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Archive => Indie Game Design => Topic started by: Bill Cook on March 20, 2005, 08:03:18 AM

Title: [Story Steps] Playtesting Narrative Support Structures
Post by: Bill Cook on March 20, 2005, 08:03:18 AM
Not sure if this should go here or in actual play. I've been working on design of this game for a while now and do plan to release it into the wild, but there's not a specific timeframe for that. I put together a two-section, thirty-something page booklet as an alpha, several months back. The first section outlined general thoughts on creating a story. The second was a complex wargame. I got the criticism that the first section needed to be fleshed out and that the second section was incomprehensible. So I've been soaking thoughts on how to support the kind of story progress I care about.

I tossed together a number of ideas and commited to doing a one-shot at a meetup group. I wrote out two pre-gens, one sheet each. To answer the question "what's your game all about?" I usually tell people, "You say where you start and where you end; play is what happens in between." So these sheets had that much down. To appeal to a common point of reference, I set this scenario in a fantasy world.
Dubaius - travelling minstrel; deflowered a noble maiden; running for his life.
First Step: armed men burst into the hovel. Dubaius and Aleria sit up, naked in bed. Gaiden, Aleria's father, steps through the doorway, garbed in finery. "Thou devil! I'll have thy defiler's tools!"
Last Step: Dubaius presents Gaiden with a hefty payment for damages to his property.

Gareth - Dwarvish miner; has discovered a vein of precious metal in the King's mines; wants to smuggle it out for his personal wealth.
First Step: collects gear from an abandoned mine shaft when it collapses! After being dug out and taken home, he finds gold among the dirt in his pockets!
Last Step: his wealth is coined. He commissions a mountain-side hall as his new estate.
[/list:u]

Play happens when a player takes the next step. A good analogy is ordering a meal at a restaurant but with one catch: there's no menu. So you describe something you think you'd like, and the staff does their best to render it. A player describes the next unit of story progress towards his Last Step, and the GM serves it in courses (i.e. scenes). Scenes chapter a Story Step, which is really a brushstroke or milestone.

If you accomplish that step's objective, you get three points of Impact to spend for dice. You can also gain Impact by authoring your own scenes or finishing other players' step drafts. I also pay for Crossing. Ron failed to achieve most of his step objectives, so he didn't get to spend much Impact. Kevin had a streak of wins and payed to resolve a number of contests in his favor. He had nine Impact, at one point, and spent eight to get a bald-faced lie to pass.

Scenes come in different flavors, serving different functions: stress the Last Step, risk terrible costs, establish requirements, provide a new opportunity, etc.

I also wrote a list of scenes for each character designed to increase pressure. Each one was based on a character in their social network.
Gareth
Title: [Story Steps] Playtesting Narrative Support Structures
Post by: Ron Edwards on March 29, 2005, 10:25:47 PM
Hi Bill,

I've been chewing on this post for over a week now, and I guess I keep seeing that you answered your own question.

You didn't play the wargame part, so we can't say that you playtested it. You simply didn't use it, because it wasn't what you wanted to do.

Well, given it's not what you wanted to do, why keep it? Take the part you playtested, which seemed to work very well (and which seems to have a lot in common with Sorcerer, based on this brief account), and develop it.

Perhaps the wargamey stuff is a fine foundation for playing that way when you do want to do it, later, in the form of another game entirely.

Best,
Ron
Title: [Story Steps] Playtesting Narrative Support Structures
Post by: Bill Cook on March 30, 2005, 12:42:13 AM
That makes sense. I actually have playtested the wargame part over several sessions. And it works about how I want it to. This latest push is about shoring up the story end, i.e. yeah, we're fighting, in exquisite detail, but what for?

I find that getting into legistics of combat causes it to become the focus of play. I mean, it is an entree, but I don't want it to crowd everything else off the table.

Kevin made the comment that he would have been more comfortable with some kind of margin-based qualifier to narration. Being more focused on rewarding authorship and progressive input, I used something off the cuff for combat, only slightly more complex than coin flips: