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How to Run:Primetime Adventures
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== The Click Moment == * Nearly every Actual Play report which talks about an "awesome!" game of PTA mentions that a during the Pitch session, when the group in question hit upon the idea for their show, there was an almost-audible '''CLICK''' in the air. It's the moment when everybody in the group, including the Producer, suddenly ''buys into'' a specific show idea; they stop tossing general concepts around and start milking the Chosen Idea for Setting Conventions, Tone and Characters. * Don't settle for anything less than the '''CLICK''' moment. If ''anyone'' in the group is like, "well, I'm a bit whatever about the idea but I don't want to make waves or slow things down, so I'm fine", the game will most likely be dull, no matter that everyone else at the table is firing on the idea. Shelve that idea and get that player to discuss what he'd really like. Everybody ''needs'' to buy into the show idea or else they won't bother coming back for the next session. ** A neat trick is to ask anyone who's not buying into the group's idea is to ask him or her, "How can this idea become interesting for you?" Matt M noted of a play session, "One of the players isn't really on board with the concept. Something just isn't clicking. So the GM asks her 'what would it take to get you onboard with this?' And she ponders for a bit and says 'What if I was the Queen in disguise.' And suddenly everything clicks into place, from why the rookie captain has such a great ship, why his first officer resents him and what the series' story arc would be." [http://forum.rpg.net/showpost.php?p=7121357&postcount=12] ** A good sign that you don't have your '''CLICK''' moment yet is any of your players not being excited about picking a character out for themselves.
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