Narrative Control

  • Author: Vários
  • Narrator: Vários
  • Publisher: Podcast
  • Duration: 50:36:37
  • More information

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Synopsis

A podcast about our gaming experiences. The conversation continues... here.

Episodes

  • Narrative Control - Episode 25

    08/04/2009 Duration: 22min

    Hi and welcome back to Narrative Control.  This week we’ve got guests… guests who like us are broke but still want to game.  So we’re going to talk about how to get your game on during this tough economy. Hosts: Sean Nittner, Justin EvansGuests Hosts: Shaun Hayworth, Kristin Sullivan Length: 22:35 Show Notes[00:29] Introduction to the show: Gaming while broke with guests Shaun Hayworth and Kristin Sullivan from This Modern Death.[00:57] Editing issues.  Trying to keep these shows in the 20 to 25 minute range.  [01:19] A short episode (number 26) will follow this one about PDF vs. print media.  [01:47] This Modern Death Promo[02:22] Kristin introduces the show for us. Our normal introduction… only longer… and with sniping.[03:40] Money spent on microphones (and maybe kids) prevent us from having a lot of money to buy gaming books[04:10] Some game systems are expensive to get into: White Wolf, Shadowrun, Dark Heresy.[04:37] Even some indie games are expensive.  Burning Empires is beautiful but it can set you ba

  • Narrative Control - Episode 24

    19/03/2009 Duration: 45min

    Hi and welcome back to Narrative Control.  This week I surprise Justin with 10 questions about his gaming preferences as an exercise to learn more about your players. Hosts: Sean Nittner and Justin Evans Length: 45:17 Show Notes [00:25] Introduction the show: An experiment asking Justin 10 questions.[02:17] Sorry about the sound quality.  Our new microphones picked up a lot more background noise.[02:54] This Modern Death Promo[03:49] What about role-playing games do you like?[04:23] How does playing RPGs make you feel?[08:16] What other activities make you feel the same way?[09:33] What do you look like/sound like when you’re enjoying a game?[11:47] What is a buzz kill for you, what makes the game not fun?[15:47] What limits do you have when gaming? What don’t you want in a game?[24:50] What do you want to happen at the end of a game session?Hmmm…. Not quite 10 there. Yeah, I missed some.  We’ll get another one at the end.[25:54] Questions are finished. Sean takes a minute to think… For the benefit of all, th

  • Narrative Control - Episode 23

    12/03/2009 Duration: 29min

    This episode Justin and I talk about what we’ve learned from video games and how we can draw inspiration from them and learn from their pitfalls. Hosts: Sean Nittner and Justin Evans Length: 29:49 Show Notes[00:28] Introduction to the show – Inspiration from video games[00:40] Some great discussion on our boards about conflict resolution here and here.[01:05] Format of the show, inspiration, pitfalls and some personal stories.[01:29] RPGPodcasts.com Promo[01:37] Justin’s thrilling adventure.[02:52] Sean’s protest. Video games don’t have the story or role-playing that tabletop RPGs do.[04:00] Sean’s use of images, lore, etc from World of Warcraft in his Burning Warcraft game.[05:00] Erik Woodbury’s LARP: Peace at Arathi Basin.  Video game setting, using the strengths of a LARP.[06:15] Comparing the guessed budget of Feng Shui and Grand Theft Auto.  [07:34] Level design as an analog for quests.[08:17] Set pieces in games, the main encounters.[08:56] The boss fight.  A spotlighted encounter that required fightin

  • Narrative Control - Episode 22

    04/03/2009 Duration: 29min

    Hi and welcome back to Narrative Control.  This week Justin and I are talking about coaching players, helping them to contribute more to the game and get more out of it. Hosts: Sean Nittner and Justin Evans Length: 29:39 Show Notes [00:27] Introduction to the show: Coaching players.[01:17] RPGPodcasts.com promo[01:33] Trying to tell a story without context… it’s hard.[02:17] The old saying “It’s easier to tell as story with limits” – Is this really an old saying?[03:15] Coaching players: Helping them tell good stories.[03:25] A reading from Play Unsafe by Graham Walmsley. Sometimes at conventions players just want the GM to lead them through an adventure.[04:47] Why players might be afraid of doing something “wrong?”Establishing the theme of the game[05:32] When kicking off a game, make sure everyone is telling the same story.[05:55] In the beginning of a game establishing the theme of the game.  Make sure your players a buying in from the start.[06:39] Example: The spy genre is very diverse.  Pussy Galore an

