{"id":187,"date":"2007-05-22T16:15:28","date_gmt":"2007-05-22T16:15:28","guid":{"rendered":"http:\/\/random-average.com\/?p=187"},"modified":"2007-05-22T16:15:28","modified_gmt":"2007-05-22T16:15:28","slug":"redundant-systems-for-more-reliable-performance","status":"publish","type":"post","link":"http:\/\/randomaverage.com\/index.php\/2007\/05\/redundant-systems-for-more-reliable-performance\/","title":{"rendered":"Redundant systems for more reliable performance"},"content":{"rendered":"<p>So there&#8217;s a guy out in NYC who&#8217;s running a regular weekly game.<br \/>\nYes, to me that&#8217;s notable and enviable enough that I find it worth remarking on.  No, it&#8217;s not what the post is about.<br \/>\nAnyway, what he&#8217;s doing with this game is:<\/p>\n<p><!--more--><br \/>\n(a) recruiting from a pool of people far too large to get sitting down all at one table.<br \/>\n(b) setting the weekly hard limit of participants at a first come, first served, six people<br \/>\n(c) setting the whole thing in a static location (one town)<br \/>\n(d) wrapping up loose ends each session well enough that the NPCs of note are &#8216;free&#8217; (not in the middle of some other &#8216;thing&#8217; and thus unavailable) for the next session&#8217;s events.<br \/>\nAnd I think these criteria deliver both a reliable ongoing campaign and a lack of dependency on the variable schedules of people.  I like it.<br \/>\nCome right down to it, I feel the need to remove every possible impediment from a game actually happening because right now, between sudden cancellations and people playing twice and then dropping the games permanently, I&#8217;m beginning to wonder if the problem is me, that I&#8217;ve utterly forgotten how to run a fun game, and I should just play video games from now on.<br \/>\nSo I&#8217;m pondering this model for a game.  Here&#8217;s what I see as some potential must-haves:<br \/>\n&#8211; A quick and clean character generation\/system, so people can come with a concept and be rolling with a playable character in short order.<br \/>\n&#8211; A game that lends itself to non-contiguous play sessions. (Thus totally ruling out PTA and its screen presence arcs.)<br \/>\n&#8211; A little crunch, but no so much that I can&#8217;t play by the seat of my pants, depending on who&#8217;s &#8216;in&#8217; for that week.<br \/>\n&#8211; An easily grasped setting and situation.<br \/>\nPetrana, using Shadow of Yesterday, is potentially that game &#8212; the only problem there being that I took a perfect set up (static setting) and immediately put everyone on the road for a trip.  My only excuse there is that that situation was supposed to take one session and has instead gone on for three sessions (and about four months) &#8212; it wouldn&#8217;t honeslty be that hard to rejigger things to make that setup work for this, though &#8212; just a little exposition and scene framing and we&#8217;re back in the city. Voila.  Don&#8217;t know if it&#8217;s the universally &#8216;grasped&#8217; setting I was talking about, though.<br \/>\nOther possibilities include:<br \/>\n&#8211; using Heroquest in a fairly straightforward fantasy setting.<br \/>\n&#8211; using Spirit of the Century in a straight Pulp setting&#8230; maybe&#8230; okay, that&#8217;s perhaps a leetle bit harder, but honestly something like the setup for the old Pulp d20 thing I did would work easily enough.<br \/>\n&#8211; using Over the Edge\/Risus or something else that&#8217;s been around a good long time with a solid track record of quick playability.<br \/>\nThe other major problem I have is that i just done have a particularly big pool of players to pull from at this time.  Being ready for anyone to show up doesn&#8217;t do me much good if the pool of players is the same size as a &#8216;regular&#8217; game that never happens because not enough people can make it.  Not entirely sure what to do about that.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>So there&#8217;s a guy out in NYC who&#8217;s running a regular weekly game. Yes, to me that&#8217;s notable and enviable<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[7],"tags":[],"class_list":["post-187","post","type-post","status-publish","format-standard","hentry","category-musing"],"_links":{"self":[{"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/posts\/187","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/comments?post=187"}],"version-history":[{"count":0,"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/posts\/187\/revisions"}],"wp:attachment":[{"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/media?parent=187"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/categories?post=187"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/tags?post=187"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}