Ends and Means in the setting of Sanctum got off to a dynamite start. There were so many fun moments that I almost don’t trust it! Surely E&M and Sanctum have more problems than came to light in the four hours of fun we experienced.
Here are those few moments that stand out to me in retrospect as details to watch:
1) Sara and I have very different styles of Stagehanding.
I like to resolve conflicts through the use of Ends and Means: one person gets what they want, and one doesn’t. I go about it gently, making sure everyone’s stake is clear, following the procedure carefully.
Sara, on the other hand, prefers to Bribe players into Compromise. She’s downright aggressive, in fact, always going for the hard sell. "Make this bargian! C'mon! It'll be cool, c'mon!!!"
It makes for a crazy dichotomy. Sara uses a hard sell to reach a compromise, making everyone happy. I use a soft sell to see conflict through to its bitter end, winner and loser. And both styles are by-the-book.
QUESTION TO SARA: Sara, is this because you're more comfortable with Bribes and Compromise than with the rest of the system? Do you intentionally try to avoid the rest of it?
2) The first big conflict. Setting good stakes.
Early in the game there was a big Mexican Standoff scene: my 1931 Soviet captain holding a gun to Sara's 2007 Mafiosa, her thugs holding guns to me, the 1917 American infantryman holding a rifle on them, non-combatants in the line of fire: good stuff.
We've got some learning curve yet as far as good stakes-setting goes. The first time around, I was hearing stakes like "I scare the thugs into backing off," and "I seduce this thug away from you." In one-on-one conflict, that sort of thing can work (prosaically), but in this case I told everyone to stop and ask themselves WHY they were taking these specific actions. This resulted in much better Stakes, like "We get the information," and "I protect the captain."
Tonya also commented that it was confusing to Direct that many stakes. I think I need to communicate a clearer procedure for this -- not a rigid structure, but a guide to help when it gets complicated.
3) Sara's gaffe with the penthouse raid.
At one point, Sara's supporting cast character (Vespa, the Mafiosa) was in conversation with a protagonist (Darius, the 2007 film-maker, played by Klaus). Tonya and Sarah B. came up to inform Sara that their protagonists
were going to search Vespa's penthouse.
Sara made a gaffe at this point, in my opinion. She abandoned Klaus mid-conversation to go run a side-scene for Tonya and Sarah B. I don't think that's appropriate Stagehand etiquette. Here are the possible alternatives:
a) Sara sees no immediate conflict. "Go ahead," she says. "Don't do anything remarkable. I'll check in with you when I'm done."
b) Sara sees potential for a minor conflict. "You'll have to wait until I'm done with this scene." The situation at hand with Klaus gets first priority.
c) Sara thinks that this situation could have a major impact: it will require a good deal of her devoted attention. "That's a Scenario," she says. If Tonya and Sarah B. can purchase her time with 10 Potential, she'll make a graceful exit from the scene with Klaus and go to give them a Scenario.
In general, I think a Stagehand should avoid getting deeply involved in any situation: we should always be able to extricate ourselves with a minimum of effort. The situation at hand, however, always takes precedence over the
next one in the queue. The only exception is Scenarios, where Narrators pay their hard-earned Potential for our time.
4) "Extortion."
Sara came up with a Stagehanding strategy I had not foreseen. Some players would approach her to inform her of some action they were taking. She'd tell them, "Ah, but on the way, you get attacked by thugs! Unless you pay
me two Plot Points!"
I'm not sure how I feel like that. It seems a lot like an abuse of power. But is it? All the players have to do is say, forget it; then get into a conflict with her thugs, choosing high Ends and Means; and now all of a sudden, Sara has to pay all *them* Plot Points if she wants to be obstructive.
I guess maybe the thing I don't like is that the players may not realize how much power they really have in this situation. Sara's demeanor as an extortionist echoes certain abusive-GM archetypes I've encountered, when really the system prevents her from having too much of a bite.
5) Conflict can happen with a protagonist who isn’t fictionally present.
This came up three times:
Once, when Aleira (Kat's medieval harem girl) wanted to disarm a thug via her feminine wiles, it was a conflict with Vespa (Sara's supporting character) -- who was across the room.
Again, when Moira and Joy (Tonya and Sarah B.'s protagonists) wanted to raid Vespa's penthouse, it could have been a conflict with Vespa, who would have been elsewhere in the city.
Later, Moira (Tonya's medieval baker) was trying to seduce Cpt. Petrokov (my 1931 Soviet policeman supporting character). But Aliera had already been attempting the same earlier that evening. I suggested a conflict between Moira and Aliera (who was elsewhere at the time) to determine Petrokov's affections.
I think this is worth mentioning in the book -- it's a useful technique. But I'll need to urge players to take care not to interrupt others' scenes to make it happen.
6) Investing in your own failure.
Note to players: when you lose a conflict, embrace it! Fail like you mean it! You have control enough to make it dramatically appropriate: don't throw away that chance.
At one point, I defeated Father Alphonso (Lawrence's conquistador priest) in his attempt to kindle faith in Petrokov. When we began to act out the result, I needed him to give me an opening to distrust him. He didn't realize that I needed that, not until I prompted him.
