The Alexandrian

Search results for ‘structure drama’

“Most of the campaigns I’ve really enjoyed have been in systems I didn’t like.”

“A great GM can take any RPG and run a good game.”

“I just want a system that gets out of the way when I’m playing.”

What I think these players are discovering is that most RPG systems don’t actually carry a lot of weight, and are largely indistinguishable from each other in terms of the type of weight they carry.

In theory, as we’ve discussed, there’s really nothing an RPG system can do for you that you can’t do without it. There’s no reason that we can’t all sit around a table, talk about what our characters do, and, without any mechanics at all, produce the sort of improvised radio drama which any RPG basically boils down to.

The function of any RPG, therefore, is to provide mechanical structures that will support and enhance specific types of play. (Support takes the form of neutral resolution, efficiency, replicability, consistency, etc.) If you look at the earliest RPGs this can be really clear, because those games were more modular. Since the early ’80s, however, RPGs pretty much all feature some form of universal resolution mechanic, which gives the illusion that all activities are mechanically supported. But in reality, that “support” only provides the most basic function of neutral resolution, while leaving all the meaningful heavy lifting to the GM and the players.

To understand what I mean by that, consider a game which says: “Here are a half dozen fighting-related skills (Melee Weapons, Brawling, Shooting, Dodging, Parrying, Armor Use) and here are some rules for making skill checks.”

If you got into a fight in that game, how would you resolve it?

We’ve all been conditioned to expect a combat system in our RPGs. But what if your RPG didn’t have a combat system? It would be up to the GM and the players to figure out how to use those skills to resolve the fight. They’d be left with the heavy lifting.

And when it comes to the vast majority of RPGs, that’s largely what you have: Skill resolution and a combat system. (Science fiction games tend to pick up a couple of additional systems for hacking, starship combat, and the like. Horror games often have some form of Sanity/Terror mechanic derived from Call of Cthulhu.)

So when it comes to anything other than combat — heists, mercantile trading, exploration, investigation, con artistry, etc. — most RPGs leave you to do the heavy lifting again: Here are some skills. Figure it out.

Furthermore, from a utilitarian point of view, these resolution+combat systems are all largely interchangeable in terms of the gameplay they’re supporting. They’re all carrying the same weight, and they’re leaving the same things (everything else) on your shoulders. Which is not to say that there aren’t meaningful differences, it’s just that they’re the equivalent of changing the decor in your house, not rearranging the floorplan: What dice do you like using? What skill list do you prefer for a particular type of game? How much detail do you like in your skill resolution and/or combat? And so forth.

SYSTEM MATTERS

What I’m saying is that system matters. But when it comes to mainstream RPGs, this truth is obfuscated because their systems all matter in exactly the same way. And this is problematic because it has created a blindspot; and that blindspot is resulting in bad game design. It’s making RPGs less accessible to new players and more difficult for existing players.

I’ve asked you to ponder the hypothetical scenario of taking your favorite RPG and removing the combat system from it. Now let’s consider the example of a structure which actually HAS been ripped out of game… although you may not have noticed that it happened.

From page 8 to page 12 of The Underworld & Wilderness Adventures, Arneson & Gygax spelled out a very specific procedure for running dungeons in the original edition of Dungeons & Dragons. It boils down to:

1. You can move a distance based on your speed and encumbrance per turn.

2. Non-movement activities also take up a turn or some fraction of a turn. For example:

  • ESPing takes 1/4 turn.
  • Searching a 10′ section of wall takes 1 turn. (Secret passages found 2 in 6 by men, dwarves, or hobbits; 4 in 6 by elves.

3. 1 turn in 6 must be spent resting. If a flight/pursuit has taken place, you must rest for 2 turns.

4. Wandering Monsters: 1 in 6 chance each turn. (Tables provided.)

5. Monsters: When encountered, roll 2d6 to determine reaction (2-5 negative, 6-8 uncertain, 9-12 positive).

  • Sighted: 2d4 x 10 feet.
  • Surprise: 2 in 6 chance. 25% chance that character drops a held item. Sighted at 1d3 x 10 feet instead.
  • Avoiding: If lead of 90 feet established, monster will stop pursuing. If PCs turn a corner, 2 in 6 chance they keep pursuing. If PCs go through secret door, 1 in 6 chance they keep pursuing. Burning oil deters many monsters from pursuing. Dropping edible items has a chance of distracting intelligent (10%), semi-intelligent (50%), or non-intelligent (90%) monsters so they stop pursuing. Dropping treasure also has a chance of distracting intelligent pursuers (90%), semi-intelligent (50%), or non-intelligent (10%) monsters.

6. Other activities:

  • Doors must be forced open (2 in 6 chance; 1 in 6 for lighter characters). Up to three characters can force a door simultaneously, but forcing a door means you can’t immediately react to what’s on the other side. Doors automatically shut. You can wedge doors open with spikes, but there’s a 2 in 6 chance the wedge will slip while you’re gone.
  • Traps are sprung 2 in 6.
  • Listening at doors gives you a 1 in 6 (humans) or 2 in 6 (elves, dwarves, hobbits) of detecting sound. Undead do not make sound.

I’ve said this before, but if you’ve never actually run a classic megadungeon using this procedure — and I mean strictly observing this procedure — then I strongly encourage you to do so for a couple of sessions. I’m not saying you’ll necessarily love it (everyone has different tastes), but it’s a mind-opening experience that will teach you a lot about the importance of game structures and why system matters.

The other interesting thing here is that Arneson & Gygax pair this very specific procedure with very specific guidance on exactly what the DM is supposed to prep when creating a dungeon on pages 3 thru 8 of the same pamphlet. (These two things are conjoined: They can tell you exactly what to prep because they’re also telling you exactly how to use it.) Take these two things plus a combat system for dealing with hostile monster and, if you’re a first time GM, you can follow these instructions and run a successful game. It’s a simple, step-by-step guide.

“Now wait a minute,” you might be saying. “You said this procedure had been ripped out of D&D. What are you talking about? There’s still dungeon crawling in D&D!”

… but is there?

THE SLOW LOSS OF STRUCTURE

Many of the rules I describe above have passed down from one edition to the next and can still be found, in one form or another, in the game as it exists today. But if you actually sit down and look at the progression of Dungeon Master’s Guides, you’ll discover that starting with 2nd Edition the actual procedure began to wither away and eventually vanished entirely with 4th Edition.

The guidance on how to prep a dungeon has proven to have a little more endurance, but it, too, has atrophied. The 5th Edition core rulebooks, for just one example, don’t actually tell you how to key a dungeon map. (And although they have several example maps, none of them actually feature a key.)

