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	<title>
	Comments on: Games that went wrong and why &#8211; Part One	</title>
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	<link>https://www.tribality.com/2018/05/18/games-that-went-wrong-and-why-part-one/</link>
	<description>D&#38;D / Role Playing</description>
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		<title>
		By: Blake 🦇The Dark Knight🦇 Ryan		</title>
		<link>https://www.tribality.com/2018/05/18/games-that-went-wrong-and-why-part-one/#comment-5252</link>

		<dc:creator><![CDATA[Blake 🦇The Dark Knight🦇 Ryan]]></dc:creator>
		<pubDate>Sat, 19 May 2018 02:56:00 +0000</pubDate>
		<guid isPermaLink="false">https://www.tribality.com/?p=23893#comment-5252</guid>

					<description><![CDATA[This was before i&#039;d heard of session zero, but looking back every game that failed had no session zero, though in some that was not the primary reason the game failed. Character map idea is neat.]]></description>
			<content:encoded><![CDATA[<p>This was before i&#8217;d heard of session zero, but looking back every game that failed had no session zero, though in some that was not the primary reason the game failed. Character map idea is neat.</p>
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		<title>
		By: tribality		</title>
		<link>https://www.tribality.com/2018/05/18/games-that-went-wrong-and-why-part-one/#comment-5248</link>

		<dc:creator><![CDATA[tribality]]></dc:creator>
		<pubDate>Fri, 18 May 2018 17:33:00 +0000</pubDate>
		<guid isPermaLink="false">https://www.tribality.com/?p=23893#comment-5248</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://www.tribality.com/2018/05/18/games-that-went-wrong-and-why-part-one/#comment-5246&quot;&gt;Colin McLaughlin&lt;/a&gt;.

I&#039;ve never added in NPCs before. Cool idea,
I don&#039;t do anything that formal, but it works out the same. 

You should write that up as an article.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://www.tribality.com/2018/05/18/games-that-went-wrong-and-why-part-one/#comment-5246">Colin McLaughlin</a>.</p>
<p>I&#8217;ve never added in NPCs before. Cool idea,<br />
I don&#8217;t do anything that formal, but it works out the same. </p>
<p>You should write that up as an article.</p>
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		<title>
		By: Colin McLaughlin		</title>
		<link>https://www.tribality.com/2018/05/18/games-that-went-wrong-and-why-part-one/#comment-5246</link>

		<dc:creator><![CDATA[Colin McLaughlin]]></dc:creator>
		<pubDate>Fri, 18 May 2018 16:15:00 +0000</pubDate>
		<guid isPermaLink="false">https://www.tribality.com/?p=23893#comment-5246</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://www.tribality.com/2018/05/18/games-that-went-wrong-and-why-part-one/#comment-5244&quot;&gt;tribality&lt;/a&gt;.

I have players create a connection map as part of their session 0. I also had them create one for ancient history to populate specifics of world lore with their input. I started off with the characters in the center, and went around the table snake-style to let people add to the map. The rounds roughly looked like:

Round 1: Character to NPC (new)
Round 2: Character to Location (new), NPC/Location to NPC/Location
Round 3: NPC/Location to Any, PC to ANY (New)/PC to ANY (Existing)
Round 4: ANY to PC
Round 5: PC to ANY (new)/PC to ANY (Existing), ANY to PC
Round 6: PC to ANY (new)/PC to ANY (Existing)
Round 7: NPC/Location to ANY, PC to NPC/LOC (existing)
Round 8: ANY to PC
Round 9: NPC/Location to Any

Players can&#039;t define how other players feel about something, but they can define how the locations/objects/NPCs feel about the players. It&#039;s funny how certain things become very important very quickly. 

As an aside, it really thrills the players when something gets added to the map. It&#039;s a good visual sense of accomplishment for them. 