Hopefully I'll have more chances to fail in front of players, showing them how to really ham up their own defeats. I did it once, portraying a minor thug seduced by Aleira. She wanted him to give up his gun -- and it was a fun moment, playing out how he gave her the weapon so she'd be able to protect herself!
7) Establishing hand signals.
I can think of two hand signals we need, to cut down on intrusive patter:
a) a "Where are you?" signal, to ask whether a group of players have established themselves in some other fictional location than is obvious;
b) a "See me when you're done" signal, to get the attention of someone in a scene without interrupting.
8) Downtime activities.
I can't dodge this bullet forever.
I don't want to do extra paperwork between games. But in a LARP, where significant time can pass between Acts, players instinctively look for a way to communicate what their protagonists do during that interim time.
Maybe the key is to see that downtimes only need to be communicated, not approved by a Stagehand. It's just an extension of the player's usual narrative powers.
This means that during downtimes, of course, nobody can initiate or resolve a meaningful conflict -- but that's what actual play is for anyway, isn't it?
8) The link between Weight and Effectiveness.
The decisions you make at the beginning of the game, assigning Weights to your Ends and Means, have a decisive effect for the rest of the game. But is that effect graspable? Does anyone "get" it? I'll have to check later, once a few
more games are under our belts; but I have a fear that it's just not intuitive enough, that it feels too disconnected and random.
I'm just here to say that Adam's Ends & Means system is GENIUS and I love it to pieces already. Our first real game? Smooth as buttah (but not as fattening). It felt as though all the crusty, nasty bits of LARPing had been trimmed away to leave a sleek, streamlined system that really works for just about any LARP setting that involves player-driven story.
I could see that Sara and Adam didn't have to run around and babysit nearly as much as a MET game, which left them more time to really have fun with their NPC's. I appreciated that. I really got to like Sergei, and hate Vesper/Vespa, and actually CARE what these people were doing! They weren't just one-dimensional pieces of furniture that the STs made up on the spot to fulfill some temporary purpose.
So far, all I can say to our lovely Stage Hands is this: Bravo. Bravo. I look forward to the next game. (Comment this)
umbereon2000: See you know what I like about that, I didn't feel worried about putting Trevor into harms way
umbereon2000: at all
Tonya Nall: Me either...with the whole mugging thing...there wasn't even a scene with Sara, she just paid me to muss things up and be weak the rest of the game...not a problem! It was AWESOME!
umbereon2000: It made me happy that I didn't have someone who could just turn me into a grease smear by looking at them the wrong way
Tonya Nall: I love the fact that conflict doesn't take 18 hours of chops.
umbereon2000: that too
Tonya Nall: I suppose I'll have to change my playings style a bit, and actually "act" scared for my character. As freeing as it is to know you can't die, it should still affect the char.
umbereon2000: See dying is just another good piece of drama
umbereon2000: I have several scenarios in my head where it would be cool if trevor died
Tonya Nall: I look forward to the point where I can pay someone to kill me!
umbereon2000: Joy beats you to death with her teddy bear
Tonya Nall: Awesome! I already know how to set her off! Also, I thought it would be harder to be evil, because everyone knows what I'm trying to do, but so far, it hasn't been. I'm giong to be interested in seeing how that plays out.
umbereon2000: I didn't think about it
umbereon2000: I am more worried about obvious evil
umbereon2000: besides
umbereon2000: I am actually capabale of seperating IC and OOC information
Tonya Nall: I think it goes to the fact I'm used to it being such a "taboo" to know things I'm not supposed to play. This is another place where I really enjoy Adam's system.
umbereon2000: It helps a lot to know where other players are coming from
Tonya Nall: In usual LARPs, I'm trying so hard not to reveal things I know OOC, that I let them color my actions. Here, it matters, but in a different way.
umbereon2000: OOC it helps you big time so you won't be dissapointed if your expecting a reaction or something that you don't get.. and you don't feel as if your wasting time.
umbereon2000: But you can still fiddle with the story IC and have great exchanges (Comment this)
Tonya, your concerns about the lack of 'secrecy' are important, and I think I need to add a few paragraphs in the book to address those questions. But you have noticed something important:
The IC/OOC divide is a matter of roleplaying *style*. It's not a divide that's intrinsic to roleplaying itself.
And in my experience, it's perilous to keep a hard line between IC and OOC. It can be done, and done well; and there are experiences you can create no other way; but for the most part, a hard line is simply a stumbling block to good communication.
(And what is roleplaying? Hanging out and talking. *Communicating*.)
A soft or nonexistent line between IC and OOC allows a different style of play. So everyone knows you, Tonya, are planning on instating yourself Queen? Awesome! Isn't it great that everyone knows and can *engage* you in that? Already I think it's cool, because of the way Moira cares for Joy. I REALLY want to see what happens if Moira needs to choose between advancing her royal ambitions, and caring for the "simpleton." Is Joy only a tool to Moira? Or does she spark some human compassion? I think the OOC knowledge of Moira's ambition makes her *more* interesting of a character; if I didn't know, she wouldn't be half as interesting!
Consider: in books and movies, the audience gets to learn things all the time that the main characters don't. It's a great way to create depth and suspense. Why should RPGs be any different?
(Incidentally, I can't take credit for this style. Other games have tread this path before me. I'm just learning from them and making a LARP of it.) (Comment this)