One of the nifty things about a strong, robust scenario structure like dungeon crawling is that with a fairly mild amount of fiddling you can move it from one system to another. This is partly because most RPGs are built on the model of D&D, but it’s also because scenario structures in RPGs tend to be closely rooted to the fictional state of the game world.

This is, in fact, why you probably didn’t notice that 5th Edition D&D doesn’t actually have dungeon crawling in it any more: You’re familiar with the structure of dungeon crawling, and you unconsciously transferred it to the new edition the same way that you’ve most likely transferred it to other games lacking a dungeon crawling structure in the past. In fact, I’m willing to guess that removing dungeon crawling from 5th Edition was not, in fact, a conscious decision on the part of the designers: They learned how to run a dungeoncrawl decades ago and, like you, have been unconsciously transferring that structure from one game to another ever since.

Where this becomes a problem, however, are all the new players who don’t know how to run a dungeoncrawl.

Most people enter the hobby through D&D. And D&D used to reliably teach every new DM two very important procedures:

1. How to run a dungeon crawl

2. How to run combat

And using just those two procedures (easily genericizing the dungeon crawling procedure to handle any form of location-crawl), a GM can get a lot of mileage. In fact, I would argue that most of the RPG industry is built on just these two structures, and that most GMs really only know how to use these two structures plus railroading.

So what happens when D&D stops teaching new DMs how to run a dungeoncrawl?

It means that GMs are now reliant entirely on railroading and combat.

And that’s not good for the hobby.

THE BLINDSPOT

If you need another example of what this looks like in practice, check out The Lost Mine of Phandelver, the scenario that comes with the D&D 5th Edition Starter Set.  It’s a fascinating look at how this really is a blindspot for the 5th Edition designers, because The Lost Mine of Phandelver includes a lot of GM advice. D&D 5th Edition - Starter Set (Lost Mines of Phandelver)They tell you that the GM needs to:

  • Referee
  • Narrate
  • Play the monsters

They give lots of solid, basic advice like:

  • When in doubt, make it up
  • It’s not a competition
  • It’s a shared story
  • Be consistent
  • Make sure everyone is involved
  • Be fair
  • Pay attention

There’s a detailed guide on how to make rulings. They tell you how to set up an adventure hook.

Then the adventure starts and they tell you:

  • This is boxed text, you should read it.
  • Here is a list of specific things you should do; including getting a marching order so that you know where they’re positioned when the goblins ambush them.
  • When the goblins ambush them, they give the DM a step-by-step guide for how combat should start and what they should be doing while running the combat.
  • They lay out several specific ways that the PCs can track the goblins back to their lair, and walk the DM through resolving each of them.

And then you get to the goblins’ lair and…  nothing.

I mean, they do an absolutely fantastic job presenting the dungeon:

  • General Features
  • What the Goblins Know (always love this)
  • Keyed map
  • And, of course, the key entries themselves describing each room

But the step-by-step instructions for how you’re actually supposed to use this material? It simply… stops. The designers clearly expect, almost certainly without actually consciously thinking about it, that how you run a dungeon is so obvious that even people who need to be explicitly told that they should read the boxed text out loud don’t need to be told how to run a dungeon.

And because they believe it’s obvious, they don’t include it in the game.  And because they don’t include it in the game, new DMs don’t learn it. And, as a result, it stops being obvious.

(To be perfectly clear here: I’m not saying that you need the exact structure for dungeon crawling found in OD&D. That would be silly. But the core, fundamental structure of a location-crawl is not only an essential component for D&D; it’s really fundamental to virtually ALL roleplaying games.)

THE BLINDSPOT PARADOX

Paradoxically, this blindspot not only strips structure from RPGs by removing those structures; it also strips structure from RPGs by blindly forcing structures.

It is very common for a table of RPG players to have a sort of preconceived concept of what functions an RPG is supposed to be fulfilling, and when they encounter a new system they frequently just default back to the sort of “meta-RPG” they never really stop playing. This is encouraged by the fact that the RPG hobby is permeated by the same meme that rules are disposable, with statements like:

  • “You should just fudge the results!”
  • “Ignore the rules if you need to!”

A widespread culture of kitbashing, of course, is not inherently problematic. It’s a rich and important tradition in the RPG hobby. But it does get a little weird when people start radically houseruling a system before they’ve even played it… often to make it look just like every other RPG they’ve played. (For example, I had a discussion with a guy who said he didn’t enjoy playing Numenera: Before play he’d decided he didn’t like the point spend mechanic for resolving skill checks; didn’t like XP spends for effect; and didn’t like GM intrusions so he didn’t use any of those mechanics. He also radically revamped how the central Effort mechanic works in the game. Nothing inherently wrong with doing any of that, but he never actually played Numenera.)

As a game designer, I actually find it incredibly difficult to get meaningful playtest feedback from RPG players because, by and large, none of them are actually playing the game.

And these memes get even weirder when you encounter them in game designers themselves: People who are ostensibly designing robust rules for other people to use, but in whom the response to “just fudge around it” has become so ingrained that they do it while playtesting their own games instead of recognizing mechanical failures and structural shortcomings and figuring out how to fix them.

EXCEPTIONS TO THE BLINDSPOT

To circle all the way back around here: System Matters. But due to the longstanding blindspot when it comes to game structures and scenario structures in RPGs, we’ve stunted the growth of RPGs. Most of our RPGs are basically the same game, and they shouldn’t be. The RPG medium should be as rich and varied in the games it supports as, for example, the board game industry is. Instead, we have the equivalent of an industry where every board game plays just like Settlers of Catan.

Now there are exceptions to this blindspot when it comes to scenario structures. Partly influenced by storytelling games (which often feature very rigid scenario structures), we’ve been seeing an increasing number of RPGs beginning to incorporate at least partial scenario structures.

Blades in the Dark, for example, has a crew system that supports developing a criminal gang over time. Ars Magica does something similar for a covenant of wizards. Reign provides a generic cap system for managing player-run organizations in competition with other organizations.

Technoir features a plot-mapping scenario structure that’s tied into character creation and noir-driven mechanics.

For Infinity I designed the Psywar system to provide support for complex social challenges (con artistry, social investigation, etc.).

You can also, of course, visit some of the game structures I’ve explored here on the Alexandrian: Party Planning, Tactical Hacking, Urbancrawls. The ongoing Scenario Structure Challenge series will continue to explore these ideas.

Go to Game Structures

 

Go to Part 1

Zot! #1 - Scott McCloudScott McCloud is better known these days for Understanding Comics, one of the greatest books ever written about art and the creative process; a towering achievement which laid bare the heart of the comic book medium.

