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Go to Part 1

There are two different GMing techniques that can be referred to as “choose your own adventure”.

(If you’re on the younger side and have no idea what I’m talking about, the Choose Your Own Adventure Books, which have recently been brought back into print, were a really big thing in the ‘80s and ‘90s. They created the gamebook genre, which generally had the reader make a choice every 1-3 pages about what the main character — often presented as the reader themselves in the second person — should do next, and then instructing them about which page to turn to continue the story as if that choice had been made.)

(For those on the older side: Yes, I really did need to include that explanation.)

The first technique happens during scenario prep. The GM looks at a given situation and says, “The players could do A or B, so I’ll specifically prep what happens if they make either choice.” And then they say, “If they choose A, then C or D happens. So I’ll prep C and D. And if they choose B, then E or F could happen, so I’ll prep E and F.”

And what they end up with looks like this:

This is a bad technique. First, because it wastes a ton of prep. (As soon as the players choose Option A, everything the GM preps down the path of Option B becomes irrelevant.) Second, because the players can render it ALL irrelevant the minute they think of something the GM hasn’t anticipated and go with Option X instead. (Which, in turn, encourages the GM to railroad them in order to avoid throwing away their prep.)

The problem is that the GM is trying to pre-run the material. This is inherently a waste of time, because the best time to actually run the material is at the table with your players.

But I’ve written multiple articles about this (most notably Don’t Prep Plots and Node-Based Scenario Design), and it’s also somewhat outside the scope of this series.

What I’m interested in talking about today is the second variety of Choose Your Own Adventure technique, which I suppose we could call:

RUN-TIME CHOOSE YOUR OWN ADVENTURE

GM: You see that the wolf’s fur is matted and mangy, clinging to ribs which jut out through scrawny skin. There’s a nasty cut along its flank. It snarls menacingly at you. Do you want to attack it? You could also try offering it some food.

With run-time choose your own adventure, in addition to describing a particular situation, the GM will also offer up a menu of options for how the players can respond to it. In milder versions, the GM will wait a bit (allowing players to talk through a few options on their own) before throwing in his two cents. In the cancerous version, the GM will wait until a player has actually declared a course of action and then offer them a list of other alternatives (as if to say, “It’s cute that you thought you had autonomy here, but that’s a terrible idea. Here are some other options you would have come up with if you didn’t suck.”).

It can be an easy trap for a GM to fall into because, when you set a challenge for the PCs, you should be giving some thought to whether or not it’s soluble, and that inherently means thinking through possible solutions. It’s often very easy to just burble those thoughts out as they occur to you.

Choose Your Own Adventure BooksIt’s also an easy trap to fall into during planning sessions. Everyone at the table is collaborating and brainstorming, and you instinctively want to jump into that maelstrom of ideas. “Oh! You know what you could do that would be really cool?”

But you have to recognize your privileged (and empowered) position as the GM. You are not an equal participant in that brainstorming:

  • As an arbiter of whether or not the chosen action will succeed, you speak with an inherent (and, in many cases, overwhelming) bias.
  • You’ve usually had a lot more time to think about the situation that’s being presented (or at least the elements that make up that situation), which gives you an unfair advantage.
  • You often have access to information about the scenario that the players do not, warping your perception of their decision-making process.

The players, through their characters, are actually present in the moment and the ideas they present are being presented in that moment. The ideas that you present are interjections from the metagame and disrupt the narrative flow of the game.

Because of all of this, when preemptively suggesting courses of action, you are shutting down the natural brainstorming process rather than enabling it (and, in the process, killing potentially brilliant ideas before they’re ever given birth). And if you attempt to supplement the options generated by the players, you are inherently suggesting that the options they’ve come up with aren’t good enough and that they need to do something else.

So, at the end of the day, you have to muzzle yourself: Your role as the GM is to present the situation/challenge. You have to let the players be free to fulfill their role, which is to come up with the responses and solutions to what you’ve created.

As the Czege Principle states, “When one person is the author of both the character’s adversity and its resolution, play isn’t fun.”

