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Go to Part 1

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

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

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

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

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

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

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

I call this technique the Second Track.

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

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

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

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

Go to Part 5: The Two Prongs of Mystery Design

Reign - Greg StolzeGreg Stolze’s Reign features a simple Wealth system. Characters, treasures, and resources are given Wealth ratings and all of these ratings are interchangeable. (A Wealth 3 treasure has as much value as a character with Wealth 3.)

One feature of the system is that you can easily split a given Wealth into two portions of 1 size smaller. So if your character is Wealth 5 and they want to give half of everything they own to another character, the result would be that both characters would now be at Wealth 4.

I’ve created the Wealth Splitting Table, below, to create a convenient reference for breaking Wealth values down into larger chunks.

WEALTH LEVEL
1
2
3
4
5
6
7
8
9
10
1
1
--
--
--
--
--
--
--
--
--
2
2
1
--
--
--
--
--
--
--
--
3
4
2
1
--
--
--
--
--
--
--
4
8
4
2
1
--
--
--
--
--
--
5
16
8
4
2
1
--
--
--
--
--
6
32
16
8
4
2
1
--
--
--
--
7
64
32
16
8
4
2
1
--
--
--
8
128
64
32
16
8
4
2
1

--
--
9
256
128
64
32
16
8
4
2
1
--
10
512
256
128
64
32
16
8
4
2
1

One immediate shortcoming of the system pretty much leaps off the page: If you want to split the loot from your most recent adventure evenly 6 ways… you can’t. The best you can do is split it 8 ways and then re-combine some of those Wealth packs to create a nearly-even split.

(For example, if you’ve got a Wealth 6 treasure you can split that into 8 packs of Wealth 3. You can take two of those Wealth 3 packs and combine them into a Wealth 4 pack; then do that again. That gives you four packs at Wealth 3 and two at Wealth 4.)

But, in general, I think this table should make these sorts of transactions easier to sort out.

Go to Part 1

One of the challenges a GM faces is in presenting the complex reality of a living world: Players have the luxury of focusing on a single character, but the GM often finds themselves needing to juggle dozens of characters and potentially hundreds of pieces of information.

One of the most important skills for a GM to master, therefore, is better organization.

Take a dungeon, for example. Simple stuff like using a numbered key to describe the dungeon may seem obvious, but take a second to imagine the alternative where that basic level of organization isn’t applied. (And I have, in fact, seen published adventures where it wasn’t applied. It isn’t pretty.)

Now, how could we improve that organization even more? Well, we could start by clearly segregating “information anyone entering the room should immediately know” from “information that can only be gained with further investigation”. (Properly written boxed text is one way of doing that, of course.)

Might it be useful to also distinguish “information characters might notice immediately upon entering the room without taking any particular action”? Probably.

And so forth.

Note that I’m not talking about performing any extra prep work. I’m just talking about organizing your prep work so that it’s easier to use at the table. (I’ve actually found that proper organization can actually reduce the amount of prep you need to do.)

The node-based structure itself, of course, is one way of organizing your prep work. In terms of organizing the actual nodes, though, here are a few tips that I’ve learned—

KEY YOUR NODES: Just like the rooms in a dungeon, it will be easier to reference and use your nodes if you key them. For the most part, I just use numerical codes: Node 1 is First Central Bank. Node 2 is the security guard who didn’t show up for work during the robbery. Node 3 is the stolen car that was used as a get-away vehicle. And so forth.

KEEP A CONNECTION LIST: I’ve talked in the past about the importance that The Masks of Nyarlathotep played in developing the Three Clue Rule and, by extension, node-based scenario design. The concept of a “connection list” is taken directly from that campaign:

Advanced Node-Based Design 5

It shouldn’t take much imagination to see how much easier such a list will be to design and maintain if you’ve specifically keyed your nodes. I discuss this concept at much greater length in Using Revelation Lists.

KNOW YOUR NODE HIERARCHY: At a basic level, you should have some rough sense of how you want the various nodes of the scenario to hook up. (Bearing in mind that (a) your players will probably find all kinds of ways to connect the nodes that you never intended and (b) you don’t really need to pursue some sort of rigid ideal.

And if you’re dealing with a relatively small number of nodes, that’s probably all you need to know. But as the number of nodes begins to grow, you’ll probably find it useful to break them up into more manageable packets: Can you break one large scenario into multiple smaller scenarios?

Those scenarios, of course, can hook into each other. But by breaking them up into distinct packets, I find it’s easier to keep the overall structure of the campaign manageable and comprehensible.

For my games, I typically maintain a document I refer to as the “Adventure Track” which details the macro-level node structure of the campaign. For my Ptolus campaign, I broke the macro-structure into five acts. And then, within each act, I created clusters of related nodes using a simple outline structure.