(You may have seen me previously discuss Understanding Comics here, here, here, or here.)

Before he created Understanding Comics, however, McCloud created Zot!, one of the greatest superhero comics ever written. The first ten issues of Zot! – the so-called “color issues”, because the rest of the series transitioned into twenty-six black-and-white issues – are a must-read superhero / science fiction epic. And it’s here that we find our third scenario structure challenge.

At the heart of Zot! is the Key:

Zot! - The Key - Scott McCloud

Not quite a McGuffin according to my stuffy, traditionalist definition of the term, although largely indistinguishable from such for the first six or seven issues of the story, and close enough for our Zot! - The Doorway at the Edge of the Universe - Scott McCloudpurposes in any case. The Key is a holy relic held sacred by the people of Sirius IV and said to be capable of opening the Doorway at the Edge of the Universe.

The Key has also been stolen.

As the series begins, Zot chases the Key (or, more accurately, the trail of people looking for the Key) through an interdimensional portal to our Earth. There he meets Jenny, and through a series of hijinks they end up forming a small team of unlikely heroes who are pursuing the Key.

But they aren’t alone. In addition to the original owners and the thief, now that the Key is out in the open a whole bunch of factions have become interested in acquiring it. The first few issues of Zot! each have a procedural heart to them, in fact, with Zot needing to deal with some different crazy foe who wants the Key for themselves.

Zot! - Dekko - Scott McCloud

This includes Dekko, a Machiavellian machine who believes that the Doorway – a product of technology which predates all technology – is the “final ascendancy of Man’s perfect art and the end of Man’s greatest flaw: Himself.”

There are also the De-Evolutionaries, who believe that humanity would be better off if it went “back to the trees” (and use de-evolutionary guns to turn people into chimps to make that literally happen). They want the Key because passing through the Doorway will legitimize their crazed religion.

Zot! - De-Evolutionaries - Scott McCloud

Where the story becomes truly special, however, is when these different factions begin collapsing back into themselves; interacting with each other, forming and breaking alliances with each other, and developing complicated and rich relationships with each other (and with the object of their desire).

McGUFFIN KEEP-AWAY

This scenario shares a lot in common with the Race to the Prize that we analyzed last week: A target object of value with multiple factions competing for its ultimate possession. The key difference (pun intended) is that rather than being the ultimate goal of the scenario, in Zot! the McGuffin is in play and actively shifting possession over and over again.

In the case of Zot! the initial scenario hook is that the item has been stolen. But you can just as easily have the McGuffin secured and instead have the initial scenario hook be the need to steal the item, which then initiates the McGuffin Keep-Away. To some extent the distinction is merely one of perception, however, since the structure ultimately boils down to “X currently has the item, who can take it from them?” The “original owner” of the item is just the one currently in possession of it.

This keep-away dynamic makes the scenario more difficult to design and run. Without the clue trail of the treasure hunt, creating a through-line for the scenario becomes more complex. It also becomes trickier to clearly set up rivalries and the competition between teams, because in the default mode there’s no sequence of events that needs to be achieved before snatching the prize. And as soon as somebody (whether it’s the PCs or somebody else) snatches the prize, they’ll be in the wind.

Okay, so what makes this scenario work?

1. Create X number of factions seeking the McGuffin, in a process that will be fairly similar to that used for Race to the Prize.

Zot! features a couple of interesting variants here. First, there are a number of proxies who end up shifting their alliances (or, at least, which faction they are currently working with) several times throughout the narrative. Second, there are entire secret factions which are using other factions as a front for their own activities. The character of Prince Drufus, for example, notably ends up Zot! - Prince Drufus - Scott McCloudas both. In fact, he frequently ends up working with the PCs (Zot, Jenny, and their friends) – sometimes because their goals are in accord; sometimes unaware that they are not; and sometimes despite the fact that he knows they are not.

In this, Zot! also highlights the value of giving the factions distinct ideologies which nevertheless overlap with each other. Let’s call these Venn diagram alliances: It’s a powerful technique because the points of commonality will drive the factions to work together, while the points of difference will create conflicts within those alliances which will eventually rip them apart. Remember that this includes the PCs! And, furthermore, remember that you, as the GM, don’t need to determine what the PCs’ agenda will be. These types of ideologically complex environments are great specifically because they force the players to make tough, meaningful choices.

One easy format for these ideologies are characters who desire the same outcome but disagree about how it should be accomplished. (And, inversely, those who desire different outcomes but currently agree on the necessity of a particular course of action.)

2. The keep-away. For each faction, you’ll want to know what tactics they use to steal the McGuffin (stealth, force, etc.) and, if they succeed in obtaining the item, what tactics they’ll use to secure Zot! - Assault on Castle Dekko - Scott McCloudit. Often this can be improvised during actual play, but if you’re unsure about improvising this sort of thing then prep exactly how each team will operate and what they will do (particularly when it comes to securing the item). And, of course, some of these elements will require prep for maximum effectiveness.

Dekko, for example, retreats to his fortress of Castle Dekko for defense. Another thief uses technological camouflage to hide in plain sight. Prince Drufus has a squad of attack robots at his command. The methods and resources you can design here – both mobile and static – are pretty much limitless, and you’ll want to try to vary things between factions. If everybody is just a squad of goons who then retreats to a fortified position, the scenario will become considerably less interesting.

3. The method to find the item. This is the dynamic that’s tricky to get right, but on which the whole scenario structure really depends. Because, as noted before, if somebody can grab the item and then just trivially disappear, the scenario just doesn’t work.

Zot! addresses this problem by giving the Key a unique radiation signature which can, with some expertise and knowledge, be used to track its general location. This includes tracking it to different planets and also into other dimensions, so there really is no way to escape and take the Key “off the board” (so to speak).

Zot! - Drufus and His Robots - Scott McCloud

Eventually, however, someone figures out how to cloak this radiation signal. This forces the other factions interested in the Key to intuit what the current holder of the key will use it for (i.e., opening the Doorway at the Edge of the Universe), allowing them to once again zone in on it (i.e., put the Doorway under surveillance and security).

Relying on this kind of intuition can be a little risky when it comes to RPG scenario design (since you can’t control exactly what your players will think of or when they’ll think of it), so for a more robust scenario you’ll want to use the Three Clue Rule. Remember that your clues can include intelligence from other factions that have made the intuitive leap. (“It looks like Indiana Jones is heading for Moscow. He must know something we don’t, let’s follow him.”) The web of alliances between factions can also allow you to become proactive here by having other players approach the PCs with an offer to work together (or simply slip them information they feel will be to their advantage).

