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	<title>Comments on: GMing 142: Spotlight Moments</title>
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		<title>By: Martin Ralya</title>
		<link>http://www.gnomestew.com/gming-advice/gming-142-spotlight-moment/comment-page-1#comment-687</link>
		<dc:creator>Martin Ralya</dc:creator>
		<pubDate>Thu, 05 Jun 2008 16:15:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=140#comment-687</guid>
		<description>@Hautamaki: For a second there, I thought you might be in my group: I&#039;m playing a 3.5 druid right now, and sweet Jesus do I take up a lot of time in combat. ;) I&#039;ve toned down my summoning accordingly, but it&#039;s still a pain. Fun class, though.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;687&#039;,&#039;Martin Ralya&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>@Hautamaki: For a second there, I thought you might be in my group: I&#8217;m playing a 3.5 druid right now, and sweet Jesus do I take up a lot of time in combat. <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  I&#8217;ve toned down my summoning accordingly, but it&#8217;s still a pain. Fun class, though.
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		<title>By: Hautamaki</title>
		<link>http://www.gnomestew.com/gming-advice/gming-142-spotlight-moment/comment-page-1#comment-676</link>
		<dc:creator>Hautamaki</dc:creator>
		<pubDate>Thu, 05 Jun 2008 11:14:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=140#comment-676</guid>
		<description>Well hey, as long as someone picks a druid in D&amp;D 3.5, pretty much every combat encounter is going to be their spotlight moment =p&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;676&#039;,&#039;Hautamaki&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Well hey, as long as someone picks a druid in D&amp;D 3.5, pretty much every combat encounter is going to be their spotlight moment =p
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		<title>By: Martin Ralya</title>
		<link>http://www.gnomestew.com/gming-advice/gming-142-spotlight-moment/comment-page-1#comment-628</link>
		<dc:creator>Martin Ralya</dc:creator>
		<pubDate>Tue, 03 Jun 2008 03:27:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=140#comment-628</guid>
		<description>@Fang: Very cool. That reminds me of &lt;em&gt;Burning Empires&lt;/em&gt;, which builds the &quot;only spotlight moments&quot; thing into the rules -- more as &quot;only the cool scenes,&quot; but it&#039;s still pretty similar. I really like the sound of your approach.

@Scott: I have trouble following my own advice. ;) I&#039;ve definitely run sessions in my current game where I didn&#039;t put in the time to make sure everyone had a spotlight moment, or where I couldn&#039;t find a way to do so. I always feel guilty, but sometimes it&#039;s just not as easy as it sounds.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;628&#039;,&#039;Martin Ralya&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>@Fang: Very cool. That reminds me of <em>Burning Empires</em>, which builds the &#8220;only spotlight moments&#8221; thing into the rules &#8212; more as &#8220;only the cool scenes,&#8221; but it&#8217;s still pretty similar. I really like the sound of your approach.</p>
<p>@Scott: I have trouble following my own advice. <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  I&#8217;ve definitely run sessions in my current game where I didn&#8217;t put in the time to make sure everyone had a spotlight moment, or where I couldn&#8217;t find a way to do so. I always feel guilty, but sometimes it&#8217;s just not as easy as it sounds.
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/gming-142-spotlight-moment/comment-page-1#comment-623</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Mon, 02 Jun 2008 18:26:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=140#comment-623</guid>
		<description>Spotlight episodes are hardwired into the rules for PTA, which does a good job of explaining what everyone&#039;s role is during the spotlight... and explicitly cueing people depending on their screen presence that session.  We just finished our first Spotlight episode last session and had a blast.  Everyone was more attentive, and eager to throw the ball to the spotlight character.  It worked out very well-- better than the other sessions.  I suspect that&#039;s because everyone knew whose spotlight it was, instead of wrestling for a bit of spotlight time, as often happens in party based games.

