<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	>
<channel>
	<title>Comments on: The 4 stages of a RPG team&#8217;s development: Norming</title>
	<atom:link href="http://chattydm.net/2007/09/27/the-4-stages-of-a-rpg-teams-development-norming/feed/" rel="self" type="application/rss+xml" />
	<link>http://chattydm.net/2007/09/27/the-4-stages-of-a-rpg-teams-development-norming/</link>
	<description>Like Hanging at the Cash Register of your Favorite Game Store</description>
	<pubDate>Thu, 04 Dec 2008 21:07:33 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.6.5</generator>
		<item>
		<title>By: ChattyDM</title>
		<link>http://chattydm.net/2007/09/27/the-4-stages-of-a-rpg-teams-development-norming/#comment-10601</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Wed, 28 May 2008 17:32:18 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=70#comment-10601</guid>
		<description>Thanks for pointing out the error.

Thanks for the Kudos also.</description>
		<content:encoded><![CDATA[<p>Thanks for pointing out the error.</p>
<p>Thanks for the Kudos also.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Dave</title>
		<link>http://chattydm.net/2007/09/27/the-4-stages-of-a-rpg-teams-development-norming/#comment-10600</link>
		<dc:creator>Dave</dc:creator>
		<pubDate>Wed, 28 May 2008 16:27:17 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=70#comment-10600</guid>
		<description>One nit to pick... Bimonthly is every two months. You're either looking at biweekly (every two weeks) or semi monthly (twice each month) sessions.

With that out of the way...

I'm enjoying reading a lot of your stuff. Thanks for posting it. I think my group's social contract is similar to that of your group's. We need to do a better job of enforcing the 5 minute rule... But being the same group for 10+ years (off and on), we at least know each personality pretty well.</description>
		<content:encoded><![CDATA[<p>One nit to pick&#8230; Bimonthly is every two months. You&#8217;re either looking at biweekly (every two weeks) or semi monthly (twice each month) sessions.</p>
<p>With that out of the way&#8230;</p>
<p>I&#8217;m enjoying reading a lot of your stuff. Thanks for posting it. I think my group&#8217;s social contract is similar to that of your group&#8217;s. We need to do a better job of enforcing the 5 minute rule&#8230; But being the same group for 10+ years (off and on), we at least know each personality pretty well.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Musings of the Chatty DM &#187; Blog Archive &#187; Call to all minions!</title>
		<link>http://chattydm.net/2007/09/27/the-4-stages-of-a-rpg-teams-development-norming/#comment-728</link>
		<dc:creator>Musings of the Chatty DM &#187; Blog Archive &#187; Call to all minions!</dc:creator>
		<pubDate>Fri, 16 Nov 2007 13:26:55 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=70#comment-728</guid>
		<description>[...] on the website will help the DM understand his player&#8217;s outlook more. This could be a great Norming [...]</description>
		<content:encoded><![CDATA[<p>[...] on the website will help the DM understand his player&#8217;s outlook more. This could be a great Norming [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Noah</title>
		<link>http://chattydm.net/2007/09/27/the-4-stages-of-a-rpg-teams-development-norming/#comment-243</link>
		<dc:creator>Noah</dc:creator>
		<pubDate>Mon, 01 Oct 2007 03:41:00 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=70#comment-243</guid>
		<description>"if I make a PDF out of the series."&lt;br/&gt;&lt;br/&gt;Do this, please!&lt;br/&gt;&lt;br/&gt;Ronin: that's some seriously annoying passive/aggressive playing there. It sounds like you're doing the right thing, at least in character. Out of character...I'm curious to see where it goes.&lt;br/&gt;&lt;br/&gt;On the post:&lt;br/&gt;&lt;br/&gt;This is getting more interesting the further we move into it; I'm seeing all kinds of familiar behaviors here, present and past.&lt;br/&gt;&lt;br/&gt;The 'ignoring the social contract' bit is just dead on, and puts into 4 words concepts I've been struggling with for years.&lt;br/&gt;&lt;br/&gt;Thankfully, most of my players and GMs don't do that; it happens now and again, and it's always glaring when it does, but we manage to work it out.&lt;br/&gt;&lt;br/&gt;I've come to realize that I was more right than I thought, a few posts ago on this. My usual GM (Sean) and I talk almost every day; he's my best friend. We're well into Performing, I'd think, but when working with everyone else we're Norming, and we toss around a lot of ideas just between ourselves to try to make the Norming work better. What would this player want, where do you think the campaign should go next?