [21:52] Pace set by the players in <a href="http://kallistipress.com/category/my-games/sons-of-liberty/">Sons of Liberty</a><br>
 [28:54] Pacing is game agnostic. Try it out.<br>
 [29:04] Another RPGPodcasts.com bumper<br>
 [29:09] Show Recap<br>
 [29:50] Let us know what you think: <a href="mailto:narrativecontrol@gmail.com">narrativecontrol@gmail.com</a></p>
 <p>Links</p>
 <p> <a href="http://www.rpgpodcasts.com/">RPGpodcast.com</a><br>
   <a href="http://www.wizards.com/default.asp?x=dnd/welcome">Dungeons and Dragons</a><br>
   <a href="http://www.burningempires.com/">Burning Empires</a><br>   
   <a href="http://www.evilhat.com/home/?page_id=103">Spirit of the Century</a><br>
   <a href="http://www.halfmeme.com/master.html">My Life with Master </a><br>
   <a href="http://www.wicked-dead.com/playdirty.html">Play Dirty</a><br>
   <a href="http://www.indiepressrevolution.com/xcart/product.php?productid=16220&cat=309&page=1&spotlight">Roanoke</a><br>
   <a href="http://kallistipress.com/category/my-games/sons-of-liberty/">Sons of Liberty</a><br>
   <br>
 Post Feedback Here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=19">Comments </a> </p>]]></description>
<category>podcasts</category>
<pubDate>Wed, 22 Oct 2008 07:47:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=395210#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_008.mp3" length="29120648" type="audio/mpeg"/>
<itunes:duration>00:30:19</itunes:duration>
<itunes:keywords>pacing, narrative, control, rpg</itunes:keywords>
<itunes:author>Sean Nittner, Justin Evans</itunes:author>
<itunes:subtitle>Episode 8 - Pacing</itunes:subtitle>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 7</title>
<link>http://www.narrativecontrol.com/index.php?post_id=391719#</link>
<description><![CDATA[<p>Hi, welcome to Narrative Control. This episode Justin and I talk about high prep vs. low games and the advantages and pitfalls of both.</p>

<p>Hosts: Sean Nittner and Justin Evans</p>

<p>Length: 29:33 Minutes</p>

<p>Liner Notes</p>

<p>[0:27] Introduction to the show. Zero prep vs. high prep games.<br/>
  [0:55] <a href="http://www.rpgpodcasts.com/">Rpgpodcasts.com</a> bumper<br/>
  [1:16] Cage Match! We want two winners<br/>
  [1:32] Definitions: Zero Prep games.<br/>
  [2:21] Example of a zero prep game: <a href="http://www.evilhat.com/home/?page_id=103">Spirit of the Century</a>. Pickup or zero prep? The same thing?<br/>
  [4:40] Even less prep: <a href="http://www.lumpley.com/wicked.html">In a Wicked Age</a> using oracles.<br/>
  [6:51] Story starts being developed during character/setting creation. Creates situation and conflict for the GM to use.<br/>
  [8:10] Definition: High Prep game <br/>
  [9:57] May create different player motivations. Instead of directing plot, pursue developing character or find a reason to connect to the existing plot.<br/>
  [11:00] Foster antagonism between the GM and players?<br/>
  [12:40] Listening to <a href="http://havegameswilltravel.net/index.php?post_id=380490">Have Games will Travel: For a Few Games More</a>. Paul talks about different types of stories.<br/>
  [14
  :44] More examples of low prep games: <a href="http://www.indie-rpgs.com/ramshead/">Universalis</a>. Players sit down with a blank slate and bit on story elements to include.<br/>
  [15:35] 
  <a href="http://www.dog-eared-designs.com/games.html">Prime Time Adventures</a>. Pitch session is zero prep. From then on, low prep. <br/>
  [17:07] Games that include a mechanic to push the story forward. 

 
  <a href="http://www.bullypulpitgames.com/games/index.php?game=roach">Shab-al-Hiri Roach </a> and <a href="http://kallistipress.com/category/my-games/sons-of-liberty/">Sons of Liberty</a> and 