The more general realization to make here is that this method of discovery very easily collapses into a chokepoint, and like any chokepoint it becomes a potential weak spot at which the scenario can break. If, for example, you design the scenario so that the PCs need to make a test in order to detect the Key’s radiation and they fail that test, that can very easily turn into the PCs having no idea what to do next.

So you want to avoid that chokepoint. In many ways you can think of this as the default action of the scenario (if the PCs have no idea what to do next, they can attempt to find the current location of the item). You’ll either want to make that default action automatic (so that failure isn’t possible), make it meaningfully repeatable (so that there’s a cost to failure, but you can always try again; a partial success test is another way of accomplishing this); or multiply it (so that if one method fails, the PCs can try another method; this would be a variant of the Three Clue Rule).

4. An endgame, usually in the form of an ultimate goal to be achieved with the item – delivering it somewhere, using it for something, preventing others from using it for a certain amount of time, or maybe just figuring out how to definitively destroy it or hide it so that other factions can’t use it. (This last point, of course, flies in the face of #3, so it should require significant effort of some sort in order to achieve this, giving other factions plenty of time to interfere before the endgame is truly achieved.)

Without some form of definitive endgame, the scenario will never end: The McGuffin will just continue being endlessly passed around. That’s not necessarily a bad thing, but what it usually means is a growing sense of frustration and futility as the scenario chews up its inherent interest but continues hanging around without any satisfactory resolution.

One variant to look at here is a PC-specific endgame: The great game surrounding the McGuffin continues, but the PCs have accomplished whatever their goal regarding the McGuffin is and are content to exit on their own terms.

SIMPLIFY THE STRUCTURE

Zot! is big and it’s complicated. The scope is multidimensional and multiplanetary, with time travel complicating things even further and the fates of entire worlds at stake. Rather than immediately tackling something of this scale, it might behoove us to take our scenario structure out for a test drive with something a little more modest.

The Maltese FalconLet’s try this: The Maltese Falcon has, at long last, been found. Its value is immense, but particularly so to the practitioners of the ancient rites of magick, who know its true purpose. It has been placed as a lot in highly exclusive, black market auction that takes place aboard a small, ultra-luxury cruise ship on the high seas.

This premise allows us to further control the scope of the scenario: Barring extraordinary efforts, the action will be confined to the ship until it comes back into port. Neither the PCs nor anybody else will be able to vanish as soon as they’ve stolen the Falcon.

In addition to deck plans for the ship (which you can probably find online), you’ll also want to prep:

1. The factions involved. This will include the current owner of the Falcon and the security team for Penumbral Holdings, the mysterious organization behind the black market auction. Let’s also toss in a couple of sorcerous sects plus a team of mundanes (who just want the Falcon for its jewels and are way out of their depth here).

2. For the keep-away, you’ll want to prep the initial auction-related security protecting the Falcon. Maybe the PCs are the first ones to steal it, maybe they’re not. Either way, you’ll want that initial condition.

3. For the next step, we need to take a step back and think about how we want to organize our prep for this boat. I’m going to argue that we can prep the week at sea as a big social event, using the party planning scenario structure. Parties are usually short affairs, but the structure can easily be expanded to multiple events over several days. Nick Bate and I did something similar for the second part of the Quantronic Heat mini-campaign for Infinity.

With that knowledge in our pocket, we can now consider the method to find the Falcon. For the sake of argument, let’s say we’re running this scenario with Fantasy Flight’s Genesys system. In that case, we might look at something like this:

  • You need to achieve X number of successes over any number of checks in order to figure out who currently has the Falcon. Primary checks would focus on social interactions with the other factions onboard. Investigating where the item was stolen from could also contribute additional successes. (Alternative methods might also include sorcerous divinations.)
  • Advantages on these checks can be used to determine aspects of how the item is currently being secured (guards, security measures, etc.).
  • Disadvantages or Despair might alert one or more of the other factions about the PCs and their intentions. Or attract the attention of Penumbral Holdings’ security team.

4. Our endgame here is simplified by the constrained premise we’ve used: When the ship makes landfall, whoever is currently holding the Falcon will most likely be able to vanish without a trace. The goal of the PCs is to be the one holding the Falcon when the clock runs out.

A possible wrinkle on our endgame is a simple question: Why would Penumbral Holdings put the ship into dock if the Falcon is still missing?

The primary explanation might be exigent circumstances: There may be people onboard that Penumbral Holdings can’t afford to piss off. Or the sorcerous wards preventing teleportation might expire at the end of the week no matter what. Or the true nature of members of Penumbral Holdings prevents them from remaining on the material plane of existence for more than a week.

Alternatively, this might become part of the action: Those holding the Falcon (including the PCs) may need to hijack the ship and bring it into port so that they can make good their escape. Or there’s a rendezvous craft that’s going to arrive at such-and-such a time.

RUNNING THE KEEP-AWAY

The spine of our Maltese Falcon scenario is the social event, advice for which can be found in the original Party Planning article. For the factions, you’ll probably want to prep progressions like those we discussed last week in Race for the Prize.

The social event spine is really a crutch of sorts, giving you a firmer structure to fall back on and build the McGuffin Keep-Away on top of. In its absence, you should be able to just keep spinning events forward through a combination of your faction progressions and responding to the PCs’ actions.

The first issue of Zot! for example, could be framed as the GM triggering the following progressions / faction features:

  • THIEF: Attempts to use an interdimensional portal to hide the Key on Our Earth.
  • SIRIUS IV: Successfully tracks the Key [locating it on Our Earth] and dispatches a robot kill squad to its location.
  • [At this point, the PCs – who have been keeping an eye on the Sirius IV faction – track the robot kill squad to Our Earth and destroy it. They also find the Key and choose to turn it over to the proper authorities in the form of the CPZP.]
  • THIEF: Checks his hiding place. [Finding the Key missing, he tracks it.]
  • THIEF: Uses a stealthed robot to steal the Key.
  • DE-EVOLUTIONARIES: Track the Key and brazenly attack [the CPZP council meeting].
  • [The PCs fail to detect the Key being stolen and fight a big battle with the De-Evoluationaries.]

