Editing How to Run:Primetime Adventures

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** Vincent Baker wrote something for [http://www.lumpley.com/games/dogsources.html ''Dogs in the Vineyard''] that's very applicable to Pitch sessions: "... the thing to observe... isn’t ''what'' the group’s doing, but instead ''who’s dissatisfied'' with what the group’s doing. The player who frowns and uses withdrawing body language in response to someone else’s (idea) — that’s the player whose lead to follow."
 
** Vincent Baker wrote something for [http://www.lumpley.com/games/dogsources.html ''Dogs in the Vineyard''] that's very applicable to Pitch sessions: "... the thing to observe... isn’t ''what'' the group’s doing, but instead ''who’s dissatisfied'' with what the group’s doing. The player who frowns and uses withdrawing body language in response to someone else’s (idea) — that’s the player whose lead to follow."
 
** The Sons of Kryos recommend Producers be ruthless, but politely so, with show ideas. If the group has a pretty good idea but not everyone in the group is excited about it, tell everyone you're putting it on the shelf for the moment and ask them to move on to the next idea, ideally something as different from that first idea as possible. (The group might decide to revisit the first later, which is cool.)
 
** The Sons of Kryos recommend Producers be ruthless, but politely so, with show ideas. If the group has a pretty good idea but not everyone in the group is excited about it, tell everyone you're putting it on the shelf for the moment and ask them to move on to the next idea, ideally something as different from that first idea as possible. (The group might decide to revisit the first later, which is cool.)
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** A neat corollary 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]
 
** Remi Treuer uses [http://www.indie-rpgs.com/forum/index.php?topic=23859.msg233883#msg233883 a neat trick when Producing the Pitch]: "I insisted (quite strongly at one point) that there be NO negative input, only positive. I think that for a compressed game, this is the only possible way to eventually reach consensus. It also has the added effect of everyone adding information and no one getting denied on their Big Thing and disengaging." Remi details this further [http://www.indie-rpgs.com/forum/index.php?topic=23859.msg233902#msg233902 here].
 
** Remi Treuer uses [http://www.indie-rpgs.com/forum/index.php?topic=23859.msg233883#msg233883 a neat trick when Producing the Pitch]: "I insisted (quite strongly at one point) that there be NO negative input, only positive. I think that for a compressed game, this is the only possible way to eventually reach consensus. It also has the added effect of everyone adding information and no one getting denied on their Big Thing and disengaging." Remi details this further [http://www.indie-rpgs.com/forum/index.php?topic=23859.msg233902#msg233902 here].
  
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* 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.
 
* 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.
 
* 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.
 
** 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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