In other games, I&#039;m not good about prepping a spotlight moment for each character in each session.  Some of the players in the D&amp;D group are worried about the characters overlapping roles and lacking personal spotlights.  So far the battles have been more &quot;what&#039;s reasonable&quot; than consciously considering the spotlight-- which has exacerbated the concern that the characters are overlapping too much.  A good sneak scene hints at the rogue, but if you&#039;re in the wilderness it also hints at the ranger, and anyone who dumps lots of points in hide and move silent might do OK...  The &quot;claim&quot; on spotlight moments is less clear that I&#039;d like.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;623&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Spotlight episodes are hardwired into the rules for PTA, which does a good job of explaining what everyone&#8217;s role is during the spotlight&#8230; and explicitly cueing people depending on their screen presence that session.  We just finished our first Spotlight episode last session and had a blast.  Everyone was more attentive, and eager to throw the ball to the spotlight character.  It worked out very well&#8211; better than the other sessions.  I suspect that&#8217;s because everyone knew whose spotlight it was, instead of wrestling for a bit of spotlight time, as often happens in party based games.</p>
<p>In other games, I&#8217;m not good about prepping a spotlight moment for each character in each session.  Some of the players in the D&amp;D group are worried about the characters overlapping roles and lacking personal spotlights.  So far the battles have been more &#8220;what&#8217;s reasonable&#8221; than consciously considering the spotlight&#8211; which has exacerbated the concern that the characters are overlapping too much.  A good sneak scene hints at the rogue, but if you&#8217;re in the wilderness it also hints at the ranger, and anyone who dumps lots of points in hide and move silent might do OK&#8230;  The &#8220;claim&#8221; on spotlight moments is less clear that I&#8217;d like.
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		<title>By: Fang Langford</title>
		<link>http://www.gnomestew.com/gming-advice/gming-142-spotlight-moment/comment-page-1#comment-616</link>
		<dc:creator>Fang Langford</dc:creator>
		<pubDate>Mon, 02 Jun 2008 15:42:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=140#comment-616</guid>
		<description>Actually, I turn the spotlight moment idea on its head.  I&#039;ve had a lot of luck &lt;em&gt;only&lt;/em&gt; running spotlight scenes.  How to do you do this?  &lt;a href=&quot;http://www.scattershotgames.com/?p=10&quot; rel=&quot;nofollow&quot;&gt;Check it out!&lt;/a&gt;

This post is right on top of the whole point of role-playing gaming and gamemastering too.  Your game is about your player characters (and little else).  I take that a step farther; I treat it like nothing else exists.  (But I don&#039;t let the players know that.)

Unless they&#039;ve said it, heard it or remember it, it doesn&#039;t exist...yet.  This gives me an inordinate amount of flexibility.  And I&#039;d rather be flexible than creative (when I can&#039;t be both).  If I can&#039;t improvise something (even though I use an improv style), I grab something I&#039;ve already thought up, file off the serial numbers and present it as if I&#039;d planned it to be there all along.

The secret is the illusion of control rather than the control of illusion.

That means whenever a player starts a scene by saying what they want to do, I jump right to the spotlight time.  (I cut the scene&#039;s beginning so close that it bleeds just a little.)  The biggest and most important challenge to running this way is what to do with the other &lt;em&gt;players&lt;/em&gt;.  I&#039;ve seen a lot of advice on how to involve them, but it all comes down to what is written in this article.  If the other players aren&#039;t hanging on the spotlighted players every word, you have to bump up the tension.

So the players know that the key is &#039;thataway&#039; and the thief elects to go it alone, what would have been a simple hallway for the party to traverse becomes the trap-laden hall of death described above.  The locked door now emits the sound of ogre snoring (where no ogre was listed before).  Now the whole group is hanging on the actions of that one player.  Does it make sense that an ogre sleeps at the end of trapped hall?  Probably not.  (What about sleepwalking?)  Does it work?  You bet it does.