 
  <a href="http://swingpad.com/dustyboots/wordpress/?page_id=230">Polaris </a> <br/>
  [18:54] Show Notes (not schnotes, just in case you thought you heard me wrong but didn't) <br/>
  [19:32] High prep games examples. Dungeons and Dragons, White Wolf games, Call of Cthulhu and Shadowrun.<br/>
  [20:04] John Wick's method for combining low prep mechanics in high prep games: <a href="http://www.youtube.com/watch?v=dsnvANYBRWo">Dirty Dungeon</a>. Method from <a href="http://www.wicked-dead.com/">Wilderness of Mirrors </a><br/>
[21:11] Win and Fail of low and zero prep games. <br/>
[21:23] Win! 
Low prep games offer a great time savings. <br/>
[22:42] Win! Player Buy in. They like it because they built it. <br/>
[23:35] Fail. The game could be potentially less coherent. Different players with different ideas about what the game is about. <br/>
[24:45] Fail and Win! Investment in the game for both GM and players. <br/>
[25:00] Win! Less pressure on the part of the GM. <br/>
[27:04] What happens if someone isn't exited about a game?<br/>
[28:33] Try swapping back and forth. Spice it up! <br/>
[28:44] Closing notes.  Lets us know what you think at <a href="http://forum.narrativecontrol.com">forum.narrativecontrol.com</a> or email <a href="mailto:narrativecontrol@gmail.com">narrativecontrol@gmail.com</a></p>

<p>Links<br/>
<a href="http://www.rpgpodcasts.com/">Rpgpodcasts.com</a><br/>
<a href="http://www.evilhat.com/home/?page_id=103">Spirit of the Century</a><br/>
<a href="http://www.lumpley.com/wicked.html">In a Wicked Age</a><br/>
<a href="http://havegameswilltravel.net/index.php?post_id=380490">Have Games will Travel: For a Few Games More</a><br/>
<a href="http://www.indie-rpgs.com/ramshead/">Universalis</a><br/>
<a href="http://www.dog-eared-designs.com/games.html">Prime Time Adventures</a><br/>
<a href="http://www.bullypulpitgames.com/games/index.php?game=roach">Shab-al-Hiri Roach</a><br/>
<a href="http://kallistipress.com/category/my-games/sons-of-liberty/">Sons of Liberty</a><br/>
<a href="http://swingpad.com/dustyboots/wordpress/?page_id=230">Polaris </a><br/>
<a href="http://www.youtube.com/watch?v=dsnvANYBRWo">Dirty Dungeon</a><br/>
<a href="http://www.wicked-dead.com/">Wilderness of Mirrors </a></p>

<p> Post Feedback Here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=18">Comments </a> </p>
]]></description>
<category>podcasts</category>
<pubDate>Tue, 14 Oct 2008 07:40:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=391719#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_007.mp3" length="28380884" type="audio/mpeg"/>
<itunes:keywords>preperation, prep, rpg, sotc</itunes:keywords>
<itunes:author>Sean Nittner, Justin Evans</itunes:author>
<itunes:subtitle>Zero Prep vs. High Prep games</itunes:subtitle>
<itunes:explicit>Clean</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 6</title>
<link>http://www.narrativecontrol.com/index.php?post_id=388660#</link>
<description><![CDATA[<p>Hi and welcome to Narrative Control. This week's episode is an actual play report from a Burning Wheel game that I played in with the guys from This Modern Death. The game setting is heavily inspired by the HBO show Deadwood and it rocked hard. Warning, as per fitting with the genre, this show has an explicit tag, though truthfully I don't think we were nearly as bad as we could have been. </p>


<p>Length: 22:47</p>


<p>Hosts: Sean Nittner, Shaun Hayworth, Kristin Sullivan, and Randy Davenport</p>


