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Posted By: DeBracyI've only run three games of Panty Explosion so far and in all three of them I sat there so full of envy (and awesome, mind you) - the players got all the good action! Okay, so I had a pretty neat demon and did some nasty cool things but still.
Posted By: DeBracyI've got kinda crappy instincts for what kind of Agendas work well in play. That's a part of the game I'd really wanna see fleshed out in a new edition.
Posted By: DeBracyAnother thing that might be good is a more hands-on approach to creating the demon. Right now the text has me guessing that I should assign 15 dice like I was creating a schoolgirl... but that just guessing. It turned out to be a good size pool for my one-shots and there's no problem in just throwing more dice in there but it'd be nice to be able to make out the designer's thoughts and intentions a bit easier. :)
Posted By: Filip LuszczykThe "when the game was working well" part seems tricky to me.
Posted By: Filip LuszczykAlso, my guts tell me that in actual play you might be doing something not mentioned above, due to it being just so obivous for you. Apparently, you're acting as a facilitator, being the person who provides and explains the rules. This alone gives you a lot of authority in the group. As you mention, you're the one telling the players when to start the final encounter.
Posted By: Filip LuszczykI wonder whether there are other areas where you're effectively in charge. If there are, without it being clear who in the group has the final authority when it comes to those matters (e.g. the game designer at the table), your experience might be difficult to replicate. And if so, having those responsibilities clearly distributed could be integral to "the game working well", I guess.
Posted By: Filip LuszczykDo you know about someone else trying the same method without you at the table? How did it go?
Posted By: Filip Luszczyk1. Normally, the Superintendent narrates the results of all NPC actions. Without a single one, should the player narrate the results when spending Demon Dice, or should his Best Friend or Rival do it?
Posted By: Filip LuszczykIf more than one player wants to spend Demon Dice at the same time, what to do?
Posted By: Filip Luszczyk How to handle side conflicts (with this method, are there any conflicts other than those with the Demon and between the Students themselves, in the first place)?
Posted By: Filip LuszczykSince everybody can control the adversity all the time, are there some things you do (or specifically don't ever do) to avoid hitting the Czege Principle?
Posted By: Filip LuszczykHmm, so after all the default for Superintendent-free game is effectively designing one's own rules hack. Oh, well...
Posted By: Filip LuszczykOk. So once the players are aware there are jobs to be taken care of, how do you decide who does which job? Even if it doesn't matter who, someone needs to take them nonetheless, and I imagine there would be some problems if due to the failure of telepathy at the table no player took one of the jobs or more than one wanted to take care of the same thing.
Posted By: Filip LuszczykI mean those conflicts not related to the Demon and not between Students, when you normally give the opposition the default 15 dice. Teachers, NPC Students, parents and all.
Posted By: DeBracyI kinda lean towards the boring and non-helpful answer that things would probably just "work out" if you got going.
Posted By: DeBracyThe player who brings in the NPC in a scene could run it for duration of it. If some PC isn't present then it might be suitable for that PCs player to take that job. But since the conflict rules are constructed the way they, it might turn out that the player of the PC not present is still the most active player in the scene due to describing outcome for being best friend or rival of those PCs in the scene... so there are no guarantees for anything really.
Posted By: DeBracySomething that might ease up the running of the Demon is to have the group create it together.
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