The linear nature of this, mirroring the structure of the original story, may be deceptive. So consider how the GM can trigger the exact same progressions but end up with a completely different result based on the actions of the PCs:

  • THIEF: Attempts to use an interdimensional portal to hide the Key on Our Earth.
  • SIRIUS IV: Successfully tracks the Key [locating it on Our Earth] and dispatches a robot kill squad to its location.
  • [At this point, the PCs – who have been keeping an eye on the Sirius IV faction – track the robot kill squad to Our Earth. They fight, but lose. The robot kill squad captures the Key, but the PCs aren’t aware of this fact. The PCs regroup and pursue the robot kill squad.]
  • THIEF: Checks his hiding place. [Finding the Key missing, he tracks it.]
  • [PCs arrive back at the home base of the robot kill squad and continue their surveillance. The Sirius IV faction leaders, learning that the robot squad has secured the key, board a shuttle and begin flying towards the compound.]
  • THIEF: Uses a stealthed robot to steal the Key.
  • [PCs don’t spot the thief’s robot sneaking into the Sirius IV compound.]
  • DE-EVOLUTIONARIES: Track the Key and brazenly attack [the Sirius IV robot compound].
  • [The PCs notice the stealthed robot sneaking back out of the compound in the chaos. They attack that robot as the Sirius IV shuttle arrives onsite. The Sirius IV representatives spot the PCs, but are ambushed by De-Evolutionaries as they move to intercept. The PCs destroy the thief’s robot and take the key back. Taking the ruined remnants of the robot back to Zot’s Uncle Max, they use it to identify the thief.]

In actual play, what you’ll generally end up with is a cluster of raid (when the PCs go to steal the McGuffin) and siege (when the PCs have the item and need to protect it) scenarios. The more the factions interact with each other, the more crazed these scenarios will become.

BEYOND THE DOORWAY

Our use of the Maltese Falcon in our hypothetical scenario already points the way towards the Dashiell Hammet novel and John Ford movie as another example of this scenario structure in other media. As with Zot!, the scenario begins with the McGuffin already in keep-away mode. (You could also interpret that back story of The Maltese Falcon – with various treasure seekers attempting to trace the Falcon’s trail – as a Race to the Prize scenario, the conclusion of which then bounces directly into a McGuffin Keep-Away scenario).

Casablanca

Another Humphrey Bogart film to consider is Casablanca, in which the letters of transit function as the McGuffin. The thing to note here is that even though the McGuffin DOESN’T change hands repeatedly, the narrative remains interesting. So don’t feel as if you need to force the item to bounce around amongst your various factions: It’s perfectly okay if it settles into the hands of the PCs (or some other faction). As other factions come to barter with (or threaten) the controlling party, the drama will continue to flow.

Crouching Tiger, Hidden Dragon - Ang Lee

Crouching Tiger, Hidden Dragon is an interesting example to break down. There are fewer factions, but a larger number of rogue agents pursuing independent goals within the arena defined by the McGuffin Keep-Away. Consider, too, that the McGuffin in this case – the Green Destiny sword –  has a specific utility which is useful for the keep-away itself. This not only creates an interesting transition of advantage as the McGuffin bounces around, but also encourages the faction currently controlling the item to use it, often creating large, clear paths for the other factions to follow.

Go to Challenge #4

Star Wars: Underworld - Mike Kennedy / Carlos MegliaFor our second scenario structure challenge we’ll be returning to the Star Wars universe, but to a decidedly more obscure example: Star Wars: Underworld – The Yavin Vassilika was a 5-issue mini-series produced by Dark Horse Comics in 2000-01.

Star Wars: Underworld is not a great comic book, being primarily hamstrung by an artist with a delightfully detailed and stylized vision of the Star Wars universe, but whose panel layouts too often topple over the ledge of “creative” and go hurtling into the vast void of “incoherent”. But what the series does have is a really interesting premise that sets up an action-packed narrative.

The basic hook is that three Hutts learn that a long-lost and extremely valuable artifact known as the Yavin Vassilika is rumored to have been found (or, more accurately, located).

Star Wars: Underworld - The Hutts

The Hutts decide to make a “friendly” wager to see which of them can obtain the Yavin Vassilika first, with each hiring a team of operatives to track it down. A number of familiar faces from the Star Wars movies and Extended Universe are split up across the teams (Han Solo, Chewbacca, Lando Calrissian, Greedo, Bossk, IG-88, etc.), and each team needs to track down Webble, the raving madman who claims to have seen the Yavin Vassilika; backtrack his recent movements to figure out exactly where the Yavin Vassilika is; and then secure the Yavin Vassilika.

Most of the action, of course, is driven from the teams interacting with each other: Spying on other teams, sabotaging their efforts, baiting them into following false leads, openly trying to kill them, and so forth.

Star Wars: Underworld - Boba Fett

The story also utilizes an interesting cluster of sub-agendas. Some of these take the form of specific vendettas between the characters, but also in the more generic form of registered bounties that have been taken out on various characters. It’s under these auspices that Boba Fett enters the fray as an independent party seemingly uninterested in the Yavin Vassilika itself, but intensely interested in the people seeking it. The participants in the “race” are also able to take out (and buy-off) bounties on each other as the opportunities present themselves, creating an ever-shifting tangle of incentives.

The final wrinkle in all this is that, in addition to the Hutts, there’s another major player interested in the Yavin Vassilika: A mysterious figure known only as the “Collector”, but who also has an agent in the field. This agent primarily operates by trying to suborn the agents of the Hutts so that they’ll deliver the artifact to them instead of to their employer.

RACE TO THE PRIZE

The basic structure of Star Wars: Underworld is fairly easy to emulate:

1. Create X number of competing teams/agents. Star Wars: Underworld has, in addition to the PCs, two additional teams directly pursuing the McGuffin and two independent agents pursuing their own agendas (one trying to convince the teams to sell her the McGuffin; the other hired to secretly protect one of the hunters).

This is really the meat of the scenario. Create interesting foes and big personalities for the PCs to compete with and you should have a winner. You can also follow the lead of Star Wars: Underworld here and have the agents in the field working for a variety of employers who have competing agendas for the ultimate use of the prize.

Star Wars: Underworld - Han Solo Investigates

2. Finding the McGuffin is a linear Three Clue Rule scenario, which is super easy to design.

You’ll probably want to make this chain at least four or five links long, giving the PCs plenty of time to jostle for position, conspire with, and be ambushed by the other factions. Making some or all of these links somewhat involved mini-scenarios will make it easier to intensify the stakes by bringing multiple teams into play. (You could also use a node-based structure instead of a linear one to add complexity to the investigation.)

Where this can get a little more interesting is that if you’re not the first group to find a particular clue, you can also just track the team(s) ahead of you and follow them to the next clue. In addition to the PCs investigating other teams, this also provides a motivation for other teams to be investigating them (thus prompting interaction between the teams).