<p>Liner Notes</p>


<p>[0:30] Thanks for the feedback from last episode<br/>
  [0:53] Burning Las Vegas got me thinking about <a href="http://www.burningwheel.com/">Burning Wheel</a><br/>
  [1:21] Experimenting with actual play reports<br/>
  [1:45] <a href="http://www.rpgpodcasts.com">RPGpodcats.com</a> Bumper<br/>
  [1:52] Introduction to the hosts<br/>
  [2:34] What is Burning Deadwood?<br/>
  [2:58] Discussion of the show <a href="http://www.hbo.com/deadwood/">Deadwood</a><br/>
  [3:40] Deadwood isn't setting, its situation<br/>
  [4:40] <a href="http://forum.thismoderndeath.com/comments.php?DiscussionID=91">Orks be here!</a><br/>
  [4:50] Game defined by the character's motivations<br/>
  [5:26] A group of players looking to be screwed with<br/>
  [5:50] Brief background on the game.<br/>
  [6:11] Levi, the fire and brimstone priest of Zoltek <br/>
  [6:50] Player vs. Player conflicts built into beliefs: &quot;The wizard must burn!&quot; <br/>
  [7:02] Role of religion in westerns <br/>
  [7:48] Woops, the wizard botched his spell and turns a forest to crystal<br/>
  [8:27] Gunning for a Dual of Wits with a torch in hand.<br/>
  [8:55] The story is driven by the players but we all got suprised a few times.<br/>
  [10:00] Seans's strategy: Rally the congregation against the Wizard!<br/>
  [11:04] Converting the mother of the son to turn against her child. Evil priest!<br/>
  [12:00] Oddly anti-climatic ending that was very satisfying<br/>
  [13:20] Pet peave of Sean's: Players don't recognize authority figures. How does it play out differently when they are controlled by the GM vs. another player?<br/>
  [14:28] Group dynamic. These are people climbing the food chain, not the heroes of the dawn. <br/>
  [15:06]  The mechanics support this. NPCs have some serious weight to throw around.<br/> 
  [16:06] NPCs and PCs use the same tactics, and death is easy.<br/>
  [16:58] Separate plots advancing during the game.<br/>
  [17:44] Players opting to screw themselves over made the game rock.<br/>
  [18:58] Opening scene as a foreshadowing for the themes of the session.<br/>
  [19:13] Character driven story meant we could split up and move the story forward<br/>
  [19:37] A very restricted geography keeps the characters running into each other.<br/>
  [20:58] Burning Wheel mechanics make it unnecessary to have a story scripted, everything moves forward from a starting condition.<br/>
[21:39] Thanks to Shaun, Kristin and Randy.</p>


<p>Links</p>


<p> <a href="http://www.rpgpodcasts.com">RPGPodcats.com</a><br/>
  <a href="http://www.thismoderndeath.com/">This Modern Death</a><br/>
  <a href="http://www.burningwheel.com/">Burning Wheel
  </a><br/>
  <a href="http://www.hbo.com/deadwood/">Deadwood</a> 
</p>

<p>Post Feedback Here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=17">Comments</a></p>
]]></description>
<category>podcasts</category>
<pubDate>Tue, 7 Oct 2008 07:01:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=388660#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_006.mp3" length="21840649" type="audio/mpeg"/>
<itunes:duration>00:22:47</itunes:duration>
<itunes:keywords>deadwood, rpg, burning, wheel</itunes:keywords>
<itunes:author>Sean Nittner, Shaun Hayworth, Kristin Sullivan and Randy Davenport</itunes:author>
<itunes:subtitle>This Modern Deadwood</itunes:subtitle>
<itunes:explicit>Yes</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 5</title>
<link>http://www.narrativecontrol.com/index.php?post_id=386145#</link>
<description><![CDATA[<p>Hi, and welcome to Narrative Control. This week Justin is back and as usual we're giving our own spin on a much beloved topic. We're talking with me about hacking systems. Everything from porting games into different settings to combining our favorite mechanics. </p>

