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Topic: d20 to Heroquest: introducing narrativism?
Started by: CCW
Started on: 9/13/2004
Board: HeroQuest


On 9/13/2004 at 5:39am, CCW wrote:
d20 to Heroquest: introducing narrativism?

Hi

This is my first forge post (though I’ve been lurking for a few months). I’ve found the discussions here extremely useful and remarkably inspiring.

Predictably, in my first post I’m looking for advice.

My friends and I plan to start up our regular gaming group again (after a summer hiatus) in a couple of weeks. I’ve suggested, and they’ve agreed, to switch systems from a highly house-ruled d20 (in a bronze-age setting) to Heroquest.

I was tired of having to come up with more and more house rules just so we could play the way we wanted to, and Heroquest looked useable without modification. The characters were also reaching the point when their adversaries would take me hours to write up (classes, templates, skills, feats, magic items, oh my!). Moreover, I guess I felt that Heroquest would make it easier to expand the story beyond monster killing (though we all enjoy that a lot too).

We’ve had one exploratory game already (with only two of four players) and it went pretty well. While there will likely be some hiccups while people (not least of all myself) learn the system, I’m optimistic in this respect.

What I wonder about (and this perhaps only because of far too much reading of these forums) is whether I should suggest a serious discussion of creative agenda. How important is it for the player’s agendas to be laid out before play? We’ve been having a pretty good time up to now; will it improve our game if we all agree, explicitly, to try a narrativist approach (my likely preference, and one supported by Heroquest)? I think that, so far, we've been playing something pretty mixed, though there has, I think, been some drift towards narrativism.

One of my problems is identifying my players’ preferences. I’m not sure how to ask them directly without bringing in forge-speak and possibly putting them off the whole thing. They all lead busy lives (I’m the youngest at 35) and for the most part prefer not to spend too many hours talking about (or e-mailing about) the game when we aren’t actually playing.

Is it too much to introduce a new game system and a new theory of role-playing at the same time? Should I get on with playing the game instead of getting myself too tired for work over this?

Thanks,

Charles

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On 9/13/2004 at 6:10am, Trevis Martin wrote:
RE: d20 to Heroquest: introducing narrativism?

Hi Charles,

You're the best judge of your friends but I will contribute a couple of thoughts.

I find that discussing the theory makes the try of the agenda too self conscious. It also has the side affect of possibly starting a 'right way to roleplay' kinda thing. There is no right way. You are best off just playing the game as written and making sure you understand all the implications of the system. It will happen by itself. Perhaps trying a variety of games that seem to support the agenda you want to experiment with and see how you like them.

If they're interested in this stuff why not casually direct them here to consider the ideas for themselves?

best,

Trevis

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On 9/13/2004 at 7:45am, Peter Nordstrand wrote:
RE: d20 to Heroquest: introducing narrativism?

Hi,

Having tried different approaches when introducing Nar play, I must say that I agree with Trevis Martin. A theoretical discussion about Creative Agendas rarely work, and might in fact have the opposite effect from what you intended. Essentially, "just play the game for a couple of sessions" is probably good advice.

Also, if you are interested in Nar, focus a lot on relationships; use the relationship rules of HeroQuest, and make sure that the players understand how to use their relationships to people and communities to their own advantage.

All the best,

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On 9/13/2004 at 11:06am, CCW wrote:
RE: d20 to Heroquest: introducing narrativism?

Trevis and Peter,

Thanks for the suggestions. I'm rather glad that you advised against the direct approach. Play will be much more fun if we aren't always asking how premise-ful we're being.

My players have already shown lots of interest in relationships while playing d20, going so far as to create new NPCs (without prompting from me), or declare themselves relatives of NPCs I've introduced. This is one reason that I think Heroquest will be a good fit.

Charles

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On 9/16/2004 at 6:00pm, Thor wrote:
RE: d20 to Heroquest: introducing narrativism?

I have been trying to drift D20 recently toward something that felt "more right" and in the process I have come up with a game that looks a whole lot on paper like HeroQuest. So I was wondering; what features did the group take to easily and what has seemed harder?

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On 9/17/2004 at 3:25am, CCW wrote:
RE: d20 to Heroquest: introducing narrativism?

Hi Thor,

I think I know how you feel. I'll be better able to answer your question after we've played a bit more (which we'll do in a week or so). I may post something in Actual play after we've actually played.

Charles

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On 9/17/2004 at 10:17pm, epweissengruber wrote:
One phrase: visual aids

Some players are used to navigating their characters through mazes and squaring off against antagonists. Maps, charts, HeroClix help them visualize this.

So, why not spatialize your story. If you set up a chart with, lets say competing factions, and position your heroes in relationship to those forces, say by using sticky notes to show when they are entering the sphere of influence of one faction, they can see their character's choices (ethical and moral rather than tactical) embodied in space.

In other words, something like relationship maps or character webs or venn diagrams of political conspiracies or a version of the D&D alignment chart that replaces alignment terms with with ethical/political/sexual dimensions, will all help players realize that Narrativist role playing is just a different version of practices that they are already familiar with.

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On 9/17/2004 at 10:18pm, epweissengruber wrote:
RE: One phrase: visual aids

Some players are used to navigating their characters through mazes and squaring off against antagonists. Maps, charts, HeroClix help them visualize this.

So, why not spatialize your story. If you set up a chart with, lets say competing factions, and position your heroes in relationship to those forces, say by using sticky notes to show when they are entering the sphere of influence of one faction, they can see their character's choices (ethical and moral rather than tactical) embodied in space.

In other words, something like relationship maps or character webs or venn diagrams of political conspiracies or a version of the D&D alignment chart that replaces alignment terms with with ethical/political/sexual dimensions, will all help players realize that Narrativist role playing is just a different version of practices that they are already familiar with.

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On 10/4/2004 at 4:18pm, Scripty wrote:
hope this helps

I tried (unsuccessfully) to move a d20 group from D&D to HeroQuest. One of my BIGGEST mistakes was bringing out the Forge lingo. It didn't help that I myself was just getting accustomed to the terminology and its practical application. My approach was: "Hey, this is a new way of playing! Let's try it out and see how it works." Not that there's anything wrong with that approach on its own, but when the first thing you launch into is ---

"A long, long, time ago... in a Galaxy called the Forge... Jedi Ron Edwards whipped up "Story Now"...."

I was dejected/disappointed/crushed that players didn't share my enthusiasm for all this theory stuff. I understand better now that my first steps were my worst steps.

That said...

There's a lot to this Narr thing. And a lot that I think many people don't catch... at all... Especially in my first read-through. I've now read the whole Sorcerer line twice in the last month after having a Zen-koan-like epiphany and realizing: "Wow! I really didn't get this at all..."

With some of these new perspectives/paradigms, I can honestly say that, in my whole career of playing, I have not played in a single Narr game. Not as set out by Ron in his essay and in his Sorcerer books. I've come close. In fact, the closest I've come was Mike's Shadow World game (which, by its strictest interpretation, is a Narr-Sim hybrid) or a game with my last group where the GM just let the players run amok. It wasn't highbrow Narr (or even intentional Narr) but it was a close approximation to what Ron's talking about.

I have, however, stumbled onto Narr in some games that I ran. I know now better than I did what I did right (and what I did wrong) and maybe some of this will help you.

First off, using relationship maps at the table is a good thing. Using them at all is pretty critical. Ron mentioned here on the Forge that he's used diagrams and charts at the table to help people keep the relationships between different NPCs straight. It's my opinion that this is the way to go if you plan on using more than 7 NPCs in the game (which, in HQ, may just barely account for the PC's followers).

Next, make your PCs the main crux of the story. This is something that is repeated over and over in Sorcerer that I think is critical to Narr play. I find it difficult to fathom how a Narr game can be put together without knowing the characters beforehand. In retrospect, one of my next biggest mistakes was coming up with the relationship map and a concrete setting prior to character creation. It was just bad news. The PCs weren't tied into the setting (because they had no choice/say in it) and the PCs found it hard to really care about the Relationship Map (again because they had no real stake in it). If I could call a "do-over" I would've waited until after the characters were created and I had a handle on what type of game the players wanted before putting together my RelMaps. I would've also left my setting a bit more vague at the start, allowing for more player creativity at the onset.

Another thing I'd consider is the scale of the adventure/campaign. I've found it easier to start small. In fact, the moments where I sort of intuited Narr GMing from the subliminal messages here at the Forge were almost always situations where the stakes of the adventure were very small and very personal to the characters involved. The Big, Evil, Bad Nasty was something we built up to. A lot of times my d20 group would run off to "save the world" against some huge, nearly insurmountable threat. But we got our most Narr moments when it was just a roving barbarian betraying his clan to save a comrade from an evil curse. That was deep stuff (and very Narr-oriented), beating down the Dragon-of-the-week wasn't (but it could be given the right circumstances and build-up).

I'm not sure if I would've tried to start off my first session with a "Kicker". Although I understand them much better now, then I didn't. And the players didn't either. So we wound up with lousy kickers, a lousy start, and it just got really painful for that first session.

