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In which Bill and Mickey make their first time mistakes while tackling the important issue of the trust that staff must cultivate from their players.

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  • Rachel

    Great job, guys. You both have fabulous “radio” voices. Good first topic, good job bringing yourselves back to topic when it started to stray. Nice job on the careful use of specific war stories.

    Possible related topics it suggests to me:

    Earning back trust/rebuilding a game lost by prior staff (”fighting the uphill battle”)

    Dealing with players who help build the mistrust through complaints or misunderstandings

    Are there certain types of plotlines that build mistrust more than others

    Are there rules which impact trust levels

    Anti-favoritism (For example, I bent over backwards to not show favoritism to my team…sometimes to their detriment and definitely to the detriment of our friendships)

    How far is too far for plot to go to (re) establish trust - and can it harm the game

    Duration of plot arcs - what works when

    Crunchies with a mission - giving the NPCs enjoyment/reason to play without it being all about killing (I recommend a guest ‘caster from NERO Cincinnati - awesome reasons behind all their crunchies…turkeys came out and chased around among us [well repped, well vocalized], kinda silly, behaved JUST like turkeys when chased…had us giggling a bit…until the wolves that had chased them into town showed up.)

    How to deal with player perceptions over “earned” vs “unearned” - when you can’t let players know how a player earned something but know that they did

    Hmm. I suspect I could go on for a while. Again, good stuff. Thanks! -R

    Mar 12, 2011 at 7:20 pm
  • Dan C.

    Great podcast guys! You guys have a good rapport, but keep away from those moments of bitterness. At the end you may also want to do a wrap-up or summary. I particularly liked the bits about avoiding favoritism because each player has an equal right to entertainment.

    topics I’d be really interested in hearing about:

    -accessibility - how to get people plugged in and invested midway through a complex plot line (”scaffolding”)

    -the role of info / craftsman skills

    -what to do when you’re playing a plotline that sucks

    -what to do when you’re playing a bad game with cool people

    -what’s the difference between running a plot in a tabletop game and plot at a larp?

    -how to get the NPCs to care about your plot too

    -You touched a bit on the subjective nature of plot - people walk away from an event with a lot of different possible rewards. So what are the different types of experiences you should focus on in order to create a diverse game which has something for everybody?

    Mar 13, 2011 at 8:49 am
  • Valerie

    Fantastic job you two! This first topic brought up many great points and it was very enjoyable to listen to. You strayed at times, but did a good job of bringing the main topic back into focus. I’m looking forward to some more podcasts!

    As Dan has said, I would also suggest doing a wrap up or summary at the end to bring all of your excellent points back into the spotlight.

    You started to touch on a great topic regarding NPC’s coming to just monster for a weekend who have their murder faces on and have a PC mentality coming into the game. I think this would be a great topic for future podcasts. How do you get NPC’s invested in your game as a staff member and encourage them to entertain instead of murder and “win”?

    Again, great job you two. I look forward to more in the future!


    Mar 13, 2011 at 10:28 am
  • Stephen L.

    Hey guys, very good typic.

    I know Mr. Bill and I have sparked on a few message boards about trust issues between myself and certain plot/chapter circles before. It’s good to hear the idea being discussed in the open again.


    Mar 14, 2011 at 4:30 pm
  • Tom B.

    Like Rachel, I’d like to hear you two explore re-earning player trust. It may also be worthwhile to talk about how to recognize a lack of trust between players and staff - I’ve seen a few games where there was a lack of trust but neither the players nor the staff realized that was the problem.

    Mar 31, 2011 at 6:50 pm