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	<title>Comments on: Quirky is Good</title>
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	<link>http://www.treasuretables.org/2005/07/quirky-is-good</link>
	<description>Game mastering advice, ideas &#038; resources &#8226; Dedicated to helping GMs</description>
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		<title>By: Bankuei</title>
		<link>http://www.treasuretables.org/2005/07/quirky-is-good/comment-page-1#comment-58</link>
		<dc:creator>Bankuei</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=7#comment-58</guid>
		<description>Well, if we look at a LOT of games, it IS revolutionary thinking :(&lt;BR/&gt;&lt;BR/&gt;For most people, backstory is decoration, the characters are there to &quot;walk through&quot; the story, not be a major player in it.  This links totally into my thoughts on play &quot;not for players&quot; and fear of player input.</description>
		<content:encoded><![CDATA[<p>Well, if we look at a LOT of games, it IS revolutionary thinking <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /> </p>
<p>For most people, backstory is decoration, the characters are there to &#8220;walk through&#8221; the story, not be a major player in it.  This links totally into my thoughts on play &#8220;not for players&#8221; and fear of player input.</p>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2005/07/quirky-is-good/comment-page-1#comment-59</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=7#comment-59</guid>
		<description>Are your thoughts on player input in one place over on Deep in the Game, or spread throughout several posts?&lt;BR/&gt;&lt;BR/&gt;From the posts I&#039;ve read on DitG, I can tell where you&#039;re coming from, but I don&#039;t remember seeing one post that spells it out (as much as possible, anyway).</description>
		<content:encoded><![CDATA[<p>Are your thoughts on player input in one place over on Deep in the Game, or spread throughout several posts?</p>
<p>From the posts I&#8217;ve read on DitG, I can tell where you&#8217;re coming from, but I don&#8217;t remember seeing one post that spells it out (as much as possible, anyway).</p>
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		<title>By: John</title>
		<link>http://www.treasuretables.org/2005/07/quirky-is-good/comment-page-1#comment-60</link>
		<dc:creator>John</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=7#comment-60</guid>
		<description>I agree. This &lt;I&gt;is&lt;/I&gt; revolutionary thinking, when compared to the way that most RPGs are handled.&lt;BR/&gt;&lt;BR/&gt;I don&#039;t think this is something that can continue to be shoveled off into the &quot;good GM&quot; pile, either. RPG designs can step up and address this issue (strong connection of character to situation) directly with clear writing and/or embedded systems.&lt;BR/&gt;&lt;BR/&gt;I don&#039;t agree with your point, Martin, that an established setting limits creativity. But that&#039;s not entirely on topic so I&#039;ll hold off for now.</description>
		<content:encoded><![CDATA[<p>I agree. This <i>is</i> revolutionary thinking, when compared to the way that most RPGs are handled.</p>
<p>I don&#8217;t think this is something that can continue to be shoveled off into the &#8220;good GM&#8221; pile, either. RPG designs can step up and address this issue (strong connection of character to situation) directly with clear writing and/or embedded systems.</p>
<p>I don&#8217;t agree with your point, Martin, that an established setting limits creativity. But that&#8217;s not entirely on topic so I&#8217;ll hold off for now.</p>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2005/07/quirky-is-good/comment-page-1#comment-61</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=7#comment-61</guid>
		<description>I don&#039;t think published settings necessarily stifle creativity, although they can -- that one was more of a question than a point. ;) I&#039;d love to hear your thoughts on that topic, in any case.&lt;BR/&gt;&lt;BR/&gt;You&#039;re absolutely right about the &quot;good GM&quot; pile: there are a ton of tricks, techniques and ways of approaching gaming that are in that pile, when they should be in the rules (or at least accessible to more people).</description>
		<content:encoded><![CDATA[<p>I don&#8217;t think published settings necessarily stifle creativity, although they can &#8212; that one was more of a question than a point. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  I&#8217;d love to hear your thoughts on that topic, in any case.</p>