Maybe just taking the time after character creation to discuss with the players what their character is like, what makes him tick and then working into a kicker from there might do it. Or getting players to give their PCs a Feng-Shui style "Melodramatic Hook" and parsing a Kicker from a brief discussion. Keeping the RelMap open, though, is important here, IMO, as I think that tying a PC's kicker into what's going on around them is very important for putting PCs at the center of the action (and thus creating the story there with them as opposed to around them).

An example, I guess, was my first session (a flop) where I described what a Kicker was and asked the players to come up with one. Bad move. Really, freakin' bad move.

In contrast, two sessions later I summarized where I thought the story was going. It was actually a player's question that spurred it on:

"So, do I need to write up another character or will my PC get rid of this curse?"

To which I replied, "Of course, you'll get rid of the curse. That's a given."

But then it occurred to me...

"How do you plan to get rid of the curse, though?"

What followed was essentially the players piecing together Kickers through a group-brainstorm exercise that developed (a week later) into the most Narr play I'd ever been a part of. The "story" developed entirely from the players' perspective, not from mine. I was a participant but really didn't have much more say in the matter beyond that. It was a brief moment of savantism where I put to use all the things I "understand" now, with absolutely no understanding. And no means of repeating the results.

Hence, my game crumbled. Soon issues began to evolve around the definitions of terms that even I only partially understood. Politics crept in. And nothing grows where political ambitions take root. End of story.

Learn from my mistakes. Check out these threads:

http://indie-rpgs.com/forum/viewtopic.php?t=753
http://indie-rpgs.com/forum/viewtopic.php?t=770
http://indie-rpgs.com/forum/viewtopic.php?t=828
http://indie-rpgs.com/forum/viewtopic.php?t=876

And succeed where I did not.

Scott

P.S. The threads posted are for the "Art-Deco Melodrama" game where Ron pointed out how he prepares for a game of Sorcerer. Most of the concepts could easily apply to a Narr HQ game. If you're really interested in running Narr, I can't think of any single document that would be of more use. Otherwise, HQ does Sim very well (better in terms of portraying people in a particular setting, IMO, than d20) but the focus of HQ-Sim seems to work best when applied to a cultural perspective. Again, advice would be to start small (at a tribal or community level) and branch out from there. Beyond that, yep, a focus on relationships would be helpful in HQ-Sim as well, although HQ-Sim would be prepped a lot like a *normal* RPG session, IME.

Forge Reference Links:
Topic 753
Topic 770
Topic 828
Topic 876

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On 10/17/2004 at 5:02am, CCW wrote:
RE: d20 to Heroquest: introducing narrativism?

Scott,

Sorry for the long delay in replying. In fact I've found a lot your various posts really useful in doing this conversion. Thanks for all the help, even if you only recently knew you were helping.

I don't think my game is really going to be pure anything and so far (we've played 2 sessions using Heroquest) it's been mostly sim. Or so I would guess from my limited understanding of the terminology. Some of the players are starting to really get into the relationship thing though.

In truth, I doubt it matters that much as long as we're all having fun, and I think we are.

Thanks again,

Charles

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On 10/18/2004 at 4:28pm, Mike Holmes wrote:
RE: d20 to Heroquest: introducing narrativism?

CCW wrote:
In truth, I doubt it matters that much as long as we're all having fun, and I think we are.
This is precisely so. The theory is theory, what works in practice is what one should do in practice.

That said, no reason not to try new things, either. Fear is no reason to fail to improve things. I very much am against the "If it ain't broke..." mantra. To me, "If it ain't broke, mess with it anyhow, and see if things get any better." Because, if not, you can always backtrack to what worked. Rarely have I seen well conducted experiements result in a destruction of the game. At worst they just fizzle, and you go back to what was working. At best, things get better. Maybe much better.

Take a look at some of the techniques that Scripty is talking about above. Instead of "talking" about changing the game, "Show don't tell." That is, if you start playing with some of these techniques, the players may follow along and get the vision of what you're trying to do. You have the support of the system (I believe) in doing the sort of things that he's talking about, so go for it. Again, if the players don't bite, you're not really at all worse off for trying, and you've learned something as well.

Mike

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On 10/19/2004 at 1:44am, CCW wrote:
RE: d20 to Heroquest: introducing narrativism?

Mike, hopefully I didn’t imply that my motto is “if it ain’t broke…” That phrase is one of the most aggravating excuses for complacency…it makes me want to tear my hair out.

It’s just that before we started playing, I sometimes found myself really getting stressed out about whether or not players would be ADDRESSING PREMISE. Then I got stressed about the fact I was stressed. Now that it’s in motion, I’ve relaxed considerably and I’m happy to try to introduce narrativist elements without being overly invested in the result. It was a sort of stage fright, I guess.

Scripty, I really like your idea of a group piecing together of Kickers session, and I’d like to try it at this weeks game. As your game was, we are in the middle of things here and don’t really have the opportunity to make all new characters (I’m attempting what my be the most foolish approach to this sort of thing: converting a campaign mid-stream, with existing characters and storyline).

Nonetheless, we’ve come to a pretty good break-point /end of season, so now would be a good time to do this. I think the threads you suggested should be a big help in trying to figure out how to piece together a kicker-like entity (I don’t own sorcerer, alas, and am not 100% clear on the concept yet).

How would people recommend introducing this idea to my players?

Charles

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On 10/19/2004 at 2:12am, lightcastle wrote:
RE: d20 to Heroquest: introducing narrativism?

Hey Charles.

Not having Sorcerer either, I'm also a little vague on the whole kicker concept. But I've read a lot here. I am just starting a campaign based in Glorantha, with people who have mostly been d20 and White Wolf players. I decided to NOT overload them with Forge speak about Narrativism and the like. Especially since I doubt I could explain it well in the first place.

I tried explaining Kickers with examples from movies of that first scene you get a character in. The one that gives us a sense of what his or her story is about. (In particular, I used the introduction of Han Solo in Star Wars, in which we know he is a smuggler, dumped a cargo, and is in hot water with his boss. I figure if that was a PC, he would have set up those conditions and as a kicker said, "I find out that Jabba knows, and he sends someone to talk to me as I try and scrounge up a job.")

That's probably not a good example. Since I'm also trying something new, I figure my game will be a hybrid something, I just want to try adding some new ideas and see if they make things more fun.

But I did get the players together to talk about how all their characters have a story arc their pursuing/investigating. So the Merchant with links to the rebellion's leader (but not really the rebellion) is exploring his ambition versus his old loyalties. The Shipwrecked Sorcerer is putting together a story about how much evil he will commit to free his people from a greater evil. And the Runaway Scholar is looking at a redemption story, how can you ever atone for the inexcusable? Deciding all that made it much easier for them to make their characters. (They came up with what kind of story they wanted to try and then made a character that would let them do it.)

I don't know if any of that helps really.

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On 10/19/2004 at 3:42am, CCW wrote:
RE: d20 to Heroquest: introducing narrativism?

Lightcastle,

It does help, thanks. Examples of how other people have gone about this sort of thing are something I certainly need. I agree that Forge speak is right out, and thanks for the idea of using opening scenes from movies.

It sounds like each of your players has defined a conflict that their character wants to resolve, a question that needs to be answered. There is probably a lot of material from the campaign so far for my players to draw on to do the same for their characters.

I suppose there are two routes to narrativist play: one is to start with this central conflict and then find situations to address it, the other is to start with a life changing situation and then explore how that creates an interior conflict.

Charles

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On 10/19/2004 at 2:25pm, Mike Holmes wrote:
RE: d20 to Heroquest: introducing narrativism?

CCW wrote: Mike, hopefully I didn’t imply that my motto is “if it ain’t broke…”
Not at all. Sorry for the mini-rant.

It’s just that before we started playing, I sometimes found myself really getting stressed out about whether or not players would be ADDRESSING PREMISE. Then I got stressed about the fact I was stressed. Now that it’s in motion, I’ve relaxed considerably and I’m happy to try to introduce narrativist elements without being overly invested in the result. It was a sort of stage fright, I guess.
That's understandable. But it comes from a notion that narrativism requires "something extra" beyond normal play. This is the part that's hard to get people to understand. "Addressing Premise" is a description we use here to describe what happens in play. It's not something that you consciously do in play. You don't say, "Gee, there's an interesting premise, I think I'll address it by doing X, thus creating theme A." Just doesn't happen (well, for we who theorize about it all day, it might occur as an analytical afterthought). Instead, you just do what you've always done in a RPG, make decisions for your character - play your character.

What makes play narrativism is when the situation created by the GM and players is such that the decisions being made are about premise sorts of stuff. Now, that sounds like one has to be thinking about premise. But actually it comes from one of two sources in play. Either this is the way that the players normally play all the time, or the system promotes creation of such situations.