But more than that, when you liberate the players to freely respond to the situations you create, you’ll discover that they’ll create new situations for you to respond to (either directly or through the personas of your NPCs). And that’s when you’ll have the opportunity to engage in the same exhilarating process of problem-solving and roleplaying, discovering that the synergy between your liberated creativity and their liberated creativity is greater than anything you could have created separately.

WITH NEW PLAYERS

This technique appears to be particularly appealing to GMs who are interacting with players new to roleplaying games. The thought process seems to be that, because they’re new to RPGs, they need a “helping hand” to figure out what they should be doing.

In my experience, this is generally the wrong approach. It’s like trying to introduce new players to a cooperative board game by alpha-quarterbacking them. The problem is that you’re introducing them to a version of a “roleplaying game” which features the same preprogrammed constraints of a board game or a computer game, rather than exposing them to the element which makes a roleplaying game utterly unique — the ability to do anything.

What you actually need to do, in my general experience, is to sit back even farther and give the new players plenty of time to think things through on their own; and explicitly empower them to come up with their own ideas instead of presenting them with a menu of options.

This does not, of course, mean that you should leave them stymied in confusion or frustration. There is a very fine line that needs to be navigated, however, between instruction and prescription. You can stay on the right side of that line, generally speaking, by framing conversations through Socratic questioning rather than declarative statements: Ask them what they want to do and then discuss ways that they can do that, rather than leading with a list of things you think they might be interested in doing.

WITH EXPERIENCED PLAYERS

You can, of course, run into similar situations with experienced players, where the group has stymied itself and can’t figure out what to do next. When you’re confronted with this, however, the same general type of solution applies:

A few things you can do instead of pushing your own agenda:

  • Ask the players to summarize what they feel their options are.
  • In mystery scenarios, encourage the players to review the evidence that they have. (Although you have to be careful here; you can fall into a similar trap by preferentially focusing their attention on certain pieces of information. It’s really important, in my experience, for players in mystery scenarios to draw their own conclusions instead of feeling as if solutions are being handed to them.)
  • If they’ve completely run out of ideas, bring in a proactive scenario element to give them new leads or new scenario hooks to follow up on.

Also: This sort of thing should be a rare occurrence. If it’s happening frequently, you should check your scenario design. Insufficient clues in mystery scenarios and insufficient scenario hooks in sandbox set-ups seem to be the most common failure points here.

This problem can also be easily mistaken for the closely related situation where the group has too many options and they’ve gotten themselves locked into analysis paralysis. When this happens, it should be fairly obvious that tossing even more options into the mix isn’t going to solve the problem. A couple things you can do here (in addition to the techniques above, which also frequently work):

  • Simply set a metagame time limit for making a decision. (Err on the side of caution with this, however, as it can be very heavy-handed.)
  • Offer the suggestion that they could split up and deal with multiple problems / accomplish multiple things at the same time.

The latter would seem to cross over into the territory of the GM suggesting a particular course of action. And that’s fair. But I find this is often necessary because a great many players have been trained to consider “Don’t Split the Party” as an unspoken rule, due to either abusive experiences with previous GMs or more explicitly from previous GMs who don’t want to deal with a split party. That unspoken rule is biasing their decision making process in a manner very similar to the GM suggesting courses of action, and the limitations it imposes often result in these “analysis paralysis” situations where they want to deal with multiple problems at the same time, but feel that they can’t. Explicitly removing this bias, therefore, solves the problem.

You can actually encounter a similar form of analysis paralysis where the players feel that the GM is saying “you should do X”, but they really don’t want to. Or they’d much rather be doing Y. And so they lock up on the decision point instead of moving past.

Which, of course, circles us back to the central point here: Don’t put your players in that situation to begin with.

Go to Part 7

IN THE SHADOW OF THE SPIRE

Session 7A: The Aristocrat’s Table

In which preparations are made for a momentous meeting, secrets are kept, and a fateful flame is seen burning in the harbor…

I’ve talked previously in this series about the role of a journal in enhancing a campaign. This week you can see  some vestiges of the document’s living history: At this early stage of the campaign, many of the characters were keeping secrets from each other. Although there are many ways of handling this, I’ve generally favored having the players also keep the secrets from each other. A little light paranoia never hurt anybody, and the resulting patchwork of understanding can have all sorts of entertaining fallout.

If a secret is worth keeping, then a secret is worth keeping.

