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He just did it again in the background while Kimmel was introducing Mary J Blige.
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# ? Mar 5, 2018 02:45 |
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# ? May 9, 2024 23:52 |
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Screw the haters, I adore LMM
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# ? Mar 5, 2018 02:45 |
Tears In A Vial posted:it's four sherlock holmes's trying to work out which is the real sherlock holmes I would still love this.
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# ? Mar 5, 2018 02:48 |
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Dolash posted:He seems to have to stop the action a lot to exposit or explain, there's a lot of mechanics and setting details to introduce all at once considering the gang has to keep track of it all to solve a murder. I think Amnesty may have done a better job pacing out that worldbuilding ???????????????????
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# ? Mar 5, 2018 03:26 |
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Supercar Gautier posted:??????????????????? please forgive Dolash, for he is from the Backwards Land of Bad Roleplayers
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# ? Mar 5, 2018 03:29 |
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Nuebot posted:I would still love this. yeah me too. Give me one goof-heavy mini arc please.
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# ? Mar 5, 2018 03:32 |
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I might have found a Dark Creature at ECCC
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# ? Mar 5, 2018 09:06 |
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Captain Capacitor posted:I might have found a Dark Creature at ECCC My God....she's beautiful.
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# ? Mar 5, 2018 09:13 |
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Supercar Gautier posted:??????????????????? I stand by it. One example was when Justin cracked a joke about the victim's ghost being behind the sheriff and Travis had to stop the scene to provide all the background for "The Law". It kind of sucked the energy out of that conversation, and the next line afterward was Griffin asking when he'll have to hang Dylan and Travis seemed to give an unrelated expository answer about the tenuous peace when something a little more concrete like "I can keep a lid on it till 8 but if a mob starts we might be hanging Dylan by noon" would be more useful. A lot of people give Griffin stick for the slow burn of Amnesty and all his narration, but I think it did a better job of showing rather than telling most of the important setting details and things about different characters rather than having to explain a bunch of backstory manually. When Duck met the Sylvane cop, they managed to convey most of what we needed to learn through natural interactions. I know this read goes against the thread consensus on both episodes but that's how I see it.
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# ? Mar 5, 2018 17:06 |
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Dolash posted:A lot of people give Griffin stick for the slow burn of Amnesty and all his narration, but I think it did a better job of showing rather than telling most of the important setting details and things about different characters rather than having to explain a bunch of backstory manually. When Duck met the Sylvane cop, they managed to convey most of what we needed to learn through natural interactions. I know this read goes against the thread consensus on both episodes but that's how I see it. ????????????????????????????
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# ? Mar 5, 2018 17:13 |
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I think the difference is that Griffin gives the backstory of the land unprovoked, and rolls it into his monologue. Travis is bringing it up as it starts to pertain to the story. So when someone is asking about the law, that is when it will be described. One makes it take a while for the action to start, and one potentially breaks up some action while getting it going a bit quicker. I like the way Travis is doing it, honestly, but also don't necessarily dislike that way Griffin did it.
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# ? Mar 5, 2018 17:18 |
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See, what I find contradictory is: you say it's jarring that Dust has exposition that momentarily interrupts the gameplay, but Amnesty is wall-to-wall exposition with no gameplay at all. A brief, relevant infodump in response to something a player says/does is much better GMing than a lengthy series of monologues that leave the player with no agency.
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# ? Mar 5, 2018 17:20 |
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Supercar Gautier posted:See, what I find contradictory is: you say it's jarring that Dust has exposition that momentarily interrupts the gameplay, but Amnesty is wall-to-wall exposition with no gameplay at all. You can't interrupt the flow of the game if there is no game.
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# ? Mar 5, 2018 17:31 |
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What I wanted to get across about what irked me about Amnesty wasn't "it's all a conspiracy by griff to steal the show", but exactly the lack of a game under all the exposition. I would gladly listen to Griffin's Audio Novel Zone but when I dial into TAZ, I am hungry for those boys to get up to some hijinks together, not non-stop one-on-one sessions unfolding a background that would really be better told in and alongside the action. Travis' way of handling things and explaining the rules as they go feels like we're again listening in to an actual gaming session where players weave the story and game together by interaction and I am glad for that.
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# ? Mar 5, 2018 18:38 |
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I think Griffin's strongest work in Balance was The Eleventh Hour, because it involved the right kind of thorough planning. You want to know your scenario inside and out so that you're equipped with a suitable response to anything the players might do, but you don't want to have such an exhaustive and unshakable plan that the players have no space to play. Dust seems to follow a system that's like Eleventh Hour minus the looping-- Travis knows what's going on in each part of the town in each hour, but is leaving it up to the players which parts of that scenario they'll explore. I think it's going to work well.
