Topic: Loose Canon
Started by: bluegargantua
Started on: 7/19/2004
Board: HeroQuest
On 7/19/2004 at 2:03pm, bluegargantua wrote:
Loose Canon
Hey,
The following comes from Ron's original review of Hero Wars which can be found at http://www.indie-rpgs.com/reviews/16/
My most major concern is whether the story will be told for us over time, as in Vampire and L5R, in which case Glorantha will be something we can witness but not create. The scenario book enhances this concern, as the player-characters may participate in a pre-arranged plot event, specifically the appearance of a dragon during the armed conflict in Sartar. I really, really hope that 1620 or so, or whenever it is that the dragon unearths itself, remains the last year in the canon, so that working out the various issues remains with the individual play groups rather than with some official line of fiction. The rules do give some weight to this hope, based on how Heroquesting permits even the mythic canon to be altered somewhat, such that conceivably a play group might end up with a unique modification of the mythology.
So I've picked up the latest adventure book Gathering Thunder and I'm wondering if Ron's fears aren't coming true. We're still a book off from the Dragonrise so it's hard to see whether or not they'll put the brakes on things, but there's this weight of canon building up here. Yes, I know, the books talk about "Your Glorantha Will Vary", but they also talk about these pre-destined "Great Events" which happen regardless of what players do -- which I think is a very round-about Impossible Thing.
To be fair, you could just ditch the adventure books and play without it. Indeed, if you're not interested in playing Orlanthi, these adventure books are really pretty unimportant. But while Glorantha is big, the focus of almost all the source material has been in/around Dragon Pass. And there's some really nifty stuff in all the adventure books. And these represent your best chance to see how a HeroQuest adventure might be set up. So they're valuable. But each book produces more "now this happens and it's important so it needs to happen".
It seems very de-protagonizing. Yeah, you get to rub shoulders with Kallyr, but when push comes to shove, she's the one who does all the cool stuff. In the Sky Ship scenario, you pretty much get told to piss off when the really important stuff happens. I think the worst part is that even if they stop at the Dragonrise, well...there's an Argrath who guns for the throne. If PCs want to try for it (and there's no reason to think that they couldn't/wouldn't) they seem woefully unprepared to make a bid for it. Their only qualification seems to be that they helped out on the side while god-level heroes did their thing. Where is the opportunity for the PCs to leave their stamp?
Very early on, in my D&D days, I played out a series of Forgotten Realms modules. These were all about how the goddess Mystra incorporated into the pantheon. It was...fun I seem to recall, but the players were completely pushed to the side. The cosomology was changing and that happened pretty much no matter what. So why are the PCs there? For D&D, gold and XP were completely worthwhile, but I think that HeroQuest will require a bit more.
later
Tom
Forge Reference Links:
Topic 16
On 7/19/2004 at 3:10pm, Thor Olavsrud wrote:
RE: Loose Canon
Hmmm...I'd be more concerned if the "plot" were advancing across all the supplements. For the moment, I don't see that happening. If they just advance the plot through the Sartar Rising campaign books (which should end with the fourth book), I don't really see it as a problem. They're just advancing a sample campaign.
Also, I find stuff like the "You Can Be Argrath" sidebar in Orlanth Is Dead to be fairly reassuring. Even in the context of the metaplot, they are being sure to leave openings to allow your players to be absolutely central to the story.
And let's face it: all this stuff we're seeing in the Sartar Rising campaign is following Gloranthan history that is already more or less laid down in King of Sartar (at least so I understand, I'm a newcomer to Glorantha and don't own it; I'm hoping for a reprint soon).
Also, considering the nature of Glorantha and the way Heroquests can change the world, it's pretty much impossible for history to be stagnant in the world. How can a metaplot stand up to that?
On 7/19/2004 at 3:23pm, Invain wrote:
RE: Loose Canon
I find myself of two minds on this issue. On one hand, I really like the whole Hero Wars plotline as it appears in King of Sartar, etc. On the other hand, this *is* a game we are talking about. So...
One litmus test I use is the amount of description or (worse) reading to the players that happens. The Ship Raising adventure (which is just one of many adventures in Gathering Thunder) doesn't fair all that well here. I think the authors succumbed to the temptation to tell the cool shipraising story rather than write a good PC focused adventure. I believe that if the players are not actually the protagonists of the Ship Raising, then the adventure should have focused on where they *are* centrally important. The Ship Raising itself should then happen off camera as "Thanks to your valiant and completely necessary efforts the Ship Raising succeeded."
I was also left foggy on what exactly was going on in the Ship Raising adventure, but that is another issue. :)
What I would really like to see, instead of "it happens this way" adventures, would be supplements with more information on the basic HW plotlines themselves. There are supposedly gobs of secret plots and so forth going on in Glorantha that will all trip over each other and cause the end of the world as we know it. I can tell my own stories if I know the basics of what these plots and major groups/NPCs are. Issaries' position of "these will be described in later supplements" is not all that helpful - especially if, as in Ship Raising, the future supplements don't really tell you anything significant about the other participating groups. A "Plots of the Early Hero Wars" book would be much more generally useful.
It appears that the new World of Glorantha book (http://www.glorantha.com/products/1105.html) might have some of this, and I am very interested to see what they do with it.
~Kevin McD
On 7/20/2004 at 10:13am, pete_darby wrote:
RE: Loose Canon
[rumour]Apparently, a more "active" version of the adventure was proposed, but shot down by Greg himself in preference for Minaryth infodumping and pc tourism.[/rumour]
Now, I'll be ripping the story out of gregs hands and running into the hills laughing like a maniac with it, but the drift towards assuming PC's are observers of great events rather than instigators to be [darth] disturbing[/darth]
Part of me is a bit upset by the revealed mindset of greg drifting towards the attitude of "your players are observers of my story", but another part of me is saying "meh, after the terrible things you did to the arc plots of Star Wars, Lord of the Rings, and Lucas knows what else in other games, you worry about futzing with Glorantha's arc plot?"
But it always seemed that Glorantha was developed with "clearly demarked lines of ambiguity" to slot PC's into, and this seems to be going away a bit now...
Or I'm an overreacting fanboy. Nah, couldn't be.
On 7/20/2004 at 2:39pm, Ron Edwards wrote:
RE: Loose Canon
Hiya,
Actually, I'm optimistic about this issue, based on the following ideas.
Pre-set events don't mean pre-set character decisions. I've written pretty extensively in various places since that review that changing setting does not necessarily mean the same as metaplot (in the common sense of pre-determined story).
The key concept is that the canonical "Glorantha history" events are openly available and known to everyone at the table. That's the big difference. In a White Wolf style metaplot, the point is to wow the characters and the players with the pre-planned revelations, via play itself. In a Gloranthan changing-setting, the point is for everyone to milk the commonly-known event (before, during, after) for as much Premise-meat as possible throughout play.
My experiences through play confirmed this point again and again. When we took the characters to Boldhome, for instance, everyone was fascinated by the various canonical textual details of Temertain's assassination, although our story took place two years prior. Our fascination led us to spend quite a bit of time developing Temertain and various other characters, both canonical and original, in a variety of conflicts for the player-characters.
