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Started by Peter Nordstrand, June 01, 2003, 07:30:56 AM
Quote from: In a recent thread Ron EdwardsBasically, role-playing writing has no real foundation for Narrativist scenario creation. I've just begun to scratch the surface for this in my Sorcerer books, and a number of other people have scratched it as well in different ways, but by contrast, there are hundreds if not thousands of objective-based scenarios in the published RPG literature.I've written a scenario for Issaries myself, and I know it was a real challenge to present it in such a way that provides structure and conflict, but does not railroad events and outcomes, and permits the players to generate The Big Point of the resulting story. Sure, you and I do this in actual play, but we have little or no literary precedent to draw upon for how to do it, and with what, for someone else.
Quote from: MrWrongIf by narratist you mean purely story driven, as opposed to a good old wargaming style kill the baddies grab the goodies approach,
Quote from: MrWrongAnother method which has come up in running Convention games, is Mick Rowe's (who posts here as Palasee) method of giving each hero a mini-myth on their character sheet, such as the Arming of Orlanth ritual. This is an excellent way of getting new player into the story, since it gives them an automatic entry point into the flow of the game, and gets them involved in the game much quicker. In the case of the player with the Arming of Orlanth ritual, he watched what was going on until he found a point in the story where the ritual was appropriate and suddenly his hero was the focus of the story as he organised the clan to gather the necessary equipment and then performed the ritual. Not entirely sure how this would work in an ongoing campiagn, it would be a bit artifical to give players a new mini-myth at the begining of an adventure. Perhaps a better route would to have players find unrelated myths in their previous storys, that become relevant in the current episode. Also of course there is the discovery of myths during the story. In a strange way you are replacing money and magic items with Myths as rewards for play, since the Myths allow the players to progress in the story , effectively giving them control of the plot devices (the myths).
Quote from: Peter NordstrandWhat I Am Looking For With This Topic:I am talking about written scenarios. Not made up by the people playing the scenario. I am literally thinking about scenarios written to be read and played by people other than its author(s). This is what I mean when I ask, "How does one write a Narrativist scenario for HeroQuest?"...Goal: The goal, to use Ron's words, is "to present it in such a way that provides structure and conflict, but does not railroad events and outcomes, and permits the players to generate The Big Point of the resulting story."
Quote from: simon_hibbsNarrative gaming is much more concerned with the character's relationships, their emotions and the overlaps and conflicts between their personal goals.There are two ways to resolve this. One is to provide pre-generated characters. ...The other way is to build personal relationship and personal goal stuff into the game mechanics, or game background and character design rules. Some games already do this.
Quote from: BankueiUpon re-reading of your posts, I realized I totally missed the boat on what you were saying. Please forgive if I hijacked your thread there.To clarify a bit:Are you asking how to write a Narrativist scenario to be run by someone familiar with Narrativism, or for anybody?
Quote from: BankueiWorks well for me.
Quote from: BankueiI had owned a copy of Hero Wars some time back, but didn't manage to pick up any of the culture/background books, but only have the most incomplete knowledge of the backgrounds. So, to make this happen, let's do this cooperatively.I'm going to need some die-hard Glorantha-philes to pick a good culture to base this tribe out of, and produce appropriate names for the Chief and his two sons. A list of potential names would work well for me to detail specific NPCs in the scenario and set up some nasty subconflicts.
Quote from: BankueiAlso, Peter, do you want the PCs to be pregenerated? This would make it easier to hook in the conflict with less prep, but on the other hand, I've always been a fan of simply telling the players to pick relationships from the NPCs as I listed above.
Quote from: BankueiSecond, are we talking Con-scenario or play scenario? The first type is pretty much going to limit the action to "Here's the problem, jump into the Heroquest" whereas the second type is probably going to last between 4-10 sessions depending on how folks want to spike the conflict and jump into some of the fun moral subplots as listed above, plus how much you want to go into fall out from success/failure of the Heroquest. In other words, the first is a "mission", the second is strong enough to form its own story arc or campaign.
Quote from: BankueiHow's that all sound?