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# ? Mar 5, 2018 18:47 |
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Even aside from the execution of specific DMs in specific arcs, I'd still be behind Dust because "Werewolf President, Haunted Doll Witch, and Bourgeoisie Ghost solve mysteries in the old west" is a wild enough concept that you can mine it for a long time before it dries out. (like the river. The dry river. The dry river of Dry River)
Acute Grill fucked around with this message at 19:29 on Mar 5, 2018 |
# ? Mar 5, 2018 19:25 |
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PicklePants posted:I really enjoyed that Clint seems to be having more fun playing Gandy then he did Ned. Check out Breachside Broadcast. It's a biweekly podcast put out by Wyrd Games, the makers of the Malifaux skirmish game and the Through the Breach rpg. They realized newer players didn't have access to the stories and lore from early in the games life since the books are all out of print so they started the podcast up to present the stories as in-universe radio dramas.
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# ? Mar 5, 2018 19:49 |
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Acute Grill posted:Even aside from the execution of specific DMs in specific arcs, I'd still be behind Dust because "Werewolf President, Haunted Doll Witch, and Bourgeoisie Ghost solve mysteries in the old west" is a wild enough concept that you can mine it for a long time before it dries out. (like the river. The dry river. The dry river of Dry River) It’s called that because the river is dry
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# ? Mar 5, 2018 19:51 |
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But then is it really a river?
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# ? Mar 5, 2018 19:53 |
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Stroop There It Is posted:But then is it really a river? Yeah, it's a really dry river.
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# ? Mar 5, 2018 19:55 |
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Supercar Gautier posted:I think Griffin's strongest work in Balance was The Eleventh Hour, because it involved the right kind of thorough planning. You want to know your scenario inside and out so that you're equipped with a suitable response to anything the players might do, but you don't want to have such an exhaustive and unshakable plan that the players have no space to play. Eleventh Hour is a great example. I agree that Amnesty had problems with Griffin taking the wheel too much, part of which is I think the PBTA System isn't actually a great fit for him (not as a knock on him or the system, just their compatibility), but Eleventh Hour demonstrated both a strength of character and narrative flow as well as enough freedom and flexibility to let the players drive the story on their own. Travis might have the open adventure scenario part of Eleventh Hour down, but he was a little rougher on execution and presentation. Which is fine, and I do think they'll find their feet in the next couple episodes, but if I had to pick I probably lean more toward radioplay TAZ over actual play TAZ, even if Griffin still needs to rein in some of his railroading impulses.
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# ? Mar 5, 2018 20:25 |
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Dolash posted:Eleventh Hour is a great example. I agree that Amnesty had problems with Griffin taking the wheel too much, part of which is I think the PBTA System isn't actually a great fit for him (not as a knock on him or the system, just their compatibility), but Eleventh Hour demonstrated both a strength of character and narrative flow as well as enough freedom and flexibility to let the players drive the story on their own. You're the problem.
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# ? Mar 5, 2018 20:29 |
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Ainsley McTree posted:It’s called that because the river is dry It used to be full of water. The town liked water. Then the water stopped flowing. The river dried up.
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# ? Mar 5, 2018 20:33 |
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Dolash posted:Eleventh Hour is a great example. I agree that Amnesty had problems with Griffin taking the wheel too much, part of which is I think the PBTA System isn't actually a great fit for him (not as a knock on him or the system, just their compatibility), but Eleventh Hour demonstrated both a strength of character and narrative flow as well as enough freedom and flexibility to let the players drive the story on their own. The problem I see with this is that Eleventh Hour and Amnesty are completely unlike one another. I'm expecting some roughness in execution and presentation regardless because these are mini-arcs that don't have nearly the foundation that most of the Balance arcs had. If you removed all the railroading from Amnesty, there'd be almost nothing left at all. barbecue at the folks posted:What I wanted to get across about what irked me about Amnesty wasn't "it's all a conspiracy by griff to steal the show", but exactly the lack of a game under all the exposition. I would gladly listen to Griffin's Audio Novel Zone but when I dial into TAZ, I am hungry for those boys to get up to some hijinks together, not non-stop one-on-one sessions unfolding a background that would really be better told in and alongside the action. Travis' way of handling things and explaining the rules as they go feels like we're again listening in to an actual gaming session where players weave the story and game together by interaction and I am glad for that. In TTAZZ, I really enjoyed hearing about how much storyline and campaign stuff that Griffin came up with that we never ended up actually seeing due to the choices of the players. With something like Amnesty, I don't think that's even possible anymore – Griffin is writing the story and boxing it in to the degree that there aren't going to be any big story surprises. He's got a story and the characters are sort of there to float around in it, and to sometimes answer yes/no questions or possibly state what they're doing at the beginning of a scene. I remember frowning a bit when they were going through the backstory of Stolen Century and mentioned that they re-recorded one of the Stolen Century planes' stories because they felt like they made the wrong decision and didn't like the outcome. I don't really mind that necessarily, but I think it's an easy trap to fall into and it ends up robbing the fun out of it. mareep fucked around with this message at 22:19 on Mar 5, 2018 |
# ? Mar 5, 2018 22:14 |
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I dunno a lot of this just seems to come from the perspective of caring about these as games.... which I don't. The rules are there to give a bit of direction and framework but I'm here for Griffin's storytelling and the others' goofs. Yeah Amnesty has a lot of setup, but that ended up making it feel the most natural, it actually does feel like one of those shows. And, with the group truly made, any followup to it would obviously feature a lot more active interaction between the crew than the "pilot" did, which would take care of my main issue.
