Jason mentioned in one episode using some kind of “CATS” thingamajig to set expectations for games, but I lost track…

Jason mentioned in one episode using some kind of “CATS” thingamajig to set expectations for games, but I lost track…

Jason mentioned in one episode using some kind of “CATS” thingamajig to set expectations for games, but I lost track of the episode! (Maybe “content, action, theme, subject matter”? Maybe?)

If there’s anything written about that anywhere (or if Jason feels like expanding on it), I’d love to learn more. Or if you anybody has other suggestions for resources I could read, that’d be swell too. I have had some trouble setting expectations for players (e.g., folks showing up expecting to play Urban Shadows like they play D&D, and getting frustrated as a result), and I could use some pointers. Thanks!

14 thoughts on “Jason mentioned in one episode using some kind of “CATS” thingamajig to set expectations for games, but I lost track…”

  1. In the episode where I heard the term, by the way, it was just mentioned in passing. (Maybe the one about being a good GM?) If it gets more discussion in an earlier episode I haven’t heard yet, though, I’d be happy to listen to that, too.

  2. In the episode where I heard the term, by the way, it was just mentioned in passing. (Maybe the one about being a good GM?) If it gets more discussion in an earlier episode I haven’t heard yet, though, I’d be happy to listen to that, too.

  3. In case it’s of interest to anyone, my own working plan before hearing this was to try to cover the following every time I introduced a new game (as a result of this thought process: https://plus.google.com/+JasonTocci/posts/2jLJTxHLare)....

    1) Singular or shared GM duties?

    2) Deadly or safe?

    3) Cooperative or adversarial?

    4) Serious or silly?

    5) Linear or sandboxy?

    Or, basically, “in what ways must I help my players understand that they can’t try to play this like 4th edition D&D?”

    plus.google.com – Aligning expectations in unfamiliar gaming situations The toughest part abou…

  4. In case it’s of interest to anyone, my own working plan before hearing this was to try to cover the following every time I introduced a new game (as a result of this thought process: https://plus.google.com/+JasonTocci/posts/2jLJTxHLare)....

    1) Singular or shared GM duties?

    2) Deadly or safe?

    3) Cooperative or adversarial?

    4) Serious or silly?

    5) Linear or sandboxy?

    Or, basically, “in what ways must I help my players understand that they can’t try to play this like 4th edition D&D?”

    plus.google.com – Aligning expectations in unfamiliar gaming situations The toughest part abou…

Comments are closed.