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Other Games, Development, & Campaigns => Other Games => Topic started by: Balbinus on March 17, 2009, 08:07:16 AM

Title: Prime Time Adventures
Post by: Balbinus on March 17, 2009, 08:07:16 AM
So, taking advantage of our new liberalised regime, has anyone tried playing this game?

I've noticed that it often produces really interesting actual play reports, I mean ones that are actually enjoyable to read.  That suggests it's doing something right.  I've read it, and while I think it is still an rpg it's mechanically very different to the normal (ultimately d&d derived) way in which rpgs work.  I've also seen reports that some folk find it quite jarring mechanically, light as it is.

So, what about you?  Anyone here got any experience with it?
Title: Prime Time Adventures
Post by: droog on March 17, 2009, 02:18:28 PM
Yes, I've played PtA (let me tell you about my gnoll chr). It plays a little bit like HQ in conflicts. I think people find it jarring when they rush to resolution too quickly.

The one thing that's really important in playing PtA is that the whole group should be interested in the concept.
Title: Prime Time Adventures
Post by: dindenver on March 17, 2009, 03:48:08 PM
Hi!
  Yeah, I played through a whole season. There are some things that has to happen for the game to be fun:
1) All the players need to be telling the same story. The Pitch session works for this, but you have to do it and mean it
2) The characters have to have multiple points of contact (meaning, more3 than one reason to be in the same scene)
3) The Producer (aka GM) needs to do low prep. The best parts of the game are going to come from reacting to the scenes as tehy develop insteaad of trying to setup huge set piece scenes.
4) The GM needs to actively create opportunities and conflicts
5) The GM needs to spend budget early, wailing on teh players in the first scens of the first episode
6) the Players need to use that budget to award fanmail early and often.
7) The GM and Players need to be OK with fast forwarding to the good scenes.
8) When you are setting the stakes, try not to pre-narrate what happens, it steels the thunder from the high card winner.

  It "seems" lite, but the rules are hard to grok, so study up or get a cheat sheet.

  Our season started out pretty rough, but it smoothed out be episode 3. That's how I learned these techniques, was adjusting play til we all started having fun.

  Try it and have fun man!
Title: Prime Time Adventures
Post by: jhkim on March 17, 2009, 07:24:29 PM
Quote from: Balbinus;290343So, taking advantage of our new liberalised regime, has anyone tried playing this game?

I've noticed that it often produces really interesting actual play reports, I mean ones that are actually enjoyable to read.  That suggests it's doing something right.  I've read it, and while I think it is still an rpg it's mechanically very different to the normal (ultimately d&d derived) way in which rpgs work.  I've also seen reports that some folk find it quite jarring mechanically, light as it is.

So, what about you?  Anyone here got any experience with it?
I've played it I think three times as one-shots at conventions.  I did not take to it, but I know of others who like it a lot.  

One of the central features of it is that conflicts are narrated by a single player.  i.e. If there is a fight, then you go through a set of mechanics that determines (1) which side wins, and (2) which player narrates.  I found that this took its toll on the tension -- since by the time you get to the narration of the fight, you already know who is going to win.  That was my experience, anyway.