For example, here’s Act I:

1. The Awakening
2. The Murderer’s Trail (Ptolus – Adventure #1)

a. Following the Ledger
b. House of Demassac
c. Jirraith and the Pale Dogs

3. The Trouble With Goblins (Ptolus – Interlude #1)

a. Complex of Zombies
b. Laboratory of the Beast
c. Goblin Caverns of the Ooze Lord

4. Smuggler’s Daughter (Ptolus – Adventure #2)

a. The Slavers’ Enclave

5. End of the Trail (Ptolus – Adventure #3)

a. Swords of Ptolus
b. Cloud Theater

6. Shilukar’s Lair (Ptolus – Adventure #4)enture #4)

Each line here is a major scenario, with the various scenarios interconnected as nodes. (Some of these individual scenarios are also designed using node-based techniques.) The indented lines are closely associated with the “major nodes” above them. (In other words, I’m using a basic outline structure to conveniently group the content of Act I into convenient conceptual packages. This outline also keys each node: “The Awakening” is Node 1; “Laboratory of the Beast” is Node 3B; and so forth.)

Act II of the campaign is even more complicated, featuring a total of 42 major scenarios. In order to keep the structure of that act manageable, I broke it down into three semi-independent “chunks”, each of which was then organized in a fashion similar to the outline for Act I you see above.

I’ve found this Adventure Track + Connection List method to be very useful for both preparing and running a node-based campaign. But there’s nothing magical about it. You should find the method that works best for you. My general point, however, is that you should strive to achieve a high-level understanding of your node structure – chunking that node structure into larger and more manageable pieces as necessary.

Go to Part 4: The Second Track

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 1A: INVESTIGATING THE PAST

March 10th, 2007
The 15th Day of Amseyl  in the 790th Year of the Seyrunian Dynasty

(more…)

IN THE SHADOW OF THE SPIRE

Session 1A: Investigating the Past

In which our heroes meet for the first time, resulting in confusion, loose tongues, startling revelations of a largely temporal nature, and a moment of abject panic…

When my players realized that they had been subjected to time-skipping amnesia, the response of Agnarr’s player was pretty straight-forward: “You son of a bitch!”

Starting a campaign with amnesia, of course, is something of a cliche. The video game industry, in particular, is completely infatuated with it because it allows the player to completely equate themselves with the character (both are ignorant of themselves and the world around them).

The conceit of “missing time”, on the other hand, offers a slightly different dynamic. Having taken the time to work up detailed character backgrounds in collaboration with each player, I was effectively stealing something from them. (And this was particularly felt by those who participated in the preludes.) The resulting sense of combined outrage and mystery serves as a great motivator and spring-board: It binds the PCs to a common purpose; gives them something to immediately pursue; and strongly motivates them to achieve it.

More generally, these kinds of “metaplot mysteries” can serve as strong backbones that can hold entire campaigns together.

At this point of course, as a GM, you need to be able to actually deliver on those promises. Unlike Chris Carter or J.J. Abrams, it will behoove you to actually put together an outline of your metaplot mystery. So channel your inner-Straczynski and get to work: You don’t have to be exhaustively detailed in this effort; you just need to provide a roadmap that will keep you on track as you and your players explore the mystery.

(In the case of the “missing memories”, I prepped a 4 page outline detailing the true history of what had happened to each of them between their last conscious memory and awaking in Ptolus. This outline is general in parts, but gets more specific regarding the last few days before they awoke.)

Next, you’ll want to start presenting the clues the PCs will need to start piecing together the metaplot mystery. For this, of course, you’ll want to observe the Three Clue Rule. Taking Node-Based Scenario Design into account probably isn’t a bad idea, either, but you’ll probably want to consider some of the lessons I talk about in “The Two Prongs of Mystery Design“.

Specifically, the clues of a metaplot mystery are usually delivered tangentially through other scenarios. From time to time, of course, you may have “metaplot scenarios” — but the whole point of a metaplot is that it isn’t the plot. (In this sense, Buffy the Vampire Slayer often had a metaplot. 24 never had a metaplot; it just had season-long plots.)

Presenting a metaplot mystery can often be a tightrope-walk: On the one hand, there’s a strong temptation to blow your load. The metaplot is, after all, really cool — and you want to awe and amaze your players with the really cool stuff. But if you reveal too much too quickly, you can’t put the rabbit back in the hat.

On the other hand, you can’t be so stingy with the details of the metaplot mystery that it withers and dies from lack of interest and attention.

In the specific case of these missing memories, I broadly prepped several “layers” of clues: Stuff they were likely to find out immediately (by investigating their rooms and personal possessions); stuff they could find out fairly quickly (by following up those leads and/or digging deeply); and then additional leads that would come to them over the course of the campaign (or crop up in later scenarios). I also prepped several flashbacks with various trigger conditions (which would give them immediate glimpses of their lost past).

(There are also a couple of additional layers beyond that; but they constitute spoilers. So, like my players, you’ll just have to wait and see.)

Basically, the idea is that I’m treating the metaplot mystery as its own, independent scenario — or meta-scenario — that I plan out completely ahead of time and then lay over the top of the rest of the campaign as it develops.

(Actually, “meta-scenario” is probably the best way to think of this. I’m going to change the title of this post.)

Of course, your meta-scenario won’t really be completely divorced from the rest of the campaign. If you’re doing things properly, there will be a feedback loop between the meta-scenario and the specific scenarios that develop through play. Once again, it’s important to see the meta-scenario as a roadmap — not necessarily the road itself. (If that makes sense.)

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