In the first case, some players just play this way naturally. I'm going to do something that I'm not supposed to do, so please pay attention to the caveats. In the following example, we're assuming that we know what the player is thinking and feeling in order to have a sure diagnosis of what's going on. Which is to say that the outcome play could under other circumstances be other modes than the diagnosis. The intent is to show how, in fact, some players are addressing premise while others are doing other things.

Let's say that the situation is that a character has found out that his lover is sleeping with somebody else, and he now has a chance to assassinate that person. If the player is thinking that he doesn't want to kill the character in question because he'll lose experience points due to an alignment restriction, then this is gamism. If he decides to kill the character in question because it's cool and cathartic for him as a player to feel a theme of vengeance created, then it's narrativism.

Note that in both cases that the player probably didn't think about it at all, it just happens.

Note, too, that I've covered the second case in the example. Which is to show how a system might support a particular sort of decision-making. If, in fact, there are alignment restrictions that cause certain penalties for certain actions that result in less power for the character, then the system is supporting Gamism, and it's likely to occur as people make decisions in the context of said system.

For your game, consider first that your players may be, to some extent, already playing narrativism. Do they ever do tactically unsound things because it's cool? Like charging into battle because their character is angry when it would make more sense to wait and ambush? This may be narrativism in action. Do they ever make decisions that end up with their characters in dilemmas? This may be setting up situations in which narrativism can be used.

Further, even when the player does the tactical thing, or avoids conflict, that might be narrativism, too. Again, from outcomes it's hard to say what's going on in many cases. But narrativism is far more common than people think it is, and not at all something that takes special work to achieve.

Also for your game, consider that you already have taken the largest and most important step in getting narrativism to happen, you're playing a system that supports it. Look at your players' character sheets. Do you see homelands? Do you see occupations? Do you see religions and magic? Do you see personality traits, and relationships related to each of these? What you're seeing is premise, tons of it.

For example, let's say that a player has a character from a typically violent homeland, with an occupation of merchant. Do you see the conflict inherent there? What does he do in a foreign land if insulted, say? Does he react violently, or does he play nice so as not to scare off business prospects?

Hero Quest constantly asks the question "Who is this character, and what does he believe?"

Now, that all said, it is possible to ignore all of that premise, and play in a traditionally simulationsim mode. It's even possible to use gamism, but the system really plays against that mode. So I'm not saying that your players will automatically go to narrativism just because of the system.

But I am saying that if they had any inclination towards narrativism before, that the system itself will tend to draw that out. Not as strongly as, say, Sorcerer, but in a subtle, and, to me, very profound way.

This is all to say that you probably don't have a ton to worry about. If the players seem to like the system, that means that it's supporting the mode they like, which means that they're likely the sorts who like narrativism. No matter what it seemed like before.

Scripty, I really like your idea of a group piecing together of Kickers session, and I’d like to try it at this weeks game. As your game was, we are in the middle of things here and don’t really have the opportunity to make all new characters
Kickers are potent narrativism juju. But realize that unless you guide the players tightly on this that the kickers won't be the sorts of situations that promote narrativism. For example, if the player says that his kicker is that he's discovered that the ancient sword of his people has resurfaced in a far off land, that may at first seem to have some depth to it - it does. But it's gamism promoting. Note that nowhere in the premise is there any sign of any dilemma or problem internal to the character. Not potential for conflict in the literature sense. It simply implies tasks to overcome in order to gain more power.

The point is that players who like narrativism, will make kickers that support narrativism. Those who do not will make non-kickers (kickers being defined by setting up narrativism supporting situations). Inappropriate kickers are a cliche at this point.

Further, look for the subtle kickers already present on the character sheet. Again, you may have to look no further than the fact that the character comes from a peaceful homeland, but is a warrior. Once you see these potential conflicts it's pretty darned easy to create the appropriate situation from what's on the sheet.

In addition, if you do decide to do explicit kickers, then try to ensure that they are linked to things on the character sheet. In fact, I'd forbid any kicker that wasn't represented by stats on the character sheet. Or, alternatively, I'd give them stats to represent the pressures of the kicker (considering the kicker to be part of the narrative character creation method). Because central to making Hero Quest play work around an issue is ensuring that there are numbers on the character sheet related to it.

(I’m attempting what my be the most foolish approach to this sort of thing: converting a campaign mid-stream, with existing characters and storyline).
I wouldn't say foolish, but I'd agree with difficult. That said, I'm pulling for you, and hope to see glowing reports of success.

I suppose there are two routes to narrativist play: one is to start with this central conflict and then find situations to address it, the other is to start with a life changing situation and then explore how that creates an interior conflict.
Yeah, sorta. Actually, in the end play, these work the same. That is, the whole "central question" idea doesn't imply that each character is answering precisely the same question. That is, if Sorcerer's premise is "What would you do for power?" then Hero Quest's central premise is "What do you believe, and what would you do for it?" In both of these cases, however, the player never encounters this question on this level. In all cases such "global" premises are tailored to the specific character, reducing it to something more personal. So, for one Sorcerer character the question is, "Would you trade your sanity for the life of a loved one?" For a Hero Quest character the question might be, "Is your culture worth defending even though it does blindly violent things?"

Note, too, that these premises are unconsciously created, as I've said above, and that they change constantly. The question is never static, it's created by the current situation. Nobldy actually formulates these questions in play, they are just how we describe what's happening from an analytical POV. In the game, the situation provides the question implicitly. Is your culture about to butcher innocent women and children in the name of self-defense ("They'll grow to plague us one day if we don't!")? Then the above question may be being asked. But the participants just play. You answer the question by stepping in front of your chieftain and protecting a child and telling him that what they're about to do is madness. Or by taking aim at the nearest threat to your culture.

Given the right situation, it just happens.

So, this is all kickers are: asking the player to establish such a situation, such a localized premise for his character. Thing is, for Hero Quest, this will inform only a relatively short part of the character's life. That is, designed for Sorcerer, Kickers are meant to be resolved in a few sessions of play, and for the character to then possibly be complete (or they can make a new kicker). The advantage of kickers is that they ensure, in theory, that the player is engaged with the situation in question - the idea is, why would they create a situation that they didn't want to play through?

But for long term play, the HQ stats serve just as well, or better for the sorts of premises that HQ best supports. I'm not saying don't do kickers, try them for fun. They'll work to start things off on the right foot. But for long term play, look to the character sheets.

What you do then is steal another Sorcerer technique, far more important to good HQ play, Bangs. Check out the concept as presented in the Art-Deco Melodrama threads that Scott provided. But, essentially, it means presenting the character with a situation that forces the player to reveal the character in some decision. The best bangs are more complex than simple dilemmas, but dilemmas are the easiest to describe. So, for example, having somebody insult the violent cultured merchant as I have it above is a Bang. Set up correctly, with friends from his culture watching, and potential customers on the other side of the tavern, the player can't help but make a choice. Either he redeems his honor with his pals, or he gets in good with the customers. Actually, there are always other options in these cases, he could waffle, which creates an indecisiveness theme, or get very creative and solve for both sides indicating that he's really concerned with both. But the player can't say nothing. Even if he walks away, he makes some sort of a statement.

This is truely, to me, the key to narrativism. That is, the GM presenting situations that don't have a tactical solution, no win condition. Often, but not always, actual "no win" situations for the character. That sort of thing. Presented with such situations, the players quickly see what your agenda is for the game, and will follow suit if they like what they see.

Consider that the conflict resolution system is almost irrelevant to this process. That is, win or lose in contests, doesn't matter much in terms of decision making in this mode of play. The output of the system, however, is keenly designed to create more bangs. That is, "injuries" should be seen as things upon which to build further Bangs. For example, let's say that the merchant in my continuing example decides to insult his insulter back. This is the key decision here, not the subsequent contest. Should he lose the contest, however, and get a -50% to influence either his pals or prospective customers, then a new conflict almost creates itself. Do I accept this situation, or avenge myself somehow?

So, consider well the outcomes of contests, and do not, I say again, do not be afraid to have the heroes lose contests. Rate narrator characters plausibly, meaning that starting player heroes will be relatively weak in many cases. This makes winning even more exciting if it happens. And losing means more building blocks with which to build further bangs. You can't lose as GM here, as long as you remember the "Yes, but," principle. Meaning failure doesn't mean that conflict has ended, in fact, the opposite. HQ is awesome when used that way.

Any of this making sense?

Mike

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On 10/19/2004 at 4:57pm, Brand_Robins wrote:
RE: d20 to Heroquest: introducing narrativism?

Mike Holmes wrote: This is truely, to me, the key to narrativism. That is, the GM presenting situations that don't have a tactical solution, no win condition. Often, but not always, actual "no win" situations for the character.


First let me say that Mike is cool and I someday hope to be as cool as he is.

Then let me add a bit to this -- I've often found that the flip-side of this proposition is to give the character a no-loose situation in the sense that whatever they chose will be something good, something they want, something empowering. The trick is they have to chose one or the other.

Get the girl or the money? The High Priest position or Captain of the King's Guard? You can't do both, so what do you choose?