Best,
Ron
On 7/20/2004 at 7:11pm, bluegargantua wrote:
RE: Loose Canon
Ron Edwards wrote:
Pre-set events don't mean pre-set character decisions. I've written pretty extensively in various places since that review that changing setting does not necessarily mean the same as metaplot (in the common sense of pre-determined story).
Pre-set events do limit character effectiveness however. If you're a Lunar who comes up with a fool-proof plan to kill off Kallyr -- all your effort will go to naught because her story is pre-plotted and you're just some schmuck who ran up against her plot-protection field. True, a good GM will pay attention to what the players want and if they come up with a fool-proof way to bump off a major Hero Wars figure and the dice go their way, then she's dead and the GM starts to improvise. But that's not the way the adventures come across and it can be really hard to predict future alterations based on what we currently know (more on that in a moment).
The other problem, is the fact that the PCs are supposed to be Heroes. If they're not Harrek the Berserker today, just give them time -- they'll work their way up to it. What I want to see are opportunities and examples for them to step in and do big things, because that's what the players will expect to see. Maybe not right away, but eventually, they want to stalk the God World and start making some changes.
Let's talk about Godlike for a moment. Godlike is a great example of changing-setting. It's WWII and you're a grunt with minor superpowers. Everyone knows how WWII plays out. The Axis looks unbeatable and then the Allies get their act together and grind them down to a pulp. In Godlike, despite the addition of superpowered soldiers, the war plays out almost identically to real life because despite the super powers, they cancel each other out for the most part.
At the baseline level of Godlike, you're special because of your superpowers and you have adventures that most other soldiers will never have, but you can't really make a significant difference in WWII. The base book plots it all out for you. But the game isn't about super-heroes who single-handedly wipe out panzer brigades and capture Hitler. The game is about being a simple soldier thrust into hell. It's about having miraculous powers that are ultimately futile to stopping the insanity or even saving your friends. It's all about War is Hell. So from its focus, it doesn't matter that you can't turn the course of history because that's not where the game is at.
But while the game has a focus, it also recognizes that maybe you want to play 200-300 point characters with powers up the wahzoo who could single-handedly change history. It does make a short foray into that, but all it basically says is "this isn't how we, the designers, have focused the game. If you want to do that, that's cool by us, but we can't support you as easily because who knows how history will run if you play Godlike without the -like". A totally fair stance on their part and at least they've got that surprisingly detailed timeline to work off of when your PCs storm Tokyo.
But HeroQuest, time and again, puts its focus squarely on the PCs being Heroes who will Determine The Shape Of The New World. If that's your focus, then you need to have adventures that support that. And maybe not adventures per se, but broad outlines of things that the PCs could do. I realize that helping out major NPCs in their quests gives the PCs some name recognition and resources to call on when they do their stuff. But nothing in the adventure books so far have really opened up the throttle to give the PCs a chance to leave their mark.
The key concept is that the canonical "Glorantha history" events are openly available and known to everyone at the table. That's the big difference. In a White Wolf style metaplot, the point is to wow the characters and the players with the pre-planned revelations, via play itself. In a Gloranthan changing-setting, the point is for everyone to milk the commonly-known event (before, during, after) for as much Premise-meat as possible throughout play.
Small side note: "Milking an event for Premise-meat" is my new disturbing phrase of the day.
It is commonly asserted that you need to be some sort of Glornathian expert to play HeroQuest. I have a friend who bristles at the idea of playing HQ because of all the arcane game history you need to know. He's currently running a Cold War spy game. I know next to nothing about about intelligence agencies during the 70's, he's got a bookshelf of material. Clearly, his argument is hollow. Any setting, real or imagined, can be incredibly detailed and require a fair amount of reading to get into.
However, my contention is that the events of Glorantha are not as openly available and known to everyone as they could be (or should be). Yes, it's a fantasy world so it's not like there's going to be thousands of published volumes about the subjects. It's not going to get it's own section at Barnes and Noble. But within the published material commercially available, there just isn't enough. The Sky Ship adventure is a perfect example of this. There was a blue star? And it disappeared? And now it's back? And it's Axials's ship? But Heortlings are helping? What? Details within the adventure are terribly skimpy.
Ah, but there's the company website...let's see...Glorantha...History...Heortlings...Lunars....nothing.
Further, aside from a timeline in Orlanth is Dead, there's very little explanation of what's gong to happen in the future. A dragon is going to show up and eat everyone. Um...OK...so how does this sky trip tie into that? Even if you go with Kallyr you won't know. Without any sort of real understanding of how current canonical events came about and what happens afterward, I'd say we're not too far off from metaplot.
Again, it's a question of focus. If PCs are going to be god-dueling Heroes then detailing what Jar-Eel has for breakfast every day is pointless. Having tons of historical detail is unimportant because the PCs will run things right off the track. But then don't keep shoving them into adventures where they don't get to do anything.
Now maybe they're trying to have it both ways. You have a richly detailed history and then (say after the dragon shows up) canonical history "stops" and the PCs can go to town. They've got this deep backstory to pull stuff out of and move forward. They've participated in some of the key events so they know the movers and shakers and they're invested in the setting. But the historical information available, from just the basic, for sale, gaming material is terribly scarce and the amount of participation within these great events seems terribly, terribly limited.
Now, lest you think I have nothing good to say, Orlanth is Dead, actually had a pretty good sidebar explaining what was happening with the winds stopping and what was happening all over Glorantha. That was a vital sidebar and there needs to be a lot more stuff like that for the canonical stuff. I think what's also needed is an adventure or two that rises above clan feuds and minor raiding where the PCs dig in and take care of matters. (Well, that and a block of adventures for Lunars or Praxians or someone besides Heortlings. Ideally a Lunar adventure that shows the "other side" of what the Heortlings are doing).
later
Tom
On 7/20/2004 at 7:28pm, Jere wrote:
RE: Loose Canon
bluegargantua wrote: It is commonly asserted that you need to be some sort of Glornathian expert to play HeroQuest. I have a friend who bristles at the idea of playing HQ because of all the arcane game history you need to know. He's currently running a Cold War spy game. I know next to nothing about about intelligence agencies during the 70's, he's got a bookshelf of material. Clearly, his argument is hollow. Any setting, real or imagined, can be incredibly detailed and require a fair amount of reading to get into.
The problem isn't level of detail, its availability of detail. The problems of game settings like Glorantha, Tekumel or even the Forgotten realms is that a large chunk of assumptions are unknowable to any but a small group of people (heck they might even be making them up as they go) and these assumptions drive a fair amount of the events in the world. Unlike historically absed games where the past is pretty much available for anyone with the time and energy to look (thanks to the wodners of libraries) that of these fictional worlds is not (though not necessarily the case with all fictonal worlds). And this leads to levels of esoterica that I, and many others choose not to explore. I do not want to have to refer to MAR Barker's campaign notes written up in some Tekumel covention zine, or an article printed in a British Glorantha fanzine from 10 years ago in order to understand crucial things bout a world I choose to game in. Unfortunately Glorantha currently still has a lot of the detritus gathered from so many eyars of being a cult game. And the only way t escape tht is to blow open the doors and let all the secrets out.
Secrets in game supplements that are dolled out in dribs and drabs is one of the primaryily accepted definitions of metaoplots. Another one is a need to have a variety of products most of which are not available to a casual newcomer. Glorantha (like the WoD did) has both.