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# ? Mar 5, 2018 23:57 |
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Rodyle posted:I dunno a lot of this just seems to come from the perspective of caring about these as games.... which I don't. The rules are there to give a bit of direction and framework but I'm here for Griffin's storytelling and the others' goofs. Yeah Amnesty has a lot of setup, but that ended up making it feel the most natural, it actually does feel like one of those shows. And, with the group truly made, any followup to it would obviously feature a lot more active interaction between the crew than the "pilot" did, which would take care of my main issue. read a book
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# ? Mar 6, 2018 00:06 |
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It's a tabletop podcast. The selling point is that you're tuning in to improvised interactions featuring the McElroys, famous for being funny improvisers. If it were just supposed to be Story Hour, there's choices of medium that are better suited to deliver that, like a novel or audiobook that doesn't have to account for rulesets and player characters.
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# ? Mar 6, 2018 00:07 |
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Welp, didn't think I'd see the day when the Angel of Death is compared to David S. Pumpkins. Dust is neat.
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# ? Mar 6, 2018 00:09 |
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I'm listening to random MBMBAM clips on Youtube, and I just realized naming the music for the climax of Suffering Game 'Arms Outstretched' is also a reference to the Cold Play Live Journal burn.
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# ? Mar 6, 2018 00:42 |
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hell. if they just did amnesty as a radio play rather than pretending it's them all playing a game it would have probably been more well received. at least then there wouldn't be an expectation of player agency.
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# ? Mar 6, 2018 01:46 |
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Alaois posted:read a book let me get right on that while I'm working on the line, jackass
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# ? Mar 6, 2018 02:28 |
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Rodyle posted:let me get right on that while I'm working on the line, jackass listen to an audio book
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# ? Mar 6, 2018 02:39 |
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Alaois posted:listen to an audio book He already listened to Amnesty.
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# ? Mar 6, 2018 02:44 |
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MillennialVulcan posted:He already listened to Amnesty. eyyyyyyyyyyyyyyyyyyyyyyyyyyyy
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# ? Mar 6, 2018 02:46 |
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The great Scott bit is unbelievable
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# ? Mar 6, 2018 02:47 |
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Maybe if we give Griffin a third chance he’ll end up in the middle of the “start random and back into the plot” that was Balance and the “spend 6 hours laying backstory and future plot hooks” that was Amnesty. Just let Duck Newton and his talking sword bust a meth lab in the forest Griffin.
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# ? Mar 6, 2018 03:46 |
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First Duck has to understand WHY he's busting a meth lab by completing a solo mission with a ghost from his past. Lady Flame needs to understand where the meth components are coming from and where the product is being shipped, that's a solo mission with a local citizen acting as a sage guide. Chicane doesn't think Meth actually exists and is pretending to be a 'meth dealer' to sell tickets to his one-man show and accidentally stumbles upon the real meth underground during his solo mission of goofing around.
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# ? Mar 6, 2018 03:54 |
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Whichever game they pick for the next arc, I'm gonna keep listening. But if they pick Amnesty, I may just have to dip out of this thread so I don't have to read literally the same complaints repeated for two years straight. Though at this point, I expect some of you will continue to make the same posts about Griffin's DMing no matter who's running the next one.
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# ? Mar 6, 2018 04:05 |
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Poor Miserable Gurgi posted:Whichever game they pick for the next arc, I'm gonna keep listening. But if they pick Amnesty, I may just have to dip out of this thread so I don't have to read literally the same complaints repeated for two years straight. Probably same, but I’ll still be disappointed by the rails every episode that I listen to, because goddammit Griffin is clearly a very smart dude, but he should lay off his vision a tad.
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# ? Mar 6, 2018 04:08 |
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# ? May 9, 2024 23:52 |
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MBMBaM 396: They Can't All Be Winners Seriously though, I am impressed at how often this show manages to inform me of valuable public services like the Bojangle's valentine generator. You should try it! I did.
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# ? Mar 6, 2018 04:12 |