<p>You&#8217;re absolutely right about the &#8220;good GM&#8221; pile: there are a ton of tricks, techniques and ways of approaching gaming that are in that pile, when they should be in the rules (or at least accessible to more people).</p>
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		<title>By: Bankuei</title>
		<link>http://www.treasuretables.org/2005/07/quirky-is-good/comment-page-1#comment-62</link>
		<dc:creator>Bankuei</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=7#comment-62</guid>
		<description>Hi Martin-&lt;BR/&gt;&lt;BR/&gt;No full on essay about player input- yet.  Throw some ideas my way and I&#039;ll try to better organize something about it.&lt;BR/&gt;&lt;BR/&gt;But yeah, generally all those techniques that people have summed up to the magic of &quot;good GM&#039;ing&quot; or &quot;style&quot; really are the same kinds of things I was talking about analyzing and utilizing artistically.&lt;BR/&gt;&lt;BR/&gt;Chris</description>
		<content:encoded><![CDATA[<p>Hi Martin-</p>
<p>No full on essay about player input- yet.  Throw some ideas my way and I&#8217;ll try to better organize something about it.</p>
<p>But yeah, generally all those techniques that people have summed up to the magic of &#8220;good GM&#8217;ing&#8221; or &#8220;style&#8221; really are the same kinds of things I was talking about analyzing and utilizing artistically.</p>
<p>Chris</p>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2005/07/quirky-is-good/comment-page-1#comment-63</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=7#comment-63</guid>
		<description>I just found an interesting post on Jay Loomis&#039;s blog, &lt;A HREF=&quot;http://bigd12.blogspot.com/&quot; REL=&quot;nofollow&quot;&gt;Shining Dodecahedron&lt;/A&gt;, that dovetails nicely with some of the things that have come up here.&lt;BR/&gt;&lt;BR/&gt;It&#039;s from back in April: &lt;A HREF=&quot;http://bigd12.blogspot.com/2005/04/player-empowerment.html&quot; REL=&quot;nofollow&quot;&gt;Player Empowerment&lt;/A&gt;.</description>
		<content:encoded><![CDATA[<p>I just found an interesting post on Jay Loomis&#8217;s blog, <a HREF="http://bigd12.blogspot.com/" REL="nofollow">Shining Dodecahedron</a>, that dovetails nicely with some of the things that have come up here.</p>
<p>It&#8217;s from back in April: <a HREF="http://bigd12.blogspot.com/2005/04/player-empowerment.html" REL="nofollow">Player Empowerment</a>.</p>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2005/07/quirky-is-good/comment-page-1#comment-64</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=7#comment-64</guid>
		<description>(I didn&#039;t see your post when I threw out that last link, Chris.) My thoughts on player input are forming, and may wind up in a post on TT in the not-too-distant future -- but at the moment, I don&#039;t have anything concrete to toss your way. :)</description>
		<content:encoded><![CDATA[<p>(I didn&#8217;t see your post when I threw out that last link, Chris.) My thoughts on player input are forming, and may wind up in a post on TT in the not-too-distant future &#8212; but at the moment, I don&#8217;t have anything concrete to toss your way. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: T.W.Wombat</title>
		<link>http://www.treasuretables.org/2005/07/quirky-is-good/comment-page-1#comment-65</link>
		<dc:creator>T.W.Wombat</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=7#comment-65</guid>
		<description>Weaving character backgrounds into the game really makes a GMs job easier.  In my current game, every PC has something in their past coming back to haunt them at some point - family trouble, self-doubt, a bad experience that echoes in the present action, a deep dark secret, even phobias.  It makes the game interesting, and I pushed the players to come up with something interesting for me to use at character development time.&lt;BR/&gt;&lt;BR/&gt;Disadvantages: It&#039;s harder to integrate into hard-and-fast published settings.  It&#039;s also tricky to design adventures at times, but this can be passed on as challenges to the characters, like figuring out how to cross the ocean with the hydrophobic dwarf.&lt;BR/&gt;&lt;BR/&gt;Advantages: All the players feel that the game is more personal, that they&#039;ve had some stake in creating the world and the story.  