  • Narrative Control - Episode 21

    26/02/2009 Duration: 01h14min

    Hi and welcome back to Narrative Control.  This episode we’re turning 21 and celebrating by getting a little drunk.  The podcast is a long one (largely due to our inebriation) and it veers from our usual format.  The first twenty minutes is a comical review of a d20 Module, The Pleasure Prison of the B'thuvian Demon Whore, which arguably couldn’t have been taken seriously even if we were sober.  The rest of the show (almost an hour) is our recap of DundraCon 2009.    We also welcome a new voice on the show, Josh Curtis, who tells us how to be an “Elite” game master. Also… we’ve got the explicit tag on this one for a reason.  You’ve been warned. Hosts: Sean Nittner, Justin Evans, and Josh Curtis. Length: 1:14:23 Show Notes [00:27] Intro to the show.  Game module and convention review. [01:13] What is an Elite Game master? I guess not Sean.[02:08] What are we doing? A review of The Pleasure Prison of the B'thuvian Demon Whore.  Actual play![20:00] What are we doing here? Celebrating our 21st episode.[21:18] Int

  • Narrative Control - Episode 20

    13/02/2009 Duration: 53min

    Hi and welcome back to Narrative Control. This episode is a long one.  Justin and I are talking about Horror elements in stories and how to bring those into your games.Hosts: Sean Nittner and Justin EvansLength: 53:23 - Told you it was a long oneShow Notes[00:28] Introduction: Horror in RPGs.  Breaking down the horror genre, distilling the elements and then talking about systems that back up those themes[01:33] Sean trying to scare Justin.  Can you just make a fear check?[02:10] Are we trying to scare the character or the player, or both?[02:40] Call out to Rich, who asked us to talk about genres and the games that fit into them.[03:30] What makes a horror story?  Different types.Definitions: Horror Genres. [04:00] Splatter horror.  Buckets of Blood!  Going for shock value.[05:35] Haunted House.  Alien: A Haunted House in space.  Suspense horror, hidden from the audience as well as the protagonists.  Excitement of piecing the clues together and the edge of the seat suspense.[06:50] Psychological Thriller.  Ge

  • Narrative Control - Episode 19

    04/02/2009 Duration: 20min

    Hi and welcome back to narrative control.  This week Justin and I are talking about board games, specifically what we’ve taken from them to improve our role-playing games. Hosts: Sean Nittner and Justin Evans Length: 20:40 Show Notes: [00:29] Introduction: Using principals from board games in your RPGs.[00:57] RPGPodcasts.com Promo[01:03] Hey Sean, do you like Math?[01:32] Character sheets are full numbers… one big story problem?[02:33] Board games have a very focused play.  We all know what the game is about.[03:33] Using physical representations of math (poker chips, tokens, glass beads, etc)[05:22] This helps a GM gauge the status of the player characters.[07:07] Using a “board” i.e. a battle map and miniatures[08:35] A counter system to measure the external threat (e.g. doom counters).[09:27] Mapping out extended skill challenges[11:41] Game Mastery’s “Item Cards”[12:32] Physical Representation of a Mechanic.  Mini games inside the game.[13:29] Using timers to create tension and enforce urgency[13:50] Dre

  • Narrative Control - Episode 18

    25/01/2009 Duration: 24min

    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.Hosts: Sean Nittner and Justin EvansLength: 24:36Show Notes[00:26] Introduction to the Show: Hitting the ground running[00:56] Canon Puncture Promo, er maybe Atomic Ray Podcast Promo[01:46] Part II of running con games. How to get the game rolling quickly.[02:46] Starting games with a bang. Showcase each character’s ability.System[03:45] Teaching the mechanics to the players.[04:41] Start by making sure you’re players are equipped with everything they need.[05:21] Provide a quick summary of relevant rules.[07:25] Teach rules as needed. [08:27] Focus on the mechanics that you are going to be using for this game[09:15] Providing “half-baked” characters.Setting[09:50] See what you can trim from the system and setting to make it manageable.[11:48] Setting exposition in game.[12:02] Focusing on one porti

  • Narrative Control - Episode 17

    15/01/2009 Duration: 32min

    Hi and welcome back to a “regular” version of Narrative Control.  This week Justin and I talk about preparing for convention games.  The first two thirds of the show covers creating a strong threat or plot and creating props.  The second portion begs the question, is preparation really necessary? Hosts: Sean Nittner and Justin Evans Length: 32:06 Show Notes[00:27] Intro to the show – Preparing for Convention Games[00:46] This Modern Death Promo[01:35] Conventions coming up that we are excited about: DundraCon, Kubla Con and …. GEN CON![02:04] To run a good game we have to prepare, or do we?[02:47] What experience you want to give your players at a convention.[03:03] Teaching new players the game.  Important?[03:31] Start with a central threat or plot that will engage all of the players (and their characters)[04:00] Story shaped by system or system picked to fit a story?[05:09] Generating characters that will have a common interest.[06:18] Opening scenes used to introduce the story, the mechanics and excite th

  • Narrative Control - Episode 16

    07/01/2009 Duration: 33min

    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.  This episode as also much more relaxed than any we’ve done before.  You might like our antics or you might be frustrated by the lack of concrete useful information.  If the later, don’t worry I’ll be streaming a “regular” episode shortly. Hosts: Sean Nittner and Justin Evans Length: 33:41 Show Notes None this time.  Not that I couldn’t do show notes for this episode, but we don’t hit bullet points like we normally do.  The first half is about what we loved in 2008 and the second half is what we’re looking forward to in 2009.  Enjoy.