I'm sure Mike was including choices like this when he said "no-win" as there isn't a "better" or "victory" condition involved, either choice actually requires choice for something other than practical/reward purpouses. I just felt compelled to point out that this "no-win" can be between two very good things, as many GMs heading down the narrativist road fall into the trap of thinking the only way to create drama is to hammer the characters with losing choice after losing choice.

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On 10/19/2004 at 5:53pm, Mike Holmes wrote:
RE: d20 to Heroquest: introducing narrativism?

Brand_Robins wrote: First let me say that Mike is cool and I someday hope to be as cool as he is.
But I'm hoping to be as cool as you...

Enough of the mutual admiration society bullshit, however, you make a good point. I don't mean that one needs to hose players, though that's an option. You have it precisely, Brand, the thing to do is present a situation in which there's no option that's a priori (whether visibly so or not), better than another. Just choices that say something about the character.

In fact, that reminds me of something else that I wanted to mention. The best bangs are ones in which there is no dichotomy, but rather in which the options are wide open. If you can look at a situation and know that the player can't have their character walk away from it without saying something about the character, but yet you have no idea what sort of action he might take in response - those are the best bangs.

They are, however, hard to come by. Creating dichotomies is really, really easy, and not a bad way to go. You simply find two things that the character values, and put them in opposition somehow. The problem with these is that they seem to play out quickly and then aren't as fun to return to.

Note that sometimes people miss the really basic values of a character looking for those that are quite specific. That is, implicit in any homeland are a ton of mores. For example, nowhere in a HQ homeland will it say, "Against Murder" as a personality trait. But it's there, just the same for the vast majority of homelands. From another perspective it is on the sheet - the player should be thinking, "What would my family and friends and village think?" And the character's god (the "worship" relationship). That is, the standard homeland relationships are what forms the basic moral backing of any character. Dissaproval of these people is what prevents a character from acting immorally (according to their code). Indeed, the psychopath is the one who has no relationship stats at all ("He was a quiet type, kept to himself."), or only ones that are about manipulating people (Stringing Along Elders 5W).

So any issue that's basic to the community automatically becomes fair game. Which means that you don't always have to pit "Love of Elaine" against "Duty to Teacher," or other abilities that are explicitly listed, but instead things like "Killing somebody in cold blood" vs. "Protecting the innocent." Or even more down to earth, like "stealing to make a living" vs. "taking from a good man."

Conflict is everywhere and in everything, and HQ covers it all pretty damn well.

Mike

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On 10/19/2004 at 10:44pm, CCW wrote:
RE: d20 to Heroquest: introducing narrativism?

Just a brief note to thank you for your generous replies.

It was really good for me to see how premise is something that just emerges once players are given situations where they must make significant decisions for their characters. I've been looking at the links scripty posted, as well as some others, such as the Well of Souls, trying to get ideas of how to form bangs. I think at this point it's a matter of trying out the techniques and seeing if I can make them work.

I don't think, now, that I'll get the players to produce kickers as such, though this depends somewhat on what they say they want to do next. I'd rather give the characters some down time, and discuss with the players what they want to go on during that time, who their characters interact with etc. In other words, flesh out the character's relationships and establish a sense of what normal life looks like for them.

I'd also like to spend some time completing a relationship map (which I've been using in one form or another since well before we switched to Heroquest). Fortunately most of my players have been good at relationships right from the beginning, tying themselves into existing NPCs and creating new ones on the fly, so making the r-map explicit shouldn't be that hard. I have a pile of pictures of people which the players can use to represent NPCs they have relationships with--I imagine us sticking them to a sheet of poster paper then drawing lines between them.

Finally, if we have time to do some actual playing, there are a couple of bangs I can throw at them to get things going. I drew these from relationships they already have, though I'll probably want to adapt them after our discussion.

All this to commence tomorrow night over Ethiopian takeout. I can't wait.

Charles

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On 10/20/2004 at 3:36pm, Mike Holmes wrote:
RE: d20 to Heroquest: introducing narrativism?

CCW wrote: It was really good for me to see how premise is something that just emerges once players are given situations where they must make significant decisions for their characters.
Just tp be pedantic here, the question asked by the situation is the premise. The answer that the player selects creates theme. Acoording to the Edwardsian model of narrativism.

The point being that premise arises from "set up" play that creates a certain sort of situation, and theme is the result of playing through those situations.

I don't think, now, that I'll get the players to produce kickers as such, though this depends somewhat on what they say they want to do next. I'd rather give the characters some down time, and discuss with the players what they want to go on during that time, who their characters interact with etc. In other words, flesh out the character's relationships and establish a sense of what normal life looks like for them.
What do you expect to get out of this part of play? I'm curious. Personally, I find that just looking at the character sheet gives me a really good idea of what day to day life is like for a character.

Ragnar says goodbye to his *family*, and goes off to join the other *warriors* to defend the *clan*. They travel today to the *Temple* of *Destor*, where he and the other *initiates* seek the counsel of the *priest* there. They then head over to the territory of the neighboring *enemy clan* to raid. Later Ragnar heads to the tavern to meet up with his ally *Vogmar*.

And this is just looking at the relationships and personality traits that stick out. I could speculate that since the character's warrior keyword gives him Running ability, he probably does a lot of running to and from the raid. His homeland has farming as an ability, so the clansmen he defends are farmers, and occasionally he's asked to help with things like harvesting. Yadda, yadda.

I'd also like to spend some time completing a relationship map (which I've been using in one form or another since well before we switched to Heroquest). Fortunately most of my players have been good at relationships right from the beginning, tying themselves into existing NPCs and creating new ones on the fly, so making the r-map explicit shouldn't be that hard. I have a pile of pictures of people which the players can use to represent NPCs they have relationships with--I imagine us sticking them to a sheet of poster paper then drawing lines between them.
Cool. Actually, in terms of shifting from a traditional perspective on how to play, making the actual map is the easy part. Like you said, you've done this before, and people do things like it all the time. The real challenge is then making the R-Map your only source of action.

That is, traditionally, you'd have this map, and then there'd be a raid from another village (to continue with the Ragnar example), and the elder would send the heroes off to exact revenge, but while there, they'd discover that Broo had overrun that clan, and then they'd end up tracking the Broo back to their lair to discover that they were using the captured villagers as sacrifices to summon a powerful chaos demon, etc, etc.

This does not support narrativism very well. The R-Map concept means simply that the people on the map have their own motives and agendas, and they happen to impact the heroes directly or tangentially. Not in a way that forces the action one way or another, but instead in a way that allows the player to deccide where the story goes in terms of their character's responses. Basically you drop all of the "PCs have to be here so that X can happen to send them to Y" sorts of planning.

Bangs, therefore are important, because that's how you instigate action in such situations. Character A who's jeallous of character B asks PC X to help teach him a lesson. Yes or no, play proceeds logically sans planning.

I'm going to guess that you probably get this, but it's worth repeating. R-Maps are not something that's added to the traditional method of GM plotting, but instead are the source of the action themselves in a very non-directed way in terms of pre-planning.

Finally, if we have time to do some actual playing, there are a couple of bangs I can throw at them to get things going. I drew these from relationships they already have, though I'll probably want to adapt them after our discussion.
Maybe. OTOH, I find that it's usually safe to make assumptions. Even if you're wrong, that revelation is often significant. For example, let's say that your bang is that the character's girlfriend is sleeping with the character's best friend (a classic). For most people, this is a no-brainer bang, because it seems to set up an obvious dilemma. A particular player might, OTOH, not see it as a dilemma, "Big deal, Ragnar likes her, but they weren't exclusive or anything. Well, cool, the character doesn't have to take sides or anything, but now we've had revealed something important about the nature of the character's relationship.

Next bang, then is the GF saying to Ragnar that she's interested in being monogamous - she's very dissapointed that he didn't protest about her being with the other guy. See how the one flows into another?

As often as possible, have bangs evolve from the current situation, instead of from prepared stuff. Often these flow better, and one gets a better sense of continuity. You'll find that opportunities present themselves all the time to do this, if you're watching for it.

One technique is to do like I did above, and have an NPC do something unexpected, perhaps even against character. Be careful not to ruin a character concept, or do something really implausible, but if the player says that a relationship so far has been about X, suddenly change it and make it about Y. This forces a "Do I accept my friend as they are now, or reject the changed version?" question that can be quite powerful.

Lots of ways to discover conflict in play arising from tweaking the current situation ever so slightly. Note that when you really get rolling in this mode, players will be setting stuff like this up just as much as you are with their decisions. That is, ask "What scene should we do now?" to get their input. If/when such does not present itself, that's when you reach for a pre-prepared bang.

This all matching your understanding, or am I going off the deep end? :-)

Mike

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On 10/20/2004 at 4:47pm, lightcastle wrote:
RE: d20 to Heroquest: introducing narrativism?

Hey Mike, I love this one.