In its most basic form, this is really all you need to run this type of scenario. Run the investigation scenario straight, but then throw in an appearance from a competing team whenever it seems appropriate to make things interesting. Don’t forget that the other factions are also in competition with each other and will have interactions that don’t directly affect the PCs, but may spill out onto them.

ADVANCED OPTIONS

But let’s look at a few advanced options we might use to enhance the experience.

BOUNTIES: As mentioned above, the original Star Wars: Underworld narrative includes a substrate of competition based around various members of the competing teams having bounties on Star Wars: Underworld - Bountiestheir heads. This provides secondary motivations that can complicate the simple rivalry between the teams and also allows for factions motivated by something completely different from the other factions.

(You might think about other secondary objectives that can bring additional factions into play. Not just because that’s useful for creating additional factions, but because having factions pointed at different things – instead of all being pointed at the same thing – can make it easier for those factions to collide with each other.)

To set up a similar bounty system:

  • Set initial bounties on some (but not all) of the participants in the race. (I’d suggest generally including at least one PC on this list.)
  • Ideally, have a mechanism which allows PCs and other characters to quickly keep up to date on which characters have active bounties on their heads.
  • Figure out how characters (particularly PCs) can place a bounty on another character’s head.
  • It can also be useful for there to be a mechanism by which a PC (or other character) can remove the bounty placed on their head. In the Star Wars universe, bonded bounties can literally just be bought out. Another option might be that the death of the person who put the bounty on your head will result in the bounty being removed.

You’ll probably want to make sure that the PCs become aware of the bounty system fairly early in the scenario (or even before the scenario begins).

Star Wars: Underworld - Millennium Falcon

TIMELINE: Purely improvising the activities of a half dozen other factions in simultaneous operation with the PCs can be a tad difficult and may have unsatisfying results. One way you can prep the progress of the race is by laying out a simple timeline of how quickly the other factions reach various milestones in the scenario.

Like any timeline, of course, you’ll want to:

  • Make sure you don’t spend a lot of effort prepping past the point at which the PCs will almost certainly have meaningfully altered the outcome of events. (I’d guess probably no further than the first two or possibly three milestones.)
  • Alter and update the timeline as necessary in order to reflect the actions taken by the PCs (and the impact they have on other participants).

For factions that are pursuing goals tangential to the McGuffin search, their timelines might instead feature sequences of escalating interactions with the PCs (and also the other teams).

The benefit of objectively tracking the progress of the other factions is that it creates a hard deadline for the PCs; the resulting pressure will ratchet up the intensity of the scenario for the players. The advantage of prepping a timeline to accomplish this is that it’s relatively simple and straightforward, and also allows you to put some thought into the types of clues their off-screen activities might generate. The disadvantage is that it’s comparatively likely to result in a lot of wasted prep.

PROGRESSIONS: Alternatively, for some factions you may find that prepping a progression has more utility. Progressions are similar to timelines, but rather than pegging events to a specific time, each progression represents a sequence of actions that a particular faction might attempt.

Star Wars: Underworld - JozzelFor example, in Star Wars: Underworld the character of Jozzel could be given this progression:

  • Offer Faction #1 300,000 to deliver the Vassilika to her in exchange for a fake that can be given to their Hutt patron.
  • Attempt to seduce a PC in order to keep tabs on their progress.
  • Plant a homing beacon on the ship belonging to Faction #2.
  • If she gets the McGuffin, steal the PCs’ ship (or a ship belonging to another faction) and lead them to her secretive patron for the final exchange.

Progressions aren’t locked in stone, of course. In the case of Jozzel, during the “actual play” of our hypothetical gaming session, she ends up getting basically kidnapped by the PCs and dragged along by them for a good long while. Maybe the next time you run the scenario, she ends up getting killed by one of the factions and they leave her body in a location where it will frame the PCs for her murder.

In other words, just like timelines, progressions can easily get disrupted by PCs. But they can also be a little more flexible in practice, since their additional elements can often be brought back into play (often from an unexpected angle) even after the disruption (whereas the events on a timeline tend to be dependent on the previous events of the timeline).

On a similar note, you can also use weak progressions. These are really just a menu of “things this faction will do” without necessarily putting them in a specific sequence. Weak progressions are more difficult to use in practice because it means that you have more “balls in the air” so to speak, but they give a bigger menu for options of “what happens next” during actual play.

CHASE MECHANICS: Another alternative would be to create some form of mechanical structure for resolving the progress of each team towards the goal. Exactly what this would look like would depend on the system you were using to run the scenario, obviously, but the advantage would lie in giving the players a more direct feeling of control over the outcome of the race by giving them something more tangible to interact with and manipulate. The GM, for their part, would similarly be able to actively play each faction’s interactions with the chase mechanics.

RUNNING THE RACE

Upon reflection, running the McGuffin Race is not that dissimilar from using an adversary roster when running a dungeon; the difference is that rather than managing the activities of the adversaries geographically, you’re managing them temporally (and probably, for most GMs, with a healthy dose of dramatic timing).

If you go with the relatively straightforward options, you’ll have:

  • The investigation for finding the McGuffin.
  • A set of progressions for each faction, detailing their activities.
  • Possibly a timeline for when other factions “hit” each milestone on the investigation.

Note that each of these can really be thought of as a separate linear sequence running in parallel with each other. (Even the investigation is just the linear framework which will form the backbone of the actions which the PCs choose to take.) So when you’re running the race, you just need to look at the top item of each of those lists and decide what happens next.

It seems big and complicated and chaotic, but structurally it’s actually easy peasy.

If you’re still struggling with how to make it all work in practice, try imposing a slightly more formal procedure on yourself:

  • Each time the PCs finish a scene, take a moment to provisionally frame the next scene. (As described in The Art of Pacing, that means identifying the PCs’ intention, choosing obstacles, and skipping to the next meaningful choice.)
  • Before committing to that scene, however, look at your progressions and pick 1-2 things that the other factions do before that scene takes place. (You can even roll 1d3-1 and randomly determine which factions take their next progression actions if you really want to provoke yourself in unexpected directions.)

Some of these actions won’t actually affect the PCs or what the PCs are doing right now. That’s fine. Make a note (mental or otherwise) that they’ve happened and move on to the next scene. The PCs will likely discover the consequences of what’s happened in a later scene.

Other actions will affect the PCs. Those are essentially obstacles standing between them and the scene they wanted to have (or the obstacle you had already anticipated for them): Frame up the new scene and run it. When that scene is finished, let the PCs proceed to their next scene (which may or may not be where they were headed before they got interrupted by the other factions). When that scene is done, repeat the process of seeing what the other factions are doing.