  • Narrative Control - Episode 15

    22/12/2008 Duration: 24min

    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. Hosts: Sean Nittner and Justin EvansLength: 24:00Show Notes[00:32] Introduction to the show. Task, Conflict and Scene resolution.[01:03] A lot of podcasts celebrating 2, 3 or even 4 years of syndication. Check them out at RPGPodcats.com[01:47] Brilliant Gameologists Promo[02:03] My New Years Resolutions… not[02:20] What are we talking about?[02:38] Task Resolution Definition by way of example.[05:13] Consequence of failure in task resolution.[06:22] Conflict Resolution defined by Justin.[07:13] Consequences of successes or failure in conflict resolution.[07:54] Player narration either way.[08:08] Settings stakes[10:45] Comparing Task and Conflict resolution.[11:40] 4th Edition Dungeons and Dragons skill challenge. A blend of the two.[12:27] Examples of syste

  • Narrative Control - Episode 14

    05/12/2008 Duration: 18min

    Hi and welcome to Narrative Control, Episode 14.  This week Justin and I talk about bringing indie games to your table.  We share some of the resistance we’ve experienced as well as offer some advice for how to get your group to open up and try one out. Hosts: Sean Nittner, Justin Evans Length: 18:01 Show Notes [00:28] Intro to the show. Bringing indie games to your kitchen table.[01:03] Give credit where it’s due.  Thanks to you Mikael.[01:36] Battle of Wits cards. Sinstergame.com domain name down.  Backup URL: http://02af916.netsolhost.com/sinistergame/[02:07] Narrative Control Holiday Schedule. [02:45] RPG Podcast Promo[02:55] Sean’s problem.  Cream is available.[03:16] Sean’s other problem. I want to play indie games.[04:56] I’m missing cookies.  That must be the problem.[05:22] Perception of indie games. Lack of familiarity. This is something new. I don’t know what that is.[05:52] More responsibility being placed in the hands of the players.[07:09] Traditional games don’t have a mechanic for handing over

  • Narrative Control - Episode 13

    26/11/2008 Duration: 31min

    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.Hosts: Sean Nittner, interviewing Fred HicksLength: 31:13Show Notes[00:29] Intro to the Show – Interview with Fred Hicks[00:51] Links to Battle of Wits not resolving. Email us for a copy: narrativecontrol@gmail.com[01:24] Show was recorded with Skype and PowerGramo – How did it sound?[01:54] This Modern Death Promo[02:31] Welcome to _a_ Fred Hicks[03:03] First Question from a listener Mikael – Talk about Points of Tension[03:10] Fred has discussed this before with Ryan Macklin at Master Plan, Episode 33[03:46] Points of tension start around resource management, always wanting mo

  • Narrative Control - Episode 12

    20/11/2008 Duration: 22min

    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.Hosts: Sean Nittner and Justin EvansLength: 22:36Liner Notes[00:28] Intro to the show. Player characters taking actions that step on other players fun.[00:49] Battle of Wits, the card system based on the Duel of Wits from Burning Wheel at Sinistergame.com[01:35] RPGPodcasts.com Promo [01:55] “That’s what my character would do” – We borrowed this topic from Episode 55 of Son’s of Kryos. [02:51] Definition: Players taking actions that upset other players or take actions that remove their character from the story.[04:05] Preventative Methods: Come to an agreement about what the game is going to be about ahead of time.[04:26] One element to hash out: Situation. What is going on? [04:42] Yeah, we found this one in Prime Time Adventures as well in the pitch session. This will

  • Narrative Control - Episode 11

    14/11/2008 Duration: 20min

    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. Hosts: Sean Nittner and Justin Evans Length: 20:08 Liner Notes [00:29] Show Intro – Scene Framing [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. [00:56] This Modern Death Promo [01:33] Your in a 10’ corridor! [02:13] That is what a game without scene framing feels like. [02:52] Definition of scene framing: Location, who is present, and what is going on. [04:08] Why do we frame scenes? To avoid the tedium and get right to the action. [06:01] Scene framing described well in Prime Time Adventures. Something else in PTA as well. [06:54] In a Wicked Age – Driven strongly by scene framing. Nothing happens outside of a scene. [07:07] Scene Framing in Panty Explosion in 5 parts: Location, Mood, Action, Who’s There and Supernatural Activity [07:33] Strategies for framing a scene. Start