&lt;br/&gt;&lt;br/&gt;greywulf, yan, that 'balance of selfishness' is an excellent point - everybody wants something, but as it's a co-operative endeavor, there has to be give and take on that.&lt;br/&gt;&lt;br/&gt;One of the things that's helped my group 'Norm' is putting trust in the GM. Sean has a good, often great feel for what each player likes out of the game, as expressed in the characters. There's a tendency on the parts of some players (and that some changes - I've been as guilty of this as others) to be vary concerned that the plot/game/scene won't advance properly if we don't make &lt;i&gt;absolutely sure&lt;/i&gt; it works right. And that ends up being in the form of nagging the DM about stuff. As he says, 'Guys, we've been gaming together for 10 years or more - trust me, you know it's going to be a good story!'&lt;br/&gt;&lt;br/&gt;Now, sometimes he can't really accomodate everything, but if it's within a reasonable penumbra of our social contract, he'll do his best to work it in.&lt;br/&gt;&lt;br/&gt;On that note...I've just realized that the contract is somewhat different for each campaign we've played...</description>
		<content:encoded><![CDATA[<p>&#8220;if I make a PDF out of the series.&#8221;</p>
<p>Do this, please!</p>
<p>Ronin: that&#8217;s some seriously annoying passive/aggressive playing there. It sounds like you&#8217;re doing the right thing, at least in character. Out of character&#8230;I&#8217;m curious to see where it goes.</p>
<p>On the post:</p>
<p>This is getting more interesting the further we move into it; I&#8217;m seeing all kinds of familiar behaviors here, present and past.</p>
<p>The &#8216;ignoring the social contract&#8217; bit is just dead on, and puts into 4 words concepts I&#8217;ve been struggling with for years.</p>
<p>Thankfully, most of my players and GMs don&#8217;t do that; it happens now and again, and it&#8217;s always glaring when it does, but we manage to work it out.</p>
<p>I&#8217;ve come to realize that I was more right than I thought, a few posts ago on this. My usual GM (Sean) and I talk almost every day; he&#8217;s my best friend. We&#8217;re well into Performing, I&#8217;d think, but when working with everyone else we&#8217;re Norming, and we toss around a lot of ideas just between ourselves to try to make the Norming work better. What would this player want, where do you think the campaign should go next?</p>
<p>greywulf, yan, that &#8216;balance of selfishness&#8217; is an excellent point - everybody wants something, but as it&#8217;s a co-operative endeavor, there has to be give and take on that.</p>
<p>One of the things that&#8217;s helped my group &#8216;Norm&#8217; is putting trust in the GM. Sean has a good, often great feel for what each player likes out of the game, as expressed in the characters. There&#8217;s a tendency on the parts of some players (and that some changes - I&#8217;ve been as guilty of this as others) to be vary concerned that the plot/game/scene won&#8217;t advance properly if we don&#8217;t make <i>absolutely sure</i> it works right. And that ends up being in the form of nagging the DM about stuff. As he says, &#8216;Guys, we&#8217;ve been gaming together for 10 years or more - trust me, you know it&#8217;s going to be a good story!&#8217;</p>
<p>Now, sometimes he can&#8217;t really accomodate everything, but if it&#8217;s within a reasonable penumbra of our social contract, he&#8217;ll do his best to work it in.</p>
<p>On that note&#8230;I&#8217;ve just realized that the contract is somewhat different for each campaign we&#8217;ve played&#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Yan</title>
		<link>http://chattydm.net/2007/09/27/the-4-stages-of-a-rpg-teams-development-norming/#comment-230</link>
		<dc:creator>Yan</dc:creator>
		<pubDate>Sat, 29 Sep 2007 17:16:00 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=70#comment-230</guid>
		<description>I agree with selfishness of every one around the table. You want to have fun...&lt;br/&gt;&lt;br/&gt;The thing is the more interaction you have in your group the more multiple person can have their selfish moment at the same time...&lt;br/&gt;&lt;br/&gt;This part cannot be provided by the DM the player need to invest themselves in the game in shaping their in-group interaction to create these kind of moment.&lt;br/&gt;&lt;br/&gt;One of the previous game where one of the other player and I where playing these two chaotic cousins comes to mind. Each times one was in troubles the other would be include in some way. It gave both of us the impression of having more then our share of the spotlight will providing good story material for the DM. Great character concept.&lt;br/&gt;&lt;br/&gt;Incidentally this campaign was one of the longest we've played. Their was all kind of strong interaction in this group.</description>