So these early days of the campaign featured a number of sub-channels in our online chat, and later there would be any number of side conferences and the like with me and various player scurrying off to another room.

Preparing and, more importantly, disseminating the journal for In the Shadow of the Spire proved somewhat challenging under these conditions, however. I didn’t want to leave all this secret action unrecorded, so simply leaving it out of the campaign journal entirely wasn’t a viable option. In practice, it meant carefully structuring the campaign journal so that the secrets were clearly separated from the rest of the material and could be removed as a “chunk” without leaving a clear trace behind. (The section near the beginning of this journal entry headed “Tee Slips Away” is an obvious example of this.)

There was one memorable session where this meant creating a different version of the journal for every single player, although in general it meant preparing 2-3 different versions. And, eventually, only Tee was still keeping a part of her life hidden away (necessitating a “secret journal” for her every couple of sessions; or rather, vice versa, a special incomplete version of the journal created for everyone else).

SECRETS AT THE TABLE

There are, of course, many groups who would consider this entire concept of players keeping secrets from each other anathema. I’ve generally found that these groups are virtually always the ones which also prohibit any sort of intra-party strife of any kind, and many of them also abhor the concept of splitting the party.

Keeping Secrets - In my experience, these sorts of prohibitions (“no secrets”, “no strife”, etc.) are almost always seeking to address a fundamental problem by targeting its symptoms. There are generally two variants of this problem.

First, you have a disruptive, immature player is just trying to ruin other people’s fun. To address this problem you create a network of Thou Shalt Not rules attempting to knock down the player’s disruptive antics. In reality, of course, the disruptive player will always be able to find some new way of disrupting the group. You need to solve the underlying problem of them being an asshat (by either getting them to stop doing that or kicking them out of the group).

Second, and often related to the former (or previous experiences with the former), the group has constructed a whole interlocking network of formal or informal rules preventing:

  • PCs leaving the group.
  • PCs attacking each other.
  • PCs agreeing to kick another PC (not player!) who they no longer wish to associate with out of the group.
  • Splitting the party.

And  so forth. The exact network of such prohibitions or “understandings” varies, but the net result is that you take a bunch of characters, thrust them into high stakes situations, and then artificially force them to continue co-habitating even after events have set them at irreconcilable loggerheads. Basically, you’ve created an RPG simulation of Sartre’s No Exit.

And then you just keep adding on more forced conventions in an effort to keep the lid on the pressure cooker you’ve created.

And what you also lose in the process is all of the cool gaming experiences that can arise from hidden player knowledge. The entirety of Paranoia, for example, or the superb Ego Hunter scenario for Eclipse Phase are a couple of pre-packaged examples, but the organic examples that rise up spontaneously at the gaming table can be even more exciting.

RUNNING SECRETS

A few best practices for handling player secrets.

First, take the initiative from the players. (Or, more accurately, from the actions of their characters.) Although it can be useful to make it explicitly clear that the option is available, since some players have been conditioned by previous tables to think that it’s not an option, generally speaking the desire to keep a secret needs to originate from the character keeping the secret; it’s not something that can be imposed from the outside.

Second, you’ll generally want to follow the same conventions as splitting the party: Make sure to balance spotlight time and switch between the groups so that neither is left loitering. (Although giving part of the group a straight-up break while you resolve what the other part of the group is doing — and then vice versa — can be an effective technique.)

Third, don’t mistake “the other characters don’t know this yet” as being the same thing as  “secret”. Nine times out of ten, when the party splits up, there’s no need to keep their activities secret from each other: If they’re not trying to keep secrets from each other, they will most likely be fully briefing each other next time they get together (so you might as well let them know as it’s happening; which will save you time on the other end and also keep the table engaged as an audience to what’s happening). There are exceptions to this — when keeping each group blind to what’s happening to the other group will enhance the enjoyment of one or both groups — but they’re relatively rare.

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 7A: THE ARISTOCRAT’S TABLE

May 5th, 2007
The 22nd Day of Amseyl in the 790th Year of the Seyrunian Dynasty

The group woke up late in the morning of the 22nd after a long sleep which eased the pain of aching limbs into a dull reminder of the previous day’s rigors.