Jere
On 7/20/2004 at 7:44pm, Bankuei wrote:
RE: Loose Canon
Hi folks,
I agree with Ron that when you have predestined events on the table, it can open up plenty of room for creating great stories. I also agree with Jere that the in this particular case, not all the information is really available. The HQ book gives a very brief rundown of events before the Hero Wars, but not much about what happens later("Um, there's going to be Hero Wars, and it starts here.")
Chris
On 7/20/2004 at 7:46pm, Ron Edwards wrote:
RE: Loose Canon
Hiya,
Tom, I'm disagreeing with you on a couple of points.
1. There's literally no meaning to having a constraint and not having a constraint. Whatever details of Kallyr's story are set - OK, that's a constraint, and the point is to make it a creative springboard for a Premise. Not "will Kallyr live or die, oh no!" but rather, "what does my character do (or contribute to!) when Kallyr kicks the bucket in the fashion that we know she will?"
Who knows, maybe your Lunar's plan works!! But do you see that by using the word "foolproof," you effectively reject the constraint. That can't happen - a constraint is a constraint. Mess with that and it's like someone deciding to move the goalposts a yard further apart.
2. No one has to know all of Gloranthan lore in order to play it, mainly because there's no prize for running Glorantha the most faithfully to canon. For instance, we used a lot of material in The Haunted Ruins - but placed it all in Far Point.
Oh no! Does that mean that groups across the land suddenly looked at their maps in surprise as the Haunted Ruins unaccountably disappeared from their original position, to relocate in Far Point? Nope. Screw it. Doesn't matter.
Nor does a much more significant change matter, which was based on mis-understanding the canon rather than on a mere logistic shift. I didn't grasp the Windstop at all; when we were playing, the Sartar Rising stuff wasn't even barely in pre-production. So our game went right through that set of events with about 20% conformity.
Disaster? Nope. That's our Glorantha. We used what we knew, and it was fine.
And finally, what's the big deal about knowing it "all" at the start? My players and I learned a ton of things on the fly - "Hey, we're in Boldhome. Pass me that book." Tod became a troll junkie only after some trolls came into play, and he buried himself in texts just because he liked it. His readings led to tons of new cool stuff for our game. We essentially just built and sophisticated our knowledge of the setting as we went.
Granted, I had a running start on them, enough to get the game going, but the point was that we casually and painlessly soaked stuff up by becoming interested during play.
Best,
Ron
On 7/20/2004 at 8:11pm, Donald wrote:
RE: Loose Canon
Jere wrote: The problem isn't level of detail, its availability of detail. The problems of game settings like Glorantha, Tekumel or even the Forgotten realms is that a large chunk of assumptions are unknowable to any but a small group of people (heck they might even be making them up as they go) and these assumptions drive a fair amount of the events in the world.
That's not so far from the truth, the people writing stuff for Glorantha make the background fit the story they want to tell. That goes though a filter (Greg) to make sure it's consistant with *his* Glorantha and then an editorial filter to fit a publication. However this isn't an exclusive group of insiders, anyone can join in by getting known on the email lists and contributing interesting ideas. How else is stuff going to be published? if we wait for Greg to write everything it'll never happen.
The only published story arc is 'King of Sartar' and generally anything published is going to fit within that or there's a way of explaining the discrepancy.
Unlike historically absed games where the past is pretty much available for anyone with the time and energy to look (thanks to the wodners of libraries) that of these fictional worlds is not (though not necessarily the case with all fictonal worlds).
I don't agree that historically based games don't have a similar problem. There it is a matter of which version of history the game designer is working to and is it the same as yours?
And this leads to levels of esoterica that I, and many others choose not to explore. I do not want to have to refer to MAR Barker's campaign notes written up in some Tekumel covention zine, or an article printed in a British Glorantha fanzine from 10 years ago in order to understand crucial things bout a world I choose to game in. Unfortunately Glorantha currently still has a lot of the detritus gathered from so many eyars of being a cult game. And the only way t escape tht is to blow open the doors and let all the secrets out.
What secrets are those? I wouldn't place much weight on a 10 year old fan publication as representing official Glorantha. Even official publications from that time are suspect in the context of HeroQuest. If I liked the idea I could well adopt it for my Glorantha but there's a lot of other ideas that applies to.
On 7/20/2004 at 8:33pm, jrichard wrote:
RE: Loose Canon
>Unlike historically absed games where the past is pretty much available
>for anyone with the time and energy to look (thanks to the wodners of
>libraries) that of these fictional worlds is not (though not necessarily the
>case with all fictonal worlds).
For what it is worth, I completely disagree. I've run (or help) strongly historical games set during the Persian Wars, the First Crusade, Elizabethan England, and the Thirty Years War. Frankly, there is actually far more easily useful material to set a roleplaying game in Glorantha than in any of those historical periods. Moreoever, it is easier to get players into the mindset of a Gloranthan than it is to really get into the mindset of a 11th century de Hauteville or a 5th century BC Athenian.
Jeff
On 7/20/2004 at 8:44pm, Invain wrote:
RE: Loose Canon
Canon. <shudder>
If there is a more fun-sucking word in the gamer's dictionary I don't know what it is. I am not sure why so many people get bent out of shape over it. Canon should only matter to people writing for publication or who are playing the trivia game on the mailing lists. I really don't think it has anything to do with playing an RPG at all.
I suppose this is the paradox of Gloranthan publishing. Gloranthan supplements serve at least two functions: 1) To help narrators run more interesting games. 2) Cool reading material to enjoy and maybe discuss with friends. These two functions are not always compatible. The best Gloranthan supplements strike a happy balance between the two extremes, but I don't guess it is an easy thing to do.
I do like published adventures, and recognize that they need to make certain assumptions to work, but I see them more as expamples and sources of inspriation than anything else. My feeling is that narrators should be given the overall plotline (for inspiration), and enough background material to adapt the story when things get weird. The more flexible they are the happier I will be.
~Kevin McDonald
On 7/20/2004 at 9:33pm, bluegargantua wrote:
RE: Loose Canon
Hey,
Ron Edwards wrote:
1. There's literally no meaning to having a constraint and not having a constraint. Whatever details of Kallyr's story are set - OK, that's a constraint, and the point is to make it a creative springboard for a Premise. Not "will Kallyr live or die, oh no!" but rather, "what does my character do (or contribute to!) when Kallyr kicks the bucket in the fashion that we know she will?"
Who knows, maybe your Lunar's plan works!! But do you see that by using the word "foolproof," you effectively reject the constraint. That can't happen - a constraint is a constraint. Mess with that and it's like someone deciding to move the goalposts a yard further apart.
I don't like constraints much. :)
I see that by "foolproof" I'm rejecting the constraint. And if I had players who said "I'm gonna kill/save Kallyr" then I'd remove that constraint because they've got a different story in mind and collectively it'll probably be a better deal.
I can also see a situation in which I, as a GM, say "look, Kallyr is gonna do this stuff and then she dies along here and that's set" and then turn players loose to bounce off of it. Just like I might say "look, all the PCs have to be Heortlings". I tend to prefer to place my constraints on start conditions rather than in-play events.
What's annoying me is that I feel like the PCs should be doing the stuff Kallyr is doing. The game pitches mythic fantasy and that's what I'd like to see in the adventure books. Tagging along with Kallyr (for a bit) just doesn't seem to cut the mustard.
