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 Forum index » Meta » Puppetmaster Help
PMing styles, levels of interactivity and such.
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OhWhatProvidence
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Joined: 26 Sep 2011
Posts: 819
Location: Dallas, Texas

PMing styles, levels of interactivity and such.
Opening a discussion on the various PMing styles for a possible "N00b resource"

Alright! Taking a new PM under my wing. I've shown him writing websites, character development websites and any of the "ARG-as-another-form-of-storytelling" examples I can. Now comes the tricky part: teaching how the ARG process actually works. Anyone wanna open up a discussion on this? I'm trying to show about the levels of interactivity in games (mine tend to be very interactive, down to the players actively debating with a hostage taker for a character's life.), and I'm trying to work on figuring out how to explain the whole folly of the "puzzles for the sake of puzzles".

But! I know that PMing is a matter of preference. Some /enjoy/ the puzzles for the sake of puzzles, and some enjoy the more Marble Hornets type of low-interaction. I'm considering once this discussion gets underway, I'd make some sort of "so you want to become a puppetmaster" type resource, with the various styles of PMing, levels of interactivity and storytelling, ect. I know that really, this entire subforum is meant to help with specific questions, but it seems as though sometimes the new PMs read all about the technical side of things- puzzles, codes, binary... and forget that, at the heart, PMing is (for the most part, anyway) about telling a story just as a TV show or book would. (there are, of course, exceptions. Peietro Radillio, a lot of the Timewasters... I can't name many others off the top of my head but I knwo there are ones.)

Anyway, yes. What process do you use to PM? Which parts do you focus on the most? (ARG-as-a-story, ARG-as-a-puzzle, ARG-as-a-whatever-else-I'm-not-thinking-of)

This isn't so much a "what do you want to see more of/waht do you want to see less of" type thread- we already have one or five of those. This is for you, as a PM, and how you run your game so I can use it as an example to compile into a single resource for any other new PMs that maybe don't put as much though into the game as they realize they should. I think this will help PMs understand what to expect, how to plan ahead or if they should plan ahead and just in general help with the phenomenon of some games that have really good potential and ideas being ignored/forgotten/stopped because the PMs didn't have a /full/ grasp of what they were doing.

It's perfectly fine to dive in head first, but first you have to learn how to dive in the first place.
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PostPosted: Wed Aug 22, 2012 2:58 pm
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inkflamewriter
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Joined: 03 Aug 2011
Posts: 209
Location: North Carolina, US

Now, I can't say I have a lot of experience as a PM, but I can certainly share what I enjoyed most when I did do things like that.

When I designed the story behind the character I played, since I was PMing as a part of a team, I created ways for the players to find out the information about her bit by bit. If I wanted them to make a choice, I made a puzzle that would help them figure out just what that choice was and what the consequences would be.

Ultimately, it was the story that became the most important. I was very heavily into the ARG-as-a-story deal and the puzzles became the means to telling said story.

I've noticed that part of why many blogs and ARGs become successful is because players actually care about the characters involved. When you, as a PM, are actively contacting them under the guise of a fully-rounded character, your players will start to care, which means that they have a better likelihood of not giving up on you if something happens and you need to step away for a few days. They'll reach out in ways that you could never have dreamed of.

Example: a character I played in the game I helped with had a best friend in serious trouble. I actually had people angry with her for going after her friend to help him.

Even better, I killed off my player self when I made the transition from player to PM and made people cry. They hated the killer and never really forgave the people involved for my player-self's death.
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PostPosted: Wed Aug 22, 2012 5:24 pm
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BubbleBoy
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Joined: 16 Jul 2007
Posts: 271
Location: United States

Read "a guide to transmedia storytelling". I PM'd years ago (7 to be exact) and decided to get back into it. That book has helped soooo much. I enjoyed the "seat of your pants" style. But that doesn't always work, and I think that goes for most styles - not all styles will work for all kinds of stories.

As far as puzzles are concerned, I have always believed that puzzles should hide important information but not be needed to advance the game. So many PMs make puzzles and then the story stalls because the players are stuck on it for weeks. Stories should have a constant flow to them. Once it stalls you lose the flow.

PostPosted: Tue Aug 28, 2012 9:23 am
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