DISCUSSING
In the Shadow of the Spire – Session 31A: Kabel in Hiding
This is a trap. Head to Pythoness House, a manor house overlooking the King’s River Gorge in Oldtown. I will contact you there. Go now. They are coming.
Creative elements — characters, locations, actions, items, etc. — can manifest in a roleplaying game through:
- Introduction, when an element first appears.
- Repetition, when an element reappears.
- Reincorporation, when an element reappears in a new context and/or with connections to other pre-existing elements.
The distinction between repetition and reincorporation is a finicky one, and arguably often doesn’t have any practical effect. But the key thing we’re talking about here is setup and payoff.
It is narratively satisfying to our “evolved to deliver a dopamine hit whenever we identify cause-and-effect” brains when we recognize patterns and see the connections. We’re hardwired to fundamentally believe that the world makes sense, and that’s why we find deus ex machina so unsatisfying. (Plus, the payoff makes it clear we weren’t just wasting our time watching the first half of the film.)
There’s a whole gaggle of writing and improv techniques you’ll find clustered around this concept. You’ve got Chekhov’s Gun (if you make a big deal about something at the beginning of the story, it should have a payoff at the end) and the Rule of Three (you set it up, you remind the audience of what you set up, you get the big payoff by bringing it back a third time). All kinds of stuff.
Of course, the advantage a writer of a novel or movie has is that they can go back and revise the script to setup the stuff they need: If Jayhawk needs a gun in the final scene, for example, they can go back and hang it above the mantlepiece.
In a roleplaying game, though, you can’t go back and insert the gun. (Unless you’ve got a time machine. And if you have a time machine, please get in touch.) This is why it’s usually more useful to draw our inspiration from improv theater techniques, and think primarily in terms of:
- What has already been established in the fiction?
- How can I use those elements to fulfill my current creative needs?
(Unlike pure improv, though, the GM’s scenario design does afford some opportunity to plan ahead. So don’t discount that entirely.)
You can see this, for example, in the Principles of RPG Villainy, where simply asking, “Instead of a new villain, is there an existing villain I can use again?” can add great depth to your campaign.
Another way of thinking about this is that, each time you reuse an element of the campaign world, you are building up the players’ (and PCs’) relationship with that element. It’s kind of like applying lacquer. It’s all about the layering.
You’ll usually not even know what all those layers are adding up to. The mere act of adding the layers is enough. You’ll find the destination once you get there.
The flip side of this technique begins when you first introduce the element. A key trick here is making sure you drop enough specific detail so that you CAN reincorporate that element in the future. This doesn’t have to be a lot. In fact, to start out with, you may not need anything more than a label. For example, when the PCs go shopping for supplies, make a point of giving the shopkeep a name.
The name gives you handle that you can grab. If you don’t give the shopkeep a name, you won’t be able to easily refer to them as being the same shopkeep the next time the PCs go shopping.
Of course, giving the shopkeep a name doesn’t obligate you to reincorporate them in the future. There’ll probably be lots of random details that get scattered into your campaign that will never be revisited. That’s just fine.
As you make a point of establishing these handles, though, you’ll likely discover that the players also start picking them up.
You can see a very large example of that in this session, as the PCs decide to offer Pythoness House — which they know to be long-abandoned — as a safehouse for Sir Kabel and his knights. But you’ll see it at every scale of interaction: They might choose to specifically go to that shopkeep you mentioned. Or hit up an NPC they met a half dozen sessions ago for a favor in solving their current problem.
Or might even be a blink-and-you-miss-it reference in casual conversation.
If you’re a player reading this: Do more of this! You’re helping to make the campaign something more than the sum of its parts, gently tugging it into a comprehensive whole.
As a GM, when this happens, you’ve basically got two responsibilities:
First, get out of the way. For example, I had a different idea in mind for Sir Kabel’s plans. I could have easily had Sir Kabel say something like, “Thanks for the offer, but I have other plans!” But that would obviously be a terrible idea.
This is largely just another example of default to yes, but I find it to be particularly vital here. Reincorporation is a really important way of giving meaning to events. (Pythoness House is available to serve as a safehouse because you cleared it out.) It’s also a great way of demonstrating that the game world is persistent; that it continues to exist even when the PCs aren’t looking at it. (Pythoness House didn’t cease to exist the minute you looked away from it.) So unless you have a strong reason not to embrace reincorporation, you should try to avoid stripping your campaign of meaning and verisimilitude.
Second, lean into it. If a player cares enough about a past event, person, place, or thing to spontaneously attempt to re-engage with it, they’re sending a clear signal that it resonated with them. Maybe they like it. Maybe they hate it. Regardless, it mattered to them. It interests them. So take your cue and run with it:
- Drop that location into your campaign status document so that it can develop over time.
- Next time, have that NPC reach out and initiate contact with the PCs (instead of vice versa).
- Flesh out that shopkeep with a universal NPC roleplaying template or some sort of unique twist to their merchandise; or maybe use them as an adventure hook.
In the case of Pythoness House, I just needed to completely embrace Sir Kabel’s use of the location: Not just a safehouse for tonight and a meeting place for tomorrow, but the headquarters of the Imperial Church loyalists during their rebellion against Rehobath’s false-novarchy.
A one-and-done dungeon would now be a major centerpiece for the entire next phase of the campaign.
Thanks, players!
Campaign Journal: Session 31B – Running the Campaign: PC vs. PC Social Checks
In the Shadow of the Spire: Index
“In a roleplaying game, though, you can’t go back and insert the gun.”
Not to quibble, but I think Blades in the Dark and Fate actually have a game mechanic where players can call for a flashback to do exactly that- setting Chekov’s gun on the mantle. The Fate SRD has some really good advice on how to handle such things in your game.
https://fate-srd.com/fate-codex/%E2%80%9Ci-remember-when%E2%80%A6%E2%80%9D-using-flashbacks-fate
@Artor, I think flashback mechanics can put *a* gun on the mantel, but I don’t think they can put *Chekov’s* gun there. The point is to create a certain kind of narrative closure by introducing something in Act 1, then having it circle back and become important in Act 3. If the gun isn’t mentioned in Act 1, and then in Act 3, right before Uncle Frank shoots someone there’s a flashback that says “oh hey Uncle Frank has an old gun” — Chekov would not exactly approve of the storytelling elegance.
I’m not saying flashbacks aren’t cool! They absolutely have a place, especially in the kind of heist/caper story Blades in the Dark wants to tell. But it’s not Reincorporation.
Colin r > If the gun isn’t mentioned in Act 1, and then in Act 3, right before Uncle Frank shoots someone there’s a flashback that says “oh hey Uncle Frank has an old gun” — Chekov would not exactly approve of the storytelling elegance.
It’s amazing how many pieces of media I’ve seen that have done this though…
@Xercies, I always say I aspire, in my rpgs, to rise to the level of melodramatic competence of a midafternoon soap opera.