<p>Liner Notes</p>

<p>[0:28] Introduction to the show. Hacking systems.<br/>
  [0:50] The show is a bit long. Let me know if it is <em>too</em> long. Email us: <a href="mailto:narrativecontrol@gmail.com">narrativecontrol@gmail.com</a><br/>
[1:42] RPGPodcasts.com bumper<br/>
[1:58] What we mean by hacking systems. <br/>
[2:36] Justin's current game. A hodgepodge of games:<br/>
[2:52] <a href="http://www.rackham.fr/index.php?option=com_content&task=view&id=50&Itemid=146">Cadwallon</a> - Setting and Dice pools <br/>
[3:28] <a href="http://www.bayn.org/wushu/index.html">Wushu</a> mechanics - Detailed bad ass combats on the fly. <br/>
[3:52] <a href="http://www.evilhat.com/home/?page_id=105">Fate</a> - Stunts<br/>
[4:04] <a href="http://crngames.com/the_shadow_of_yesterday/">Shadows of Yesterday</a> - Experience Keys for experience and character flags.<br/>
[5:00] How has this been accepted by the players? Pros and Cons<br/>
[6:17] Is this play testing a new game?<br/>
[7:08] Sean's accidental hack of <a href="http://www.dog-eared-designs.com/games.html">Prime Time Adventures</a> with Exalted. <br/>
[7:39] Removing screen presence to allow equal importance for con games<br/> 
[7:53] Allowing every player narration rights. <br/>
[8:30] Changes made specifically for the con environment.<br/>
[9:07] Change fan mail to allow the producer to grant fan mail. <br/>
[9:40] Other reasons to hack games? Games that don't have strong social conflict mechanics.<br/>
[10:38] Hacking Duel of Wits from <a href="http://www.burningwheel.org/">Burning Wheel</a><br/>
[10:55] Why? Players want to do actions in a game that involve a complex and fun mechanic.<br/>
[11:38] Brining it together.  Molding mechanics to fit in the core game so players aren't learning completely separate systems.<br/>
[12:33] Systems that are very easy to borrow from: <a href="http://www.wicked-dead.com/">Wilderness of Mirrors</a>, <a href="http://www.evilhat.com/home/?page_id=105">Fate</a><br/>
[15:17] Games with 
great mechanics and situations screaming to be ported into other settings: <a href="http://www.lumpley.com/dogs.html">Dogs in the Vineyard</a> <br/>
[15:34] Using In a Wicked Age by swapping out Oracles<br/>
[17:03] A Battlestar Galactica oracle on <a href="http://www.sinistergame.com/">www.sinistergame.com</a><br/>
[17:25] Don't get Sean started on shnotes<br/>
[17:36] <a href="http://www.halfmeme.com/master.html">My Life with Master</a> has a very thin setting, easy to move. Sean ported it to My Life with Joker.<br/>
[18:47] Some games that are tightly coupled with their settings. Value in playing the game as intended?<br/>
[19:08] Dozens of setting hacks for Dogs in the Vineyard but the original setting has so much character, don't discount the value of playing a straight dogs game.<br/>
[22:10] Settings that have benefited from different systems: <a href="http://www.white-wolf.com/Exalted/">Exalted</a> using Prime Time Adventures and Wushu/<a href="http://www.voidstate.com/rpg/Wushu-Exalted_Rules_1.5.pdf">Wuxalted</a><br/>
[23:30] Exalted Unplugged<br/>
[24:12]
<a href="http://www.shadowrun4.com/">Shadowrun</a> alternative systems: Prime Time Adventures, Burning Wheel and <a href="http://www.evilhat.com/home/?page_id=101">Don't Rest Your Head </a><br/>
[29:46] Our parting worlds on hacking systems. Try it! <br/>
<br/>

