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	<title>Comments on: The RPG Campaign as Episodic TV: Two Techniques</title>
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	<link>http://ludusnovus.net/2009/12/02/the-rpg-campaign-as-episodic-tv-two-techniques/</link>
	<description>The Art of Interaction</description>
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		<title>By: Gregory Weir</title>
		<link>http://ludusnovus.net/2009/12/02/the-rpg-campaign-as-episodic-tv-two-techniques/comment-page-1/#comment-49894</link>
		<dc:creator>Gregory Weir</dc:creator>
		<pubDate>Fri, 04 Dec 2009 03:10:38 +0000</pubDate>
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		<description>I may have subconsciously cribbed it from Primetime Adventures; I remember glancing at the game system.  Screen Presence sounds interesting, but I&#039;m not sure I want to carry the TV metaphor that far.

NormalVision does seem a lot like the cutscene/vignetting technique.  I think it&#039;s something that&#039;s been discussed quite a bit in the &quot;I want to be more narrativist but not a hippy indie RPGer&quot; crowd.</description>
		<content:encoded><![CDATA[<p>I may have subconsciously cribbed it from Primetime Adventures; I remember glancing at the game system.  Screen Presence sounds interesting, but I&#8217;m not sure I want to carry the TV metaphor that far.</p>
<p>NormalVision does seem a lot like the cutscene/vignetting technique.  I think it&#8217;s something that&#8217;s been discussed quite a bit in the &#8220;I want to be more narrativist but not a hippy indie RPGer&#8221; crowd.</p>
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		<title>By: Selene</title>
		<link>http://ludusnovus.net/2009/12/02/the-rpg-campaign-as-episodic-tv-two-techniques/comment-page-1/#comment-49893</link>
		<dc:creator>Selene</dc:creator>
		<pubDate>Fri, 04 Dec 2009 02:43:40 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=618#comment-49893</guid>
		<description>At the end of each session/episode of &lt;a href=&quot;http://www.dog-eared-designs.com/games.html&quot; rel=&quot;nofollow&quot;&gt;Primetime Adventures&lt;/a&gt;, players get to describe a &quot;Next Week on...&quot; snippet, similar to your Episode Previews. There&#039;s no XP reward for having the scene show up in the next session. Primetime Adventures is a really good system for playing TV shows. You might be able to crib the screen presence+spotlight episode mechanic from it. It&#039;s basically a way of tracking how important each character is in a particular episode. Screen Presence 1 means the character is there but not really important to the story, e.g. River in most of Firefly. Screen Presence 3 means the episode revolves around that character (their &quot;spotlight episode&quot;). 2 is in-between. Screen Presence is also your character&#039;s effectiveness in-game.

The Cutscene technique reminds me of &lt;a href=&quot;http://arsludi.lamemage.com/index.php/10/normalvision-part-1/&quot; rel=&quot;nofollow&quot;&gt;NormalVision&lt;/a&gt;, which Ben Robbins wrote a couple of posts about. He does some very cool things with D&amp;D, like West Marches.</description>
		<content:encoded><![CDATA[<p>At the end of each session/episode of <a href="http://www.dog-eared-designs.com/games.html">Primetime Adventures</a>, players get to describe a &#8220;Next Week on&#8230;&#8221; snippet, similar to your Episode Previews. There&#8217;s no XP reward for having the scene show up in the next session. Primetime Adventures is a really good system for playing TV shows. You might be able to crib the screen presence+spotlight episode mechanic from it. It&#8217;s basically a way of tracking how important each character is in a particular episode. Screen Presence 1 means the character is there but not really important to the story, e.g. River in most of Firefly. Screen Presence 3 means the episode revolves around that character (their &#8220;spotlight episode&#8221;). 2 is in-between. Screen Presence is also your character&#8217;s effectiveness in-game.</p>
<p>The Cutscene technique reminds me of <a href="http://arsludi.lamemage.com/index.php/10/normalvision-part-1/">NormalVision</a>, which Ben Robbins wrote a couple of posts about. He does some very cool things with D&amp;D, like West Marches.</p>
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		<title>By: Gregory Weir</title>
		<link>http://ludusnovus.net/2009/12/02/the-rpg-campaign-as-episodic-tv-two-techniques/comment-page-1/#comment-49845</link>
		<dc:creator>Gregory Weir</dc:creator>
		<pubDate>Wed, 02 Dec 2009 20:29:58 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=618#comment-49845</guid>
		<description>My group&#039;s good about it so far.  If a scene should keep certain secrets, then it&#039;s easy enough to make sure that the players&#039; temporary characters don&#039;t find out about those secrets.  I trust my players not to blatantly metagame, but if one were about to find out the big episode twist in a cutscene, I&#039;d say something like &quot;And then you see something shocking.  Meanwhile, your characters are back at base.&quot;  That way, the tension and mystery is maintained, and the PCs will be the ones to actually reveal the mystery instead of some one-off character.</description>
		<content:encoded><![CDATA[<p>My group&#8217;s good about it so far.  If a scene should keep certain secrets, then it&#8217;s easy enough to make sure that the players&#8217; temporary characters don&#8217;t find out about those secrets.  I trust my players not to blatantly metagame, but if one were about to find out the big episode twist in a cutscene, I&#8217;d say something like &#8220;And then you see something shocking.  Meanwhile, your characters are back at base.&#8221;  That way, the tension and mystery is maintained, and the PCs will be the ones to actually reveal the mystery instead of some one-off character.</p>
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		<title>By: Nels Anderson</title>
		<link>http://ludusnovus.net/2009/12/02/the-rpg-campaign-as-episodic-tv-two-techniques/comment-page-1/#comment-49843</link>
		<dc:creator>Nels Anderson</dc:creator>
		<pubDate>Wed, 02 Dec 2009 20:14:34 +0000</pubDate>
		<guid isPermaLink="false">http://ludusnovus.net/?p=618#comment-49843</guid>
		<description>Coincidences abound, because I my copy of &lt;i&gt;Geist&lt;/i&gt; shipped from Amazon a few days ago. I&#039;ve been considering the idea of doing some different things exposition-wise and these ideas are interesting. I&#039;ll be curious to see some more specific examples of how they operated.

Do your players have a problem (or even care) about separating the things their character knows vs. what they learn playing someone else during a cutscene? That&#039;s the only bit I can see being potentially sticky, but if obviously highly depending on the group&#039;s style and goals.</description>
		<content:encoded><![CDATA[<p>Coincidences abound, because I my copy of <i>Geist</i> shipped from Amazon a few days ago. I&#8217;ve been considering the idea of doing some different things exposition-wise and these ideas are interesting. I&#8217;ll be curious to see some more specific examples of how they operated.</p>
<p>Do your players have a problem (or even care) about separating the things their character knows vs. what they learn playing someone else during a cutscene? That&#8217;s the only bit I can see being potentially sticky, but if obviously highly depending on the group&#8217;s style and goals.</p>
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