Dominic expended himself in channeling the holy energy of Athor to heal as many of their wounds as he could. Elestra’s battered body was restored entirely and Ranthir was left with only a weariness from the blood he had lost. But the painful wounds to either side of Agnarr’s neck refused to close and, after inspecting them, Dominic concluded that Agnarr would need a full day of rest under his ministrations.

So Dominic settled into Agnarr’s room, praying occasionally and generally tending to his wounds. Ranthir retired to his own bed and set to work copying an additional spell from Collus’ spellbook into his own that would allow him to detect the presence of the undead – he wasn’t sure why, but he had a sneaking suspicion it might come in handy.

Elestra walked out into the city, seeking the Breath of the Streets. It seemed as if she could sense it stirring the hairs upon the back of her neck – and there was a lingering familiarity in it… but she couldn’t feel it, yet. Nor could she hear the Voice.

Tee offered to accompany her, but Elestra needed to walk alone. So Tee headed off to do her own shopping. As she turned to go, however, both of them heard a town-crier: Helmut Itlestein had publicly renounced the Republican movement and the Commissar had outlawed all Republican activity in the city.

Out of curiosity, Tee headed back to the Delver’s Guild and discovered the pro-Republican flyers she had seen hanging there previously had all been torn down. While she was there, she kept a promise she had made to Agnarr and asked around about the pits of insanity: The barbarian had wanted to try bottling the primal chaos in order to use its effects on magic as an inhibition against nefarious spellcasters. Unfortunately, Tee quickly learned that primal chaos was simply too dangerous – it would destroy anything it touched.

Tee then headed over to Saches to check on Phon again, only to discover that she wasn’t working that day. Tee took the opportunity to order a few new shirts (as she seemed to be burning through them – often quite literally).

(more…)

Doctor Who: The Temporal Masters

A couple years ago I posted Doctor Who: The Temporal Masters, a fanciful outline of the hypothetical season of Doctor Who I would create if I wanted to craft a villain suitable for replacing the Daleks as a rival for the Time Lords.

Martin Tegelj has taken that material and is doing something incredibly cool with it: He’s designed an entire campaign based on The Temporal Masters for the Doctor Who Roleplaying Game:

1. A Conversion Before Christmas
2. Something Old, Something New (aka The Doctor’s Granddaughter)
3. Dawn of the Temporal Masters
4. The Riot
Prelude: Donna
5. Fugue State
6. Alliance of the Daleks
7. The Genesis Extermination
8. The Master Plan
9. Black Hole Bluff
10. Andromeda Burns
11. Another World
12. Time Lord Ascendant

Review: Cthulhu City

January 17th, 2018

Cthulhu City - Gareth Ryder-HanrahanGreat Arkham.

The year is 1937 and the little towns of Dunwich, Innsmouth, and Kingsport have been swallowed up by the cosmopolis of Great Arkham. This sprawling city of cyclopean skyscrapers, dimension-twisting alleys, and Dagon-touched mobsters has no place in history as we know it; it may not even have a place on Earth at all.

Great Arkham is a place where the Stars Are Coming Right. (Or perhaps they already have.) The skein of reality is stretched taut across the Mythos here, and horrors intrude into the daily lives of the citizens. Most have learned how to shut out, suppress, or deny what surrounds them. Some exploit their secret knowledge, embracing damnation and slow obliteration for the temporary blaze of glory. Others, like the PCs, fight back (or seek to escape).

Unfortunately, those are the ones most likely to find that the frontiers of the city are shut to them: Geography warps. Trains break down. Or the enigmatical and terrifying Transport Police (supposedly fighting a never-ending battle against a strange plague of “typhoid” which is never cured) will enforce a quarantine and turn would-be émigrés (escapees?) back… or detain them in facilities where inexplicable and alien lights gleam from barred and shuttered windows.

If that doesn’t immediately sound kind of amazing — a sort of Dark City mixed with glasshouse panopticon mixed with an obscene glut of Mythosian truth that would be almost pulp-ish if it wasn’t so overwhelmingly nihilistic — well… I guess Cthulhu City isn’t for you.

