The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 01:11:52 PM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Forum changes:
Editing of posts has been turned off until further notice.
Search:
Advanced search
275647
Posts in
27717
Topics by
4283
Members Latest Member:
-
otto
Most online today:
55
- most online ever:
429
(November 03, 2007, 04:35:43 AM)
The Forge Archives
Archive
Indie Game Design
(Moderator:
Ron Edwards
)
Heavy Setting Prep (from Jorune thread)
Pages: [
1
]
« previous
next »
Author
Topic: Heavy Setting Prep (from Jorune thread) (Read 929 times)
Mike Holmes
Acts of Evil Playtesters
Member
Posts: 10459
Heavy Setting Prep (from Jorune thread)
«
on:
October 31, 2001, 04:44:00 PM »
Quote
On 2001-10-31 18:17, kwill wrote:
so I guess the question is, given a rich setting, where do you begin introducing the players and the characters?
Excellent question. This is essentially the question that I put to Seth Ben-Ezra regarding Alyria which I see as having this problem in spades despite it supposedly having an open framework for building world. His solution was compact handouts on cetain subjects, IIRC. Which sounds really cool. But I'm sure we can come up with some other stuff.
Quote
and, given a mystery/secret background setting, how do you lay out the secrets so that you aren't funneling the players towards them, but that they do find them eventually?
...okay, initial thought is a version of the wandering clue (where the players speak to the gardener instead of the butler, so HE tells them about the screams last night; in relation to a mystery setting, if the players hang around the gardener instead of the butler it turns out HE is a Red Vampire)
This is classic Illusionism, and I'm down with it. But others are not. This is the problem that the Narrativists have with pre-planned plot, and Meta-plot. They don't want to be funneled to any such secret by any means other than their own machinations. This means that either the GM doesn't have any secrets, or he may have to share them before hand, making them less than a surprise. There are other techniques that the pro Narrativists can relate to you as well, but I think the general trend is towards creating plot as you go rather than trying to get to pre-decided secrets.
As an opposing method to Illusionism, I propose what I call the Schroedings Cat method. That is, the plot sits awaiting discovery, but does not actually exist as such until it is found. This is essentially the same as IntCon (Intuitive Continuity, see UnderWorld), but includes entirely player driven plot and randomized plots as well.
I think that there may be lots of room for discussion here.
Mike
Logged
Member of
Indie Netgaming
-Get your indie game fix online.
Ron Edwards
Global Moderator
Member
Posts: 16490
Heavy Setting Prep (from Jorune thread)
«
Reply #1 on:
November 01, 2001, 06:51:00 AM »
Hi Mike,
I posted a lot of stuff that might be relevant to this thread in the Hero Wars forum.
Best,
Ron
Logged
Paul Czege
Acts of Evil Playtesters
Member
Posts: 2341
Heavy Setting Prep (from Jorune thread)
«
Reply #2 on:
November 01, 2001, 10:41:00 PM »
Hey Mike, David,
the problem that the Narrativists have....They don't want to be funneled....This means that...the GM doesn't have any secrets....the general trend is towards creating plot as you go rather than trying to get to pre-decided secrets
I'm not sure I'd say that Narrativist GM's don't have secrets. However, I do think secrets function differently in a Narrativist scenario than in more Gamist or Simulationist mystery scenarios. The most lucidly written observations I've read about this are Josh Neff's comments about mysteries and crucial information on the second page of the
http://www.indie-rpgs.com/forum/viewtopic.php?topic=820&forum=14&start=15
">Narrativism and Bobby G thread in Actual Play.
Paul
Logged
My Life with Master
knows codependence.
And if you're doing anything with your
Acts of Evil
ashcan license
, of course I'm curious and would love to hear about your plans
Mike Holmes
Acts of Evil Playtesters
Member
Posts: 10459
Heavy Setting Prep (from Jorune thread)
«
Reply #3 on:
November 02, 2001, 10:35:00 AM »
So, Paul, are we talking Bangs here? What other techniques?
Logged
Member of
Indie Netgaming
-Get your indie game fix online.
Paul Czege
Acts of Evil Playtesters
Member
Posts: 2341
Heavy Setting Prep (from Jorune thread)
«
Reply #4 on:
November 02, 2001, 01:15:00 PM »
So, Paul, are we talking Bangs here?
Yeah, that's pretty much bangs.
What other techniques?
Well, as I describe in Blake's
http://www.indie-rpgs.com/forum/viewtopic.php?topic=786&forum=14&start=15&15
">X Games in Actual Play, I've become a huge fan of having extra NPC's on hand as part of my prep and throwing them into scenes for no good reason other than the chance they might get drawn into things and become important. Scott Knipe developed a theory about it after the scene between his character and Vulf Power that he describes in the
http://www.indie-rpgs.com/forum/viewtopic.php?topic=698&forum=18
">Plot Flow and Metagame Resources thread in the Random Order Creations forum. He thinks that player use of Authorial power in relation to the actions of NPC's results in an amazingly powerful hooking of the player. Vulf Power was one of those NPC's that I just threw into the scene. It's one of the reasons I'm getting interested in Swashbuckler lately...the skills in the game are skewed to be so
interactive
. "Dance" is described as making "gathering information a much easier task."
Paul
[ This Message was edited by: Paul Czege on 2001-11-02 16:16 ]
Logged
My Life with Master
knows codependence.
And if you're doing anything with your
Acts of Evil
ashcan license
, of course I'm curious and would love to hear about your plans
Pages: [
1
]
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Welcome to the Archives
-----------------------------
=> Welcome to the Archives
-----------------------------
General Forge Forums
-----------------------------
=> First Thoughts
=> Playtesting
=> Endeavor
=> Actual Play
=> Publishing
=> Connections
=> Conventions
=> Site Discussion
-----------------------------
Archive
-----------------------------
=> RPG Theory
=> GNS Model Discussion
=> Indie Game Design
-----------------------------
Independent Game Forums
-----------------------------
=> Adept Press
=> Arkenstone Publishing
=> Beyond the Wire Productions
=> Black and Green Games
=> Bully Pulpit Games
=> Dark Omen Games
=> Dog Eared Designs
=> Eric J. Boyd Designs
=> Errant Knight Games
=> Galileo Games
=> glyphpress
=> Green Fairy Games
=> Half Meme Press
=> Incarnadine Press
=> lumpley games
=> Muse of Fire Games
=> ndp design
=> Night Sky Games
=> one.seven design
=> Robert Bohl Games
=> Stone Baby Games
=> These Are Our Games
=> Twisted Confessions
=> Universalis
=> Wild Hunt Studios
-----------------------------
Inactive Forums
-----------------------------
=> My Life With Master Playtest
=> Adamant Entertainment
=> Bob Goat Press
=> Burning Wheel
=> Cartoon Action Hour
=> Chimera Creative
=> CRN Games
=> Destroy All Games
=> Evilhat Productions
=> HeroQuest
=> Key 20 Publishing
=> Memento-Mori Theatricks
=> Mystic Ages Online
=> Orbit
=> Scattershot
=> Seraphim Guard
=> Wicked Press
=> Review Discussion
=> XIG Games
=> SimplePhrase Press
=> The Riddle of Steel
=> Random Order Creations
=> Forge Birthday Forum