Links</p>

<p><a href="http://www.rpgpodcasts.com">RPGPodcats.com</a><br/>
<a href="http://www.rackham.fr/index.php?option=com_content&task=view&id=50&Itemid=146">Cadwallon</a><br/>
  <a href="http://www.bayn.org/wushu/index.html">Wushu</a><br/>
  <a href="http://www.evilhat.com/home/?page_id=105">Fate</a><br/>
  <a href="http://crngames.com/the_shadow_of_yesterday/">Shadows of Yesterday</a><br/>
  <a href="http://www.dog-eared-designs.com/games.html">Prime Time Adventures</a>  <br/>
  <a href="http://www.burningwheel.org/">Burning Wheel</a><br/>  
  <a href="http://www.wicked-dead.com/">Wilderness of Mirrors</a><br/>
  <a href="http://www.lumpley.com/dogs.html">Dogs in the Vineyard</a> <br/>
  <a href="http://www.sinistergame.com/">Sinister Game</a><br/> 
  <a href="http://www.halfmeme.com/master.html">My Life with Master</a><br/>
<a href="http://www.white-wolf.com/Exalted/">Exalted</a><br/>
<a href="http://www.voidstate.com/rpg/Wushu-Exalted_Rules_1.5.pdf">Wuxalted</a><br/>
  <a href="http://www.shadowrun4.com/">Shadowrun</a>  <br/>
  <a href="http://www.evilhat.com/home/?page_id=101">Don't Rest Your Head </a><br/>
  </p>
<p>Post Feedback Here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=16">Comments</a><br/> 
</p>
]]></description>
<category>podcasts</category>
<pubDate>Tue, 30 Sep 2008 07:57:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=386145#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_005.mp3" length="29880089" type="audio/mpeg"/>
<itunes:duration>00:31:11</itunes:duration>
<itunes:keywords>hacking, systems, setting, rpgs</itunes:keywords>
<itunes:author>Sean Nittner, Justin Evans</itunes:author>
<itunes:subtitle>Hacking Systems</itunes:subtitle>
<itunes:explicit>No</itunes:explicit>
</item>
<item>
<title>Narrative Control - Episode 4</title>
<link>http://www.narrativecontrol.com/index.php?post_id=382891#</link>
<description><![CDATA[<p>Hi, welcome to Narrative Control.&nbsp; This episode is part two of Burning Las Vegas, the city creation process for the alpha test of the Dresden Files RPG. We run through the locations we created in Las Vegas, the personalities we put there and how we intend to use these in our games. Plus, there's a little insight into Sean's vampire aversion. Listen and laugh.</p>
<p>Hosts: Sean Nittner and Erik Woodbury </p>
<p>Liner Notes</p>
<p>[0:27] Intro to the Show - Burning Las Vegas, part 2<br/>[0:50] Promo for<a href="http://www.thismoderndeath.com/"> This Modern Death </a><br/>[1:44] Creating Locations - What this does for the game<br/>[2:16] Player contributions create investments immediately<br/>[2:54] Why Sean won't include vampires in his games<br/>[3:22] Dealing with gambling<br/>[3:39] Location #1 - <a href="http://www.sadric.com/dresden/index.php?title=The_Strip">The Strip</a> - How much granularity do we need to define now?<br/>[5:16] Location #2 - <a href="http://www.sadric.com/dresden/index.php?title=VooDoo_Lounge">Voodoo Lounge</a> - A hang out and safe area for supernaturals. Changes we made in the real world.<br/>[6:22] Erik is a real pain in the donkey.<br/>[7:18] We're accepting donations to go to the Voodoo Lounge. <em>Yeah, right!</em> <br/>[7:40] Aspects: &quot;Let your inner party animal out Discrete Inquiries; Apply Within&quot; and &quot;You only start trouble once.&quot; - How we combined a few themes to create make these aspects.<br/>[9:49] Location #3 - <a href="http://www.sadric.com/dresden/index.php?title=Fremont_Street_Experience">Fremont Street Experience</a> - Home of the mob.<br/>[10:40] Aspect: &quot;You're only safe under the lights.&quot; This place represents the conflict between the old guard and the new powers <br/>[11:50] Why we create an utter mundane, Grandpa Tony. <br/>[14:13] Location #4 - <a href="http://www.sadric.com/dresden/index.php?title=Las_Vegas_Country_Club_Resort">Las Vegas Country Club Resort</a> - Why the high rollers won't be coming here. <br/>[15:13] Aspect: &quot;Power Plays on the Back Nine.&quot;<br/>[15:45] Characters in the story will be coming here to make major changes. The player characters will be movers and shakers.<br/>[16:50] How the books may end up differing from the game.<br/>[17:28] Location #5 - <a href="http://www.sadric.com/dresden/index.php?title=UNLV">University of Nevada, Las Vegas</a> - Home of the Rebels<br/>[17:58] A stripper who met her husband at a strip club... it could happen to you. <br/>[18:34] UNLV Student Body - Finger on the Pulse of the parties, entry point to other places in the city, built in victims.<br/>[19:50] Professor of Aberrant Psychology - A source of local lore. <br/>[20:44] Other locations we haven't detailed here but we've got on the web site: <a href="http://www.sadric.com/dresden/">http://www.sadric.com/dresden/</a><br/>[21:33] Our Area 51 Operative<br/>[22:37] The steps to follow<br/>[23:14] Fred Hicks RPGpodcasts.com Promo<br/>[23:26] Closing and contact information </p>
<p><a href="http://www.thismoderndeath.com/">This Modern Death</a><a href="http://www.evilhat.com/"><br/>Evil Hat Productions </a><br/><a href="http://www.rpgpodcasts.com/">RPGPodcasts.com </a><br/><a href="http://www.dresdenfilesrpg.com/">Dresden Files RPG </a><br/><a href="http://www.jim-butcher.com/">Jim Butcher's Website </a><br/><a href="http://www.sadric.com/dresden/">Burning Las Vegas </a></p>
<p>Post Feedback Here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=14">Comments </a></p>
]]></description>
<category>podcasts</category>
<pubDate>Tue, 23 Sep 2008 07:01:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=382891#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_004.mp3" length="23440988" type="audio/mpeg"/>
<itunes:duration>00:24:28</itunes:duration>
<itunes:keywords>rpg, dresden, las, vegas</itunes:keywords>
<itunes:author>Sean Nittner, Erik Woodbury</itunes:author>
<itunes:subtitle>Burning Las Vegas - Part 2.  Locations, Personalities, and how we'll use them</itunes:subtitle>
<itunes:explicit>No</itunes:explicit>
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<item>
<title>Narrative Control - Episode 3</title>
<link>http://www.narrativecontrol.com/index.php?post_id=380416#</link>
<description><![CDATA[ <p>Hi, welcome to Narrative Control.&nbsp; This episode is part one of Burning Las Vegas, the city creation process for the alpha test of the Dresden Files RPG.
   We introduce the Dresden Files and then step through our process of picking a city and giving it life. Next week, part two will wrap up with the locations and personalities we created. </p>