2. No one has to know all of Gloranthan lore in order to play it, mainly because there's no prize for running Glorantha the most faithfully to canon.
I've never felt terribly intimidated about Gloranthian lore. Nor have I felt any need to run a game that adhered faithfully to every publically-available piece of information.
But if you're going to have a constraint (Kallyr's life and death) and if you run the PCs up against it (Iceland or the Sky Ship or whatever) then I feel fully entitled to some background information about the constraint. If nothing else, I want to have an explanation for when the players ask "what the heck was that all about?". I suppose if the characters have no idea what just happened that's one thing, but for the players to milk the event, they need a better clue about what's going on and I don't feel I got one from the adventure.
By way of example: Final Days at Skullpoint has all the information I need to understand what happened and what's likely (though not guaranteed) to happen in the future. If that adventure were structured like the Sky Ship scenario it would go something like this:
The PCs get roped into helping Kallyr.
They all go to this place called Skullpoint.
People sure are edgy.
They also like to challenge people.
Kallyr talks in private with the leaders.
There's a fight.
Kallyr goes to this ruin.
Monster!
Kallyr fends it off (but you help a bit).
Kallyr yells at this other guy.
Skullpoint is saved.
What happened? Oh something about a bad divorce.
There's just not enough information available and worse, the players are starting to wonder why they wasted a session doing all this.
Jere: Thanks for highlighting the point that historical material is more widely available. That was something I meant to elaborate a bit but didn't get to. Obviously, for a fantasy setting, availability will always pale in comparison. So games based on historical/modern-day settings will always have an advantage in this arena. Which is what makes the paucity of relevant background information in the adventure books really irritating.
Anyway, I should also point out that most of my criticism is reserved for the "grand event" scenarios. I've found most of the other adventures to be worthwhile (if a bit less-than-epic in many cases).
later
Tom
On 7/20/2004 at 9:38pm, Mike Holmes wrote:
RE: Loose Canon
We've been over these metaplot issues a lot before, here at The Forge. I've been staying out, because I really wanted to see these ideas develop again independently. But now that they have, compare them to this sampling:
http://www.indie-rpgs.com/viewtopic.php?t=9630
http://www.indie-rpgs.com/viewtopic.php?t=7358
http://www.indie-rpgs.com/viewtopic.php?t=7333
http://www.indie-rpgs.com/viewtopic.php?t=1974
http://www.indie-rpgs.com/viewtopic.php?t=886
One idea comes up again and again. Lots of people say that history works as metaplot. Well, the difference between history and problematic metaplots is player acceptance of what can and cannot be changed. That is, if history is known to the players, or they understand that history is going to march on as it did, historically, then they're more likely to accept that they, as Ron puts it, are playing "underneath" the metaplot. In a fantasy world, this is less acceptable to some players, because one of the advantages of a fantasy world is that it's history might not yet be set. Meaning that the players could change it, if they were only allowed.
Ron calls history that's understood to be non-changing just a part of the setting. Metaplot, then being those events which the players are to be exposed to as the plot of the game. But without agreeing or disagreeing with these definitions, the point is pretty clear. Most (not all) players are in a game to be able to have an affect on the outcome of events in some ways. Some players just want to win at challenges. Some want to explore what it might be like to do X or Y, deciding where to go on their own. Some want to make decisions that say things about their characters. Metaplot is bad for this majority of players who want things like this, if and when it makes it so that they can't do those things. So, if I as a player am looking to be creating the plot, then if I'm forced to go along with the events of the metaplot, with no chance of altering them, then I'll be upset.
Worse, if the adventure plot takes us to the point of decision, seems to give it to the players, but assumes that the players will make a particular decision...then we have a real problem. Because you can't give someone the power to make a decision and be sure that they'll make the right one. If you're sure, then there's no real decision being made (and worse, players will rebel and make the "wrong" decision just because they're expected to make the other).
When designing an adventure what you can't do is make the adventure take away the fun decision making that the players like to do. Simple as that. Metaplot often causes this problem - but not neccessarily. If you make it into "history," like Ron says, or make it into backdrop that's not just there for the players to experience, but have their own affect upon, then it's not a problem. Think of it this way, the metaplot of Dragon Pass as presented is of no consequence to a lunar. Yeah, it may impact him, but he doesn't have to worry about the narrator forcing him down a specific rout just to experience certain events. It's just news from afar.
Mike
Forge Reference Links:
Topic 9630
Topic 7358
Topic 7333
Topic 1974
Topic 886
On 7/20/2004 at 10:42pm, Brand_Robins wrote:
RE: Loose Canon
Mike Holmes wrote: Yeah, it may impact him, but he doesn't have to worry about the narrator forcing him down a specific rout just to experience certain events. It's just news from afar.
Until the world blows up. Then it matters.
Of course that means if you aren't going to have the world blow up in your game, you're cool. If, however, you're playing along and the new "the world blows up because of things started in Dragon Pass" book comes out, you may have a few issues with it. At the very least it won't be useful to you, at the most it can be game disruptive.
I posite this situation in this particular example because we are told in the HeroQuest MRB that the world is going to blow up, and that the events leading up to that explosion start in Dragon Pass. We don't, however, get a lot of detail, guidance, or even "comming attractions" action to let us know how it's going to happen.
So the idea of it mattering/not mattering to a Lunar off in Lunar-land is a bit more complex than you might be positing. To some it certainly won't matter a fig -- they just won't use it. Those who wanted to follow the development of the game, however, may be FUBARed.
Of course, I may also just be overreacting because of my years of Tribe 8.
On 7/21/2004 at 12:57am, Invain wrote:
RE: Loose Canon
Brand_Robins wrote:
Until the world blows up. Then it matters.
Of course the fall of the Red Moon is something like thirty years in the future, and even that isn't the end of the world.
From my experience, the "metaplot" stuff rarely matters, even if you play in Dragon Pass. This is because major events happen over the course of years, and I have a hard time advancing the timeline that quickly. We are managing about a 2-to-1 ratio of game years to real years in my campaign, despite my best efforts.
It wasn't all that hard to come up with stuff that seemed to fit the broad strokes of the timeline since I wasn't what you might call rushed. In my Carmania, one year the winds got stuck blowing down from Valind's Glacier for almost a year. A couple of years later some folks associated with Castle Blue raised the Boat Planet as part of some mysterious plot, possibly kicked into high gear by the Windstop. A couple of years after that, the Temples of the Reaching Moon all went haywire, which served the interests of the Boat Planet conspirators nicely. Now the PCs are becoming trusted by the conspiracy, and will be invited to perform increasingly important tasks - if they survive.
Is any of this canon? Do I care? :)
~Kevin McD
On 7/21/2004 at 7:32am, Nick Brooke wrote:
RE: Loose Canon
Invain wrote: In my Carmania, one year the winds got stuck blowing down from Valind's Glacier for almost a year. A couple of years later some folks associated with Castle Blue raised the Boat Planet as part of some mysterious plot, possibly kicked into high gear by the Windstop. A couple of years after that, the Temples of the Reaching Moon all went haywire, which served the interests of the Boat Planet conspirators nicely...
