My players rock my world.
That's the summary of this game.
But if you want more details, sure! Without spoiling too much:
- Players going to their room for Excedrin were mistaken for their characters fleeing justice and assaulted in the hallway by nearly the entire game xD
- Happy endings
- Sad endings
- Powers used for good
- Powers used for awesome
- Handlers fighting with their E-phos
- E-phos fighting with themselves
- Gay mexican standoffs
- Impassioned speeches
- True love
- Fake love
- A lot of inconvenient switching
- Mad dashes to keep people in control
- Taking a minute to take the napkin away from the dog, who was having a shred-things party
- Collars and forehead stamps
- "You made me swear up and down to be fully clothed! I am. You weren't more specific than that!"
- Teenagers being teenagers
- Small rodents
- Me breaking at least half a dozen times and laughing so hard my ribs cramped
Feel free to add more. Please do. We'd love to hear about it. Feel free to be spoilery in the comments if need be.
I think what really made this game was the cast. All of my players were absolutely amazing and went so far for their characters that I was really turned on as a storyteller. There were a lot of tears shed by half a dozen characters, a lot of heartfelt silences, and a lot of character breakthroughs. People are e-mailing me telling me that they're still coming down from their character's headspace, which is awesome and a huge surprise. I didn't think that this game would have as much of an impact as it did.
Also, one thing I'm definitely going to explore in my next game is production and presentation. It was amazing how much of a difference the collars and forehead stickers made. It was a stark physical reminder that you weren't talking to a human, and a lot of people said that those two things really changed how they, as a player, saw the other characters, which is what I was hoping for. It's a huge tone-setter, and something I really want to tweak in the future. I think this is something very much up
elenuial's alley, and this game was very heavy with collaboration. It proved that we could work together and have something come out well (as well as not kill one another), so next time, we might want to work on a more setting-immersive game.
100+ picture slideshow, as well as a few random samples from the first 50 or so, below the cut:










There were a few plots that didn't happen, and I've learned my lesson about relying on players to set certain things off, and those hitches have been fixed. And we added a lot of impromptu things, and we're rewriting certain characters to change their focus quite a bit more.
Other than that, we've had pretty positive feedback and players were still talking to me about it for days afterward. And swapping character sheets. =)
If we do run this again, it'll probably be in the fall, probably at Brandeis. And again, casting will be absolutely crucial. Probably wanting another runtime GM, too.
Also, since people really seemed to love the world and the concept, I'm toying with the idea of turning it into a campaign. Maybe. I've never written one of those bad boys before.
Any thoughts on re-running? As in, requests and whatnot? Thoughts on it as a campaign?
Also, I will soon be posting a poll for you guys to help me decide what game I'll be writing/running next year. There are a bunch of ideas bouncing around in my head, and I need to freaking pick one.
That's the summary of this game.
But if you want more details, sure! Without spoiling too much:
- Players going to their room for Excedrin were mistaken for their characters fleeing justice and assaulted in the hallway by nearly the entire game xD
- Happy endings
- Sad endings
- Powers used for good
- Powers used for awesome
- Handlers fighting with their E-phos
- E-phos fighting with themselves
- Gay mexican standoffs
- Impassioned speeches
- True love
- Fake love
- A lot of inconvenient switching
- Mad dashes to keep people in control
- Taking a minute to take the napkin away from the dog, who was having a shred-things party
- Collars and forehead stamps
- "You made me swear up and down to be fully clothed! I am. You weren't more specific than that!"
- Teenagers being teenagers
- Small rodents
- Me breaking at least half a dozen times and laughing so hard my ribs cramped
Feel free to add more. Please do. We'd love to hear about it. Feel free to be spoilery in the comments if need be.
I think what really made this game was the cast. All of my players were absolutely amazing and went so far for their characters that I was really turned on as a storyteller. There were a lot of tears shed by half a dozen characters, a lot of heartfelt silences, and a lot of character breakthroughs. People are e-mailing me telling me that they're still coming down from their character's headspace, which is awesome and a huge surprise. I didn't think that this game would have as much of an impact as it did.
Also, one thing I'm definitely going to explore in my next game is production and presentation. It was amazing how much of a difference the collars and forehead stickers made. It was a stark physical reminder that you weren't talking to a human, and a lot of people said that those two things really changed how they, as a player, saw the other characters, which is what I was hoping for. It's a huge tone-setter, and something I really want to tweak in the future. I think this is something very much up
100+ picture slideshow, as well as a few random samples from the first 50 or so, below the cut:
There were a few plots that didn't happen, and I've learned my lesson about relying on players to set certain things off, and those hitches have been fixed. And we added a lot of impromptu things, and we're rewriting certain characters to change their focus quite a bit more.
Other than that, we've had pretty positive feedback and players were still talking to me about it for days afterward. And swapping character sheets. =)
If we do run this again, it'll probably be in the fall, probably at Brandeis. And again, casting will be absolutely crucial. Probably wanting another runtime GM, too.
Also, since people really seemed to love the world and the concept, I'm toying with the idea of turning it into a campaign. Maybe. I've never written one of those bad boys before.
Any thoughts on re-running? As in, requests and whatnot? Thoughts on it as a campaign?
Also, I will soon be posting a poll for you guys to help me decide what game I'll be writing/running next year. There are a bunch of ideas bouncing around in my head, and I need to freaking pick one.
no subject
Date: 2010-03-19 10:26 pm (UTC)no subject
Date: 2010-03-19 11:39 pm (UTC)I had a -ton- of fun, and indeed, the casting was wonderful!
no subject
Date: 2010-03-19 11:43 pm (UTC)no subject
Date: 2010-03-20 04:42 am (UTC)I am certain there are sufficient people that will want to play in it again, such that you can easily fill it with a Brandeis run. If it runs on a Sunday, I would be free to help out.
I also think a campaign idea is a good one, which I've already mentioned. I will second
no subject
Date: 2010-03-20 04:44 am (UTC)no subject
Date: 2010-03-20 06:38 am (UTC)(Plus I had a couple of plots in particular I was watching and shepherding...)
Another GM might mean there's some GM downtime, but it also means I don't run around like a nutjob the entire time. This would be good.
no subject
Date: 2010-03-20 08:39 am (UTC)From an outside player perspective, it seemed like it ran smoothly, but if another GM allows less stress and more smooth, then yes, plan for that. As I said, if you two run it on a Sunday, when I usually do not work, I can easily help and would generally like to, if only to see how a different run transpires. Different outcomes fascinate me.
no subject
Date: 2010-03-21 12:37 am (UTC)