<p>Hosts: Sean Nittner and Erik Woodbury</p>

<p>Liner Notes</p>

<p>[0:30] Mashing things up. A few changes. <br/>
  [0:33] New co-host Erik Woodbury<br/>
  [0:50] Brian Isikoff invited me to be a guest on <a href="http://www.jadelantern.com/2d6feet/?p=54">Episode 38</a> of 2d6feet in a Random Direction<br/>
[1:18] Burning Las Vegas. Alpha Play Test of the <a href="http://www.dresdenfilesrpg.com/">Dresden Files RPG</a>. <br/>
[2:15] <a href="http://www.rpgpodcasts.com/">RPGpodcasts.com</a> Bumper <br/>
[2:37] Introduction to the <a href="http://www.jim-butcher.com/">Dresden Files novels</a> setting<br/>
[3:58] <strong>Step One</strong> - Pick a City. How we chose Las Vegas. <br/>
[4:53] Brainstorming cities<br/>
[5:54] The issue of Primacy<br/>
[6:19] Our difficulty settling on one city. Trying to avoid stereotypes<br/>
[8:56] <strong>Step Two</strong> - The theme of the Las Vegas <br/>
[9:38] Vegas is a crossroads for the world<br/>
[10:08] Potential themes: &quot;Luck be a Lady tonight&quot;, &quot;What happens in Vegas stays in Vegas&quot;, &quot;The haves and have nots&quot;, &quot;A holiday for morality&quot;, &quot;That's nothing, just wait till you see what happens next weekend&quot; and &quot;Grandfather Thunder is displeased.&quot; <br/>
[11:18] Focusing these aspects on themes that would be easy to use in game and that would push the story forward. <br/>
[13:15] Conflict between &quot;Sin City&quot; and &quot;Entertainment Capital of the World&quot;<br/>
[14:50] Our personal experiences in Las Vegas<br/>
[16:54] Our final picks for themes <br/>
[17:17] How Aspects will work in Dresden Files RPG (as per Fate)<br/>
[18:20] Little known fact. Las Vegas means &quot;The Meadows&quot;<br/>
[18:51] End of part one, intro to part two: Locations and Personalities<br/>
[19:09] Contact information </p>

<p><a href="http://www.2d6feet.com">2d6 Feet in a Random Direction</a><br/>
  <a href="http://www.evilhat.com/">Evil Hat Productions</a><br/> 
  <a href="http://www.rpgpodcasts.com/">RPGPodcasts.com</a><br/>
  <a href="http://www.dresdenfilesrpg.com/">Dresden Files RPG</a><br/>
  <a href="http://www.jim-butcher.com/">Jim Butcher's Website</a></p>

<p>Live Journal Entries for Burning Las Vegas:<br/>
  <a href="http://community.livejournal.com/dresdenfilesrpg/13564.html">Viva Las Vegas </a><br/>
  <a href="http://community.livejournal.com/dresdenfilesrpg/14103.html">The Entertainment Capital of the World</a> <br/>
  <a href="http://community.livejournal.com/dresdenfilesrpg/15073.html">Fear and Self Loathing in Las Vegas </a></p>

<p>Post Feedback Here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=11">Comments </a></p>
]]></description>
<category>podcasts</category>
<pubDate>Tue, 16 Sep 2008 06:00:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=380416#</guid>
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<itunes:duration>00:20:10</itunes:duration>
<itunes:keywords>dresden, rpg, vegas</itunes:keywords>
<itunes:author>Sean Nittner, Erik Woodbury</itunes:author>
<itunes:subtitle>Burning Las Vegas for the Dresden Files RPG</itunes:subtitle>
<itunes:explicit>No</itunes:explicit>
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<item>
<title>Narrative Control - Episode 2</title>
<link>http://www.narrativecontrol.com/index.php?post_id=375326#</link>
<description><![CDATA[<p>Hi, welcome to Narrative Control. This episode is on Living City, a technique of giving conrol of NPCs to the players and allowing them to bring more life to your world as well as turn the story in the directions they are exited about.</p>