Also: Your progressions aren’t written in stone. As things develop in play, feel free to add (or insert) additional actions into the progressions of the other factions. You might also discover that certain situations will prompt factions to take actions that you didn’t prep onto their progressions. That’s obviously totally fine. Do what feels right and play each faction actively throughout.

BEYOND THE UNDERWORLD

Indiana Jones and the Last Crusade

For an additional exercise, consider analyzing Indiana Jones and the Last Crusade as another example of this scenario type. The basic elements are a little more occluded here (particularly because so many of the factions are pretending to be allies when they’re really antagonists), but it can be a valuable example because the action is more strictly based around Indiana’s POV (which more closely emulates what the typical experience of PCs will be at the table).

Consider, also, Guardians of the Galaxy, which uses a micro-version of the structure to bring the PC party together.

Guardians of the Galaxy

It only lasts for a single scene, really, but you’ve got similar dynamics (including literal bounties as an alternative motivation for factions being involved). A scene like this obviously doesn’t need the full work-up described above, but within its tight confines it can be a useful object lesson in what makes these situations tick: Think about how much less interesting the scene would be if Rocket and Groot were also solely interested in the sphere, thus unifying everyone’s goals instead of having them work at cross-purposes.

Rare and magical artifacts are, obviously, not the only sort of McGuffin that can be targeted in the race which forms the backbone for this sort of scenario. Anything which must be searched for or obtained through a sequence of challenges can have a similar function.

A structure which at first glance seems the same, however, would be multiple teams competing at a single challenge simultaneously. An elaborated example of this would be multiple teams exploring the same dungeon at the same time. Although superficially similar, note how the lack of a series of shared chokepoints makes it much more difficult to bring the various factions into interesting interactions with each other. Despite their similarities, I think you’ll actually need a different structure to make this sort of scenario work smoothly and successfully at the table. (And that might be something we look at in the future.)

Go to Challenge #3

DramaSystem - Cheat Sheet

(click here for PDF)

Robin D. Laws’ DramaSystem is tucked away inside the Hillfolk roleplaying game. Hillfolk is kind of an odd duck of a book: There’s about 50 pages of generic rules describing the DramaSystem engine. There’s 15-20 pages of setting material pertaining specifically to Hillfolk: A Game of Iron Age Drama. And then there’s another 150 pages providing everything you need to play in 30 other settings. In other words, there’s 200+ pages of material for the DramaSystem and only 15-20 pages of Hillfolk in there. The entire book is really designed as a generic resource for the DramaSystem, but it’s not branded, presented, or sold as such.

The raison d’être for the DramaSystem lies with Laws’ breakdown of fiction into procedural scenes and dramatic scenes: “In procedural scenes, characters confront and overcome obstacles — “they fight opponents, conduct chases, investigate mysteries, explore unfamiliar environments, and so on. (…) In a dramatic scene, the main characters confront internal obstacles, seeking emotional reward from people they care deeply about, for good or ill.” The majority of RPGs focus almost exclusively on procedural content. Laws wanted to design a storytelling game which specifically focused on creating and playing through dramatic scenes.

Laws believes that one of the primary obstacles to effective dramatic scenes in traditional roleplaying games lies in the fact that players tend to default to no, convinced that their characters are all possessed of a steely, unbreakable resolve that will never buckle, and thus creating flat, repetitious scenes that never build, centered around boring characters who never grow or change. (He says this in like the most insulting way possible, claiming that anyone who refuses to play games in an authorial stance is in denial about what roleplaying games are really all about, and that anyone who refuses to come to Jesus after experiencing the true glories of the DramaSystem is basically a petulant man-child who should be kicked out of your group. But except for the couple of pages where he goes on that Bizarro World rampage, he’s not fundamentally wrong.)

The DramaSystem structurally works to overcome these impulses by (a) specifically focusing gameplay on the dramatic content, (b) redefining “success” in dramatic instead of personal terms, and (c) mechanically encouraging (and, in some cases, forcing) characters to yield in dramatic scenes. The central mechanic around which these structures are built is simply framing scenes in terms of petitioners (and the emotional need they want fulfilled) vs. granters (and why they won’t give it).

One interesting feature in this is that Laws seems to identify these mechanics as modeling the storytelling techniques used by creators in other mediums. But that’s not really accurate. What the mechanics actually model is a process of literary criticism. (It is, in fact, the same lit-crit that Laws uses in Hamlet’s Hit Points.) Intriguingly, that’s also what the game’s mechanics feel like in play: A literary critique of the narrative you’re spontaneously generating.

The result feels very unique in play, and it definitely succeeds in forcing a group to aggressively focus on a type of character interaction which is, in fact, rather rare in most tabletop roleplaying. Having played it only a handful of times, I’m not 100% sure it actually succeeds as a game. But it definitely succeeds at being a very interesting creative exercise, and if nothing else I honestly think most groups would benefit from playing a half dozen sessions of it or so. The lessons you’ll learn (both individually and collectively) will likely have a very positive impact as they feed back into your other games.

SYSTEM CHEAT SHEETS

I’ve designed system cheat sheets for a number of RPGs and STGs now. This one is designed to be used with any DramaSystem setting (the 30 from the Hillfolk corebook, the 25 from the Blood on the Snow supplement, or any which you create yourself). For those unfamiliar with them: These cheat sheets summarize all the rules for the game — from basic action resolution to advanced options. It’s a great way to get a grip on a new system and, of course, it also provides a valuable resource at the table for both the GM and the players. (For more information on the procedure I follow when prepping these cheat sheets, click here.)

HOW I USE THEM

I generally keep a copy of the system cheat sheet behind the GM screen for quick reference and also provide copies for all of the players. I also keep at least one copy of the rulebook available, of course, and the cheat sheet probably won’t make much sense to you if you haven’t read it yourself. But the goal of the cheat sheet is to consolidate all of the mechanical content of the game, eliminating book look-ups: Finding something in a handful of pages is a much faster process than paging through hundreds of pages in a rulebook.

The organization of information onto each page of the cheat sheet should, hopefully, be fairly intuitive:

Page 1: This page contains the broad, general principles of the system.

Page 2: This page contains virtually everything you need in order to frame and play through scenes (which is the heart of the system).

Page 3: Something of a miscellanea. This includes general principles and rules for the GM, but the rules for player v. player conflict also got bumped onto this page due to lack of space.

MAKING A GM SCREEN

These cheat sheets can also be used in conjunction with a modular, landscape-oriented GM screen (like the ones you can buy here or here).

