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 Post subject: Critical Event Summaries
PostPosted: Mon Oct 21, 2013 9:56 pm 
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Location: Toronto, Ontario
SamhainIA wrote:
Tony have you thought about making those critical event summaries more accessible? or putting specific time limits on them? or even following up with the people that request the mods that have critical event at the end?


Changing this to its own thread since it doesn't quite fit the other discussion.

We frequently do have specific time limits on the Summaries, often stated directly on them. However, we don't get feedback even from premieres, and getting feedback thereafter is like shooting fish in a barrel of apples (wherein there seem to be no actual fish).

Following up is an option that we would like to do more of, but frequently can't due to logistics and how busy everyone gets with other projects and making sure the campaign keeps running.

So, we'd love to make them more accessible. How do you suggest we should go about it? What as a GM/Harvester would get you to send in a Critical Event Summary for every table you run? These questions are open to every single person who GMs: What is the main reason you do not send in Critical Event Summaries, and what can be done to help make it easier for you, and thus more likely that you will?

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 Post subject: Re: Critical Event Summaries
PostPosted: Tue Oct 22, 2013 6:39 am 
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Honestly for me I think the main reason is that it's inconsistent whether an adventure has one or not so I often don't always look. If *every* adventure had one, that might create a habit or pattern of behavior.

Also their placement isn't always consistent. I would put them as Page 2 (Right after the cover page) and make it very obvious what it is. Alternatively, make the questionnaire a separate file in the .zip file like the Chronicle Pages.

Finally, maybe make it form fillable as well so someone running electronically or with a PDF reader can fill it out, save it, and email it in.

John

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 Post subject: Re: Critical Event Summaries
PostPosted: Tue Oct 22, 2013 8:18 am 

Joined: Fri Sep 27, 2013 8:36 am
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currently we have a (way simplified) system of :

step one order module
step two play module

maybe what we can add is

step 3 report result for module AND
step 4 give players perks based on reported results

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 Post subject: Re: Critical Event Summaries
PostPosted: Tue Oct 22, 2013 8:26 pm 
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When I was an Invisible King I put Critical Event Summaries at the Back of the mods we wrote and always got at least some feedback, even if it was only half a dozen responses.

IMO it would be easier (and garner more responses) to either email the results somewhere (wjere somewhere is a place listed in the modules) and or take an online poll (again listed in the modules) rather than guess as a player or judge who wants to hear about the game play, or log back in to where ever we end up downloading modules from.

At the first Winter Fantasy Arcanis appeared at they ran 25 tables of Bargains of the Spirit and Flesh where Elebac pursued a form of undeath in Ventaka to continue his art. The module was tilted a little toward Elebac becoming undead. PCs had to go out of their way to change his mind. The split was 12 tables where he became undead ... and 13 tables where he didn't. Obviously that point has repercussions still felt today, Master Elebac may be the best loved NPC of the player base. If a module is on its first run at a convention there is no reason why the judge shouldn't be turning in a preprinted event summary.

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 Post subject: Re: Critical Event Summaries
PostPosted: Fri Oct 25, 2013 11:43 am 

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Perhaps at the con/game day/whatever where a module appears, have an actual collection right after a mod is run for said summaries. People will be more likely to do it if it is fresh in their minds and others are turning one it as well.

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 Post subject: Re: Critical Event Summaries
PostPosted: Fri Oct 25, 2013 11:56 am 
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Possibly move the CES's to between the XP summery and the Statblocks? This way (at least if they use .pdf's) they'll have to go right past it several times during the adventure?

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Last edited by Nierite on Fri Nov 01, 2013 3:17 pm, edited 1 time in total.

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 Post subject: Re: Critical Event Summaries
PostPosted: Fri Nov 01, 2013 3:00 pm 

Joined: Sat Oct 05, 2013 12:46 pm
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As an alternative, could you set up a form on the forums here to capture the feedback?

With a sweep of his...

Hat


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 Post subject: Re: Critical Event Summaries
PostPosted: Tue Nov 05, 2013 10:59 am 
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But wouldn't that be a huge spoiler for every adventure that has a CES? (By their very nature, the forum posts would have to be public.) I doubt that would be a feasible way to report the CES.

Scott


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 Post subject: Re: Critical Event Summaries
PostPosted: Tue Nov 05, 2013 11:38 am 
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Some good ideas here. I'll be incorporating them with the new adventures as they come up and see how they work. :) For now, I've moved the CES page to the front of the documents, right after the Adventure Outline and before the module proper starts. It has also been explicitly noted (and will be from hereon out) that events mentioned in a Critical Event Summary may have unique additional rewards or consequences for individual Heroes (For example, a Hero who openly flouts heretical beliefs in a Grand Coryan module may receive a Notice of the Inquisition, even if the Inquisition has nothing to do directly with the module that is being played, or a Champion of the Silver Chalice may receive bonus fame for rescuing an indentured slave NPC even though it has nothing to do with the main plot of the story).

From now on, GMs requesting premieres will be encouraged to provide CES for each table they run of the event. Failure to do so may decrease the likelihood of being granted premieres for that event in the future (it is, after all, one of the best parts of a premiere: To be the first to affect the world, not just to passively experience the new content).

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 Post subject: Re: Critical Event Summaries
PostPosted: Tue Nov 05, 2013 7:46 pm 

Joined: Sat Sep 28, 2013 6:45 pm
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Njal Val'Assante wrote:
{snip}(For example, a Hero who openly flouts heretical beliefs in a Grand Coryan module may receive a Notice of the Inquisition, even if the Inquisition has nothing to do directly with the module that is being played



:twisted: All the more to add to my collection. :twisted:

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