<p>Hosts: Sean Nittner and Justin Evans</p>



<p>Liner Notes </p>



<p>[0:38] Introduction â Living City <br/>[0:40] Source â John Wick's <a href="http://www.wicked-dead.com/playdirty.html">Play Dirty </a><br/>[1:28] Justin answers âWhat is Living City?â<br/>[3:00] How it's done. John Wick's example: NPCs given to player.<br/>[4:39] Pitfalls with antagonistic or knowledgeable NPCs?<br/>[5:30] Disseminating information through the players. <br/>[6:00] Sean's use of a similar techniques in his Mage: The Awakening game. <br/>[8:30] NPC Information: Name, Nature, Aspects and Motivation <br/>[9:47] Bread Crumbs. How changing information on the cards can throw players off balance.<br/>[11:15] The technique gives players who would normally be out of scene a chance to play. <br/>[11:29] How to make up NPCs on the fly: <a href="http://02af916.netsolhost.com/sinistergame/sinsandvirtues.htm">Sins and Virtues cards</a>. <br/>[11:47] Show Notes vs. Schnotes battle returns <br/>[12:23] Back to Sins and Virtues... <br/>[14:55] Why would you create a Living City? New plots, granting players narrative control, more believable NPCs. <br/>[17:50] Some of the most interesting interactions happen between players are taking the roles of NPC.<br/>[18:08] More emotional involvement between PC and NPC vs. PC and PC? <br/>[19:45] Pitfalls. Too much information shared? NPCs not coming to life? GMs gets left out? GM needs to be more prepared. <br/>[21:58] Burning Dresden City Creation. Entire group creates locatoins and personalities.<br/>[23:25] How to contact Narrative Control </p>



<p><a href="http://www.wicked-dead.com/">Wicked Dead Brewing Company</a><br/><a href="http://headgamespodcast.blogspot.com/2006/08/shnotes-for-episode-001.html">Shnotes siting - Beware!</a><br/><a href="http://www.sinistergame.com/">Sinister Game</a><br/><a href="http://www.dresdenfilesrpg.com/">Dresden Files RPG </a></p>



<p>Post Feedback here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=10">Comments </a></p>