Is any of this canon? Do I care? :)
You really don't want to know how important the Sog City Boat Race was to the Boat Planet Conspirators in the Cult of the Ship and the City. Of course, if they hadn't pulled that off, I don't know if the Waertagi Dragonships would ever have sailed back from the Seas of Hell...
What's that? You think the Boat Planet had something to do with events in Dragon Pass? Now, that's just weird...
Cheers, Nick
On 7/21/2004 at 4:03pm, Mike Holmes wrote:
RE: Loose Canon
The point, Kevin, has to do with the use of the material. My point is that, yes, if you use the "metaplot" as just background, and do not require the PCs to go see it in action, then it's not a problem. This is why it's not a problem for a Lunar. Because the metaplot that's written up right now only requires Orlanthi PCs to go and see it. That is, the adventures written are for Orlanthi PCs, not for Lunar ones.
What I mean by "go and see it" is that the way that the adventures relating to the metaplot are written, the characters are required to get involved with the metaplot, but only as observers. That is, they get into positions where, theoretically they could change the plot, but since it's metaplot, they aren't allowed to do so. This is the important point. Events in a campaign are never bad if the character never has a chance to really change them. They're only bad when you theoretically put the character in a position to affect them, and then make it so that they can't affect them.
For instance, I happen to know that the PCs are not written as being the ones who are involved as destroying the Temple of the Reaching Moon in Sartar. But what if they were? What if an adventure were written in which they were responsible for destroying the temple? The problem is that such an adventure can't have any choices for the player to make. They must accept the assignment, and then go along the predestined path to success. In fact, they cannot be allowed to fail, or else the metaplot fails, and all subsequent material is useless. So there is no real challenge to succeed, there are no moral questions for the player to answer, they don't even get to decide how to approach the problem. They're merely window dressing in such an adventure.
This is when Metaplot is most problematic. When the adventure designer is really writing fiction in which the player is intended pretty much only to make up his character's dialog along the way. The other case is what Brand talks about. But there's a simple solution to that problem, Brand, knowing that large scale changes are going to occur, you just have to have the Heroes play on one scale smaller. Their decisions can, say, change anything about their village's politics, but they can't decide who it is that will be in charge of stopping the oncoming doom (the dragon in this case, but we don't have to know that).
Now, if you want to have your Lunar characters involved in world-shaking events (and I can understand the urge), then, yes, you have to pick a point in the metaplot, and start there, allowing for divergence at that point. So, yeah, to the extent that the metaplot is not known, it's limiting in that way. What I suggest for HQ is that you start characters as listed in the book which makes them unexperienced, and let them impact only lower scales. Then, have them get more powerful over the years with the Saga System, and other advanced experience rules. Then, once they've played through the 30 years, yes, the 30 years of the metaplot (I like to start people at 17, so that would be 47 years old - late Conan), and it's all over, then allow them to affect the portion of history that's unwritten. Or just start them there if that's what you want to see.
This is what I did in my HQ game as it came to a close on Monday. I decided that there was no way that the PCs were at all powerful enough to stop the curse that was about to befall the city, and that they would get to see it first hand, as well, but that they'd have decisions to make that would be relevant to their characters. Meaning that, obviously, how to stop the curse was not one of them. Instead, the characters got to decide things like whether they'd fight hopelessly against the curse, and, if so, what for? If they were going to flee instead, what would they be willing to risk their lives for to get those things?
BTW, for your character, Thomas, who I had to play out for you, he ended up trying to fight to protect the poor despite all odds, until Regina came and told him that she'd bargained for his safe passage out of the city, and convinced him that he couldn't possibly succeed (which was becoming pretty obvious at the time with hundreds of demons descending, and millions of bats, and worse). If you had been playing, you would have to have decided whether to go with her, or to stay and fight, possibly to your characters doom - I felt his honor made this as likely a choice.
So, here we have a nearby metaplot, with loads of direct effects on the players, but no incapacitation of the player decision making ability because I presented decisions to be made "underneath" the metaplot.
Put another way, the story continued to be about the Heroes, and the curse was just a background event, not the plot of the story. In point of fact, I did this intentionally to discover just how well it can work. Because the campaign world that I'm playing in has loads and loads of metaplot written for it. So I'm looking for the most effective way to use it, and not make it problematic for play. And I think that I was successful.
Mike
On 7/21/2004 at 5:23pm, Brand_Robins wrote:
RE: Loose Canon
Mike Holmes wrote: Put another way, the story continued to be about the Heroes, and the curse was just a background event, not the plot of the story. In point of fact, I did this intentionally to discover just how well it can work. Because the campaign world that I'm playing in has loads and loads of metaplot written for it. So I'm looking for the most effective way to use it, and not make it problematic for play. And I think that I was successful.
Sounds like you worked it just perfectly.
Though now I have endless sorrow that I couldn't be there for it.
On 7/21/2004 at 5:51pm, Mike Holmes wrote:
RE: Loose Canon
The price one pays for matrimonial bliss, I guess.
Actually, I'm afraid that I may have been a tad heavy handed. Hard to know. I'll be asking about this on the Indie Netgaming list as we discuss things during the break. If anyone is interested, see my sig.
Mike
On 7/21/2004 at 8:53pm, Donald wrote:
RE: Loose Canon
Mike Holmes wrote: For instance, I happen to know that the PCs are not written as being the ones who are involved as destroying the Temple of the Reaching Moon in Sartar. But what if they were? What if an adventure were written in which they were responsible for destroying the temple? The problem is that such an adventure can't have any choices for the player to make. They must accept the assignment, and then go along the predestined path to success. In fact, they cannot be allowed to fail, or else the metaplot fails, and all subsequent material is useless. So there is no real challenge to succeed, there are no moral questions for the player to answer, they don't even get to decide how to approach the problem. They're merely window dressing in such an adventure.
I don't agree that this is a problem. If the PCs want to tackle such a thing then let them. If they succeed then they were the ones who did it. If they fail someone else does the job. One of the best examples of this I heard was where the players succeeded but the GM ruled that an NPC got the credit because they hadn't any decent relationships so no one believed they'd done it.
On 7/21/2004 at 9:08pm, ErrathofKosh wrote:
RE: Loose Canon
I have never played HeroQuest... Though the more I read, the more I would like the chance. That being said, I've experienced this problem playing Star Wars. (lots of metaplot)
If done correctly, both playing under the metaplot and getting involved in it can be woven together. What do I mean? The main story was about our characters, the background was the Galactic Civil War. But, at one point my Jedi character ran into Darth Vader and managed to cut off his arm. Vader hunted him for awhile for vengeance. I would call that affecting the metaplot (in a minor fashion) while mainly being under the metaplot.
OK, now I'll shut up and just read your HeroQuest thread. (Must resist... buying another game...)
:)
Jonathan
EDIT: BTW, I do have a really old (circa 1977, same as me!) Runequest game book. Is that the same Glorantha?
On 7/21/2004 at 10:06pm, Mike Holmes wrote:
RE: Loose Canon
Oy, Donald, if the players had the choice to do this, then it wouldn't be a problem, no, of course not. Have you been reading what I've been writing? It's when they're forced to destroy the temple that it's a problem.
In the adventures that this thread are about, the potential problem is that the players are put into the situation where they might theoretically be able to say no to doing something like destroying the temple. But then they are required to do so if any of the subsequent adventures in the series are to be able to be played, or, indeed, if you want any of the metaplot to hold.