		<content:encoded><![CDATA[<p>I agree with selfishness of every one around the table. You want to have fun&#8230;</p>
<p>The thing is the more interaction you have in your group the more multiple person can have their selfish moment at the same time&#8230;</p>
<p>This part cannot be provided by the DM the player need to invest themselves in the game in shaping their in-group interaction to create these kind of moment.</p>
<p>One of the previous game where one of the other player and I where playing these two chaotic cousins comes to mind. Each times one was in troubles the other would be include in some way. It gave both of us the impression of having more then our share of the spotlight will providing good story material for the DM. Great character concept.</p>
<p>Incidentally this campaign was one of the longest we&#8217;ve played. Their was all kind of strong interaction in this group.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: ChattyDM</title>
		<link>http://chattydm.net/2007/09/27/the-4-stages-of-a-rpg-teams-development-norming/#comment-226</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Sat, 29 Sep 2007 10:50:00 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=70#comment-226</guid>
		<description>Thanks Greywulf!&lt;br/&gt;&lt;br/&gt;I skipped part of the Norming definition because I didn't see how it applied to RPGs and you just proved me wrong:&lt;br/&gt;&lt;br/&gt;"Teams in this phase may lose their creativity if the norming behaviors become too strong and begin to stifle healthy dissent and the team begins to exhibit groupthink."&lt;br/&gt;&lt;br/&gt;There ya go!  I might edit this back in someday if I make a PDF out of the series.&lt;br/&gt;&lt;br/&gt;I agree with all your points, especially the All players/DMs are selfish.  It's the willingness delay instant gratification and share the spotlight that differentiate workable selfishness with 'get out of my game' selfishness.</description>
		<content:encoded><![CDATA[<p>Thanks Greywulf!</p>
<p>I skipped part of the Norming definition because I didn&#8217;t see how it applied to RPGs and you just proved me wrong:</p>
<p>&#8220;Teams in this phase may lose their creativity if the norming behaviors become too strong and begin to stifle healthy dissent and the team begins to exhibit groupthink.&#8221;</p>
<p>There ya go!  I might edit this back in someday if I make a PDF out of the series.</p>
<p>I agree with all your points, especially the All players/DMs are selfish.  It&#8217;s the willingness delay instant gratification and share the spotlight that differentiate workable selfishness with &#8216;get out of my game&#8217; selfishness.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: greywulf</title>
		<link>http://chattydm.net/2007/09/27/the-4-stages-of-a-rpg-teams-development-norming/#comment-224</link>
		<dc:creator>greywulf</dc:creator>
		<pubDate>Sat, 29 Sep 2007 10:41:00 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=70#comment-224</guid>
		<description>I think your definitions of Norming (Social Contract, thinking about what works, discussing shared objective, fewer bad sessions and rediscovering a love of the game) are all spot on. Great post, CDM!&lt;br/&gt;&lt;br/&gt;Just a few comments:&lt;br/&gt;&lt;br/&gt;1. I think it's possible to over-Norm. I've known groups to spend more time working out their "Social Contract" than actually play the darned game; that's when gaming stops being fun and turns into a committee meeting. These things shouldn't get in the way of good times. Spend time to reach an agreement, yes, but don't over analyze and agonize over it.&lt;br/&gt;&lt;br/&gt;2. On the flipside, thinking about the game is fun too. It's good to be receptive to new rules ideas, and to be willing to playtest them. We try not to use our main campaign as a testing ground though; The Burning Plague (or Sunless Citadel) is our stock "tester" dungeon which we use to try out new character classes, spells, rules changes, etc. &lt;br/&gt;&lt;br/&gt;3. One of our unwritten rules is that "A Bad DM Decision Must Always Have A Reason". For example, if (as happened a few weeks ago), one player cries "There's no way he could hit me from there!", the correct response from the DM is "But he did. Want to work out how?". In reality, I made a bad call, but rather than reverse the decision, we play it as is, and work out //how// it happened after the event. Bad calls can sometimes make for good plot twists!&lt;br/&gt;&lt;br/&gt;4. I think all players are selfish. Am I wrong to think that? :) They want fun, they want cool toys for their characters, and they want a satisfying four hours of game time with munchies thrown in. It's my job as DM to feel their needs, throw them a few surprises and have a great time myself while I'm doing it - because I'm selfish too :) What's not good is when one player puts his selfish needs above the other gamer's selfish needs. If that happens, I've been known to have their character fall into a pit trap, get captured or whatever, so they //need// the other players to help them out. That works. Heh.</description>
