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We had 6 players plus Jake as GM, which I understand is a lot for Panty Explosion,
PE has a GM ("Superintendent"), but a lot of narrative control for players, including scene framing and making up story/world details unfettered when narrating a success or failure. Jake started out with a pretty strong hand in scene setting at first, but story control quickly spread throughout the group. Honestly, it was confusing at first, because the story had a distinctive "mystery to be revealed by the GM as players investigate" feel to it, making players (me at least) hesitant to create their own detail for the mystery--habitually waiting to find out what "is" up with something rather than making something up and inserting it into the narrative.
The point at which things "turned a corner" in this regard was when the PCs burst into the room where the kidnapped student had been dragged, and Colin narrated that they found her unconscious and alone on the floor. Jake looked bemused, and Colin said, "Oh, I just totally screwed you up, didn't I?" to which Jake enthusiastically replied, "Yes, but that's just fine!" Then the little light switched on, and I realized how narrative freedom is supposed to function in PE.
One aspect that confused me--with the Best friend/Rival narration, I had kinda assumed that these were designated thus so that successes would be narrated sympathetically, and failures cruelly. But in play, everyone was encouraged to narrate complications into results whether Best Friend or Rival. The complications were great (fun to deal with as well as fun and challenging to create), but I was confused about expectations, and whether the BF/Rival names were just: color." Colin wrote in his post, "Despite the fact that I was Best Friend, I couldn’t overcome the temptation to throw complications into the outcomes I narrated," so maybe it's not a part of the game as written, and just a group trend in that instance of play.
This section of the game had a lot of fun comedic stuff, as Mai pursued a shy manga artist and tried to rope Akiko in as her sidekick, Kiyoko pressed Aoi to explain the mystery (she'd seen her filch the tome) while Aoi unconvincingly dissembled, and several girls ran down the wrong leads on the attacker, still assuming it was a simple rapist (when a lecherous boy copped a feel on Yukari in a closet, they jumped to conclusions and chased him through half the school!). In fact, the whole "rumor mill" thing was a source of much comedy, as we gleeflully spun te gossip out of control to =, like, the whole swim team getting raped or something. And one aspect of PE that really shone here was the collaboration in the form of "bit parts:" Colin and Jake tag-teamed as the pair of cops, for example, and when Akiko was trying to get in good with the swim team, several of us who weren't in the scene contributed little kibbitzes as members of the team. it's a great way to keep everyone involved and PE's freewheeling style means that no "story" will get ruined by the players with it.
I honestly was surprised at the abruptness of the final act. Not in real-time; it was definitely pretty late and we needed to wrap up, but the Doppelganger was easily dispensed with, and proceeding into the "nest" I was definitely expecting the "real" fight. I think this was just of a matter of needing to end, plus having slower, less focused progress through the story with so many players.
I was also left a bit high and dry on the high school social issues aspect of the game. I went in fully expecting a machiavellian game of power and humiliation as only vicious schoolgirls can deliver. I created Aoi expecting to be personally hated and humiliated by the popular clique, and possibly befriended by the outgoing delinquent. Instead the PCs seemed implicitly to be grouped as their own clique, and Yukari the delinquent was consistently voted most popular, so the dynamic was wholly different from what I expected. I'm pretty sure that a lot of this difficulty (aside from just plain clash of expectations) arose from the limited nature of the game session. I'd like to play PE again and see some persecution in action.
Lastly, I was (and still am) confused about tone. The mixture of humor and horror is asn odd one, and for me the horror plays out in more of a light "Buffy" type vein, since the rest of the story isn't taken seriously (and 'cause a bunch of girls kicked the monster's ASS!)When I asked Jake what his genre sources were for PE, it's this dichotomy I was mostly hoping to explain. Jake's since published a source material list, and it seems to confirm that the horror+humor isn't a feature of any one genre, but rather "high school horror" and "high school humor" are two distinct genres mashed together in this game. on Colin's blog, Jake commented, "I do love Azumanga Daioh. That manga very responsible for Panty Jxplosion not being the 100% creepy and frightening Japanese horror game Matt and I had originally envisioned." So it would seem that the humor angle is a graft rather than an integral part.
Posted By: jake richmondThis was a really bad idea because it meant that your weren’t actually getting to play Panty explosion.
Well, anyway, you see my point I trust.
it was pretty effortless to get a bunch of mixed-gender mostly 30-somethings siting in a room pretending to be high school girls.
But in the meantime, I think it's my turn to hopelessly mangle a game session for you.
I think one concern (at least *I* worry about it) with guys playing girls is the worry about parody. I mean, you can parody a prissy little elf or big dumb barbarian or any other stereotype, but when you're actually parodying a gender, especially if you're playing with members of that gender, that's a little more personal, potentially offensive, or whatever.
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