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Notes

Need to explain technical things like "west marches"

Anytime we talk about local content, give matt colville style "this is my game and I'm not here to go on about my game, but here's why this is relevant".
this also shows that we are actual players and have passion

if you bring up Pathfinder stuff or other games, be specific about why and how it works

Maciej - you talk fast / cut off when you are explaining something you know

Brent -

Speak slower, people can only parse stuff so fast.

If you bring up a theoretical mechanic, at least give a short desc of your in-head idea

  • for example the "stress meter" - the idea was solid but not knowing the context made it confusing

when someone interrupts
Let interruption complete.
Interrupt to make point, add something
make it short and give a pause to return
trust the other person to give it back

If we mess up the intro, just re-do it, cause it's hard to re-stitch

Questions

should we interrupt good stretches delivered poorly?

Thoughts

We need to decide on the feeling and target quality
If we want polish then that takes a lot of work. That means re-shooting same content. Until we get much better nothing going to be "on the first take".
What's our interaction with the audience
do have point and loop in around that area or do we just wander the topic
Need to establish style for "hosts" and interaction

interruption / conversation style.

gurps : quirks and perks
<- this one is good
spider quirk
GOOD link back

Off camera / in chat session
"Take away" maybe this is a thing

the funny "not as systematized" was cute and maybe worth it
don't hesitate to do that, we can cut it out if it isn't funny
it's hard to force organic content, so take a shot

When using our game content (ex: "helm of opposite alignment")
probaby good, maybe expand as one off

The flow of the
Good: preamble -> downtime specific

do we want "take aways"
such as "if you steal things, re-skin them so they aren't obviously stolen"

Create schedule for the day.
esp charge batteries, order food.

Topic for the future

West Marches, practical skills

  • "doors" that go to treasure or spooky future.
  • Creating content up front

"Some dungeons you can move around"

  • Why, is that good and bad?

Things NOT to do
Evil games
Temperature of the room, bringing players out (during game or after)
dealing with specific players