		<content:encoded><![CDATA[<p>I think your definitions of Norming (Social Contract, thinking about what works, discussing shared objective, fewer bad sessions and rediscovering a love of the game) are all spot on. Great post, CDM!</p>
<p>Just a few comments:</p>
<p>1. I think it&#8217;s possible to over-Norm. I&#8217;ve known groups to spend more time working out their &#8220;Social Contract&#8221; than actually play the darned game; that&#8217;s when gaming stops being fun and turns into a committee meeting. These things shouldn&#8217;t get in the way of good times. Spend time to reach an agreement, yes, but don&#8217;t over analyze and agonize over it.</p>
<p>2. On the flipside, thinking about the game is fun too. It&#8217;s good to be receptive to new rules ideas, and to be willing to playtest them. We try not to use our main campaign as a testing ground though; The Burning Plague (or Sunless Citadel) is our stock &#8220;tester&#8221; dungeon which we use to try out new character classes, spells, rules changes, etc. </p>
<p>3. One of our unwritten rules is that &#8220;A Bad DM Decision Must Always Have A Reason&#8221;. For example, if (as happened a few weeks ago), one player cries &#8220;There&#8217;s no way he could hit me from there!&#8221;, the correct response from the DM is &#8220;But he did. Want to work out how?&#8221;. In reality, I made a bad call, but rather than reverse the decision, we play it as is, and work out //how// it happened after the event. Bad calls can sometimes make for good plot twists!</p>
<p>4. I think all players are selfish. Am I wrong to think that? <img src='http://chattydm.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> They want fun, they want cool toys for their characters, and they want a satisfying four hours of game time with munchies thrown in. It&#8217;s my job as DM to feel their needs, throw them a few surprises and have a great time myself while I&#8217;m doing it - because I&#8217;m selfish too <img src='http://chattydm.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> What&#8217;s not good is when one player puts his selfish needs above the other gamer&#8217;s selfish needs. If that happens, I&#8217;ve been known to have their character fall into a pit trap, get captured or whatever, so they //need// the other players to help them out. That works. Heh.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ronin</title>
		<link>http://chattydm.net/2007/09/27/the-4-stages-of-a-rpg-teams-development-norming/#comment-215</link>
		<dc:creator>Ronin</dc:creator>
		<pubDate>Fri, 28 Sep 2007 15:23:00 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=70#comment-215</guid>
		<description>Well hes not really keeping the rest of the group from having fun. But perhaps himself. I hes gets pissed about what other people do. But he no longer in a posistion of power. As he used to own the comic shop we played at before. Now that hes little people like the rest of us. I think its calmed him. He really wants the spotlight. But he really doesnt do much when he gets it. But I know he doesnt like some of the decisions others make. But hes not going to make any either. I've found myself in the past pushing the group/plot along. Because he wants to argue about something. But he, nor the person hes at odds with wanted to make a decision. So I would. Then someone else would follow me. Then every body else would. &lt;br/&gt;Thank god, things have changed a bit. So I dont have to do that. My roomate plays with us now, as well as another friend. We're all pretty much on the same wave length. So his indecisivness only really hurts him. &lt;br/&gt;So hes not remotely the problem he used to be. And I can deal with that. &lt;br/&gt;As for if it were to get out of control. There would be two options. I'm sure if the DM saw that beast come around again. I think he would say something to him. He wouold flip, then just not show up any more. Or for at least a couple sessions. So the problem would kind of fix itself. I cant see the DM kicking him out though. As they are old friends that have been through a lot. &lt;br/&gt;But as I said fortunatly I dont it will ever get back to this level. As I said he still occasionally shows these traits. Its not at a problematic level, and he's only hurting the enjoyment of the game for himself.</description>
