Everyday I review my PMBOK with ANKI.
I realize that
- Players are the Stakeholders - End Users of the TRPG.
- Applying PMBOK - thus we identify the players and what makes them Enjoy the game.
- What makes them enjoy the Game are the Requirements.
- Don't forget the GM. he's also a Stakeholder and should also enjoy the Game.
- Lets simplify things: The GM can only juggle so many strategies to make the players enjoy the game. Let's Say 2-3 strategies. We want to limit the strategies because the GM's job is a lot.
- of the 2-3 strategies you have to: Categorize them, and you have to ALIGN them with the Stakeholders.
- CATEGORIZE STRATEGIES
- Let's try ACTION Combat. let's say this is narrative pacing where the Players and the GM improvise. There is the Hook and an Immediate Feedback/ACtion from the Player, then the GM feedback/Escalates. I would recommend WORKING with your storytelling metrics - how much bandwidth does the GM have to plan out and "ANIMATE" the scenario. the GM's ability to ANIMATE scenario - his improvisation, his knowledge of scenarios, his ability to ESCALATE and DE-ESCALATE, his ability to create Conflict or Tension and to be able to release this tension (Catharsis).
- Whats special about ACTION storytelling is the ABILITY of the player to ACT. You don't have to think - emotion and its catharsis. "he attacks, you hit him back." EMOTION + CATHARSIS. Throw consistency out the window until you get a hang of what presses your player's buttons.
- Not limited to Combat - it can be SOCIAL, Technical, etc... if the PLAYER can respond instantly with an action that makes them feel catharsis then its working.
- Lets say PUZZLES. Let's say this is narrative pacing where the Players can Look at DATA and process it. they have the Opportunity to Look for an Angle. The ability of the PLAYERS to apply their PERSONAL skills and intelligence on a problem.
This also includes TALKING points and Interactions.
- It can be planning the Ship Rout in Traveller, SHOPPING, preparing for an Encounter, social puzzles/mysteries, etc...
- Give the Player DATA that his strengths will complement. Like ACTION but a slower burn.
- Role-Playing - Interacting with REALITY and being SOMEONE else. reinforcing the WORLD and reality the PCs exist in for the Player's immersion.
- WHO enjoys what. Lets try a SURVEY using https://en.wikipedia.org/wiki/Ranked_voting Players All give RANKING to the various things the GM can offer: Puzzles, Role-playing, (after learning about RANKED voting - and how it works I LIKE it for most DEMOCRATIC decision making)
- NEGOTIATE, CHANGE/MODIFY, and ADAPT. Interview and feedback with the players - negotiate what they ENJOY and how they expect to use their time.
- Prepare and Plan Accordingly. MINIMUM VIABLE PRODUCT. have X scenarios that are employed with the Strategies. At my 40s I can run probably 2-3 hours. I'm exhausted and dizzy after that.
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