The Alexandrian

Something I discussed in The Art of Pacing is how scenes are framed and filled. The basic idea is that any scene in an RPG has an agenda (the question the scene is trying to answer) and the content of the scene is about trying to resolve that agenda. Most of your scenes will be about conflict: Two or more characters want mutually exclusive things and the scene is about which character gets what they want.

One problem GMs can run into once they understand this framework are non-combat scenes that end up being short and unsatisfying: The PCs have an objective. They briefly interact with the environment or an NPC. And then the scene is over and done.

First: In order for an objective to be interesting, there needs to be an obstacle preventing you from accomplishing it.

For example, let’s say that you have an objective of going to the corner store and buying a Coke. In general, that’s not going to result in an interesting scene because there’s no meaningful obstacle. But if there’s a team of ninjas hunting you through the neighborhood, it gets interesting. If you can’t leave your sister alone because you’re afraid she might commit suicide while you’re gone, it gets interesting.

For your combat scenes, the combat mechanics are generally taking care of providing interesting obstacles. But we could imagine a combat scene which was fairly boring: Imagine a single attack roll that resulted in all of the PCs’ opponents getting wiped out. (That’s not to say you should never have combat scenes like that, of course, any more than you should always have ninjas guarding the corner store.)

For your non-combat scenes, you need to figure out what the obstacle is. And you’ll get even better scenes if there are multiple obstacles, multiple objectives, or both. (In many cases you can simply set up the objectives of the scene so that they conflict with each other and, presto, you’ve got both.)

Technoir introduces a useful concept called “vectors”: You often can’t just jump directly to making an “I solve the problem” die roll. Instead, you have to make some preparatory rolls in order to establish a vector to the thing you actually want to effect.

For example: You want to shoot Victor inside his club. But you can’t just drive up outside the club and shoot him. First you’ll have to find some way to get inside (sneaking or fast-talking your way past the bouncers), then track him down, and then take your shot.

For example: You want to convince Michael to sell you the datachip. But first you’re going to have to get him to admit that he has it. Then you’ve got to convince him that there’s another way to save his sister. And then you’ve got to convince him that you’re offering him something worth the risk.

As with anything else you prep, you don’t want to fall into the trap of predetermining how the PCs are going to overcome the obstacles. Instead, just set the obstacles: Michael doesn’t want to admit he has the datachip. Michael needs it to save his sister. Let the players worry about how they’re going to overcome those obstacles.

Back to the Art of Pacing

3 Responses to “The Art of Pacing: Running Awesome Scenes”

  1. Michael says:

    “On the Non Player Character”
    http://www.lulu.com/shop/courtney-campbell/on-the-non-player-character/paperback/product-21094131.html

    I’m curious as to what you’d think of this product and if it could help setup heavy social scenes?

  2. Justin Alexander says:

    Potentially interesting. But at $20 minimum ($30 for print) I doubt I’ll ever see the inside of that 60 page book.

  3. Dale says:

    Interesting, reading this I was reminded that this is exactly how Microscope handles “the scene”. The person proposing the scene specifically asks the question that the scene must answer and when it is answered the scene stops – even if it is in the middle of the action.

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