		<content:encoded><![CDATA[<p>Well hes not really keeping the rest of the group from having fun. But perhaps himself. I hes gets pissed about what other people do. But he no longer in a posistion of power. As he used to own the comic shop we played at before. Now that hes little people like the rest of us. I think its calmed him. He really wants the spotlight. But he really doesnt do much when he gets it. But I know he doesnt like some of the decisions others make. But hes not going to make any either. I&#8217;ve found myself in the past pushing the group/plot along. Because he wants to argue about something. But he, nor the person hes at odds with wanted to make a decision. So I would. Then someone else would follow me. Then every body else would. <br />Thank god, things have changed a bit. So I dont have to do that. My roomate plays with us now, as well as another friend. We&#8217;re all pretty much on the same wave length. So his indecisivness only really hurts him. <br />So hes not remotely the problem he used to be. And I can deal with that. <br />As for if it were to get out of control. There would be two options. I&#8217;m sure if the DM saw that beast come around again. I think he would say something to him. He wouold flip, then just not show up any more. Or for at least a couple sessions. So the problem would kind of fix itself. I cant see the DM kicking him out though. As they are old friends that have been through a lot. <br />But as I said fortunatly I dont it will ever get back to this level. As I said he still occasionally shows these traits. Its not at a problematic level, and he&#8217;s only hurting the enjoyment of the game for himself.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: ChattyDM</title>
		<link>http://chattydm.net/2007/09/27/the-4-stages-of-a-rpg-teams-development-norming/#comment-214</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Fri, 28 Sep 2007 14:31:00 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=70#comment-214</guid>
		<description>So Ronin, is that guy preventing the rest of the group from having fun?  Are you preparing to do anything about it?  I'm curious...</description>
		<content:encoded><![CDATA[<p>So Ronin, is that guy preventing the rest of the group from having fun?  Are you preparing to do anything about it?  I&#8217;m curious&#8230;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ronin</title>
		<link>http://chattydm.net/2007/09/27/the-4-stages-of-a-rpg-teams-development-norming/#comment-213</link>
		<dc:creator>Ronin</dc:creator>
		<pubDate>Fri, 28 Sep 2007 11:18:00 +0000</pubDate>
		<guid isPermaLink="false">http://chattydm.net/?p=70#comment-213</guid>
		<description>"As mentioned in the last post, the absolute worse player or DM is the uncompromising selfish one. Those are the ones that will scoff at the concept of a social contract or agree to it and disregard it. They are those who get bored easily and go around kicking doors with no regards to party safety or fun. They split up from the party at the drop of a hat. They hog the spotlight as much as they can. If they are crafty enough they sit real close to the DM to get attention more easily."&lt;br/&gt;Holy crap this guy is totally in my group. Well minus the kicking of doors. He doesnt really get into trouble. Hes to wishy washy on top of it. Which again can lead our party into trouble. Being that my Int 8 Barabarian is the one making the decisions then. Cause everyone else kind of hems and haws around. If I had a nickel for everytime my character said "Ya, screw it. Leks go dis vay.", well I'd have 55 cents. ;-p</description>
		<content:encoded><![CDATA[<p>&#8220;As mentioned in the last post, the absolute worse player or DM is the uncompromising selfish one. Those are the ones that will scoff at the concept of a social contract or agree to it and disregard it. They are those who get bored easily and go around kicking doors with no regards to party safety or fun. They split up from the party at the drop of a hat. They hog the spotlight as much as they can. If they are crafty enough they sit real close to the DM to get attention more easily.&#8221;<br />Holy crap this guy is totally in my group. Well minus the kicking of doors. He doesnt really get into trouble. Hes to wishy washy on top of it. Which again can lead our party into trouble. Being that my Int 8 Barabarian is the one making the decisions then. Cause everyone else kind of hems and haws around. If I had a nickel for everytime my character said &#8220;Ya, screw it. Leks go dis vay.&#8221;, well I&#8217;d have 55 cents. ;-p</p>
]]></content:encoded>
	</item>
</channel>
</rss>