Signposts are also a fabulous idea.  You should take it farther.  I clumsily named my take on this a character&#039;s &lt;a href=&quot;http://www.indie-rpgs.com/forum/index.php?topic=2009.msg19179#msg19179&quot; rel=&quot;nofollow&quot;&gt;Sine Qua Non&lt;/a&gt; (which means, &lt;a href=&quot;http://en.wiktionary.org/wiki/sine_qua_non&quot; rel=&quot;nofollow&quot;&gt;&#039;without which not&#039;&lt;/a&gt;).  On the practical level, this means when a player gives me a very brief PC write-up (lacking in all but the most minimal signposts), I ask them what &#039;three things&#039; they want me to &lt;em&gt;never forget&lt;/em&gt; about their character.  When presented too many signposts, I ask what are the &#039;three things&#039; I should &lt;em&gt;think of first&lt;/em&gt; about the character.  These are my primary signposts, writ large.  I also take notes while I run...but only potential signposts for the future (and nothing else).

So that&#039;s how I handle spotlight moments.  How does everyone else do it?

Fang Langford&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;616&#039;,&#039;Fang Langford&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Actually, I turn the spotlight moment idea on its head.  I&#8217;ve had a lot of luck <em>only</em> running spotlight scenes.  How to do you do this?  <a href="http://www.scattershotgames.com/?p=10" rel="nofollow">Check it out!</a></p>
<p>This post is right on top of the whole point of role-playing gaming and gamemastering too.  Your game is about your player characters (and little else).  I take that a step farther; I treat it like nothing else exists.  (But I don&#8217;t let the players know that.)</p>
<p>Unless they&#8217;ve said it, heard it or remember it, it doesn&#8217;t exist&#8230;yet.  This gives me an inordinate amount of flexibility.  And I&#8217;d rather be flexible than creative (when I can&#8217;t be both).  If I can&#8217;t improvise something (even though I use an improv style), I grab something I&#8217;ve already thought up, file off the serial numbers and present it as if I&#8217;d planned it to be there all along.</p>
<p>The secret is the illusion of control rather than the control of illusion.</p>
<p>That means whenever a player starts a scene by saying what they want to do, I jump right to the spotlight time.  (I cut the scene&#8217;s beginning so close that it bleeds just a little.)  The biggest and most important challenge to running this way is what to do with the other <em>players</em>.  I&#8217;ve seen a lot of advice on how to involve them, but it all comes down to what is written in this article.  If the other players aren&#8217;t hanging on the spotlighted players every word, you have to bump up the tension.</p>
<p>So the players know that the key is &#8216;thataway&#8217; and the thief elects to go it alone, what would have been a simple hallway for the party to traverse becomes the trap-laden hall of death described above.  The locked door now emits the sound of ogre snoring (where no ogre was listed before).  Now the whole group is hanging on the actions of that one player.  Does it make sense that an ogre sleeps at the end of trapped hall?  Probably not.  (What about sleepwalking?)  Does it work?  You bet it does.</p>
<p>Signposts are also a fabulous idea.  You should take it farther.  I clumsily named my take on this a character&#8217;s <a href="http://www.indie-rpgs.com/forum/index.php?topic=2009.msg19179#msg19179" rel="nofollow">Sine Qua Non</a> (which means, <a href="http://en.wiktionary.org/wiki/sine_qua_non" rel="nofollow">&#8216;without which not&#8217;</a>).  On the practical level, this means when a player gives me a very brief PC write-up (lacking in all but the most minimal signposts), I ask them what &#8216;three things&#8217; they want me to <em>never forget</em> about their character.  When presented too many signposts, I ask what are the &#8216;three things&#8217; I should <em>think of first</em> about the character.  These are my primary signposts, writ large.  I also take notes while I run&#8230;but only potential signposts for the future (and nothing else).</p>
<p>So that&#8217;s how I handle spotlight moments.  How does everyone else do it?</p>
<p>Fang Langford
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