That is, what would be problematic, in the example, would be if there were an adventure in which the PCs were sent to destroy the temple. Because they can't choose not to do so. The player participation is reduced to minimal, therefore.
Mike
P.S. Jonathan, same Glorantha, different rules by far. Your comments are precisely what I'm talking about in terms of using metaplot correctly.
On 7/22/2004 at 1:34am, Invain wrote:
RE: Loose Canon
Mike Holmes wrote: In the adventures that this thread are about, the potential problem is that the players are put into the situation where they might theoretically be able to say no to doing something like destroying the temple. But then they are required to do so if any of the subsequent adventures in the series are to be able to be played, or, indeed, if you want any of the metaplot to hold.
That is, what would be problematic, in the example, would be if there were an adventure in which the PCs were sent to destroy the temple. Because they can't choose not to do so. The player participation is reduced to minimal, therefore.
Well, saying "no" to destroying the temple is essentially saying "no" to going on the adventure at all, isn't it? I think the problem with the Sky Ship adventure is that the players are not allowed to make any meaningful decisions at all. They are bystanders in what should be their own story.
The other problem with metaplot adventures is that the PCs are expected to be successful in the current adventure (Sky Ship) before moving on to the next installment (Dragonrise). This is a common problem with serial adventures - you are assumed to have been successful to some minimum standard in the current adventure before moving on to the next in the series. If your players fail (deliberately or otherwise) then they don't get to play the rest of the series, and that's OK in my book. You have the choice of using a deus ex machina plot device (an NPC steps out of the shadows and saves the day) or you just don't play the remainder of the published storyline. If you are creative, you might be able to scavenge ideas from future publications in the series, but you can't use them "as is".
Anyway, I am feeling a bit uncomfortable sitting here ragging on an otherwise pretty good game supplement. I haven't published anything myself (Yet. I have a minor article in a con fundraiser book due out next week.) so I figure there is a limit to how much bellyaching I can do from the sidelines. :)
~Kevin McD
On 7/22/2004 at 10:12am, Wulf wrote:
RE: Loose Canon
ErrathofKosh wrote: EDIT: BTW, I do have a really old (circa 1977, same as me!) Runequest game book. Is that the same Glorantha?
Yes, in theory. That is, lots and lots of details, and some big stuff, have changed, but less than the changes between the book and the movie (for any given book/movie). There's also several tons more source material in print by now...
Wulf
On 7/22/2004 at 1:41pm, Mike Holmes wrote:
RE: Loose Canon
Invain wrote: Well, saying "no" to destroying the temple is essentially saying "no" to going on the adventure at all, isn't it? I think the problem with the Sky Ship adventure is that the players are not allowed to make any meaningful decisions at all. They are bystanders in what should be their own story.It's this adventure, and ones like it that I'm referencing. I was avoiding pointing fingers by using a hypothetical, but it's precisely these that are problematic. I've run and played through two of them (not saying which, so don't ask).
In my hypothetical, the PCs accept the task, get to the temple, defeat the guardians, but then have a philosophical discussion with one of the temple priests at that point. In that discussion, the players decide that they really like the idea of their characters going Lunar right then and there.
Something nearly like this happened in one of the scenarios that I ran.
If they turn and defend the temple successfully (maybe they're the only attackers, I dunno), that to me is a really cool decision. But the metaplot is out the window. As such, the adventure in question would not have any support for this "what if," and no adventure in the series that follows would be useable as you say. The real problem with this is that, in the mode I play, the metaplot would be off it's rails after about the second scene of the first adventure. Garunteed.
Now, I've been given to understand that many of the adventures actually do have support for "what if?" (certainly I can't imagine Ron's entry as following the problematic method of presentation, and I'm sure other authors avoid the problem neatly). As such we shouldn't put all of these adventures in the same can and call them problematic. That's why I've been trying to remain hypothetical, and just saying that, in principle, having adventures where the PCs are expected to follow a certain plot, and make particular decisions with each turn, that these are problematic.
Mike
On 7/23/2004 at 12:21am, Donald wrote:
RE: Loose Canon
Mike Holmes wrote: Oy, Donald, if the players had the choice to do this, then it wouldn't be a problem, no, of course not. Have you been reading what I've been writing? It's when they're forced to destroy the temple that it's a problem.
Yes, you appear to be arguing that a meta-plot or story arc is bad either because the players are forced to follow a particular line or they are reduced to passive observers. It's up to the GM whether that happens or if they are allowed to take over roles and the NPCs only step in where the PCs fail.
As far as the destruction of the Temple of the Reaching Moon is concerned canon says it is destroyed by a dragon being awakened underneath it. Unless you have a PC who's a dragon who has been asleep for several centuries the PCs don't destroy the temple. The PCs may be involved in wakening the dragon or may not, they may get the credit for wakening it or may not. The only thing you have to do as GM is have the dragon waken and the meta-plot carries on.
On 7/24/2004 at 5:03pm, Mike Holmes wrote:
RE: Loose Canon
Donald wrote: Yes, you appear to be arguing that a meta-plot or story arc is bad either because the players are forced to follow a particular line or they are reduced to passive observers. It's up to the GM whether that happens or if they are allowed to take over roles and the NPCs only step in where the PCs fail.Change "because" to "when" above. That is, I've said over and over that metaplot doesn't have to be problematic at all, when you do it as you've proposed. I covered your case from my first post about the subject. Metaplot is only problematic when the Gm forces the players to follow a particular line.
The thing is that this is what the published adventures in question suggest doing, essentially, by making later material unusable unless the GM provides that force.
As far as the destruction of the Temple of the Reaching Moon is concerned canon says it is destroyed by a dragon being awakened underneath it. Unless you have a PC who's a dragon who has been asleep for several centuries the PCs don't destroy the temple. The PCs may be involved in wakening the dragon or may not, they may get the credit for wakening it or may not. The only thing you have to do as GM is have the dragon waken and the meta-plot carries on.Donald, apparently you don't understand the meaning of the word hypothetical. Moreover, I couldn't care less about Gloranthan canon, I don't even play in the world. I'm just pointing out how certain publication designs might be problematic for the people who would use them. In fact, one reason I don't play in Glorantha, is so that I can avoid the pitfalls of the metaplot.
Mike
On 7/26/2004 at 12:37pm, simon_hibbs wrote:
RE: Loose Canon
Published adventures generaly contain characters, events and situations. Characters and events are largely immutable, and seve to frame the scenario. they create the situation in play within which the characters can act. All scenarios contain some events that can't be affected by the actions of the players.
This isn't a problem. If you want to run the adventure as written, fine. If you want to use the location but change the characters and events, that's fine too. If you want to change the adventure so the players take the rles of NPCs in the adventure and the 'PC' roles are taken by NPCs, why not? It is inherently within the nature of roleplaying games that this can be done, and in fact it happens all the time.
You can't have playable examples of big epic plots that affect the course of history, and present them in a playable way, without providing stats for great epic characters and describing great epic events many of which will be immutable within the context of the scenario. Outside the context of the scenario as written, it's your game and you can't blame anyone else for the limitations you play within other than yourself.
