Friday, September 03, 2010 15:57

Situation Based Design versus Plot Based Design

August 3rd, 2010

I’ve been enjoying reading some of Justin Alexander’s articles over at his site “The Alexandrian” and I especially like his article on Prepping Without Plots.

In his words a plot is a sequence of events: A happens, then B happens, then C happens. (In more complicated forms, the sequence of events might fork like a Choose Your Own Adventure book, but the principle remains the same.)

“On their voyage they will spot a derelict. They will board the derelict and discover that one of the villains has transformed into a monster and killed the entire crew… except for one lone survivor. They will fight the monster and rescue the survivor. While they’re fighting the monster, the derelict will have floated into the territorial waters of Tharsis.“

A situation, on the other hand, is merely a set of circumstances. The events that happen as a result of that situation will depend on the actions the PCs take.

“A situation, on the other hand, looks like this: ‘The villains have escaped on two ships heading towards Tharsis. One of the villains transforms during the voyage into a terrible monster and kills the crew, leaving the ship floating as a derelict outside the coastal waters of Tharsis. At such-and-such a time, the ship will be spotted by the Tharsis navy.’“

He goes on to say that in a plotted adventure we are looking at a chain of potential points of failure. Opportunities for the players to break away from the plotted action and if that happens the GM is expected to railroad the players back on track.

I agree with most of what he says, but rather than always have three possible clues (or paths) at choke points I would recommend assuming that the players might fail or avoid the choke point. Either remove the choke point (and to be fair Mr Alexander talks about this in his Three Clue Rule article) or be prepared that they might miss it and so skip certain events. This unpredictability should be welcomed. It keeps things uncertain and the players know that there are no guarantees. This motivates the players to carefully consider their actions and gives them a greater sense of freedom and control over their lives. As a GM it might be hard to accept that a lot of hard work and planning might be skipped. There are three solutions to this that come immediately to mind.

1. Avoid choke points and points of no return as much as possible.

2. Don’t put too much effort into any one challenge, conflict or NPC as it might never come to pass.

3. When preparing keep in mind that the players might not be directly involved and consider how the events might affect them second hand. Perhaps they will get to explore the aftermath?

I totally agree about goal-oriented opponents though!

“Instead of trying to second-guess what your PCs will do and then trying to plan out specific reactions to each possibility, simply ask yourself, ‘What is the bad guy trying to do?’“

To his list of objectives and timeline I would also suggest a relationship map as described previously. I really like this article and just have to quote this bit which I wish I’d read when I was a young an overly ambitious GM.

“But you’re not programming a computer game. You’re prepping a scenario for a roleplaying game. When the PCs choose to do X or Y or Z (or A or B or C), you don’t need a pre-programmed reaction. You’re sitting right there at the table with them. You can just react.“

As a corollary I note that Mr Alexander’s “Proactive Clues” (A.K.A. Bash Them On the Head With It. ) is in direct conflict with Mr Raggi’s advice on pacing which can be distilled as “Do nothing and force the players to come up with something”. Personally I think there is a time for both approaches, but I feel like a coward for taking that road. Instead let me suggest that leaving the players bored and stranded is never a good thing, but when you do present “proactive clues” they should come at a cost.

Fantasy Grounds Virtual Tabletop

June 12th, 2010

Back in December last year I talked about virtual tabletops and I mentioned a few examples such as Battlegrounds, Map Tool and Fantasy Grounds II. All of these have since been updated several times showing that online gaming is not only alive and kicking, but getting better all the time.

Having spent some time taking players through how Fantasy Grounds works (it’s pretty intuitive) I’m pleased to see a proper, rules agnostic, pdf user manual. There are also guides and videos available in their library and download sections for specific rulesets, and how to create your own rulesets and campaigns. Combine this with the active and friendly forums and you have a wealth of support to help you dip your toes into online gaming.

FG User Manual

I’ve written two complete rulesets for Fantasy Grounds II for my own personal use, and although I’m a professional developer I think with all the above support anyone could have a go. You will need to learn some basic XML and LUA, but while creating a complete ruleset is a lot of work, tweaking an existing ruleset to use your own house rules, add custom graphics, etc. is much easier.

However, the real reason I was inspired to post though was the discovery of the Fantasy Grounds’ Game Calendar. I believe it has been around for a while, and I’ve not really paid attention to it before now, but from what I can see it is becoming a pretty useful tool for getting a group together to play your favourite game in Fantasy Grounds. One of the greatest challenges with online gaming is finding suitable players and game masters so an active calendar like this is great for getting new groups up and running. You need to register to get access so no link, but I will post a screenshot.

Game Calendar

From Puppets to Puppeteers

June 10th, 2010

Over at Observations of the Fox there is an interesting read about Pulling on the Strings where he talks about how have many choices can be likened with being pulled in different directions by forces of varying power. It is a good read and so shall not be repeated here, but shows how important it is to have many ongoing plots and potential paths for the players to take.

The players can of course go in any direction, but if you design a few interesting choices and hint at further vague opportunities they are likely to follow one of those paths. The more choices you give them the more they will feel like masters of their own fate. As they realise that they can take the game in any direction they like they will get more invested. When they also realise that they can miss opportunities, plots and rewards, or walk into impossible odds, they will start paying careful attention too.

Black Death

May 24th, 2010

This medieval horror looks like it could provide some great inspiration for a sinister adventure plot.

