The Forge Archives

General Forge Forums => Playtesting => Topic started by: Paul Czege on May 04, 2007, 09:18:59 PM

Title: [Chronicles of Babel] slaves in the hanging gardens
Post by: Paul Czege on May 04, 2007, 09:18:59 PM
Well, the Sunday before Easter our occasional Sunday group was between games, and so I seized the day and ran a playtest of Paul Elliott's Chronicles of Babel. As a designer I've been pretty solidly on the path of round-robin scenes since Nicotine Girls, and the games this group has played (Trollbabe, run by me, Primetime Adventures, run by Danielle, and a playtest of Kagematsu) have also all been on that same path, in execution if not textually. And so I've been keen on re-engaging with an old school dynamic where the expectation is that mostly player characters are in scenes together. Chronicles of Babel looked fun, mechanically unconventional, and also like an opportunity for the team dynamic. Paul wrote the game in 2002, I think.

My thoughts on reading the rules:


And then we got to work:


The characters:


And then I started framing scenes:


Closing thoughts:

We're going to play again, hopefully next week Sunday, and wrap up the story. Despite my failure to create a team dynamic, the game was fun. I like some of the things we did with the resolution mechanics: pulling from the bag not just to resolve a task, but to decide if a character had a dream or not, and a player pulling for knowledge. For us, the bag didn't work so much like a task resolution tool. It was less about "Can I rebuff him?" and more of an oracle we consulted with questions like "Do I rebuff him?" or "Did I have a strange dream, too?" I liked it. It seems to me there's some interesting mechanical territory to explore around the use of the bag.

And if anyone can pinpoint exactly what put us solidly off the path of a team dynamic, please let me know.

Paul
Title: Re: [Chronicles of Babel] slaves in the hanging gardens
Post by: Valamir on May 07, 2007, 01:51:56 AM
QuoteAnd if anyone can pinpoint exactly what put us solidly off the path of a team dynamic, please let me know.

Well...if you want a team dynamic...you kinda need to frame some early scenes with everybody in them...no?

I think your scene framing habit from the other games you mentioned kicked in and over rode your attempt.  Want an old school team vibe:  First scene every one is together and something happens that effects all of them in the same way.

As a for ex in this case:  First scene have all the slaves called before the slave manager who informs them that the master has fallen upon hard times and needs to sell many of his slaves.  "You four have been sold to the mines at Urkesh".  From there it could turn into a quest to restore the masters fortunes so they won't be sold, or a rebellion, or an escape, or whatever...but they're all in the same boat and they all started together. 


.
Title: Re: [Chronicles of Babel] slaves in the hanging gardens
Post by: Paul Czege on May 18, 2007, 03:10:46 PM
Hey Ralph,

That's the traditional way, but is it the only way? The game lets the players flag the GM with their character's Nature, and the Fighting One's Nature rules seem ideal for poking meaningful antagonism at the character. But if I want a team dynamic I have to force a broadly encompassing external adversity? Does any game succeed at producing a team dynamic from the player characters, if that make sense, rather than from an imposed mission structure or an encompassing external adversity?

Paul
Title: Re: [Chronicles of Babel] slaves in the hanging gardens
Post by: Mithras on May 18, 2007, 04:29:02 PM
Hi Paul,

Congratulations on a solid game!! To set the record straight .... I never quite finished Chronicles of Babel, I had intended to rewrite it, add maps, a nice sample of houses to choose from ... but I got side-tracked, and I've been sidetracked ever since!

My play style, and the way that game was intended to be played, certainly is different from the scene framing game you ran. I did envisage a mixed bag of characters of approximately similar social standing ostensibly going out into the neewly formed world, carrying rivalries with them, and confronting mythical and environmental challenges in a very old school way. Perhaps in a similar vein to childrens books, or the original Star Trek, the games involved meeting new and fascinating creatutes/gods/demi-gods and trying to solve their problems - in order to move on and find the herb/locate the source of the Euphrates/find an entrance to the Underworld etc.

Certainly a quest - style game.

Title: Re: [Chronicles of Babel] slaves in the hanging gardens
Post by: Noclue on May 23, 2007, 05:08:03 AM
Hi, I haven't really introduced myself yet. But as an ex-old-school player who's just learning about the new school, I was struck by the thought that the AP description did not include the most important old-school GM question: "What do you do?"  I don't recall framing scenes. I recall describing the room and then saying "Ok, what do you do?"

Actually, that's one of the things that I object to when people talk about GM'ed games forcing the PCs to be reactive. More often than not, I found that the GM had to react to player driven initiatives and reshape his world to conform to the player's choices, like going off the map or killing the king, killing each other, loosing the demigorgon on the unsuspecting populace, etc.

Anyway, I digress, but I think that "What do you do now?" might have added a bit of old-schooliness. That and having the players meet at a tavern (just kidding).

James
Title: Re: [Chronicles of Babel] slaves in the hanging gardens
Post by: Paul Czege on May 23, 2007, 03:16:02 PM
Hey James,

That's interesting. Essentially, I could have absolved myself of responsibility for orchestrating the team dynamic, and by using "What do you do?" in conjunction with limited player knowledge about the setting and situation, I could expect some "Well, I go talk to <other player character>" to result in a player created team dynamic?

I wonder if that would work with a group of experienced narrativists who aren't uncomfortable with inventing setting and situation.

Paul
Title: Re: [Chronicles of Babel] slaves in the hanging gardens
Post by: Noclue on May 23, 2007, 11:23:04 PM
Well, in a word yes. I think players, if given enough rope, have a tendency to get together in a horde and hoist a GM's careful design up by its on petard (yes, I recognized the mixed metaphor as I wrote it). With experienced narrativists I can't imagine the mayhem that might ensue. I'm not sure that's the team dynamic you were looking for, but it is a team dynamic.

Title: Re: [Chronicles of Babel] slaves in the hanging gardens
Post by: Noclue on May 24, 2007, 12:23:28 AM
Paul

Please excuse the double post, but I had another thought on rereading the OP that I think is related. I am not familiar with the system you are playing with here, but I was struck by the high proportion of sentences where you were being active and the PCs were reacting. In general, you are framing scenes, putting characters in situations, deciding what aspects of a PC to emphasize. The PCs do act within the scenes that are framed, but I am curious if they ever took over the narrative and drove play, and whether this is a function of system or social dynamics.