Tag - sharing narrative control

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Monday, July 19 2010

Mouse Guard - First Contact

jasper-the-friendly-mouse.jpgLearning to play Mouse Guard has me figuratively standing on my head, my feet helplessly flailing in the air in desperate attempts of achieving that sacrosanct performance level I always strive for.

Truth be told, from my understanding, Mouse Guard plays in the exact opposite way I have ever played RPGs.

MG is not exactly about you playing a character that reacts to its environment - its about you and your buddies working together to build a story.

This should - and could - be my holy grail for sharing narrative control.

But it seems that it also wants to be some sort of torture device aiming to make me feel inadequate at something I used to feel I was good at.

Kind of like high school.

I Like The Game - Really!

So far, all of the game's concepts are fabulous. My inner artist is in awe of the wonderful stories we can weave. My inner game designer is in awe of the elegance of the rules.

I am in awe of how it fuels what I now perceive to be the main goal of the game : building a story together.

Its not about leveling up your character. Not about solving puzzles and riddles. Not about finding the best tactical strategy to defeat wave after wave of enemies.

Its not even about finding the best action for the situation.

[Mostly] Pure storytelling.

Top-Down Though Process

top-down-thinking-mouse.jpgAs a software engineer, I am quite fond of the "top down" process. It consists of starting with the goal and fragmenting it in smaller problems. You solve these problems by fragmenting them in even smaller problems.... until you get to a series of problems simple enough to solve with code.

(Yes, I made a programming analogy! I'm sure it made everything clear! I'm delusional!)

Well, I don't normally play RPGs this way.

In my traditional RPGs, I expect the DM to give me an environment with which I will interact to get to point B, which is usually more-or-less implied by the DM.

I look for solutions in the environment provided by the DM.

In Mouse Guard, not so much.

I first need to decide what I want to happen - Not what I want to do, but the outcome of what I will do.

The actions of my character are "merely" the justification of this outcome.

The description of my character's actions, along with their results, might be tasked by a skill challenge; the outcome of which would decide if what I want is actually what happens, or if an unexpected twist comes up instead.

How alien[ating]!

So, your arrive in front of this river, you see, hot on the tracks of the lost patrol, when suddenly, the tracks disappear.

What do you do?

I look for tracks, or traces that would hint me whether they tried to cross the river

Wrong, wrong, wrong, wrong, wrong.

That's not how it goes: I must tell what I do, based on what will happen. Let's try again.

Looking for tracks, I find evidence that the patrol tried to build a raft to go across the river. However, the current was too strong and they were carried further down the river where their raft crashed on a bit of land, smack in the middle of the river, where the patrol is stranded.

Ah! A skill challenge ensues - which I nearly succeed. The failure means I get a part of my goal, but an unexpected twist happens.

Alright, so you find that evidence and the destroyed raft... as well as the patrol's lifeless bodies, maimed and partially eaten.

In the corner of your eye, you see movement - a fox is near, and he still is hungry for more.

(Did I mention we play mice?)

This was one of the easy situations to deal with - and it ran much less smoothly than that...

There is no correct answer

Striving for performance, striving for the correct answer is not what this game is about - not only can it hamper creativity but, truth be told, failure often yields more interesting results.

(I'll repeat it later on, you'll see)

After all, do we really like adventure stories with no twists?

This is a story about Mario Cheese, who went into the first castle he came upon, beat all the guards senseless, rescued the princess, and came back home.

The End

In storytelling, failure often yields more interesting results.

Mouse Guard actually has mechanics that reward failure!

Check this out: you gain skill levels by successfully using your skill, but to gain a level, you need to fail at least once.

A rule that allows you to - *gasp* - learn from your mistakes!

Even better - you actually get bonus actions for the "player round" (more on this in a future post) by actually using your character's traits against yourself during a challenge!

The character I play has a well-developed trait making him very compassionate. This is a trait I can easily play against my own character in negotiations, for example.

We rarely speak about it, but people can do pretty stupid things out of compassion!

So?

yellow-dice.jpgI really like the game, but its original mechanics seem to be throwing me off and are making me struggle to a near-personal level.

