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Something I touched on lightly when discussing the organization of your nodes was the difficulty of working with large networks of nodes.

This ties into Delta’s “Magic Number Seven”, which I’ve talked about before. To sum it up:

  1. Working memory capacity for most adults is in the range of 7 +/- 2 objects. Short-term memory capacity is also 7 +/- 2 when memorizing strings of random digits.
  2. Beyond these limits, mental functioning drops off rapidly.

In other words, we are generally pretty good at holding somewhere between 5 and 9 objects in our mind at a given time. Any more than that and it becomes increasingly difficult (or impossible).

So if you start trying to tackle large networks of nodes, you can quickly reach a point at which you can’t keep the whole network “in your head” at the same time. At this point, the network becomes difficult to design and manage (particularly in real-time at a game table).

Properly organizing your network can make it easier to manage, of course. (The Act I structure I posted, for example, took 15 difficult-to-manage nodes and broke them down into 6 major nodes with a varying number of sub-nodes. I could easily grasp the structure of the 6 major nodes and then “zoom in” to focus on the sub-nodes as necessary.)

But this principle also offers us an opportunity as designers: A quick and easy way to add complexity to a node-based scenario is to simply add a second set of nodes that are largely or entirely disconnected from the first set.

I call this technique the Second Track.

In my experience, it’s particularly easy to run a second track if the tracks use different methods of linking their nodes. For example, you might create a timeline of “backdrop events” combined with a primary network of clue-linked nodes. But this division of methods isn’t strictly necessary.

The reason this works well is that, from your perspective behind the screen, there are just two “chunks” of 4-6 nodes each: Easy to keep track of. Easy to understand. Easy to design. Easy to run.

But for the players – who aren’t privy to that structure – there are 10-12 nodes. This pushes it past the Magic Number Seven and presents them with enough complexity to become enigmatic.

(To put it a different way: The GM can easily handle the reactions of Conspiracy 1 independently from the reactions of Conspiracy 2. Until the players figure out that there are two different conspiracies, however, they can’t even start to unravel what’s happening to them.)

To be continued…

One Response to “Advanced Node-Based Design – Part 4: The Second Track”

  1. Crabus says:

    I very enjoy your Node-Based Design serie but what about “Mind Map” Desgin ? Do you have any knowledge about using mind mapping in order to design a scenario ? It can be a complementary approach.

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