Maybe. OTOH, I find that it's usually safe to make assumptions. Even if you're wrong, that revelation is often significant. For example, let's say that your bang is that the character's girlfriend is sleeping with the character's best friend (a classic). For most people, this is a no-brainer bang, because it seems to set up an obvious dilemma. A particular player might, OTOH, not see it as a dilemma, "Big deal, Ragnar likes her, but they weren't exclusive or anything. Well, cool, the character doesn't have to take sides or anything, but now we've had revealed something important about the nature of the character's relationship.

Next bang, then is the GF saying to Ragnar that she's interested in being monogamous - she's very dissapointed that he didn't protest about her being with the other guy. See how the one flows into another?


I just think that one's great.

Anyway, all this talk has gotten me back to thinking about relationship maps. Now that I've got my characters made, I want to sketch out the relationship map. Some people seem obvious because they have been mentioned by my players as they set up their characters. I obviously want to tie them sufficiently together that pulling on one thread sends tremors throught the rest of the web. any suggestions on size of, how tightly intertwined to make them, etc?

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On 10/20/2004 at 7:03pm, Mike Holmes wrote:
RE: d20 to Heroquest: introducing narrativism?

Well, drifting a tad to the off topic, but I really don't have much of a response. First, more is better than less in terms of overall characters because you can always just not use the less useful ones. In terms of how intertwined? The tanglier the web, the better. It's possible to get implausibly tangled (you only get one co-incidence, for example, any more breaks suspension of disbelief quickly), so avoid that, but stop just short of it. As long as you can come up with a plausible connection, put it in.

Mike

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On 10/20/2004 at 7:31pm, CCW wrote:
RE: d20 to Heroquest: introducing narrativism?

I don’t mean to spend a long time talking about their daily lives, but I think it might help us to identify who the characters have relationships with--give the players more things to write on their character sheets. It’s relatively easy to imagine yourself a self-sufficient adventurer when you’re off fighting demons (or what-have-you) but much harder when you have to think about daily life: “you mean you just spent six months sitting silently in a tavern, waiting for the faceless king’s messenger to turn up with a mission?”

Mostly I see it as a warmer for building the r-map.

I do see what you mean about keeping the action inside the r-map. This was a problem I made a while back in my game. The characters went off on a quest and initially I wondered why things felt so much less satisfying; then I realized that they were, for lack of a better term, out of context. I was, indeed, trying to affix a more traditional D&D type quest to what had been becoming much more relationship based.

I’m not too worried about making assumptions, it’s just that some of the details may change, not the broad strokes. I do like your advice about changing the nature of a relationship, I might just make use of it tonight (though maybe not your specific example—I still have 3 hours to think about it…). “What scene should we do now” is definitely something I want to make more use of.

That’s a good question, Lightcastle, though I must confess it hadn’t occurred to me. I figure it should be as convoluted as you can make it, as long as you, as GM, can easily keep track of it all.

Charles

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On 10/22/2004 at 5:22pm, Scripty wrote:
RE: d20 to Heroquest: introducing narrativism?

I'm back. Sorry it's been so long. Mike covered a lot of important stuff already and quite well. He is the greatest. If only I were as cool as him, then I would be one step closer to being as cool as Brand. (heehee; just an oblique reference to the earlier love-fest, they are both equally cool individuals).

Now, on with it!

I differ from most people here at the Forge on the issue of size of relationship maps. I think that size does matter as regards an R-Map. The larger the R-Map the more NPCs the players have to keep straight, the wider the horizon of connections, the more connections that must be made plausible, etc. I tend to feel, as regards R-Maps, that less is more. Here are some guidelines that I use.

If you are doing a short adventure, the smaller the R-Map the better. If I'm doing a 3 session adventure, I like to keep R-Maps to 7 NPCs or less. Things are tighter, more entangled and more focused.

If you are doing a longer series of adventures, more is okay. I've seen R-Maps with upwards of 10 or 11 NPCs. IMO, that's fine but recognize that there may be more "drift" as players work their way around the R-Map. Further, I think that if you have more than 7 NPCs then the R-Map should definitely be kept on a chart for all to see and updated regularly as new connections are discovered between the NPCs. Again, this is all to help the players "keep up" with what's going on.

A last caveat with R-Maps is that no matter how big you make your R-Map, understand that it's going to become much bigger during play. Your players are going to have NPC connections that will (and should) tie into the R-Map. There are going to be incidental NPCs associated with individuals already on the R-Map, though they may not play as great a role they're still there. So, no matter how big you *think* your R-Map should be, I would advise to shoot lower. If you want 11 people in your R-Map, detail 7 of them and leave four blanks to fill in (either with the players' NPCs or incidental supporting characters). If you want 7, detail 5 of them. Your R-Map will fill out, believe me.

The R-Map, however, as presented by Ron in Sorcerer's Soul is presumably going to be based on a work of fiction. In the Art Deco Melodrama threads, there are some enlightening examples of tying both players' NPCs (and players) into the R-Map as well as paring down the R-Map to eliminate unnecessary NPCs. We see Ron substitute NPCs on the R-Map for NPCs listed on the players' sheets and we also see Ron combine NPCs from the fiction into one person on the R-Map as well as remove some NPCs on the R-Map that no longer made sense or were cumbersome.

This is an important skill, IMO, when dealing with R-Maps as I think they can easily get out of hand. Mike himself commented in our last ShadowWorld HQ campaign that his list of NPCs had grown upwards of 45. NPC creep is not your friend!

A final bit of text about kickers, bangs, etc. I think Brand and Mike are spot on with their advice. But there is something within there that I think is really important that might be overlooked.

Mike Holmes wrote:
Lots of ways to discover conflict in play arising from tweaking the current situation ever so slightly. Note that when you really get rolling in this mode, players will be setting stuff like this up just as much as you are with their decisions.


Tweaking. Tweaking. Tweaking. I tend to call it "spiking" after how Ron refers to "spiking the Kicker". As I understand it, it's pushing the tension in a situation or scene. Upping the excitement level just that bit.

IMO, it's the way to make a dull Kicker something really, really good. It's a way to think of Bangs ("What would be really good right about now?"). It also unconsciously ties into theme/premise. If it's not a really good setup, then it likely isn't asking questions that the players want answered.

For example, lame Kicker #1267280. A player says "I woke up and my car was gone." Mkay. Here's the horse, there's the water... Ask questions that you think might add "spike" to the kicker.

Me: "What if there was a note on the kitchen counter? Something like your wife saying that she's left to go off somewhere and is never coming back?"

P: "No, that would suck..."

(Notice how we've already eliminated Romantic premises from the player's story...)

Me: "Okay. Well, what if you went out to investigate and realized that your house was at a different address? Looks the same (except for your car missing), has all the same/similar stuff in it? But it's definitely not your address."

P: "That's just weird."

Me: "But would you be interested in that?"

P: "Um. No. Not really..."

(Player's obviously not into Burroughs...)

Me: "What if there was a note from cultists who had kidnapped your wife and took her somewhere? But they wanted this ancient tome you have on your character sheet in exchange...."

P: "Ooo. That sounds cool. And I have to go to some far away location to get her..."

Me: "Sure. How about Prague?"

P: "No. Tiajuana..."

(Note: About this point in the conversation you will see a noticeable (even at times maniacal) gleem in the players' eye. Don't be scared. The player is now engaged in play (which is essential to Narr play, IMO). Your job just became a whole lot easier...)

Me: "Sounds good to me."

P: "So we start with me finding the note?"

(Note: Gleam gone. Player is used to weeks of build-up to get to the "good stuff".)

Me: "Screw that. You're getting off the plane in Tiajuana, with a name and a phone number."

(Note: Gleam comes back.)

P: "No. I want to make them talk first."

Me: "Cool. You're headed to an art gallery where you've found out a couple of the cult members work. You've got a shotgun in one hand and..."

P: "No. All I want to take is my ceremonial knife..."

(The gleam may seem creepy at times but it's important to know that your mission, should you choose to accept it, is to make sure that gleam never fades until, at last, the player takes ownership of it and will never settle to play in a game where he doesn't feel it. I've been in some games where players not only pushed the envelope, but mailed it COD using a big fat "F.U." for postage. The point, I guess, is that this is their story, not yours. You're there to facilitate whatever dark closets of the subconscious they want to air out that day. It's a shift in focus from the usual RPing, but a vital one. IMO, anything less is not Narr play.)

The "Yes, but..." is important. Spiking, after all, is nothing more than "Yes but..." on a meta-level.

In play, "How...?" "Yes, and...." and "Yes but..." are the biggies. As are "Good", "Sure", and a heartfelt "Cool...". I suppose something to look at is the shift in determinism in Narr play. In traditional RPGs, it's up to the GM to say "No" and players look for, and expect, that. But in Narr play, IME, the onus of negation is often shifted to the players. Notice above, I offered suggestions/directions only to have them vetoed by the player. Then I honored those vetoes. It took a while, but the player realized that this was going to be very different from what his was used to. He realized he was behind the wheel. I was just his OnStar system.

