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!!
+
* make sure all the players (not just the captains) read this!!
- safety is really important, especially in an immersive game like 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"
+
* 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. Also,
+
* 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
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* 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!)
- this is mainly a non-competitive game; we encourage you to enjoy the
+
 
flavor elements (and sometimes they'll be important for the puzzles
+
STUFF ABOUT PUZZLES, in which we would say things like:
too!)
 
- STUFF ABOUT PUZZLES, in which we would say things like:
 
  
 
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
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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
- 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
+
* 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
- We have flavor text and preamble text that is purely used to drive the
+
* 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
- We have a variety of delivery mechanisms, both for teams getting puzzles
+
* 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
- Puzzles are not all "self-contained". Information from previous puzzles or
+
* 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.