Set in 14th century medieval England Christopher Smith is said to capture the horrors of the bubonic plague with brutal reality. So not another fantasy film for the kids. Death and despair is spreading across England as a monk leads a group of mercenaries to a remote village to hunt down a necromancer said to be able to bring the dead back to life. The leader of the mercenaries is played by none other than Sean Bean who we all know as Boromir from Lord of The Rings.

The release date in the UK is on the 11th of June.

embedded by Embedded Video

Keeping it Simple

May 21st, 2010

In the spirit of the subject matter this will be a brief post.

So how do your write a fun game system that isn’t a Philosophiæ Naturalis Principia Mathematica?

I. Avoid maths
II. Avoid bloat
III. Avoid power creep
IV. Avoid making it too simple

Random Encounters

May 15th, 2010

After all the posts on adventure writing it might be time to think about the place of random encounters. Do they have a place or do they just get in the way of the “real” adventure?

Well, that depends…I see you!

Sometimes it is fun to inject an unconnected and more or less random encounter, but only when interesting and it adds to the drama. A random encounter should spice things up, make the world come alive or at least provide an entertaining diversion or worthwile challenge.  Thus they cannot be entirely random. Also, the encounter must be tailored to the location so as to make sense according to the setting and game genre (although it does not have to make sense to the players at the time of the encounter).

These semi-random encounters can be inspired from a random encounter table, drawn from a stack of pre-sketched scenes or be a spur of the moment thing. Regardless how they come about they should never be allowed to trip up the momentum of the story. Don’t bog down a game session with pointless obstacles that prevent the players from pursuing their goals. However, random encounters such as these can help to dispel any feeling the players have that everything is pre-planned and has a “purpose” that they must discover.

A spine chilling howl greet you as you enter the forest...

Finally, be creative with random encounters. Allies, opportunities and good fortune should be as likely as enemies, challenges and bad luck, unless of course they are travelling through “the valley of despair” and you want to hammer home that point. Try to introduce encounters as events already unfolding and most of the time leave the players a choice whether to engage or not. So, if they are going to be ambushed by bandits then those bandits should be an interesting band of men. Perhaps, for example, led by a jovial man with some peculiar etiquette of honour that may lead to a match of wits instead of the expected bloodshed. They might come upon the bandits as they are torturing some captives and if the players intervene it may turn out that the bandits are actually spies in disguise scouting ahead of a larger invasion. Go for the spectacular and memorable with random encounters and don’t force them on the players.Felix, is that you?

Frank Frazetta has passed away

May 12th, 2010

Frank Frazetta left this plane of existence on 10th of May at 82 leaving behind an incredible legacy of dark fantasy and horror artwork, and comic book illustrations that have inspired many and will continue to do so for a long time still. If you are aware of any roleplaying games which were blessed with his talent then post a comment.

No Success Without Failure

May 7th, 2010

Before writing or planning an adventure you should read the excellent blog post about adventure writing by a James E. Raggi.

It has some excellent advice on dungeon design. Such as never designing a secret door that you plan on being found and never place a trap you do not intend to be set off to its full effect.

He also warns against fudging dice rolls.

Would it be acceptable to tell a player that just rolled a stunning success that you’ve decided, just because it’s more fun, that the die roll doesn’t count and he instead failed? I don’t think so. So why would ignoring the dice in the players’ favor be acceptable?

However, it is what he writes about failure that strikes me as most important. When designing challenges and plots failure should always be a viable option. I have said this before, but Mr Raggi attacks it from a different angle. Failure must be possible or success is just an illusion. In the same vein players might miss out on rewards or be thrown into an encounter from which they would be wise to flee or surrender.

Floating Locations

April 30th, 2010

James Edward Raggi writes in his Guide to Adventure Writing that floating locations are worse than railroading because they are dishonest in their method.

An example of a floating location is an adventure that unfolds in whichever inn the characters stop at.

While this is a valid concern it should not be a big problem if not used to force players down a path. A floating location (or event) that will give the players a choice and does not railroad them towards a specific outcome should be fine as long as it is not overused. However, do not use this to block the players or force them down a certain path. Also, be prepared that they can ignore the plot hook and once the “floating location” has been established in one location it has become corporeal and real. It is now associated with that place.

More maps and scenario planning

April 28th, 2010

Zak has written some great blog entries on his Playing DnD with Porn Stars blog that are often insightful and frequently entertaining. One that is especially relevant in the current context of adventure planning and maps is the wonderfully titled post Conan knew more about Cimmeria than Howard did. It is a long and thoughtful post about how to get the players information about a sandbox world that is being mapped out around them. It’s a great read, but three of the highlights (apart from the title) might be:

Mystery is nice and good but the more information they have about the gameworld, the more it’s actually a sandbox.

+The gameworld is defined as the players explore it,
and the idea that
+The players need information in order to make meaningful decisions about which way to go

are actually two opposing ideas

and

In a sandbox, Freedom = Information.

and

Freedom depends on constantly reminding people they have freedom.

Another very interesting series is the Grand Experiment of the West Marches over at Ars Ludi (Ben Robbins) for an interesting account of a sandbox game he ran “for a little over two years” and some great pointers on how to create a consistent game world with an irregular group of players and random schedule with sessions on short notice. It sounds like a lot of fun and has inspired Gabe over at Penny Arcade to try his own DnD Sandbox.