On 2006-01-13, Sydney Freedberg wrote:
(Not a tangent. Really).
I played my first session of Prime Time Adventures this week, and I loved it, and I really enjoyed the “we’re all brainstorming for each other’s characters” part. But there were also times when I would say to a fellow player, “This cool thing you said about your character—therefore this other cool thing! Please, please, do it!”....and they wouldn’t do it. (At least not all at once). And I would be sitting there, smoking with pent-up excitement, wanting some mechanical way to make them do it, or at least to bribe them to do it.
(Part of this is my habituation as one of the world’s two most experienced Capes players beside the designer, and I mean literally beside him, as in at the same gaming table).
The co-creating each other’s character thing—we already do that all the time. Vincent’s said as much. Even the “okay, so back in Jamaica, when my character knew this girl…” “Yeah, and my guy slept with her!” “Ouch! I like it!” happens all the time. We’re not trying to invent that here.
What we’re trying to do is create mechanical systems—especially (as Ron always repeats) reward systems—that make this kind of co-creation easy and natural.