Simon Hibbs
On 7/26/2004 at 6:55pm, Mike Holmes wrote:
RE: Loose Canon
You're saying that you can alter the material presented to make it useful? I don't have any problem with that. All I've said is that it's problematic as provided. Saying that it's not problematic because it can be fixed is like selling somebody a new car and telling them that with some repairs that it'll work fine. Why not sell a car that works?
Mike
On 7/26/2004 at 9:00pm, soru wrote:
RE: Loose Canon
Alternatively, like buying a highly configurable and tweakable kit car but complaining that it comes pre-assembled into something that's drivable.
True, for someone who wants to do all the tweaking, there's going to be some wasted effort in taking it apart it before doing the tweaking, but really that's nothing compared to building the whole thing from scratch. And some people will want to just buy and drive.
I'd rather have a scenario that said 'in Sea season 1622, the Colymar tribe revolted against the Lunars, massing a warband 3000 strong against the 5000 Lunar troops of the Beryl Phalanx. Here is what happens, here is how your heros can get involved, what are they going to do?' than one that said 'in Sea season 1622 (or some other time appropriate to your campaign) the Colymar tribe (or some other tribe or clan appropriate to your campaign) rebelled (or stayed peaceful), massing a warband (or performing a great ritual)... (rest cut for space).
For the way I think, the first would be far more immediately useful. Taking a concrete example that hangs together, and changing it, is far easier to me than adding in a full set of details to a generic or flexible skeleton.
Admittedly, I know other people think differently, and I don't have any statistics as to how many people think one way or the other.
soru
On 7/27/2004 at 9:50am, simon_hibbs wrote:
RE: Loose Canon
My possition is that criticising a scenario for being linear, boring, badly plotted, with poor characters and such that's fine.
Criticising it for containing established characters, fixed events and defined locations then you're essentialy criticising it for being a scenario.
Perhaps some people think Issaries Inc shouldn't publish epic scenarios in which major events ocur, but since this is exactly the kind of thing HeroQuest is supposed to be used for, and there have been widespread calls for published examples of how to play HeroQuest, this is moot.
Simon Hibbs
On 7/27/2004 at 2:46pm, Tim Ellis wrote:
RE: Loose Canon
From what Steve Martin (of Issaries) was saying at Continuum this weekend, they see this as more of a problem of presentation than the type of scenario.
In other words, as Simon points out above, these scenarios are designed to tell the epic events of the Hero Wars, so the events themselves are "a given". However the involement of your PC's, and what they do in the course of the events described, and what effect that has on the campaign going forwards is far more open to the individual campaign. So the Dragon will rise occur and destroy the temple in the Dragonrise scenario (Obviously GM's can choose for this not to happen, but will have to work out "future history" for themselves), but the effect this has on the PC's, their friends & followers, their clans, and how their actions are viewed by the onlookers (both sartarite and lunar) are all things that can be dealt with in individual campaigns.
On 7/27/2004 at 4:33pm, Mike Holmes wrote:
RE: Loose Canon
simon_hibbs wrote: Criticising it for containing established characters, fixed events and defined locations then you're essentialy criticising it for being a scenario.Is anybody making this criticism? Not that I've seen. It's precisely how to present such material that we've been discussing. Not whether or not to have the material, but just the presentation. How to make it not suck.
Mike
On 7/27/2004 at 10:04pm, Invain wrote:
RE: Loose Canon
Mike Holmes wrote:simon_hibbs wrote: Criticizing it for containing established characters, fixed events and defined locations then you're essentially criticizing it for being a scenario.Is anybody making this criticism? Not that I've seen. It's precisely how to present such material that we've been discussing. Not whether or not to have the material, but just the presentation. How to make it not suck.
Although you did say:
Mike Holmes wrote: In fact, one reason I don't play in Glorantha, is so that I can avoid the pitfalls of the metaplot.
From which I infer that the mere existence of a metaplot in HeroQuest was one of the factors influencing you to avoid Glorantha as an RPG setting. If it were simply a matter of not using a few of the scenarios in the published adventure books, then I don't think it would have been that big an issue.
Anyway, to be clear, I think we can all agree that an adventure where the players are not allowed to make any substantial decisions is poorly written. Also, a campaign level metaplot that is so detailed that it ceases to be an aid to narrators, and instead becomes a restrictive burden, is also a Bad Thing (tm).
While the former has arguably been a problem in recent adventure supplements, the later has not - at least so far. Although ideally you should not have to make major changes to a scenario to make it playable, this is not a big problem if you have the time/energy/creativity to adapt it to your game. If not, then you just don't play it. It isn't such a loss, since there are several other adventures in any given book to choose from.
Personally, I have found the campaign level metaplot to be a great deal of help in plotting out my Carmania game. If I were running a game in Dragon Pass things might be different, but I don't think so. Individual adventures are another issue entirely. Most are fine, some are problematic - particularly the one that sparked this discussion. I really don't see that as a metaplot issue, though. It just comes down to the good old fashioned art of adventure writing.
Writing for a generic audience is very difficult, though. This is why I haven't submitted any of the twenty or so Hero Wars/Quest adventures from my game to Issaries or a fan mag. Each adventure is lovingly tailored to the needs/desires of my gaming group. The adventures usually consist of a page or two of general plot outline, involved groups and major NPCs, and potential challenges. The metaplot helps determine what the NPCs are up to, but the players are entirely free to act. This is why a loose book of plots and major NPCs suits me more than official "it happens this way" adventures. But that's just me.
~Kevin McD
On 7/28/2004 at 9:07am, simon_hibbs wrote:
RE: Loose Canon
Mike Holmes wrote: Is anybody making this criticism? Not that I've seen. It's precisely how to present such material that we've been discussing. Not whether or not to have the material, but just the presentation. How to make it not suck.
It seemed to me that the first post was criticizing the scenarios for containing major events that are beyond the player's controll. I do agree that presentation is an important factor, but ferankly no scenario of this kind is going to please everyone. There will always be some poeple who see a fixed event in a scenario and want to change it, or allow it to be changed in their game.
What I'm sayin is that:
1) These are scenarios. All scenarios present events like this, to some degree or other, some better than others.
2) The traditional approach in roleplaying has always been that if you don't like something in a scenario (or anywhere else) for your game, change it.
3) HeroQuest and it's supplements go out of their way to suggest and approve this.
It is true that scenarios can be written in a more toolkit-like fashion, but that works best for stand-alone scenarios. A campaign series of linked scenarios by it's nature has to maintain more consistency and determinacy in the outcomes of events from one supplement to another however that's mainly a constraint on presentation and the authors, it's not necesserily a constraint on the GM or players.
Simon Hibbs
On 7/28/2004 at 12:39pm, Valamir wrote:
RE: Loose Canon
A campaign series of linked scenarios by it's nature has to maintain more consistency and determinacy in the outcomes of events from one supplement to another however that's mainly a constraint on presentation and the authors, it's not necesserily a constraint on the GM or players
Except that's making the assumption that a campaign series of linked scenarios is a good and desireable idea.
IMO if you have 1 book that describes who all the key persons are (great and small), what they want (epic and mundane), and their network of interrelatedness (families, friends, enemies, and professional acquaintences) and then have the player characters all have things that they want that overlap with this...
Then you get your entire campaign all in one book. Load a small corner of the world with lots of situation, wind it up, and just watch the players efforts write their own campaign story line.
