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| garrettacrowe |
Posted: Thu Jun 21, 2007 11:47 pm Post subject: first time Paranoia GM |
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RED

Joined: 18 Jun 2007 Posts: 9
Service Group: R&D
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I'm runnign PAranoia XP for the first time with a group of half firsttime gamers and half guys I've played with for over a decade. I find myself nudging the silent newbies repeatedly with "and so what are you doing now" and "how do you respond" type prodding that is slowing gameplay.
Any advice on how to more subtlely make sure the newbies are getting to contribute (and are not being shy) and keep things going.
Garrett |
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| Max |
Posted: Fri Jun 22, 2007 12:20 am Post subject: |
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 BLUE

Joined: 17 Jan 2007 Posts: 2013
Service Group: R&D
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It's paranoia! No need to be too subtle
Get an eggtimer, and seperate the quiet players from the main group, and let them find a bomb. With a timer. With the same numbers on it as the eggtimer (or stop watch) is showing. With no external help, they're gonna HAVE to do something.
Even nicer, have the experiance players trapped somewhere, about to die unless the newbies can sort the bomb and save them. (Don't let the other players interact much, perhaps a couple of messages via PDC is about all, should the newbies need a nudge).
Chuck in an NPC that they have to take care of too... either one that they need to keep alive (but he keeps wandering off), or one that they need to kill. Throw them in there without the support of the old-skool players, and they may well come into their own.
The biggest problem I've ever faced with new players, is when they are leaving everything to the louder, more confident, experianced lot. But then, there's the ones that are just nervious.
Make sure there's bennies as well as slaps tho - with the threat of the bomb, generously (hahahaha) give out on the spot rewards the first time each of them do something cool or constructive... boosting their egos, so it don't hurt them so much when you have to waste their clones later on! _________________ **Insert Maximagotchi here**
"Paranoia is just another word for longevity." ~ Laurell K. Hamilton |
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| Scalene |
Posted: Fri Jun 22, 2007 12:54 am Post subject: |
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 BLUE

Joined: 06 Jul 2006 Posts: 1814
Service Group: Power Services
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Give them tips. And double their rewards, halve their slaps.
For example, if someone's injured, suggest how they could possibly get away with killing them? Hint towards helping them medically, while secretly killing them. _________________ ¬_¬
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| Kwil |
Posted: Fri Jun 22, 2007 7:16 am Post subject: |
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 YELLOW

Joined: 26 Feb 2004 Posts: 370
Service Group: CPU
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What's been said here already is all applicable. If the name Pavlov doesn't ring a bell, just remember that you get the behavior you want by rewarding it, and stop the behavior you don't by punishing it. Subtlety can be saved for when you've got the basic response patterns down.
You want them to participate more. So when they participate based on advice from your or someone else, increase their odds of success a little bit. When they come up with some way to participate on their own, throw them a perversity point if it's even the slightest bit original or entertaining. Do this immediately upon the action so they make the connection. Also, do it fairly consistently for the first while. At least four or five times before you start taking a more critical eye toward whether what they do is entertaining or not. Behavioral theory suggests that you first establish the connection between action and reward, and then slowly reduce the reward incidence or amount, but not in a set pattern (Apparantly if a person's brain picks up that there's a declining pattern, it extrapolates to the end and the behavior rapidly drops off. If, on the other hand, it can't deduce a pattern, it seems the behavior actually increases in frequency or intensity)
You also don't want them to sit there silently. Therefore, you need to punish them when they do. Set up situations where silence is dangerous. Fortunately, paranoia's dramatic tactical combat system is designed for this, so take advantage of it. Don't let them slow down the pace of the game for others, just make sure they always have the opportunity to contribute, even if it's for just a brief instant. Remember, they've got 6 clones, don't be afraid to wipe one or two out to get the point across. |
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| Grov-R-LER |
Posted: Fri Jun 22, 2007 8:36 am Post subject: |
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 BLUE

Joined: 28 Jul 2005 Posts: 2575
Service Group: Armed Forces
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| Kwil wrote: |
| Set up situations where silence is dangerous. |
I imagine a gun turret, a large counter showing low ammo, and a malfunctioning sonar-based targeting system. I further imagine a room full of shouting players, with the quietest few being shot.
Alternatively, accidents involving tongue scanners and the louder players mean the quieter players are louder by comparison.
Or just give them the really cool big guns. |
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| phobia |
Posted: Fri Jun 22, 2007 3:06 pm Post subject: |
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 ORANGE

Joined: 23 Nov 2005 Posts: 104
Service Group: Power Services
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| Max wrote: |
It's paranoia! No need to be too subtle
Get an eggtimer, and seperate the quiet players from the main group, and let them find a bomb. With a timer. With the same numbers on it as the eggtimer (or stop watch) is showing. With no external help, they're gonna HAVE to do something.  |
Consider this stolen. |
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| Max |
Posted: Fri Jun 22, 2007 3:31 pm Post subject: |
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 BLUE

Joined: 17 Jan 2007 Posts: 2013
Service Group: R&D
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hehehe, if you steal it, you might want to also steal the idea that if one of the players stops the timer (prop), you can either
(1) laugh and reward them generously for thinking out of the box
or
(2) laugh and kill them all for that players action!
LOL _________________ **Insert Maximagotchi here**
"Paranoia is just another word for longevity." ~ Laurell K. Hamilton |
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| phobia |
Posted: Fri Jun 22, 2007 3:39 pm Post subject: |
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 ORANGE

Joined: 23 Nov 2005 Posts: 104
Service Group: Power Services
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| Max wrote: |
hehehe, if you steal it, you might want to also steal the idea that if one of the players stops the timer (prop), you can either
(1) laugh and reward them generously for thinking out of the box
or
(2) laugh and kill them all for that players action!
LOL |
Yeah, that's the first thing I thought of. There's no doubt this will be a fine addition to my next game. |
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| garrettacrowe |
Posted: Fri Jun 22, 2007 8:35 pm Post subject: thanks |
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RED

Joined: 18 Jun 2007 Posts: 9
Service Group: R&D
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Thanks for the ideas. Separating them in a stress situation sounds real good. And I did throw perversity points like candy when they did actively contribute. I agree I need to pounce on players who try to slip under the radar by being silent.
Garrett |
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