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How to play, not explaining play away

I'm boosting this comment from a prior post into its own post, because some collective feedback is just what this needs about now. BPG has put together the Directions Storyplaying - Experience Guide.
For more details,  click on the Slide settings  > "Open speaker notes" or download the Experience Guide PDF here.

BPG wrote about the specific changes he made in that comment, but for here, let's look at what's here rather than what was. Note that there is now one core resolution mechanic: Random Tables on the Fly, in which the group can set up either a single or cross-reference dice outcome track at the moment of resolution.

As I see it, this is a brilliant solution to the ongoing problem - long plaguing Primetime Adventures play - of asking/saying, "what is this scene about." Here, it's split explicitly between starting a scene simply with a number of elements in place, and discovering what the most plausible/enjoyable crisis-items are given whatever immediate conflicts pop up. It gets away from the tedious Lit 101 topic of "what is the conflict in this scene" and into the completely doable, transparent procedure of "oh shit what could happen now."

You've probably noticed the four-game inquiry that's been inadvertently created here in consulting - House of Spiders, Tales of Entropy, Be-Movie, and Directions Storyplaying - all of which aim toward shared/traded GMing, toward scene mechanics, and toward structural rather than fine-grained immediate variables. It's a great look at the applied logic that goes all the way back to Amber and Theatrix, through Universalis and Primetime Adventures.

If you're interested in the questions associated with this design "family," please take a look at this slideshow and see if you can try it out with some people - this is where we're seeing how it works as a teaching tool.

Department: 
Consulting
Tags: 
pedagogy