Everyone's Personal Goals For Game
From DoctorWhen
Melissa:
- wants working together with the GC team to be an enjoyable experience
- wants to be the "pathologist" for a game, i.e., wants to understand the inner workings of a Game
- wants to not be stressed during the final weeks leading up to the game
Allen
- will be gleeful if his harebrained little kernel of an idea results in an actual Game being run
- would like the Game to have some resemblance to his initial Doctor When/time travel theme
- the plot line should be so engaging that even the sleep-deprived players can follow it
- the key plot points should be communicated via the puzzles/activities
- the players (those that are amenable to suspending disbelief and play acting) should feel that they are solving puzzles in order to accomplish a goal, not in a competitive race to beat other teams
- the teams should feel by the end that they were the stars, i.e., they fixed the problem
- the GC members that the players interact with should stay in character
- all of the puzzles should be in character (not feel like they were random puzzles dropped in)
- each puzzle/activity should provide a "ha!" and "aha!" (humor and intellectual stimulation)
Wei-Hwa
- wants every participant to feel satisfied, like they haven't been left out
- no other personal goals
Sean
- wants the participants to "get" the story
- wants a game that is not competitive, but rather emphasizes fun
- wants the participants to not feel cheated by the non-competitive nature of our Game
Erik
- wants to "put on a show"--a heavy theatrical experience
- wants this to be a somewhat new kind of Game experience
- wants story and puzzles to be thoroughly integrated
DeeAnn
- That the Game be a big enough deal to make it worth the time and expense it'll take for me to fly/drive down to the Bay area. In other words, an overnight game that supports at least fifteen teams, has high production values, and gives the teams good value in return for their weekend and their money.
- That GC is sportsmanlike; we are helpful, fair, keep our promises, and set expectations for anything that is not a "normal" part of a Game.
- That my action items take no more than six hours a week to complete, unless I'm physically present in the Bay Area for the final push.
- That the Game take place on a weekend when I can actually be present to support it.
Acorn
- Really wants the game to include a paradox or two, i.e., something that looks to the players like it just can't happen...but by the end of the game it seems completely inevitable in retrospect.