The game is not just challenging - its challenging me. It is making me face perceived inadequacies. It is shaking part of the foundations of my social equilibrium. (Is it a game or is it therapy?)

And it is still a blast to play! - truly a testament to the awesomeness of the group I have the privilege of playing with.

I can't wait to gain a better understanding (not an intellectual one, but a visceral one), so I can bring concepts of this game - if not the game itself - to my other gaming groups.

I'll try and share with you my appreciation of the rules as well as my struggles with getting a grip of the game over my next few posts.

If you have not already, be sure to check out Chatty DM's report of these Mouse Guard sessions as well for ever more insight on the game.

Sunday, May 24 2009

Dungeon Reality Show

The Setup

Our heroes, escorting the caravan towards the Oracle of Spellgard meet up with Wallice Wighthawk, an old acquaintance. At the same time, they all are whisked away to the "Reality Show Realm" where they are forced to entertain a large audience.

For this session, I asked my good friend Phil ( the ChattyDM ) to don the mantle of DM while I tried out the new bard class.

We agreed upon running his version of Blood Bowl a.k.a. the "Dungeon Reality Show". I gave him carte blanche with my scenario - mess it up if you like. I'd pick up from there on my next session.

For those unfamiliar with the scenario - the players are whisked away to an enormous stadium where they must entertain the crowd as the "half-time show" of a weird ball game. The ball players - a team of zombies versus a team of skeletons - are not even aware that they are in break and are still playing.

Only prep ChattyDM asked of me was to prepare "sponsored" weapons for the event. Once the players were in the realm, they were given a sponsored weapon - at any time during the match they could look at the "camera" and plug away the weapon to get a free action point.

The setup was chaotic - and the real-life setup was too. The game was set up for my birthday (never too old to geek out with buddies), during day time. This meant that the children (a 2 year old, a 1 year old and a 6 month old) were about with the chaos they entail. We were ready for it - my group is a group that never has any trouble when comes the time to goof off :P

True to form, Phil doesn't loose too much time in setting up the scenario and coaxing the players to follow a plot line - in a short exposé, we learn (and agree) that at one point in our lives, we unwittingly signed a contract forcing us to serve as entertainers in another realm.

Lets Play Ball

We all were introduced to the contract through Wallice (my PC) and now our number was up and we had to serve. We were automatically whisked away from the caravan and smack into the middle of the court yard where teams of undead where mindlessly fighting for a kruthik youngling serving as a ball.

I'm a pretty analytical person and the last time Chatty was DM for us, I got stuck in "analytical mode" - not allowing myself to be immersed in the game, but more examining the workings of Chatty's craft.

Sadly, "meta gaming" mode really impedes my ability to role play and be creative the way I like to be as a player.

Nevertheless, I had a few cool tricks up my sleeve with the bard (great new class, by the way!) and I couldn't wait to try them out.

Turns out the dice were against me this day. I've been taught that a DM's dice don't roll well for a PC.

It all started with initiative - we rolled it and were made to run for the center of the stage where we had to do some "crowd pleasing" actions. Think of it as a free-form "skill challenge". Nobody had a clue what to do, really...

I fumbled the initiative.

Looks like the bard won't get to the stage first :)

Rolen, the ranger, is always that fastest on his feet and went first, running through the field, dodging the undead and getting on the center stage. Wanting to show off his bowmanship, he looked at the sky.

What do you want to see there?, asked Chatty.

Pretty awesome question, if you ask me. I've rambled about "sharing narrative control" in previous posts, unknowingly thinking more about "sharing story control". This is a prime example of a way to do this.

Rolen was looking for something cool to shoot at - he didn't know precisely what. The DM gave him a bunch of fiery lanterns way up high to shoot. Good enough for Rolen.

Kudos to Chatty's imagination (and Rolen's good aim, of course) - the arrows hit the lantern and it exploded, splashing fiery liquid all over a few spectators who caught on fire.

The crowd went wild for this.

The rest of the group went in - Arkanys and Dali wowing the crowd with teleportation, Marisol breathing fire... I don't remember exactly what Iris did, but I think Benerra took out a blimp with a single dagger.

Wallice eventually got to the stage, feeling his music would have a hard time to complete with the others' magics and physical prowess - it would have been a better opening act.