Hillfolk - Robin D. Laws

Go to Part 1

The first RPGs had unique game structures for just about everything. In the original edition of D&D, for example, evading monsters in the dungeon had one mechanical structure and the process for evading monsters in the wilderness had a completely different structure. The earliest designers, when confronted with the need to resolve the outcome of a new situation, would simply create entirely new mechanics and new paradigms to handle it.

This didn’t last long: Systems that had worked well in the past got repurposed. Similar systems had their redundancies conflated away. Even more importantly, GMs looking to adjudicate unanticipated actions were quick to develop consistent methodologies. (“When you wanted to do X, we did Y. Now you want to do something that’s kind of like X, so we’ll use Y again.”) And this very rapidly evolved into the first universal, generic mechanic: Rolling either 3d6 or 1d20 and comparing it to the character’s ability score.

Shortly thereafter, the idea of modifying these rolls using character skills appeared. These modifications mutated rapidly and then generally settled into the system of “ability score + skill modifier” that has basically dominated RPG mechanics for the past three decades.

The advantage of having a generic, universal mechanic is that it provides the GM with a robust tool for making rulings at the table. With a properly comprehensive skill list, for example, making a ruling for the resolution of any discrete action is simply a matter of selecting the appropriate skill.

(By contrast, the process of making a ruling in many early RPGs often involved first inventing the tools. It wasn’t unusual to literally invent entire dice mechanics from scratch. It’s unsurprising that GMs in these systems almost reflexively create universal mechanics as quickly as possible.)

This is obviously good for the GM (for the same reason that carpenters like to have a toolbox instead of needing to reinvent the hammer for every new project), but it’s also good for the players: It creates a flexible environment in which any discrete action can be attempted within the structure of the game mechanics. This means that any action can be proposed without bogging the session down; it also means that there is no structural bias for or against any type of action. (There may still be a mechanical bias, of course, if certain actions are easier than alternatives, but that’s a separate issue.)

(When I say “structural bias” I’m referring to the fact that gameplay generally gravitates towards existing game structures. I’ve talked about this a couple times previously: If there’s a system for prospecting gems, for example, players are more likely to go prospecting. If a game includes a robust system for resolving riddle contests but has no mechanics for resolving combat, it’s likely that the game will see a lot more riddling with words than it will riddling with bullets.)

GENERIC SCENARIO STRUCTURES

If a generic, universal action resolution mechanic is useful, it’s not hard to see how much more useful a generic, universal scenario structure would be. With a tool like that, GMs could seamlessly transition their campaigns to be virtually anything and it would all be as robust, entertaining, and rewarding as a dungeoncrawl or a combat encounter.

Unsurprisingly, therefore, the history of the industry is studded with efforts to expand the generic, universal mechanic to include larger structures at both micro- and macro-levels. Many of these efforts have historically been little more than crude guidelines, often fumbling in the dark towards an objective that has been poorly understood. Others, however, have attempted to create more comprehensive and defined structures.

In recent years, the best-known example of this sort of thing has almost certainly been D&D 4th Edition’s skill challenges.

And, unfortunately, skill challenges show all the characteristic failures typical of these systems: Dissociated mechanics (including emergent dissociated properties). A systemic blandness that often results in fundamental gameplay which is “not fun”. A prevention of meaningful choices by the players (or an outright forbiddance of such choices). And so forth.

In Part 11 I listed six properties of effective game structures:

  1. They should be flexible (allowing players to make decisions not constrained by the structure).
  2. They should have a capacity for meaningful decisions.
  3. They should allow players to make decisions which are associated and in-character.
  4. The default actions of the structure should be tied to the reward structures of the game.
  5. They should be fun.
  6. They should be easy to prep.

And while skill challenges satisfy some of these criteria (more or less depending on exactly which version of the skill challenge rules you’re actually using), they obviously fail to fulfill most of them (and arguably the most important ones).

Most of these problems seem to crop up due to the lack of specificity inherent in a generic structure. For example, while it’s possible to break almost any activity down into an abstract “action” which can be resolved with a generic skill check, the procedural and structural differences between, for example, negotiating a peace treaty, safely traversing a haunted forest, or prospecting for gems seem to defy a generic approach. And when such a generic approach is attempted, the result usually dissociates itself as the mechanical decisions divorce themselves from the decisions being made by the characters in those unique situations.

On the other hand, while Eurogames prove that abstract mechanical representations can still provide fundamentally fun gameplay, efforts to solve the dissociative problems with generic scenario structures tend to emphasize flat, bland mechanics that strive to be as “vanilla” as possible. And that results in gameplay which is mechanically boring.

Historically, this appears to be an insoluble balancing act: The more “interest” you add to the mechanics, the more specific they become and the stronger they dissociate from the game world. The more generic you make the mechanics, the blander and more boring they become. (Nor does there seem much success in solving fully for one or the other: Making the mechanics less specific seems to solve some problems of dissociation, but simultaneously introduces others.)

THE HOLY GRAIL

This would be an appropriate time for me to announce a dramatic cutting of this Gordian knot, unveiling an incredible generic scenario structure that would revolutionize your gaming table.

Sadly, however, this is not to be.

A truly successful, fun, and effective generic scenario structure would be the holy grail of roleplaying games. But, much like the holy grail, it may also be an unattainable prize.

On the other hand, at this time last year, I would have said that even generic structures at a level of complexity comparable to combat (i.e., generic structures for resolving conflicts in multiple steps) had largely failed. But as I recently discussed, Technoir has achieved a remarkable success in accomplishing exactly that (albeit in a form which I haven’t figured out how to reverse engineer successfully into other RPGs yet).

So there may be some breakthroughs lurking out there; just waiting for the right time and the right circumstances to emerge. Unfortunately, I won’t be the one to bring them into the limelight. (At least not today.)

I suspect that at least part of the problem with achieving these breakthroughs, however, is that our current range of robust, fully-developed scenario structures is so dreadfully limited in its scope and variety: If all you’ve seen is an apple and a couple of pears, it would be difficult to reverse engineer what the generic definition of “fruit” should be.

Personally, I think it would be great if we started seeing more unique, fully-developed scenario structures in the hobby and industry. It’s something that’s been consuming more and more of my own time (as this series of essays might suggest), and I think that broad experimentation in this area will begin to open up possibilities for dynamic gameplay that we can’t even really begin to imagine today. (Particularly as these robust scenario structures are mastered and recombined.)

Go to Part 16: Player-Known and Unknown Scenario Structures

Archives

Recent Posts


Recent Comments

Copyright © The Alexandrian. All rights reserved.