Difference between revisions of "Pre-Game FAQ"
From DoctorWhen
(Created page with "Subject: Re: Conveying our conceit to the players <pre> The week before the game, we would send the teams an out-of-character email, where we would say things like (this is a...") |
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where we would say things like (this is a super-brief summary) | where we would say things like (this is a super-brief summary) | ||
− | + | * make sure all the players (not just the captains) read this!! | |
− | + | * safety is really important, especially in an immersive game like this | |
− | + | * stuff about role-playing - we'll try to be immersive, but call "time out" if you want to step out-of-character, are getting frustrated, etc. | |
− | if you want to step out-of-character, are getting frustrated, etc. | + | * Understanding the story as it unfolds and thinking through its internal logic may help you with various challenges. And we hope that following the story is fun for you, too |
− | there's no intro. This is the intro. The moment you arrive, the | + | * Also, there's no intro. This is the intro. The moment you arrive, the in-character event is running. |
− | in-character event is running. | + | * this is mainly a non-competitive game; we encourage you to enjoy the flavor elements (and sometimes they'll be important for the puzzles too!) |
− | + | ||
− | flavor elements (and sometimes they'll be important for the puzzles | + | STUFF ABOUT PUZZLES, in which we would say things like: |
− | too!) | ||
− | |||
We are experimenting with many things, and most puzzles won't follow a | We are experimenting with many things, and most puzzles won't follow a | ||
Line 20: | Line 18: | ||
and the title Puzzle #4". We're trying to make our puzzles flow with the | and the title Puzzle #4". We're trying to make our puzzles flow with the | ||
story, which has many possible implications, such as | story, which has many possible implications, such as | ||
− | + | ||
− | There is no standard "end" to a puzzle in this game - it will depend on | + | * We have "puzzles" that don't solve to simple words or directions. |
− | context. A puzzle may be "accomplish task X" or "find out information Y" | + | * There is no standard "end" to a puzzle in this game - it will depend on |
− | + | * context. A puzzle may be "accomplish task X" or "find out information Y" | |
− | story and doesn't contain elements useful for solving the next challenge. | + | * We have flavor text and preamble text that is purely used to drive the |
− | + | * story and doesn't contain elements useful for solving the next challenge. | |
− | and submitting answers. | + | * We have a variety of delivery mechanisms, both for teams getting puzzles |
− | + | * and submitting answers. | |
− | previous flavor elements may be secondary hints or even primary information | + | * Puzzles are not all "self-contained". Information from previous puzzles or |
− | for solving a later challenge. | + | * previous flavor elements may be secondary hints or even primary information |
+ | * for solving a later challenge. | ||
I believe that being direct about this is the best approach because it's | I believe that being direct about this is the best approach because it's |
Revision as of 12:46, 29 December 2011
Subject: Re: Conveying our conceit to the players
The week before the game, we would send the teams an out-of-character email, where we would say things like (this is a super-brief summary) * make sure all the players (not just the captains) read this!! * safety is really important, especially in an immersive game like this * stuff about role-playing - we'll try to be immersive, but call "time out" if you want to step out-of-character, are getting frustrated, etc. * Understanding the story as it unfolds and thinking through its internal logic may help you with various challenges. And we hope that following the story is fun for you, too * Also, there's no intro. This is the intro. The moment you arrive, the in-character event is running. * this is mainly a non-competitive game; we encourage you to enjoy the flavor elements (and sometimes they'll be important for the puzzles too!) STUFF ABOUT PUZZLES, in which we would say things like: We are experimenting with many things, and most puzzles won't follow a mechanism of "GC member hands you an envelope with your team's name on it and the title Puzzle #4". We're trying to make our puzzles flow with the story, which has many possible implications, such as * We have "puzzles" that don't solve to simple words or directions. * There is no standard "end" to a puzzle in this game - it will depend on * context. A puzzle may be "accomplish task X" or "find out information Y" * We have flavor text and preamble text that is purely used to drive the * story and doesn't contain elements useful for solving the next challenge. * We have a variety of delivery mechanisms, both for teams getting puzzles * and submitting answers. * Puzzles are not all "self-contained". Information from previous puzzles or * previous flavor elements may be secondary hints or even primary information * for solving a later challenge. I believe that being direct about this is the best approach because it's likely to lead to the least confusion. (There will still be some, but we want to minimize it.) I think the "let players figure it out" path is too dangerous. I vote for making it clear up-front that we have a free-flow, immersive, unorthodox, non-standardized approach to puzzles and answers.