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 Forum index » Meta » Puppetmaster Help
Common PM virgin mistakes
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finalpoint
Greenhorn

Joined: 05 Feb 2009
Posts: 6

 Common PM virgin mistakes
What would you have done differently?

Hello! So I've found the best way to avoid trouble is learn from the mistakes of others. I'm currently wrestling with the concept of a New York City based ARG, and while I've played a few grassroots games myself, this will be my first time PMing. My question to you all, though, is if you could do it all over again, what would you have changed about your games? What have you learned?

A few areas I am particularly concerned with...

Episodic versus feature arcs. I want this to be an ongoing affair, so is there something I should know?

Pacing of release of digital content. I was looking at updates every few days resulting in live events every 2-4 weeks, depending on our time constraints.

Live events. Any different than the typical audience interaction heavy theatrical affair?

Funding. Does anyone have any experience with sponsorship or are these all labors of love?

Any advice, related to these topics or not, will be greatly appreciated! Thanks in advance.

PostPosted: Tue Jun 09, 2009 2:38 pm
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konamouse
Official uF Dietitian


Joined: 02 Dec 2002
Posts: 8010
Location: My own alternate reality

Sounds like an ambitious project.

I hope you have a team to work on this with you (especially since you plan live events).
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PostPosted: Wed Jun 10, 2009 1:02 pm
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BubbleBoy
Decorated


Joined: 16 Jul 2007
Posts: 271
Location: United States

Geesh, okay, this is kind of a tough question since what works for one game doesn't always work for another.

For instance, one game may require a ton of back story (History of the "Phorian Race" 101), while another game may require only a little (character #1 was working on a secret formula before he/she went missing).

Some games will use real world items such as historical figures or geographical locations. Other games may take place in the future so the need for these kinds of references are not really that important.

I guess what I am trying to say is that you need to understand your story and it's limitations and/or opportunities. While it's nice to use YouTube for video content, does it make sense? What about MySpace or any other networking web-sites?

We've all heard about the Fortune 500 company that has a freewebs site. That, of course, doesn't make much sense.

If you hit a roadblock, is there another way to tell the same story? Is there another way to get across what you would like to get across?

For instance, instead of hiding a journal in the real world, is it possible to scan it and use Flash to allow players to skim through it in the virtual world?

Take time to be creative. ROT, ISBN's, Number/Letter substitutions are simple and over done. If it takes you a few more months of planning to get it right, do it.

There is more, but I have said enough so far.

Oh... GET A TEAM. Unless you hate sleep. Running a game is very time consuming. Also, the more heads coming up with ideas the better.

Also, learn and understand the purpose of puzzles. Nothing ticks people off more than having to scour the internet for a solve. Don't get me wrong, there's nothing wrong with a little research now and again. But we aren't trying to write a thesis on the Roman Gods, we are trying to solve a puzzle.

PostPosted: Wed Jun 10, 2009 7:11 pm
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unmortal_mind
Boot

Joined: 18 Apr 2007
Posts: 58
Location: Washington DC

Re: Common PM virgin mistakes
What would you have done differently?

finalpoint wrote:
My question to you all, though, is if you could do it all over again, what would you have changed about your games? What have you learned?.


More than I'd like to admit at times.

Three points not addressed in your questions:
  1. Document, document, document! - You should have a rough "narrative" timeline (so you know how far the players have gone). Content (Puzzles, Maguffins, Background) should be tracked. You should also keep a calendar, so you know who is available when and who's doing what by when.
  2. Reward your players - Make sure that there is a payoff when players have solved a puzzle or helped a character.
  3. Spend your time upfront - Keeps you from being rushed later and also gives you a head-start on the collective mind.
finalpoint wrote:

Episodic versus feature arcs. I want this to be an ongoing affair, so is there something I should know?


First, I would check out the article on ARGN titled Anatomy of an Implosion

What differentiates an ARG from say an MMORPG (or even a LARP) is that it has a definite end.

The players have some sense of closure with each chapter/episode.
(It doesn't mean they aren't anxious to see where the heroes pick up from.)

Also, episodes give new players an opportunity to dive into the game at any point in the overarching epic.

finalpoint wrote:

Pacing of release of digital content. I was looking at updates every few days resulting in live events every 2-4 weeks, depending on our time constraints.

Live events. Any different than the typical audience interaction heavy theatrical affair?



Yes, but it will depend on the quality of your actors, how much freedom you give them to interpret their roles, and how comfortable they are at providing the players with direction.

Some are great at improv, others not so much.

Also, good thing to bear in mind is that the actors will need to know what is the plot maguffin that they need to hit when interacting with players to
provide some direction at the event, so that the players can continue with the story.

PostPosted: Thu Jun 11, 2009 1:40 pm
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finalpoint
Greenhorn

Joined: 05 Feb 2009
Posts: 6

This is all great stuff!

And yes, I have a team to help me. I'm just producing. Wink

PostPosted: Thu Jun 11, 2009 5:54 pm
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