Still, he did hold a sponsored signing blade and thought out a nifty way of bringing it in.

So Wallice ran towards the center of the stage, dragging his blade on the stone to get it vibrating (think of a tuning fork) once on the stage, he stopped over some glowing glyphs and raised his magic sword. ( By the power of Grayskull! )

The glyph went aglow and basked the bard in glowing purple lights while he started playing "air signing sword", adding some signing of his own. Felt like a pretty cool intro to me. I don't remember what skills we chose to represent this - I remember I had a pretty cool bonus to add to my die roll from the bard's stats alone!

I fumbled.

Making this the first "loss" for the skill challenge.

A Bard's Curse

Second round starts and the players do some more mayhem as the undead felt our presence and started climbing on the stage. Good opportunity to use the bard's power to buff the other players in a show-offy way!

Of course, the round passed by and there were basically no more undead left within reach to warrant the use of the bard's powers. This is where I managed to let go of my "meta mode" and tried channeling "the bard".

The show must go on - the bard let loose the sponsored blade and sang a song narrating the exploits of my fellow adventurers. (Which I actually sang). The effort gave me a nifty extra bonus (+4) from the DM. So I rolled.

And fumbled.

Marking this the second "loss".

Role playing the wounded artist (easy task), the bard started blaming the crowd, the stage... and eventually cursed at the sponsored equipment.

This is where time stopped and the show's producers argued with Wallice. Looks like they don't like their sponsored products to be treated this way. Wallice had them check the "batteries" on the sword. Something must be wrong!

I got a free reroll out of that hilarious segment (kudos to Chatty's imagination, again!)

And fumbled.

An Instigator's Guide to Mayhem

The bard was trying to make an impression on the crowd (I switched for Rock to Country - maybe the genre is failing?), when Arkanys, after having been warned that harming the ball would bring out the Zomboni... slew the ball.

Everything went silent in the stadium. The scene vanished (causing the people still on the stage to fall down!).

The Zomboni appeared and started gunning for us.

The monstrous beast can roll over players, chew them to bits and spit them out - not a pleasant way to spend an evening.

It managed to hurt most of us and threatened to roll over three paralyzed PCs - probably killing them right there.

Marisol managed to call upon her holy powers to strike the beast from a distance, causing it to slow down. This seemed to be just enough of a delay for the paralyzed to shake it off and counter attack.

It was a close call, but the Zomboni got defeated and the crowd cheered on.

At the end, we were offered our sponsored weapons as gifts as well as a contract to remain as paid entertainers.

A few players jumped at the opportunity to roll new PCs (it had been in the air) and the rest were sent back to the caravan.

Conclusion

I loved seeing Phil handle my players.

I love how he coached and supported the ones less familiar with their characters, how he allowed everyone's creativity to affect the story - even the instigator among us.

While its a hard task with our group, I really like how he tried to handle the dead air and stimulate the players towards action - proposing to delay action instead of waiting for imagination to strike.

All in all a pretty entertaining and insightful session. And a pretty cool geek-man birthday party.

Thank bunches Phil!

Sunday, January 18 2009

Prequelling Scepter Tower of Spellgard, part 2

Talking with some buddies - and realizing that I'm starting to stress myself out with that stuff for no good reasons - I've come to the conclusion that I need to start a bit simpler.

I like ideas, concepts and game design and I must absolutely be careful not to drown the game in them. And since I have never DMed for my group before - and haven't DMed for adults in a while - I need to take things a bit slower.

I've decided to revamp the scenario I ran my group of kids through on their first game - which, itself, is a revamping of the scenario found at the end of the DMG.

I've made my players aware that I want to help them come up with compelling reasons to go see an Oracle - which would be one of the big rewards of the next adventure.

I told them I would ask them what they would ask the Oracle once they reach level 2 - by which point, we'll probably be going for the Scepter Tower of Spellgard.

In the spirit of trying to prevent railroading, I have to say that maybe we'll go for the Oracle and maybe we won't. I might change the reward at the end of the tower... I might even remove the Oracle entirely. Anything can happen, really.

