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Sep 15 2015

MMP#173 – Planning

Hey Folks. This week we talk about planning and were supposed to talk about our feelings and lasers but we hijacked the plan mid stream and decided to talk about the Queen City Conquest with marketing director Shawn Gilgore. Hope you enjoy and we’ll talk to you next week post con.

Time Stamps

1:30 – What’s Going On

16:53 – The Extra Dimensional Social Media Depository

34:40 – A Moment of Gaming and BS

45:17 – The Workshop: Planning

1:21:42 – Game Spotlight: The QCC

1 comment

  1. Chris Sniezak

    This is a post from Jared Rascher from knighterrantjr.blogspot.com/ I’m pretty sure it was meant to be here and ended up over on the TKV Teams post so I thought I’d move it.

    Just played in a D&D Expedition game today where we came up with a goofy plan that split the party three ways, but thankfully, it took us a fairly short time to come up with the plan, and a bit longer to implement it, and we did a few “backdated” things to show that we may have talked about signs and signals ahead of time.

    One thing that always strikes me about extremely detailed plans in some games is that a lot of times, the place, the security measures, etc., all exist in the GM’s imagination. You might have floorplans or be going off of a real world resource, but it’s still an imaginary place.

    Being an imaginary place, no matter how well detailed or described a place or circumstance is, how it appears in your head will not perfectly match how it appears in a player’s head. Even with a super detailed map with detailed explanations of how the building is set up, how the building reacts to the players is going depend on the rules, not reality.

    In the narrative space of a movie or television show, you are being convinced that they are planning for a place that exists in the world of the movie or TV show. There won’t be any confusion over where exactly you described a door, or where the cameras overlap.

    I honestly think that if you try to overly detail something too much in an effort to subvert any misunderstanding, when you eventually have some kind of misunderstanding about what reality is, the player is actually more upset, because their plan was predicated on what was perceived to be a constant.

    It’s not the only way to do it, but I prefer planning to be very basic “you do this, you do that,” and essentially how the players want to frame the scene when it starts. Are they in disguise? Are they broken up into smaller teams? Are they planning on kicking in the door in the least heavily guarded spot, hoping to disarm the alarm and neutralize the guards before they can react? That’s how the scene starts, and then you go.

    I’m sure it’s a great game, but after spending three hours of four hour session of Spycraft, I had very little desire to play it again later, and after hearing stories of six hour long planning sessions, my friends scared me off of Shadowrun for years, not just because it didn’t sound like fun as a player, but because if I ever GMed the game, I would be terrified how much I would alienate the players if I missed what they clearly “meant” to convey with their six hours of planning.

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