If it does sound amazing, then I’m happy to report that in many, many ways Gareth Ryder-Hanrahan has delivered brilliantly on the concept. He has stitched together a vast array of Mythos elements — something which, in my experience, often goes awry — into a cohesive whole, and in the places where things don’t necessarily quite work out he adroitly turns the weak joint into a point of strength by tying the inconsistency into the bleak, existential horror of the whole thing.

And despite the Kafka-esque oppression inherent to the entire concept, Ryder-Hanrahan nevertheless weaves into the tapestry enough hooks of hope that those not interested in embracing hopelessness, despair, and inevitable destruction can fight back against the darkness.

The result is a rich, intriguing, and potentially very rewarding setting that will allow you to frame unique scenarios that would otherwise be impossible to create. And that, in my opinion, is very high praise indeed.

RESERVATIONS

Unfortunately, I now need to damp that enthusiasm a little bit with a number of reservations.

The first thing I’ll note is that Cthulhu City is sort of an Advanced Trail of Cthulhu in terms of its setting. It assumes that the GM will be possessed of a fairly vast knowledge of the Mythos both broad and deep, and so frequently contents itself with merely making evocative allusions to various elements of the Mythos with the expectation that you will recognize the reference and fill in the details. (Perhaps the most surprising allusion, for me, was to Roger Zelazny’s A Night in Lonesome October, which is a truly delightful book that I make a point of pulling out for a rereading each Halloween season.)

Which is probably fine. Because Cthulhu City really shouldn’t be anyone’s first foray into the Mythos. So whether you build up that stock of Mythos knowledge by voraciously consuming everything Lovecraft (and the other likely suspects like Ramsey Campbell and August Derleth) wrote or by running a campaign or three of Mythos-tinged horrors, Cthulhu City will be waiting for you.

The second thing I’ll note is Ryder-Hanrahan’s technique of describing the setting through “multiple truths”. The book, for example, doesn’t resolve the question of whether Greater Arkham is an intrusion into our reality; a dimensional pocket; a poor recreation of 20th century life by an alien civilization or some future epoch; the true history of our world scooped out of the timeline by intrepid heroes in order to make reality a better place; or something else entirely.

Ryder-Hanrahan drills down and uses this approach at every level of the setting. Every NPC, for example, is described in three different versions — Victim (generally meaning a problem for the PCs to solve); Sinister (someone actively aligned with the Mythos); and Stalwart (a resource or patron for the PCs to benefit from). Every location is given a Masked (the Mythos may be there, but isn’t overt) and Unmasked (the site is a source of immediate danger) version. (Often multiple versions of each are given. There’s at least one NPC who is presented in six different versions.)

Ultimately, this “three versions of the truth, pick one” thing doesn’t work for me. I see what Ryder-Hanrahan is doing. I even praised the similar approach used by Kenneth Hite in the core Trail of Cthulhu rulebook to present the Mythos entities as a catalog of mysterious possibilities instead of an encyclopedia of cemented facts. The problem is that when you apply the same technique to specific setting material, the setting material stops being specific and the tack-on problems become significant.

To start with, I’d rather have two or three times as many cool things, instead of having a handful of things which could be cool in three or four or five different ways. But the bigger problem is how this lack of specificity turns everything into mush. For example, consider Aileen Whitney: “Whitney’s father is a wealthy businessman. A member of the city council visited the family home in Old Arkham one night to discuss a proposal with her father, and Whitney overheard the terrible thing they plotted together.” Which city councilor? It can’t say, because the book doesn’t know which councilors will be cultists. What terrible thing? It never explains, because any explanation would force some other quantum uncertainty in the book to resolve itself.

As a result, the book is filled to the brim with these half-formed ideas. It makes for a very mysterious and enigmatic reading experience as you pour through the tome from one cover to the other. But the problem, for me at least, is that these half-formed ideas just… aren’t very useful.

If you said to someone, “Hey, I need an idea for a scenario this week?” and they responded by saying, “You could have an NPC tell the PCs that they heard somebody plotting something horrible!” would you consider that particularly useful? I wouldn’t. Useful would be the actual thing they heard; the meaningful meat that would serve as the scenario concept.

What we’re left with instead are hooks to vapor.

POOR ORGANIZATION

The other major problem with Cthulhu City is its poor organization.