 https://uploads.disquscdn.com/images/2ad0dc0f735fc302a923b3a0ba983ae4b3780cacdda10afc9338edefab3ea7cb.png]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://www.tribality.com/2018/05/18/games-that-went-wrong-and-why-part-one/#comment-5244">tribality</a>.</p>
<p>I have players create a connection map as part of their session 0. I also had them create one for ancient history to populate specifics of world lore with their input. I started off with the characters in the center, and went around the table snake-style to let people add to the map. The rounds roughly looked like:</p>
<p>Round 1: Character to NPC (new)<br />
Round 2: Character to Location (new), NPC/Location to NPC/Location<br />
Round 3: NPC/Location to Any, PC to ANY (New)/PC to ANY (Existing)<br />
Round 4: ANY to PC<br />
Round 5: PC to ANY (new)/PC to ANY (Existing), ANY to PC<br />
Round 6: PC to ANY (new)/PC to ANY (Existing)<br />
Round 7: NPC/Location to ANY, PC to NPC/LOC (existing)<br />
Round 8: ANY to PC<br />
Round 9: NPC/Location to Any</p>
<p>Players can&#8217;t define how other players feel about something, but they can define how the locations/objects/NPCs feel about the players. It&#8217;s funny how certain things become very important very quickly. </p>
<p>As an aside, it really thrills the players when something gets added to the map. It&#8217;s a good visual sense of accomplishment for them. </p>
<p> <a href="https://uploads.disquscdn.com/images/2ad0dc0f735fc302a923b3a0ba983ae4b3780cacdda10afc9338edefab3ea7cb.png" rel="nofollow ugc">https://uploads.disquscdn.com/images/2ad0dc0f735fc302a923b3a0ba983ae4b3780cacdda10afc9338edefab3ea7cb.png</a></p>
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		<title>
		By: tribality		</title>
		<link>https://www.tribality.com/2018/05/18/games-that-went-wrong-and-why-part-one/#comment-5245</link>

		<dc:creator><![CDATA[tribality]]></dc:creator>
		<pubDate>Fri, 18 May 2018 13:21:00 +0000</pubDate>
		<guid isPermaLink="false">https://www.tribality.com/?p=23893#comment-5245</guid>

					<description><![CDATA[I thought I would share this too:

Running a Session Zero for a New Campaign        					
https://www.tribality.com/2016/03/18/running-a-session-zero-for-a-new-campaign/]]></description>
			<content:encoded><![CDATA[<p>I thought I would share this too:</p>
<p>Running a Session Zero for a New Campaign<br />
<a href="https://www.tribality.com/2016/03/18/running-a-session-zero-for-a-new-campaign/" rel="ugc">https://www.tribality.com/2016/03/18/running-a-session-zero-for-a-new-campaign/</a></p>
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		<title>
		By: tribality		</title>
		<link>https://www.tribality.com/2018/05/18/games-that-went-wrong-and-why-part-one/#comment-5244</link>

		<dc:creator><![CDATA[tribality]]></dc:creator>
		<pubDate>Fri, 18 May 2018 13:06:00 +0000</pubDate>
		<guid isPermaLink="false">https://www.tribality.com/?p=23893#comment-5244</guid>

					<description><![CDATA[Great share. Looking forward to part 2.

I just ran a session zero last week where I had each of the players suggest bonds to connect all of the PCs. They are about to embark on an epic quest... I&#039;m actually running a War of the Lance campaign with player created characters vs. the pregens. I&#039;ve committed to running the Dragons of Autumn third of the mega-adventure. My biggest worry with any long storyline is player and GM fatigue. I&#039;m hoping these bonds will help the adventure feel like a group of long time friends saving the world.

In comparison, I&#039;m running Tomb of Annihilation and we didn&#039;t do much session zero work. The PCs are part of a team, but their only bonds are they got hired for a job and their backstories can&#039;t be pulled on much with the adventure set far from home. Thankfully we&#039;re in the tomb now and it is very challenging - so the campaign is going to finish strong.]]></description>
			<content:encoded><![CDATA[<p>Great share. Looking forward to part 2.</p>
<p>I just ran a session zero last week where I had each of the players suggest bonds to connect all of the PCs. They are about to embark on an epic quest&#8230; I&#8217;m actually running a War of the Lance campaign with player created characters vs. the pregens. I&#8217;ve committed to running the Dragons of Autumn third of the mega-adventure. My biggest worry with any long storyline is player and GM fatigue. I&#8217;m hoping these bonds will help the adventure feel like a group of long time friends saving the world.</p>
<p>In comparison, I&#8217;m running Tomb of Annihilation and we didn&#8217;t do much session zero work. The PCs are part of a team, but their only bonds are they got hired for a job and their backstories can&#8217;t be pulled on much with the adventure set far from home. Thankfully we&#8217;re in the tomb now and it is very challenging &#8211; so the campaign is going to finish strong.</p>
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		<title>
		By: Manos Ti		</title>
		<link>https://www.tribality.com/2018/05/18/games-that-went-wrong-and-why-part-one/#comment-5243</link>

		<dc:creator><![CDATA[Manos Ti]]></dc:creator>
		<pubDate>Fri, 18 May 2018 10:58:00 +0000</pubDate>
		<guid isPermaLink="false">https://www.tribality.com/?p=23893#comment-5243</guid>

					<description><![CDATA[I&#039;ll really second the first observation. Knowing the players and for what game they are after is the key element for a successful game.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ll really second the first observation. Knowing the players and for what game they are after is the key element for a successful game.</p>
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