Player A wants to work with Player B. Player C wants to work with Player B. Players A and C are explicit that they should be kept away from each other. Verrrry special...
It has its plusses and minuses. It does make the casting job harder, but can make for a better game. When a group of people know that they play well together, putting them somewhat together in the story can help that area of the story gel more quickly, which often improves things all around. And if a couple of people really don't get along, it's *enormously* important to know that, because nothing can destroy a plot more quickly than having two players who dislike each other cast in positions where they need to work closely together. (This is why I actually put more weight on the "who would you prefer not to work with?" question.)
Which, really, makes it much like everything else on the casting form: useful information that may improve the game if I can work it in. Like everything else, I sometimes have to ignore it (as in the above case, where the best fit turned out to be having all three players in fairly separate plots), but it's helpful when I can make use of it.
Remember, my main goal here is a successful game. I'm trying to make a sort of artistic statement, and the better the casting, the more likely that is to succeed. Happy players make for a better game...
(no subject)
Date: 2007-01-02 01:28 am (UTC)Which, really, makes it much like everything else on the casting form: useful information that may improve the game if I can work it in. Like everything else, I sometimes have to ignore it (as in the above case, where the best fit turned out to be having all three players in fairly separate plots), but it's helpful when I can make use of it.
Remember, my main goal here is a successful game. I'm trying to make a sort of artistic statement, and the better the casting, the more likely that is to succeed. Happy players make for a better game...
(no subject)
Date: 2007-01-02 05:21 pm (UTC)(no subject)
Date: 2007-01-02 11:47 pm (UTC)