To: inner-circle-of-sik@mit.edu cc: ahi-red-team@mit.edu Reply-To: dcltdw@MIT.EDU Subject: Parley! Call for panelists Date: Tue, 10 Aug 2004 09:57:43 -0400 From: David C Leung WHAT: Parley is the SIK equivalent to Ides. WHY: Because we're running a lot of SIK games, and it's time we get our shit together and teach people. WHO: Parley is open to all, but is geared toward SIK GMs or wannabe-GMs. Panels should focus on how to write a good SIK game for newbie GMs; there should be high-level discussion of the Art of SIK for experienced GMs. WHEN: Sunday, Nov 7th. Time TBA; I'm guessing 1pm. Parley will last no more than 2 hours, because otherwise, our brains will start drooling. WHERE: Location TBA; I'm guessing x-190. URL: http://www.mit.edu/~dcltdw/RPGs/Assassin/Parley HOW: Parley will be run by benevolent dictatorship; the dictator is me. I am now inviting people to send me blurbs on subjects they'd like to present. 1 or 2 sentence blurbs are fine; at some point, I will want an actual abstract. Sending me the abstract now is fine. 1 or 2 sentence abstracts that are complete are also fine. :) Multiple people on a panel are encouraged. Panel duration hasn't been set yet. This is partially dependent on how many panel abstracts I get. As we get closer to November, I will send out a last call for panelists; once that's finalized, I'll announce the agenda to the general Guild list. Obviously, send me panel topics that you think would be interesting. If you're coming up with a blank, or need something to kickstart your thinking, here are some ideas. Topics I am especially interested in seeing: * How To Write A SIK Game. The top 10 things to do and the top 10 things to avoid. * The future of SIK games. What's next? * SIK Mechanics. How to think about them, how to balance them, and how to know if you're on crack. Possibly as part of SIK Mechanics: * Guns. Lots of guns. Having laramis and wildfires and spell packets makes for a sexy game. But understanding how they all interact means that you can have a good game. And good games are better than sexy games. Random ideas; feel free to merge with other ideas, or flesh out into their own panel: * Topology, especially the new bldg 32 space. * Boffer combat, frisbee shields, and other weirdshit innovations: to use or not to use. * Training. AHI is running PDA (Phyraxian Dominions: Academy) and FSA:OCS (Free Sagittarian Alliance: Officer Candidate School), but is this sufficient? Also, feedback on PDA and OCS. * ____: Post-Mortem. If you ran a game and it went well, or especially if it didn't go well, having a post-mortem so others can (point out/learn from) your mistakes might be a good idea. This takes gonads; mad props to GMs who do this. dave