That doesn't mean that I'm not going to offer up elements of my own from time to time. But it does help to ensure that what I do offer is in keeping with what the player wants to experience. His "theme" if you will. The player wants to go into Tiajuana and leave a line of dead cultists in his wake. My job is to offer dilemmas towards that objective (and maybe some obstacles) that make him answer "how important is it for him to kill every last m*****f*****g one of them?" In the end, he'll likely have to choose between his book, his powers, even his wife but what will remain is a true metamorphosis, a story and a player with the psychodramatic experience of exactly how far he'd go if any cultists ever messed with his girl...

I think I've rambled long enough. Besides, my lunch break is now officially over...

Hope this helped... If not, I hope it was at least fun to read. I'd hate to be off topic and boring!

:)

Scott

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On 10/22/2004 at 7:27pm, Mike Holmes wrote:
RE: d20 to Heroquest: introducing narrativism?

If you are doing a longer series of adventures, more is okay. I've seen R-Maps with upwards of 10 or 11 NPCs. IMO, that's fine but recognize that there may be more "drift" as players work their way around the R-Map. Further, I think that if you have more than 7 NPCs then the R-Map should definitely be kept on a chart for all to see and updated regularly as new connections are discovered between the NPCs. Again, this is all to help the players "keep up" with what's going on.
You've seen an R-Map with about 30 NPCs, actually. Playing in my game, that is.

OTOH, this isn't the traditional Ron Edwards "Relationship Map" per se, instead one designed to be played indefinitely in a soap opera-esque manner. So...

A last caveat with R-Maps is that no matter how big you make your R-Map, understand that it's going to become much bigger during play. Your players are going to have NPC connections that will (and should) tie into the R-Map.
Hmmm. The way I see it, you should incorporate these folks into the map from the start. In fact with HQ, you almost don't need to put together a R-Map, you just fill in the blanks from the character sheet. For example from Brand's character, Thomas, in addition to his three followers who I don't count because they're player controlled, I count one lover (Alitia), a brother (Andric), brother's portly driver (Nezzik), a sorcerer (Porcaru), and a buddy from his order (Rej). That's five NPCs right there without bringing in anybody from outside the character's personal map. Note that Alitia was also on Chris's character Fahja's sheet (as a flaw), and that Porcaru ended getting messed up with Nathan's character, Aysha. And lots of folks bumped into Andric and Nezzik.

The point is that if you have four characters with three NPCs each, you're already at a map of 12 characters before even coming up with any "external R-Map". As I said, with the original characters and R-Map I had about 30 characters to start with.

By the time the series of sessions was over, I had more than 50 NPCs going. So, yeah, it'll fill out. But the point is that what really matters is if the players have long enough to get to know the NPCs. No matter how many there are, the players can absorb more if they have the "time." Meaning the dramatic opportunities to do so.

The R-Map, however, as presented by Ron in Sorcerer's Soul is presumably going to be based on a work of fiction.
Yep, I'm thinking of reading War and Peace so I can put together a 500 character map. Sounds good to me. Not every character has to get a lot of screen time - they just have to have a purpose in the larger scheme of things.

This is an important skill, IMO, when dealing with R-Maps as I think they can easily get out of hand. Mike himself commented in our last ShadowWorld HQ campaign that his list of NPCs had grown upwards of 45. NPC creep is not your friend!
As I said, more than that by the time we were done. But I think NPC creep was my friend. I loved having that many characters to draw upon.

What happens is that, instead of each character having to have tightly built in relevance to the PCs issues, instead what happens is that you select the right character from your arsenal at the right time. With enough characters, any bang you can imagine can be done, because there's always the right NPC waiting off stage to stroll onto the scene.

I think that's what I'll call it. Instead of a Relationship map, I have an NPC arsenal. Different concept entirely. In fact, the arsenal technically encompasses several inter-related R-Maps. For example, there were all of the different families that got involved (Thomas', Rharohi's, the Lurid Eye tribe itself as an extended family), etc.

Tweaking. Tweaking. Tweaking. I tend to call it "spiking" after how Ron refers to "spiking the Kicker". As I understand it, it's pushing the tension in a situation or scene. Upping the excitement level just that bit.

IMO, it's the way to make a dull Kicker something really, really good. It's a way to think of Bangs ("What would be really good right about now?"). It also unconsciously ties into theme/premise. If it's not a really good setup, then it likely isn't asking questions that the players want answered.
Two separate concepts here. The tweaking I'm talking about is taking the current situation and changing it so that it becomes "premise charged" if you will. Whereas "spiking" is taking what's already supposed to be charged so, and making it jump.

For example, lame Kicker #1267280. A player says "I woke up and my car was gone." Mkay. Here's the horse, there's the water... Ask questions that you think might add "spike" to the kicker.
See, there's no kicker there (unless the game in question is meant to be something really low-key). So, in this case, I think you're trying to tweak the situation into having some premise.

Me: "What if there was a note from cultists who had kidnapped your wife and took her somewhere? But they wanted this ancient tome you have on your character sheet in exchange...."
More than a tweak in this case, this is a wholesale change of idea. "Tweaking" (I'm accidentally making this into a term here), is taking already established fact, and turning it a few degrees by revealing something related.

No spiking yet, there's been nothing to spike so far. Only now do we have a premise.

Me: "Screw that. You're getting off the plane in Tiajuana, with a name and a phone number."
OK, this is arguing for the best framing so far...

Me: "Cool. You're headed to an art gallery where you've found out a couple of the cult members work. You've got a shotgun in one hand and..."

P: "No. All I want to take is my ceremonial knife..."
Ok, now, yeah, there's the spiking, the player doing it in this case.

I'd have to read the Sorcerer text in question, but that's been my reading of the term. I may well be way off.

In any case, these are both good tools. Change the situation into premise, and then make the premise even more exciting.

Mike

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On 10/22/2004 at 8:48pm, lightcastle wrote:
RE: d20 to Heroquest: introducing narrativism?

Firstly, let me point out that Scripty, Mike, and Brand are all so cool I could keep a side of beef in them for a week. :-)

The Gleam thing is a nice description, Scripty. I was always that player, throwing out all kinds of things for the GM to work with, often ignored as he went about his merry way of his own plot.

I'm trying to avoid that.

As for the R-map, the idea is for an 8-10 game run for this thing. My idea was that I'd start with all the NPCs people put on their character sheets (explicit and/or implicit) and then work at linking them to each other and to a some core NPCs I've got for the city.

This seems a reasonable approach.

Mind you, I'm aware that this will not be a Sorcerer-esque R-map, since it isn't just sex and blood ties involved here. I also am not basing it too much on a work of fiction.

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On 10/22/2004 at 11:11pm, Brand_Robins wrote:
RE: d20 to Heroquest: introducing narrativism?

I fall somewhere between Mike and Scripty, not as a matter of theory but as a matter of dealing with the PCs that I have. I often do have a large NPC arsenal, but I'm very careful about where the NPCs come from and how they relate to the PCs. I try not to introduce more than 7 or 8 "external" NPCs per session, or my players lose track of who is who no matter how hard I individualize and act. However once an NPC is stuck in their heads I'll add more, because at that point the confusion is minimal.

To build from this example:

Mike Holmes wrote: For example from Brand's character, Thomas, in addition to his three followers who I don't count because they're player controlled, I count one lover (Alitia), a brother (Andric), brother's portly driver (Nezzik), a sorcerer (Porcaru), and a buddy from his order (Rej). That's five NPCs right there without bringing in anybody from outside the character's personal map. Note that Alitia was also on Chris's character Fahja's sheet (as a flaw), and that Porcaru ended getting messed up with Nathan's character, Aysha. And lots of folks bumped into Andric and Nezzik.


Alitia, Andric, Nezzik, Porcaru, and Rej were all internal NPCs -- that is they came out of a PC's background. I wouldn't count them towards my "at a time" limit because you can be damn sure the PC who they relate to will make sure everyone knows who they are, and won't have a problem keeping them straight. We never had a problem with the tribes, daughters, demons, and sorcerers that came out of other's backgrounds either -- it was already embeded in what was going on with the PC group.

However, when new and external NPCs start showing up it can get overwhelming if too many pop up at once. If in one session you'd suddenly injected 10 new NPCs I know that I, at least, would have started getting cross-eyed trying to keep them all in place. If you'd done 5 or so, waited till they made an impression, then done another 5, I wouldn't have had a problem keeping em straight.

I used to tell it to my players this way, "Just wait till he bleeds you, then you'll never forget who he is. And until he bleeds you, you don't need to worry about any more folks coming along with knives."

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On 10/22/2004 at 11:47pm, lightcastle wrote:
RE: d20 to Heroquest: introducing narrativism?

I used to tell it to my players this way, "Just wait till he bleeds you, then you'll never forget who he is. And until he bleeds you, you don't need to worry about any more folks coming along with knives."


Love this quote. Will probably use. Have abandoned proper grammar. :)

OK, so this strikes me as fairly easy. I'll set up the main map using their NPCs as lynchpins. From there I can put in a few I know I will want to introduce over time. Then it becomes a matter of letting not having too many thrown at them at once.

I can manage that. (I'm gonna need a good large piece of construction paper...)

