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	<title>Comments on: Johnny&#8217;s Five &#8211; Five Ways To Get Your Players Into Shared Narrative When It Isn&#8217;t The Focus Of The Game</title>
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/johnnys-five/johnnys-five-five-ways-to-get-your-players-into-shared-narrative-when-it-isnt-the-focus-of-the-game/comment-page-1#comment-8366</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Wed, 23 Dec 2009 15:35:57 +0000</pubDate>
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		<description>&lt;a href=&#039;#comment-8364&#039; rel=&quot;nofollow&quot;&gt;@Razjah&lt;/a&gt; - I run Savage Worlds, and have offered Bennies for narrative input.  I&#039;ve even considered offering &lt;a href=&quot;http://jrients.blogspot.com/2009/08/phrase-of-day.html&quot; rel=&quot;nofollow&quot;&gt;supplementary amounts of wild ass&lt;/a&gt;, but nothing seems to get much response.

I think three things are to blame: The overfull schedule of the modern adult (with spouse, children, and salaried job), a general lack of confidence, and emotional scars from the rat-bastardy of prior GMs.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8366&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-8364' rel="nofollow">@Razjah</a> &#8211; I run Savage Worlds, and have offered Bennies for narrative input.  I&#8217;ve even considered offering <a href="http://jrients.blogspot.com/2009/08/phrase-of-day.html" rel="nofollow">supplementary amounts of wild ass</a>, but nothing seems to get much response.</p>
<p>I think three things are to blame: The overfull schedule of the modern adult (with spouse, children, and salaried job), a general lack of confidence, and emotional scars from the rat-bastardy of prior GMs.
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		<title>By: Pseudo</title>
		<link>http://www.gnomestew.com/johnnys-five/johnnys-five-five-ways-to-get-your-players-into-shared-narrative-when-it-isnt-the-focus-of-the-game/comment-page-1#comment-8365</link>
		<dc:creator>Pseudo</dc:creator>
		<pubDate>Wed, 23 Dec 2009 13:40:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/johnnys-five/johnnys-five-five-ways-to-get-your-players-into-shared-narrative-when-it-isnt-the-focus-of-the-game#comment-8365</guid>
		<description>Hey Johnny - the game you ran across was 1001 Nights by Meg Baker: http://www.nightskygames.com/

The shared narrative, and the framework of telling stories to appease the sultan are core components of the game. It&#039;s a really cool game.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8365&#039;,&#039;Pseudo&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Hey Johnny &#8211; the game you ran across was 1001 Nights by Meg Baker: <a href="http://www.nightskygames.com/" rel="nofollow">http://www.nightskygames.com/</a></p>
<p>The shared narrative, and the framework of telling stories to appease the sultan are core components of the game. It&#8217;s a really cool game.
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		<title>By: Razjah</title>
		<link>http://www.gnomestew.com/johnnys-five/johnnys-five-five-ways-to-get-your-players-into-shared-narrative-when-it-isnt-the-focus-of-the-game/comment-page-1#comment-8364</link>
		<dc:creator>Razjah</dc:creator>
		<pubDate>Wed, 23 Dec 2009 01:32:49 +0000</pubDate>
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		<description>@Kurt &quot;Telas&quot; Schneider: I used little bits of XP. 100-200 a session won&#039;t really make or break anything, but to players it&#039;s a huge deal. My players eat stuff like 25xp like it&#039;s candy so I use things like that. Another thing I tried was 500 xp to everyone (not divided- I had to make that a selling point) at the end of a session (6hrs at the time) if the players didn&#039;t break character-including talking about tactics. It was amazing watching the smart player with the dumb character trying to justify how he knew how to solve a puzzle.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8364&#039;,&#039;Razjah&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>@Kurt &#8220;Telas&#8221; Schneider: I used little bits of XP. 100-200 a session won&#8217;t really make or break anything, but to players it&#8217;s a huge deal. My players eat stuff like 25xp like it&#8217;s candy so I use things like that. Another thing I tried was 500 xp to everyone (not divided- I had to make that a selling point) at the end of a session (6hrs at the time) if the players didn&#8217;t break character-including talking about tactics. It was amazing watching the smart player with the dumb character trying to justify how he knew how to solve a puzzle.
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/johnnys-five/johnnys-five-five-ways-to-get-your-players-into-shared-narrative-when-it-isnt-the-focus-of-the-game/comment-page-1#comment-8363</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Tue, 22 Dec 2009 20:48:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/johnnys-five/johnnys-five-five-ways-to-get-your-players-into-shared-narrative-when-it-isnt-the-focus-of-the-game#comment-8363</guid>
		<description>I love this idea, and occasionally try to wrest a bit of narrative from the GM when I&#039;m a player, but some players just aren&#039;t cut out for this.  Call it unfamiliarity with narration, stage fright, option paralysis, or just indecision, but some players definitely need to walk or even crawl before they can &quot;run with it&quot;.