As such, they give more to the game and pay more attention to the other characters&#039; hot buttons.  It also encourages the sharing of secrets in character, which can be amazing scenes to play out.&lt;BR/&gt;&lt;BR/&gt;Some systems already encourage character backgrounds - Cyberpunk&#039;s Life Path comes to mind, as do DNPCs and vulnerabilites in Champions.  Why not do it for every game?  I&#039;ve used character backgrounds in about 80% of my games, and it&#039;s worked out really well.  It gives a richer environment for the story to grow - it makes the world more vivid for the characters and for the players.&lt;BR/&gt;&lt;BR/&gt;Also, if you&#039;ve got the skills and know your players well enough, you can also use hot buttons on the =Players= to motivate them in certain directions.  That can be really interesting, but potentially a game-ender.  A friend of mine does it really well, but he honed his talent by running LARPs for years where the line between player and character can sometimes blur...</description>
		<content:encoded><![CDATA[<p>Weaving character backgrounds into the game really makes a GMs job easier.  In my current game, every PC has something in their past coming back to haunt them at some point &#8211; family trouble, self-doubt, a bad experience that echoes in the present action, a deep dark secret, even phobias.  It makes the game interesting, and I pushed the players to come up with something interesting for me to use at character development time.</p>
<p>Disadvantages: It&#8217;s harder to integrate into hard-and-fast published settings.  It&#8217;s also tricky to design adventures at times, but this can be passed on as challenges to the characters, like figuring out how to cross the ocean with the hydrophobic dwarf.</p>
<p>Advantages: All the players feel that the game is more personal, that they&#8217;ve had some stake in creating the world and the story.  As such, they give more to the game and pay more attention to the other characters&#8217; hot buttons.  It also encourages the sharing of secrets in character, which can be amazing scenes to play out.</p>
<p>Some systems already encourage character backgrounds &#8211; Cyberpunk&#8217;s Life Path comes to mind, as do DNPCs and vulnerabilites in Champions.  Why not do it for every game?  I&#8217;ve used character backgrounds in about 80% of my games, and it&#8217;s worked out really well.  It gives a richer environment for the story to grow &#8211; it makes the world more vivid for the characters and for the players.</p>
<p>Also, if you&#8217;ve got the skills and know your players well enough, you can also use hot buttons on the =Players= to motivate them in certain directions.  That can be really interesting, but potentially a game-ender.  A friend of mine does it really well, but he honed his talent by running LARPs for years where the line between player and character can sometimes blur&#8230;</p>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2005/07/quirky-is-good/comment-page-1#comment-66</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Wed, 30 Nov -0001 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=7#comment-66</guid>
		<description>T.W., you make some excellent points, particularly about pushing for interesting backgrounds. It&#039;s easy to come up with a background that&#039;s light on hooks if the GM doesn&#039;t prod for details -- I know I&#039;ve done that as a player.&lt;BR/&gt;&lt;BR/&gt;I&#039;ve never tried pushing the players&#039; buttons in the way that you describe, though I&#039;ve read about it (most GM advice books/chapters touch on it at some point). It seems like it could be easy to take something like that too far -- but if you struck the right balance, with the right group, I bet it would be intense.</description>
		<content:encoded><![CDATA[<p>T.W., you make some excellent points, particularly about pushing for interesting backgrounds. It&#8217;s easy to come up with a background that&#8217;s light on hooks if the GM doesn&#8217;t prod for details &#8212; I know I&#8217;ve done that as a player.</p>
<p>I&#8217;ve never tried pushing the players&#8217; buttons in the way that you describe, though I&#8217;ve read about it (most GM advice books/chapters touch on it at some point). It seems like it could be easy to take something like that too far &#8212; but if you struck the right balance, with the right group, I bet it would be intense.</p>
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