]]></description>
<category>podcasts</category>
<pubDate>Tue, 9 Sep 2008 04:01:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=375326#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_002.mp3" length="23441005" type="audio/mpeg"/>
<itunes:duration>00:24:25</itunes:duration>
<itunes:keywords>living, city, rpg, indie, games, backstory, dresden, mage</itunes:keywords>
<itunes:author>Sean Nittner, Justin Evans</itunes:author>
<itunes:subtitle>Living City - Bringing the world to life by handing control of NPCs to players.</itunes:subtitle>
<itunes:explicit>Clean</itunes:explicit>
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<item>
<title>Narrative Control - Episode 1</title>
<link>http://www.narrativecontrol.com/index.php?post_id=373966#</link>
<description><![CDATA[<p>Hi, Welcome to Narrative Control. This episode is on Backstory, a quick technique for GMs to use at the start of games to connect characters to each other and to the story <br/><br/>Hosts: Sean Nittner and Justin Evans <br/><br/>Liner Notes <br/><a href="http://www.dog-eared-designs.com/games.html"><br/></a>[0:28] Show Introduction â Backstory<br/>[0:48] Source: Brian Isikoff<br/>[1:40] Where we first learned about Backstory<br/>[2:58] This has been talked about before on 2d6 Feet in a Random Direction â Episode 8<br/>[3:44] Seanâs first experience with Backstory â Questions Brian asked me.<br/>[5:40] Backstory is part of the game itself.<br/>[6:45] How this helped resolve the âLeaderâ role<br/>[8:10] Used to fill a gaps in a long term game<br/>[8:36] Established player buy in<br/>[9:30] Does this give players Narrative Control?<br/>[9:45] What if players throw curve balls at you?<br/>[10:45] Method 1: Roll with it<br/>[12:20] Method 2: Establish the genre in advance, tailor response to fit the theme<br/>[13:54] Where could Backstory present problems in long term games?<br/>[15:21] Paul Tevis and Remi Treuer on limitations of endowments in role-playing<br/>[16:15] How to work in Backstory in a long term game.<br/>[16:40] Other games that incorporate back story like elements: Dread<br/>[19:10] Shaun Hayworth tweaked Dread to be more like Backstory<br/>[20:40] Other games that contain similar character creation elements: Spirit of the Century, Dogs in the Vineyard, Prime Time adventures.</p>
<p><a href="http://www.jadelantern.com/2d6feet/?p=22">2d6 Feet in a Random Direction, Episode 8</a><br/><a href="http://endgameoakland.com/">EndGame</a><br/><a href="http://www.thismoderndeath.com/">This Modern Death</a><br/><a href="http://www.havegameswilltravel.net/index.php?post_id=241470">Have Games Will Travel, Episode 98</a></p>
<p><a href="http://www.tiltingatwindmills.net/dread/index.html">Dread</a><br/><a href="http://www.evilhat.com/home/?page_id=103">Spirit of the Century</a><br/><a href="http://www.lumpley.com/dogs.html">Dogs in the Vineyard</a><br/><a href="http://www.dog-eared-designs.com/games.html">Prime Time Adventures</a> </p>
<p>Post feedback here: <a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=8">Comments</a><br/></p>
]]></description>
<category>podcasts</category>
<pubDate>Tue, 2 Sep 2008 07:24:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=373966#</guid>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_001.mp3" length="21840582" type="audio/mpeg"/>
<itunes:duration>00:22:48</itunes:duration>
<itunes:keywords>backstory, gaming, rpg</itunes:keywords>
<itunes:author>Sean Nittner, Justin Evans</itunes:author>
<itunes:subtitle>Backstory: a technique for connecting characters to each other and the story</itunes:subtitle>
<itunes:explicit>Clean</itunes:explicit>
<a href="http://www.podcastalley.com/"> My Podcast Alley feed!</a> {pca-3b9f9266f2180d453aae5db228f818d6}
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<item>
<title>Narrative Control - Episode 0</title>
<link>http://www.narrativecontrol.com/index.php?post_id=372209#</link>
<description><![CDATA[<p>Hi, Welcome to Narrative Control.&nbsp; This is our first episode.&nbsp; It focuses on what the show will be about, a continuation of a conversation.&nbsp; What conversation you ask? Stop reading and go listen to the show.<br/><br/>Hosts: Sean Nittner and Justin Evans<br/><br/><span>Liner Notes</span><br/><br/>[0:28] Show introduction<br/>[0:36] Dedication to Kristin Sullivan (of This Modern Death)<br/>[0:58] Main Topic: What is this show about?<br/>[1:16] The But-one-Justin<br/>[1:50] Being a pretentious ass â Name dropping Ryan Macklin of the Master Plan Podcast<br/>[2:52] rpgpodcasts.com (Sean got the name wrong and called it .net, Tool!)<br/>[3:30] Sean: This show is about our gaming experiences and our reactions to those.<br/>[4:38] Justin: One big conversation about a hobby we all love<br/>[5:00] Inspiration from other podcasts<br/>[5:40] Who might be interested in Narrative Control<br/>[6:32] Can we expand on the âAgony and Ecstasy of gamesâ<br/>[8:53] âShow Notesâ vs. âShnotesâ<br/>[11:00] Who is Sean? Why is Sean?<br/>[12:38] Good Omens â A group of GMs that Justin and Sean are part of.<br/>[15:57] Who is Justin Evans?<br/>[18:15] Why is Justin podcasting?<br/>[19:39] Geek Philosophers or Pretentious Tools? <br/>[20:42] Justin expands on âkeeping the conversation goingâ<br/>[22:40] Weâd like to hear what you have to say<br/>[22:56] Closing<br/>&nbsp;<br/><span>Links</span><br/><br/><a href="http://www.thismoderndeath.com/" target="_blank">This Modern Death</a><br/><a href="http://masterplanpodcast.net/" target="_blank">Master Plan</a><br/><a href="http://www.rpgpodcasts.com/" target="_blank">RPGPodcasts.com</a><br/><a href="http://www.goodomensgames.com/" target="_blank">Good Omens</a><br/><br type="_moz"/><a href="http://forum.narrativecontrol.com/comments.php?DiscussionID=2&page=1">Comments</a></p>
<p>&nbsp;</p>
]]></description>
<category>podcasts</category>
<pubDate>Wed, 27 Aug 2008 03:23:00 GMT</pubDate>
<guid isPermaLink="true">http://www.narrativecontrol.com/index.php?post_id=372209#</guid>
<author>narrativecontrol@gmail.com</author>
<enclosure url="http://media.libsyn.com/media/narrativecontrol/NC_Episode_000.mp3" length="22944410" type="audio/mpeg"/>
<itunes:duration>00:23:54</itunes:duration>
<itunes:keywords>introduction, who are the hosts, why are we podcasting</itunes:keywords>
<itunes:author>Sean Nittner, Justin Evans</itunes:author>
<itunes:subtitle>Introduction to the show</itunes:subtitle>
<itunes:explicit>No</itunes:explicit>
<a href="http://www.podcastalley.com/"> My Podcast Alley feed!</a> {pca-3b9f9266f2180d453aae5db228f818d6}
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</channel></rss>