For now, I'll start with this simple scenario, which I will spice up and tailor for my group. Sharing narrative control will happen in this scenario in the form of not-so-subtly probing for PC's motivations. These motivations will shape how I'll tweak the tower later on (provided I don't get the boot and revert to player before then :P).

I've taken a hint from one of the previously mentioned buddies, ChattyDM, and decided to relax, remind myself its a frienldy game between friends.

To which I add: I'll try to choke the game by forcefully cramming in concepts (such as sharing narrative control ...)

In the vein of one of the things what makes ChattyDM's game super cool, I'll also try to find interactive and non-combat elements to add to the scenario.

If I come up with anything worthwhile, I'll share it here :)

Tuesday, January 13 2009

Prequelling Scepter Tower of Spellgard

I'm currently working on making Scepter tower of Spellgard mine and getting it ready to run my players through it.

One of the core issued I always find myself confronted with is actually motivating the players to actually go for the prize.

In case you didn't know - no huge spoiler here - the prize at the end of Spellgard is to have a question answered by a rather accurate Oracle. The adventure suggests that you talk to your players at the beginning of the adventure to find what question they would ask, serving the dual purpose of motivating players and giving you time enough to come up with satisfying answers.

I find that it is hard for most players to have a good enough feel for their new character to actually have motivating questions to ask.

Since the module starts with players level 2, I figured I could come out with a small free-form adventure to bring them to level 2. A good opportunity to practice sharing narrative control, while we're at it...

The prequel's main goal would be to help develop the characters and find some rewards they would like to gain. Of course, a visit to your friendly undead neighborhood Oracle would put the players on the path to the reward.

Since I'm planning to go at it mostly free-form (random dungeon, prepared encounters), I need to build a list of potential rewards that can be suggested to players... including hooks into the tower adventure.

Rewards could be:

  • A powerful magic weapon
  • A powerful mystical spell or ritual
  • A holy artifact
  • A famous, hidden treasure
  • An answer to a family secret long forgotten
  • etc.

Introducing these element through NPC discussion or even through treasure can be an interesting way to gauge player reactions and plan further development.

I am also working on a team of competing NPC that will go for the Oracle for their own needs. Perhaps my players will hear of them through the initial scenario.

So, what do you think about these ideas? What other type of rewards do you think your players would go for? What other ideas do you have that could have them rushing to the nearest Oracle? Help me build up that list :)

Monday, December 22 2008

The Rules of Sharing Narrative Control (and Improv)

Sharing narrative control requires a set of skills that are not too different from the skills used in theatrical improvisation (a.k.a. improv).

I've done a bit of improv in my younger days and I wonder if and how the "rules" of improv can be applied to DMing.

Improv is an interesting beast. It is cooperative as much as it is competition. You cannot beat your opponent without working with him.

And even while you are striving to win the competition, you are still both striving to provide a good show for the audience.

You need to collaborate with your "opponent". Its the friendliest and most collaborative type of competition I've ever participated in.

No wonder most improv games end up at a pub over a beer!

Rule 1 - Always say "yes"

When sharing, accepting is always better than refusing. This is not a fight, its a collaborative effort.

Rule 2- "Yes, and..."

You want to build atop other participant's ideas... so add your own.

Rule 3 - Don't block

In improv, the flow must always go. The most common mean of blocking is saying "no" - outright refusing or ignoring what the other participants are bringing in is downright rude.

Rule 4 - Provide details

Establishing location, delve into the motivations of characters, add subtle "useless" information. This will give fuel to the other's creativity.

In improv, the winner is not always the one saying the punchline. Anyone who ever wrote comedy knows that the setup is the actual hard part.

Furthermore, as a DM, you should pride yourself at a great setup and allowing your players the joy of the "punchline"...

Rule 5 - Change

Change is what makes a story interesing. Without change, nothing happens. Change makes things go forward. You must not be afraid of it...

Rule 6 - Letting go

By far the hardest part of the game for me. I often came in with a plan, an idea - a plot. And when I did that, I always ended up with a supbar improv.

My plans actually prevented me from actually observing and building upon what the other players were doing. With experience, I learned to use my plan as a guideline only - it no longer prevented me from listening to others, as I had no qualms about changing it or downright letting it go... which I ended up doing almost all the time.

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