Editing How to Run:Primetime Adventures
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* The goal of the Pitch session is to create a show idea that everyone around the table, the Producer included, is excited about ("Dude, if this were a real show I'd be in front of my TV every week!"). Thus, it is both the most important and most difficult part of any ''Primetime Adventures'' game. Group excitement is ultimately what drives ''Primetime Adventures''. | * The goal of the Pitch session is to create a show idea that everyone around the table, the Producer included, is excited about ("Dude, if this were a real show I'd be in front of my TV every week!"). Thus, it is both the most important and most difficult part of any ''Primetime Adventures'' game. Group excitement is ultimately what drives ''Primetime Adventures''. | ||
* Paka's biggest PTA tip is that the Pitch session should go on for as long as it has to. The book recommends an hour, and while some Pitch sessions take around fifteen munites, don't expect that. | * Paka's biggest PTA tip is that the Pitch session should go on for as long as it has to. The book recommends an hour, and while some Pitch sessions take around fifteen munites, don't expect that. | ||
− | * A neat trick | + | * A neat trick Judd of the Sons of Kryos uses when Producing a Pitch session is to roleplay that he's "(A)n obnoxious producer from Hollywood, except not stupid... and these imaginative people are getting together to make something out of my money." His objective is to ''keep things moving.'' |
* Tell the players that the group will be brainstorming ideas; some, possibly many, will get rejected, and that is okay. When the group has its show idea, there will be an almost audible '''CLICK''' in the air and things will start to come together. | * Tell the players that the group will be brainstorming ideas; some, possibly many, will get rejected, and that is okay. When the group has its show idea, there will be an almost audible '''CLICK''' in the air and things will start to come together. | ||
* Start by asking the players what kinds of show they ''don't'' want the game to be, or any issues they ''don't'' want in the game. Establishing limits early on not only ensures everyone's going to be comfortable, but also makes coming up with engaging ideas easier. | * Start by asking the players what kinds of show they ''don't'' want the game to be, or any issues they ''don't'' want in the game. Establishing limits early on not only ensures everyone's going to be comfortable, but also makes coming up with engaging ideas easier. |