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I maintain a group of roughly 10 players including 3-5 flaky DMs. While looking for solutions to the usual large group problems (maintaining attention, DM overload, slow combat, designing appropriate encounters, etc), we have reached the conclusion that we could probably support the players better if we allocated half the group to design content for the other half, then alternated so that every other session half the group gets to play and half the group gets to design.

(I've read up on some of the related questions here and found them helpful, but lacking. The group is also fiercely collective; suggesting that we split the game would get me burned at the stake for heresy.)

Is there a body of knowledge on how we might approach this task (team-based game design)?

My group isn't really interested in storygame-style systems.

SevenSidedDie
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Dragonsdoom
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  • @Dragonsdoom I suspect this may take some time to get answers, because it's such an unusual practice in tabletop groups that we likely have few users with relevant experience. It's common in LARPing though, so our handful of resident LARP experts might show up with something useful given a bit of time! – SevenSidedDie Nov 27 '13 at 19:32
  • @SevenSidedDie Thanks for the heads up, no worries! I'm excited to be part of the SE community and I understand it takes some time for an exchange to gain traction. – Dragonsdoom Nov 27 '13 at 19:41
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    It maybe a good idea to ask this (or a slightly modified question) on writer as well. You might get better answers as to collaborative fiction. – Sardathrion - against SE abuse Nov 28 '13 at 10:39

4 Answers4

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Keep discussions to a minimum in length and number, lest they become arguments.

In our group, for achieving that, we follow this procedure:

  1. Establish the question or problem to solve
  2. Brainstorm time: Everyone interested write down his proposals in a really short draft format (post-it are ideal for the task)
  3. Each proposer is allowed a brief time to be explain his proposal to the others
  4. Each proposal is voted Yes or No. Yes means it can be developed further, No means it is discarded.
  5. If two conflicting proposals receive a yes, we vote again between the two.
  6. Repeat the process as needed until problem is solved.

We find useful to keep a sort of registry/mind map, where we keep note of all proposals, accepted or rejected, to use as inspiration and to avoid repeating ourselves. That is the other reason, apart from keeping the whole thing agile, for keeping proposals short and concise.

Is also advisable to establish a fixed, short time for the brainstorm session duration, the time that each one has for exposing his proposal and the time limit for the vote. We use 2 minutes for all, not for any criteria in particular, but because we have taken a liking to use a sand clock from an old Pictionary game for the task.

MACN
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  • for post-its, voting and mind map with all proposals - all really good on their own. This really is similar to Lean Coffee! :-)
  • Would you have this for GMs when deciding on content or would you include players?

    – LAFK says Reinstate Monica Dec 02 '13 at 12:29
  • Very practical and useful answer! Thank you for your thoughts on this. Awarding answer - I also appreciated @LIttleAncientForestKami 's answer below. – Dragonsdoom Dec 02 '13 at 16:10
  • @LIttleAncientForestKami Only for decide on content usually. We came with this as a mean to get the most of the scarce time we can invest in it. Nevertheless, sometimes we have resorted to have the players making proposals and votes during play sessions as a mean to cut down lengthy arguments. We do not need to do it often,thankfully. – MACN Dec 02 '13 at 19:57