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On 10/23/2004 at 6:37pm, Scripty wrote:
RE: d20 to Heroquest: introducing narrativism?

Brand_Robins wrote: I try not to introduce more than 7 or 8 "external" NPCs per session, or my players lose track of who is who no matter how hard I individualize and act. However once an NPC is stuck in their heads I'll add more, because at that point the confusion is minimal.


I think this is a good middle way between what I'm talking about and what Mike is talking about. But I don't really agree with the external/internal distinction so much. Phone numbers are seven digits long for a reason. And I think going much beyond that with external or internal PCs is self-defeating to a point.

Note also that this is my take on R-Maps. I stated early on that I differ dramatically in my use/interpretation of R-Maps from many people here on the Forge. I even differ from Ron on it. I think that's okay. But my differences come from my experiences first as a player and second as a GM. It's a difference in practical application.

I do think that what Mike is talking about is an NPC arsenal approach. I've used that approach in almost all the D&D games I've run over the last 20 years. I've generally created a roster of NPCs, each with their own thing (bang/kicker) going on. It is an effective and handy method to use,IME.

What I'm trying to address, however, is using what we know of human cognition to our benefit. That's why I limit the number of NPCs in an R-Map. I believe it to be more effective in co-creating efficient, tight storylines. A well-known Eugene O'Neill quote is that if you show a gun on the wall in the 1st Act it should be used to kill somebody in the 3rd. To me, this is efficiency. To Ron/Mike, it's interconnection. Having storylines tie into each other. If I need a merchant in a scene with Player B, why not use the one that just screwed over Player A. Why create an entirely new NPC just for that one scene? Again, this is just my take on this. As Mike has pointed out, my advice/observations are my own and are not representative of what the majority of Forge users talk about when they address these topics.

But my advice/observations come from very real, in play experience and, I think, they lend some insight into using some of these theoretical approaches at the table. To me, it's the difference between reading that the Law of Inertia is "an object in motion will remain in motion and an object at rest will remain at rest until acted upon by an equal and opposite force..." and getting run down by a bus. One is the theoretical reading of the Law of Inertia and the other is a practical application that you'll likely never forget.

The most difficult part of all this Narr stuff, in my opinion, is to convey this practical knowledge through language and not practical application. I have to tell you. I can't show you. Very few people are capable of learning exclusively through the filter of the written word. Very, very few. I'm not one of them. So, I try to take all this back to the experiential realm.

That's how I "figured out" Narrativism, at least as I read it through all the Sorcerer books, Ron's essay, and then taking what I read and analyzing it through the filter of my experience. What I've come up with is my take on this whole thing. It has to be.

If I were in your position, I would take what I can apply from all this "advice" and use what you can make sense of. Your application of Narr play, of HQ play, may look a lot more like Mike's than mine or vice versa. But it's only through the practical application of these techniques that you'll figure it out for yourself, on your own terms.

A lot of what Mike's last post said seemed to debunk or contradict my own understanding of Narr play. With all due respect, I don't think that's nearly as helpful as him just stating how he would have approached the same situation in his own way. Sure, "my car's gone" isn't a Kicker. Taken in context, I think it's rather clear that it wasn't meant to be. How I arrived, with the player in the example, at the resultant "Kicker" is how I would do it. It's likely Mike would do it differently. Yet now all I know is that Mike thinks I do this "wrong" and that I'm in a position to "defend" my experience with using these techniques.

The path you take towards Narr/HQ/Sorcerer is not important, IMO, it's the end result that is relevant. If me or Mike or Brand, etc., have the terminology of what is and isn't tweaking or spiking down is really just semantics. It's like saying one color is mint and the other is jungle mist. What's important is that you get the right color of green, at least to my thinking. If Raven has a great way to come up with perfect Kickers everytime using Tarot cards, but it differs from Ron's theory, guess which one I'm going with... (I'm a heathen though, as I'm sure Ron would let you know)

I would recommend some serious consideration of all the advice you've received here and taking it back to what you know, bringing it into your own experiential frame of reference. I sound a pretty loud alarm at R-Maps that are too large for the term of play being proposed. I do that because I think it's a mistake. I think it's a mistake because I've done it in games that I GM'd and found that it was not an efficient approach.

My experience with NPC creep as both a GM and a player is that it's just not a great thing. For instance, in Mike's last ShadowWorld campaign (which I did enjoy, BTW) I didn't know there was an NPC named Rej. I never knew Alitia's name, although I knew Thomas loved her. I did not know Fahja had a relationship with her. And there were several NPCs, including a monk that made just a brief appearance, that I either wanted to see more about or missed entirely. I didn't know that Porcaro had a relationship with anyone other than Aysha. Although the story was fun, enjoyable, and all those things that I want a game to be (I'm still in it, BTW), to hear all this other stuff about the NPCs as a player after the fact, I can't help but feel I missed out on a whole lot.

It corresponds with my experience with large rosters of NPCs as a GM as well. Invariably, players wouldn't know who so-and-so was and would need to be reminded. Or they would miss out on somethings entirely (as in my missing out on the connection between Thomas and Porcaro). I think when you have players who don't have ownership of the knowledge of the interactions between NPCs that play will be inefficient. There is more drama, IMO, in knowing that this NPC is doing X and Y behind the scene than just having the NPC be yet another element of an endless supporting
cast. This is just a difference in practical application, neither of which is right or wrong as long as they both result in the desired outcome (a fun game).

Still, I would caution against really large rosters of NPCs, large R-Maps, etc. I think Brand gives great advice on how to handle large groups of NPCs (introducing 7-8 per game) should you choose to go that route. I also think that Ron's use of charts representing the NPCs and their evolving relationships is a good idea as well. But I do think that NPC creep is something to be guarded against, if not avoided entirely.

That's my take on it though, correct or not. If given a choice between something that is in-line with traditional theory or concepts and something that I know works, I'll always choose the latter. The catch is that what works for me, may not work for you, and may not work for Mike or Brand. That's a reason, I think, why we often fall into these debates about who's misinterpreting kickers or spikes or tweaking or R-Maps. The advice I give is my own take on this. It can be nothing more.

There is no gospel, only results. Make it work for you. My gift is only the record of mistakes and successes, my hits and misses. They won't be yours but maybe you can get something out of them. IMO, the important thing isn't whether you can discuss R-Maps with Ron and Jesse. It's whether you can make them happen for you...

Best of luck. Keep us posted on how it goes...

Scott
(who's not at work today. :)

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On 10/23/2004 at 7:35pm, Brand_Robins wrote:
RE: d20 to Heroquest: introducing narrativism?

Scripty wrote: A well-known Eugene O'Neill quote is that if you show a gun on the wall in the 1st Act it should be used to kill somebody in the 3rd. To me, this is efficiency. To Ron/Mike, it's interconnection.


A fuller version of the principle (usually known as Chekhov's Gun), goes like this:

"Everything that has no relation to the story must be ruthlessly thrown away. If in the first chapter you say that a gun hung on the wall, in the second or third chapter it must without fail be discharged."

I would point to this as another issue in which many RPers run into trouble around Nar issues -- especially ones like scene framing and premise: they put too much in that doesn't relate or contribute to the story. In Sim games you put in everything that has to do with the world, the genre, the virtuality or whatever you're simming. In a Nar game, however, you tend to want to stay focused fairly tightly on the things that make the story, not random things hanging on the wall. Knowing what to include and what to leave out is a vital skill in story building and one that has received almost no attention in RPGs.

So far as this goes with NPCs, I think it can only be used to say thus: “Only introduce NPCs that are important to the game.” If that’s a limit of 7 like your central cast, or a huge number like Mike’s NPC arsenal, is only going to matter if the NPCs end up mattering or not to the story.

The most difficult part of all this Narr stuff, in my opinion, is to convey this practical knowledge through language and not practical application.


Indeed. I think I learned more from Mike's HQ game than from reading Sorcerer three times. And that isn't because Sorcerer is bad in any way, or because Mike is a genius (though he is) -- it's simply because actually seeing it happen in play is a vastly different experience than reading about it.

That's how I "figured out" Narrativism, at least as I read it through all the Sorcerer books, Ron's essay, and then taking what I read and analyzing it through the filter of my experience. What I've come up with is my take on this whole thing. It has to be.


I'd agree with that. In fact it's one of the reasons why I get enraged when I'm talking about Nar play only to have someone tell me "That's not how Ron does it, so you're doing it wrong." (Interestingly Ron has never told me this.) Nar play has certain features that are pretty solidly built into it, but much of how it hits the table is going to be an individual thing, especially for those of us who've never played with Ron.

Which is something else I've noticed on the Forge -- people who've had a chance to play together at cons and the like have a much easier time communicating about play styles, forms, and focus even when they disagree about theory. Those of use who only know each other from forum boards, otoh, have a hell of a time even getting through the basics.

I would recommend some serious consideration of all the advice you've received here and taking it back to what you know, bringing it into your own experiential frame of reference.