Anyone have advice for drawing players out of their shells?&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8363&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I love this idea, and occasionally try to wrest a bit of narrative from the GM when I&#8217;m a player, but some players just aren&#8217;t cut out for this.  Call it unfamiliarity with narration, stage fright, option paralysis, or just indecision, but some players definitely need to walk or even crawl before they can &#8220;run with it&#8221;.</p>
<p>Anyone have advice for drawing players out of their shells?
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		<title>By: Burn_Boy</title>
		<link>http://www.gnomestew.com/johnnys-five/johnnys-five-five-ways-to-get-your-players-into-shared-narrative-when-it-isnt-the-focus-of-the-game/comment-page-1#comment-8362</link>
		<dc:creator>Burn_Boy</dc:creator>
		<pubDate>Tue, 22 Dec 2009 20:00:27 +0000</pubDate>
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		<description>We do this to an extent in my group. I&#039;m not the most literary inclined person so I&#039;ll give a basic outline of something and one of my players will kinda step in and give the scene a bit of extra flair. We also get very into this when we have our &quot;Boss monster&quot; fights. 

I&#039;m going to test this in my next few quests, I know that most of my players will embrace this, they&#039;re very good at taking the freedoms I give them and running with them.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8362&#039;,&#039;Burn_Boy&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>We do this to an extent in my group. I&#8217;m not the most literary inclined person so I&#8217;ll give a basic outline of something and one of my players will kinda step in and give the scene a bit of extra flair. We also get very into this when we have our &#8220;Boss monster&#8221; fights. </p>
<p>I&#8217;m going to test this in my next few quests, I know that most of my players will embrace this, they&#8217;re very good at taking the freedoms I give them and running with them.
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/johnnys-five/johnnys-five-five-ways-to-get-your-players-into-shared-narrative-when-it-isnt-the-focus-of-the-game/comment-page-1#comment-8361</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Tue, 22 Dec 2009 19:41:09 +0000</pubDate>
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		<description>The first point is great-- often, stepping from &quot;tell me how much damage you do&quot; to &quot;describe everything&quot; is big enough to confuse people. Specific questions do a great job of nurturing the right level of responses-- so you can get the dramatic leap without having them describe the villain&#039;s tactics, altering the scenery-- or whatever limit you&#039;re imagining. (If you play with kids-- or even adults new to roleplaying-- often the difficulty comes from getting them to limit their descriptions, rather than having to coax out extra details.)

Your second suggestion, &quot;Show me&quot;, is great for getting more description-- and is also good for correcting &quot;too enthusiastic&quot; descriptions, where one character tries to do 5 things in one action&#039;s time.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8361&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>The first point is great&#8211; often, stepping from &#8220;tell me how much damage you do&#8221; to &#8220;describe everything&#8221; is big enough to confuse people. Specific questions do a great job of nurturing the right level of responses&#8211; so you can get the dramatic leap without having them describe the villain&#8217;s tactics, altering the scenery&#8211; or whatever limit you&#8217;re imagining. (If you play with kids&#8211; or even adults new to roleplaying&#8211; often the difficulty comes from getting them to limit their descriptions, rather than having to coax out extra details.)</p>
<p>Your second suggestion, &#8220;Show me&#8221;, is great for getting more description&#8211; and is also good for correcting &#8220;too enthusiastic&#8221; descriptions, where one character tries to do 5 things in one action&#8217;s time.
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