The bulk of the book is made up of the “City Guide”, which is broken into sub-sections each describing one of the city’s ten districts. Virtually everything in the book — NPCs, locations, etc. — is grouped into these districts, but the district you’re currently in isn’t indicated by the page header, so as you’re flipping through the book it’s impossible to orient yourself. Worse yet, the districts are presented in a completely random order.

The book contains no general index (a major failing), but does include a couple of appendixes, one of which lists which NPCs and locations can be found in each location. This helps a bit, but there’s not really any logic to where the NPCs are listed (particularly generic NPCs): Sometimes they’re listed where they live; sometimes where they work; sometimes it seems as if they were just placed in a district that was otherwise a little light on generic NPCs.

Information is also just kind of randomly scattered around, without any cross-referencing. For example, on p. 126 the NPC description of Mayor Ward notes that, “A portrait of Ward hangs next to one of Curwen in the foyer of City Hall (p. 119); the resemblance is uncanny.” The page reference to City Hall is useful, obviously, but the problem is that neither the foyer nor the painting is mentioned in the description of City Hall. (It’s possible that the “foyer” here is a reference to the “Main Rotunda” in the City Hall description, but if so that’s just another example of the book’s inconsistencies.) So if the PCs go to City Hall and you look up its description, you’ll never include the Ward and Curwen portraits.

The book is peppered with this sort of thing. Reading through it, I was constantly noting really cool details that I was confident would never make it into actually play unless I took the effort to work my way through the entire book and carefully annotate it.

Which, collectively, is the primary problem with Cthulhu City: Between the “choose your own setting” vagueries, the tack-on problem of frequently needing to do the bulk of the work to complete the vaguery, and the need to reorganize a large portion of the book so that it doesn’t go to waste, you end up saddling the GM with a workload roughly equivalent to writing the book in the first place.

MISSED OPPORTUNITIES

It’s also a shame that the illustrations in the book are so uniformly poor in quality: Boring compositions, atrocious anatomy, stiff poses, and crude in their overall execution. Another problem is that so many of the pieces appear to be (badly) attempting an “evocative” effect, which in practice means that they’re virtually always directly contradicting the description of the city given in the text. (Even the cover, which is gorgeous and, like so many of Jerome Huguenin’s paintings for Pelgrane, perfectly sets a mood, suffers from this problem by depicting a vision of the city which does not reflect that presented by the book.)

Cthulhu City is such a unique and unusual vision of the Mythos. It would have benefited greatly from a well-executed visual component.

The book also features an 18 page scenario. It’s a very good scenario, but one that is curiously unconnected with Cthulhu City. A few place names are dropped, of course, but these are all of a generic character and you could easily drop this scenario into literally any location without any effort at all. This is most likely an additional consequence of the “choose your own city” design of the book (a scenario would necessarily need to deal with specifics, and therefore it cannot interface with any of the characters, organizations, or locations described in the book without locking them into one form or another), but it’s another missed opportunity to provide the GM with clear direction.

(But, to reiterate, it’s a very good scenario: Clever, horrific, and almost certain to be incredibly memorable. If nothing else from Cthulhu City ever reaches my table, this scenario certainly will.)

Also: Maps without keys. Drives me nuts.

CONCLUSION

I’ve spent a large number of words discussing what holds this book back from greatness. But I don’t want that to necessarily detract from the fact that the book is very good. When I say that it’s brimming with ideas, features a fantastic scenario, and positively sizzles with a uniqueness which is all the more remarkable because it is enhanced by the well-worn elements which somehow add up to a whole so much larger than the sum of its parts… all of that is true.

And all of it is a very good argument for why you should immediately buy a copy and start devouring its contents as quickly as possible.

But…

I am, personally, held back from giving Cthulhu City my full-throated endorsement because, at the end of the day, I recognize that the book’s flaws add up to a sufficiently bulky workload that I will almost certainly never actually use any of it.

Which, ultimately, is enough for me to drop the Substance score by a full point and, with a heavy heart, slide the book onto my shelf to collect dust.

Style: 3
Substance: 3

Author: Gareth Ryder-Hanrahan
Publisher: Pelgrane Press
Print Cost: $34.95
PDF Cost: $20.95
Page Count: 222
ISBN: 978-1-908983-76-3

 

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