  • Narrative Control - Episode 10

    07/11/2008 Duration: 20min

    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. Hosts: Sean Nittner and Kevan Forbes Length: 20:19 Liner Notes [00:28] Show Introduction: Returning to the Dresden Files RPG. [00:45] Introduction to Kevan Forbes a Good Omens GM in Sacramento. [01:19] This episode is a reflection of our play, specifically compelling aspects. [02:13] Thanks to everyone who has given us feedback over email or on the forum. You guys rock! [02:50] This Modern Death Bumper [03:28] Greetings from Sean and Kevan [03:54] The Compel Mechanic! [04:07] Explanation of aspects from Fate and how compels work with them. [04:54] Fate chips are much more precious in Dresden RPG. [05:24] Comparison to compelling in Spirit of the Century. [05:45] Example of a tough compel and the price to pay it off. [06:38] How to use a compel #1: Plot Hooks [07:49] How to use a compel #2: Binding the characters to the stor

  • Narrative Control - Episode 9

    30/10/2008 Duration: 23min

    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. Hosts: Sean Nittner and Justin Evans Length: 23:48 Liner Notes [00:28] Show Introduction: Previews and Running Conventions. [01:32] RPGpodcasts.com Bumper [01:54] Part 1. Definitions of Preivews [02:04] Okay, the real Definition of Previews [02:14] Justin's Bleeding Edge Stuff [02:57] Modeled after previews to TV shows, designed to get players excited about the next game. [03:48] How Justin uses it in his game. Players create brief (vague) scenes for the next game. [04:35] Incorporating them into the next game. [05:08] Can be difficult if you don't know how long the game will be. [05:48] The players end up giving you fuel for the games. [05:59] What if you can't find a place to fit the preview in? Does it feel forced? [

  • Narrative Control - Episode 8

    22/10/2008 Duration: 30min

    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. Hosts: Sean Nittner and Justin Evans Length: 30:20 Minutes Liner Notes [00:30] Show Introduction - Pacing Mechanics. [01:24] RPGpodcast.com bumper [01:42] Definition of Pacing. A couple useless ones first. [02:00] Controlling the urgency in the game upping the stakes. [03:19] Preventing analysis paralysis and encouraging immersion. [03:47] Pacing built into most games, usually in combat systems. Something we are all familiar with. [04:32] The same hit point system most gamers are familiar with from Dungeons and Dragons are used in Burning Empires to represent Disposition. [05:47] Situation: Disarming a bomb in Spirit of the Century. Creating pacing for a non-combat conflict to create urgency. [07:48] Another SotC mechanic extended skill challenge. [0

  • Narrative Control - Episode 7

    14/10/2008 Duration: 29min

    Hi, welcome to Narrative Control. This episode Justin and I talk about high prep vs. low games and the advantages and pitfalls of both. Hosts: Sean Nittner and Justin Evans Length: 29:33 Minutes Liner Notes [0:27] Introduction to the show. Zero prep vs. high prep games. [0:55] Rpgpodcasts.com bumper [1:16] Cage Match! We want two winners [1:32] Definitions: Zero Prep games. [2:21] Example of a zero prep game: Spirit of the Century. Pickup or zero prep? The same thing? [4:40] Even less prep: In a Wicked Age using oracles. [6:51] Story starts being developed during character/setting creation. Creates situation and conflict for the GM to use. [8:10] Definition: High Prep game [9:57] May create different player motivations. Instead of directing plot, pursue developing character or find a reason to connect to the existing plot. [11:00] Foster antagonism between the GM and players? [12:40] Listening to Have Games will Travel: For a Few Games More. Paul talks about different types of stories

  • Narrative Control - Episode 6

    07/10/2008 Duration: 22min

    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. Length: 22:47 Hosts: Sean Nittner, Shaun Hayworth, Kristin Sullivan, and Randy Davenport Liner Notes [0:30] Thanks for the feedback from last episode [0:53] Burning Las Vegas got me thinking about Burning Wheel [1:21] Experimenting with actual play reports [1:45] RPGpodcats.com Bumper [1:52] Introduction to the hosts [2:34] What is Burning Deadwood? [2:58] Discussion of the show Deadwood [3:40] Deadwood isn't setting, its situation [4:40] Orks be here! [4:50] Game defined by the character's motivations [5:26] A group of players looking to be screwed with [5:50] Brief background on the game.

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