I've never seen a series of linked scenarios that didn't disappoint. I think that's an old school holdover and exemplifies the sort of linear thinking that really doesn't belong in Hero Quest.
On 7/28/2004 at 3:33pm, simon_hibbs wrote:
RE: Loose Canon
Valamir wrote: I've never seen a series of linked scenarios that didn't disappoint. I think that's an old school holdover and exemplifies the sort of linear thinking that really doesn't belong in Hero Quest.
As it happens, I actualy agree. I don't yet own any of the campaign sourcebooks, and don't imagine I'd ever want to run them. I'd much prefer supplements like the ones you suggest.
In the end, what kinds of books they choose to publish is a commercial call that is up to Issaries Inc to make. I'm not realy that interested in the campaign series, so don't buy it. Therefore whatever events and such are in there aren't a problem for me. On the other hand, they don't get my money. Well, yet anyway. At some point I'm sure I'll pick them all up, perhaps when I have more time on hand for roleplaying. Or if I'm fantasticaly lucky, maybe I'll end up playing them (fat chance!).
Simon Hibbs
On 7/28/2004 at 6:45pm, Mike Holmes wrote:
RE: Loose Canon
Simon, correct. That is, my entire content on this thread has been to clarify the problem from that which the poster presented in the first post.
To oversimplify:
1. Orignal Poster: Scenarios are bad.
2. Mike: not scenarios, just certain presentations that force endings.
3. Simon: but it's only scenarios that force certain endings that are bad, not all scenarios.
So here's me nodding, and wondering why the need to reiterate what I took several posts to make clear. If you're just here to agree with me, then yay, we all agree.
Now you're agreeing with Ralph who was just reiterating what I'd said. Yay, more agreement.
Invain, my problems with the metaplot are larger and more personal than the subject of this thread. See this thread: http://www.indie-rpgs.com/viewtopic.php?t=9417
But, generally, if the metaplot is completely known from the start, then avoiding these problems by playing using the methods that I like is much, much easier. That is, even more of a consternation than metaplot itself is metaplot which is "coming" from the designers. Again, as I've said previously in the thread, I like "history" and "events" just not "metaplot" if that means the sort of scenarios that we're talking about.
But, again, that's almost an entirely different problem than the one of how to design scenarios that this thread is about.
Mike
Forge Reference Links:
Topic 9417
On 7/28/2004 at 7:46pm, Invain wrote:
RE: Loose Canon
Mike Holmes wrote: Invain, my problems with the metaplot are larger and more personal than the subject of this thread. See this thread: http://www.indie-rpgs.com/viewtopic.php?t=9417
Wow. I had forgotten about that thread. Brand had some really interesting posts there, which were well worth re-reading. Thanks for the pointer!
~Kevin McD
Forge Reference Links:
Topic 9417
On 7/28/2004 at 8:32pm, Ian Cooper wrote:
RE: Loose Canon
We definitely had some problems with one of the 'big event' episodes in play - Orlanth is Dead. I played in the presentation of it we had at our group and did not run it. The narrator's decision was to walk us through the events in the scenario, as the situation becomes increasingly dire, step-by-step. In hind sight this was a mistake, because player choices became unimportant: we could not affect events. So in one episode we we rounded up clan folk and cattle in the dead of winter for a huge sacrifice, struggled through the snow and trolls, and discovered that our effort was for nothing and made no difference to the failure of the ceremony.
Of course you could say we were experiencing a feeling similar to our characters, but there is a 'whiff' factor here. Our heroes may have been powerless, but the players don't want to feel powerless.
The sweetspot here is, I think to treat the write up presented as descriptions of the 'big event' but create actions within them that are meaningful to the heroes. So for Orlanth is Dead the sweetspot for me is how does your clan survive the darkness. It's a disaster movie for Orlanthi. Think 'The Day After Tomorrow'. What you get in OiD is the special effects budget, but you need to add a story. So adopt 'Story Now' treat most of OiD as a handout and begin in media res where it makes sense for your group.
The Shiprise is harder because it is the proverbial 'train ride' by its very form. Again I think the response is to focus on creating a maningful involvement for your heroes, Kallyr's big event is the backdrop, the special effects budget. Amidst that huge event there must be room for smaller events glossed by the text but meaningful to your heroes.
But as Tim points out Stephen Martin of Issaries made it pretty clear at Continuum that they were aware of the issue and would watch for deprotagonizing players in the Dragonrise.
On 7/28/2004 at 9:03pm, Invain wrote:
RE: Loose Canon
Ian Cooper wrote: The sweetspot here is, I think to treat the write up presented as descriptions of the 'big event' but create actions within them that are meaningful to the heroes. So for Orlanth is Dead the sweetspot for me is how does your clan survive the darkness.
Exactly! The Narrator should begin by describing the horrors of Fimbulwinter (which I had no idea was an actual Norse term, BTW), and that nothing your characters tried was successful in stopping it. You don't play this out, since it isn't a pivotal, and thus dramatic, moment. The adventure actually starts when there is something that they can accomplish.
Ian Cooper wrote: It's a disaster movie for Orlanthi. Think 'The Day After Tomorrow'.
God, I hope not! I hear that movie was lame... ;)
Ian Cooper wrote: The Shiprise is harder because it is the proverbial 'train ride' by its very form. Again I think the response is to focus on creating a meaningful involvement for your heroes, Kallyr's big event is the backdrop, the special effects budget. Amidst that huge event there must be room for smaller events glossed by the text but meaningful to your heroes.
Agreed, although at some point in the campaign the PC heroes should be involved in the Big Events. Keeping the PCs involved with side events is not a solution that will last forever unless the "big events" turn out to be a dazzling side effect of the real big events that the PCs were responsible for.
Ian Cooper wrote: But as Tim points out Stephen Martin of Issaries made it pretty clear at Continuum that they were aware of the issue and would watch for deprotagonizing players in the Dragonrise.
This is good news indeed. :)
~Kevin McD
On 7/29/2004 at 3:23am, Hobbitboy wrote:
RE: Loose Canon
Invain wrote: Agreed, although at some point in the campaign the PC heroes should be involved in the Big Events. Keeping the PCs involved with side events is not a solution that will last forever unless the "big events" turn out to be a dazzling side effect of the real big events that the PCs were responsible for.
Isn't that the big promise of a good system and/or a good GM?
I've heard of several D&D campaigns based in Greyhawk which followed the accepted timeline up to the point where the characters were powerful enough to influence events whereapon the GM's 'allowed' the character's actions to steer it off in different (and often unexpected) directions. And if its possible in D&D it must certainly be possible in HQ!
As long as the presence of a metaplot doesn't either
• prevent the GM from allowing character actions to influence the game world (possibly even rewriting metaplot events).
• prevent the players from believing that their characters could influence the world.
I don't see it as an inherently bad thing.
As an aside- I have only a passing familiarity with Norse mythology but couldn't you say that though Odin 'Knew' where the metaplot was headed (Ragnarok, his personal demise, etc.) it didn't stop him from trying to change it?
Thanks,
- HB
On 7/30/2004 at 8:14am, simon_hibbs wrote:
RE: Loose Canon
Mike Holmes wrote: So here's me nodding, and wondering why the need to reiterate what I took several posts to make clear. If you're just here to agree with me, then yay, we all agree.
You're right, I see it now. How dare I agree with you. Shame on me!
Simon