Absolutely. In the end what this is all about is finding a way to make things work at your table. However, that doesn't mean that words and definitions are simply semiotics. If we’re going to overcome that internet-fora communications hurdle I was just talking about, we need pretty specific terms to do it. How these terms get used at the table is one thing, but it can be important to have some idea of what they mean in a communal context, else we won’t ever be able to communicate. So if Mike has one definition of tweaking, and you another, it may be that you’re talking about different things – in which case someone should change their terminology so that the two different methods being discussed can be referred to clearly. (This is why I liked Mike’s new “NPC arsenal” term.) That way when we have specific terms for specific methods and implementations we can discuss things like this more clearly and give weight to what we’re trying to say. For example, if Mike says “NPC arsenal” and you say “recurring central cast” instead of both of you saying “R-Map” then confusions will be cleared up with great rapidity and we can move on to a discussion of which techniques work in which situations and why.

As far as number of NPCs goes, I live in Toronto, and we have 10 digit phone numbers, so maybe I’ve been ruined. ;)

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On 10/23/2004 at 9:22pm, Mike Holmes wrote:
RE: d20 to Heroquest: introducing narrativism?

Several unrelated points.

First, Scott, I never said you did anything wrong - I liked your example. That's precisely how I would have done it too (on a good day). I was just correcting a point of jargon - what "spiking" means in Ron's text.

As for "debunking", there's a real problem that some people have with getting into narrativism in that they're doing a lot more work than they have to do. That is, they're taking the description of this sort of play and making it into a flowchart for how to play. It's just incorrect. As soon as I see somebody in play saying, "Hmm, know what would be a good premise? If I had the character get into a situation where he had to shoose between X and Y." That's where I tell the player to stop verbalizing, and, like Nike would advise, just do it.

No analysis during play allowed. I slip into it all the time (go figure), and it's just a distraction. Better to do it "wrong" and quickly, than to take a long time figuring out the right way to do it.

As for the difficulty with getting to know the many NPCs - well, that's in part a problem of the medium in question, and the way I handled it. In IRC, there's a tendency to focus only on the action that's happening to you. I know that I do this in other games on IRC. Also, given that I played without players on many occasions, simply substituting some players for others when neccessary, made this sorta inevitable, too. Especially for people who came in "late" to action. Given the time restrictions, I rarely had any chance to take time to give any backstory for any characters.

So, instead, I relied on the old "What the character knows" as the basis for updating the player. Now, of course, that tends to not be the best for narrativism. But, again, I had little choice. I could have limited things to a smaller group, but I don't think that I could have gotten 19 sessions out of a smaller group.

Looking back, I realized that I should have taken some steps to ensure that players had more access to something that could refresh their memory. At some point I started distributing lists of characters (as you suggest above), but that was too little, too inconsitently, and too late.

In the current iteration, I intend to make information much more accessible, and thank the heavens for the Wiki. This takes the place of physical lists that I'd have in a FTF game (in the Lankan Empire FTF, I've got Visios showing the who's who in politics). Like you suggest above. So, I'm hoping that this will take the place, perhaps even do a better job, than paper would.


Here's the thing. If you look at any Soap Opera, the cast includes over 50 characters easy. Any fewer, and things really become incestuous to the point of unbelievability. That, or characters die off, and the map becomes so small that there's really very little left to resolve with the combinations that are left. Heck, even Soap Operas are implausibly tight - as my game was, too. There were times when I was really worried that I had broken suspension of disbelief. It was actually to my advantage that not everyone had a perfect understanding of every character, so that I could get away with this.

The soap style is actually somewhat more Simulationis, oriented than other games. In general, my style has some definite simmy moments. Not to be pedantic (I hate when people quote this at me), but RPGs are not books or movies. So the dramatic rules that apply there, the shotgun rule, for instance, don't always apply to RPGs. In my game, I don't put a weapon in the game only if it's going to see use - I describe whatever makes sense at the moment that it's encountered. The drama comes from using narrativism to make of that interesting situations. Not the reverse, where I create everything only to support a dramatic situation.

For a long term game like I'm running, I think this is very important. Short term games can ignore stuff like this, because everyone is focused on getting to resolutions of the overall story. In the long term game, the premises are undiscovered until you find them in the material presented. As such, I have to just chuck out a lot of material and see what sticks. That means the some of the material doesn't get used.

I find it interesting that you liked the monk (I can't even remember who this is). Because if you liked him and wanted to see more of him, then why didn't you say so? I work off of the player's cues. I find it particularly interesting in the light of the power grab you made in play a session ago, where you director stanced in a bit of evidence pointing to Elle's lost sister (Alitia as it happens). You seemed to have no problem making your desires known through narration - so why can't you tell me in the OOC box what you want to see? Take too much time in IRC? :-)


Anyhow, really important here, we've all said quite a lot, and we need to hear if any of this is helping Charles - it's his thread after all. Keep that in mind.

Mike

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On 10/23/2004 at 10:44pm, Scripty wrote:
RE: d20 to Heroquest: introducing narrativism?

10-digit phone numbers? I'd say you are ruined then, Brand. :)

I totally agree with the NPC arsenal vs. central cast terminology. Although I think that the Forge terms are already pretty full to bursting, if a change in terminology is going to actually add clarity to the discussion, then I'm behind it.

Mike, first, you're a great GM. And I totally understand your desire to use something rather than hold off and miss an opportunity. As Lemony Snicket pointed out in his last book, "those who hesitate are lost..."

I'm afraid my last post put you in a position to defend yourself, which is how I felt after your last post. That was not my intention. I was just illustrating how my experience as a player and a GM has led me to believe that a tighter R-Map is better. But that's really just my impression. I have never posed it as anything but. I could've just as easily pointed to the Wuxia game I ran with a R-Map based on the movie "Death to Smoochy". That was a disaster. There were 15+ NPCs in the R-Map before play even started. NPC creep led to upwards of 25 NPCs, only about 15 or so were necessary. The rest were all extemporaneous. It was inefficient on my part. A mistake. But your game was much more fun than that one. I don't mean to slight your abilities. I agree with Brand's assessment of your faculties (how many other people get called a genius twice in one day?). I'm sorry to have put you in a corner like that.

Again, we just disagree here. It's no big deal really. I think NPC creep should be guarded against. I doubt it can be avoided entirely. But that is a limitation of myself as a GM, I think. I've seen other GMs manage it quite well, including yourself. However, I think that once players start missing out on elements of the story, including NPCs, they become a bit disempowered and reliant on the GM to fill them in on the rest of the story.

That's why I say NPC creep isn't a friend. But it shows up at almost every game I've run and every game I've played (barring those games where the entirety of the session is spent in a dungeon or significant portions of the setting are destroyed for some reason).

I agree this is Charles' thread and hope he can get something useful out of all this. Sorry to hijack it.

Scott

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On 10/24/2004 at 12:38am, CCW wrote:
RE: d20 to Heroquest: introducing narrativism?

Wow, this thread has reached a size that I'm having trouble absorbing it all. Not that I'm complaining, mind, it's full of fantastically helpful ideas.

I must admit though, that the size of the r-map is not of maximum importance for me: I'd be overjoyed to reach a point in my campaign in which the r-map, any r-map, plays an important role of any kind.

The game on Wednesday didn't go quite as I had hoped. The players wanted to continue playing out the situation, which I had thought was pretty much done with. Thus we never reached a point in the game where I felt I could try out the advice I'd recieved from all of you. This has left me feeling a bit deflated and the truth is don't really know what further to ask or to contribute here until we've played some more.

Charles

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On 10/24/2004 at 6:33am, CCW wrote:
RE: d20 to Heroquest: introducing narrativism?

Oh dear, that does sound whine-y doesn't it? That'll teach me to post while I'm tired AND hungry.

Fortunately, at the moment I'm merely very very tired so I'm sure I'll have no problems at all (although for some reason things keep getting farther and farther away...).

The characters in my game have, for the last while, been off on a quest far away from their home, and far away from almost all the NPCs who they connected to at the beginning of the game (their families, contects, etc.). This has made it hard for me to entangle them in a web of conflicting responsibilities and deceit (or what-have-you) because I made the mistake, mentioned by Mike a page or so ago, of moving the source of action way outside the r-map. Even at the time it didn't feel right, but only now can I identify why.

Fortunately, they're on their way home, unfortunately (at least in some sense) the players wanted to play out some of the journey. Fool that I am, I couldn't resist introducing some complications to make things interesting. The good news is that they've now found their way to the homeland of one of the characters, which isn't too far from their destination, so I'll be able to start throwing relationships at them a bit more next week.

Good night,

Charles

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On 10/25/2004 at 3:41pm, Mike Holmes wrote:
RE: d20 to Heroquest: introducing narrativism?

Scripty wrote: Mike, first, you're a great GM. And I totally understand your desire to use something rather than hold off and miss an opportunity. As Lemony Snicket pointed out in his last book, "those who hesitate are lost..."
Yer bucking for extra HP, aren't ya? Well, no way, dude, this GM is uncorruptable (unless you want to talk about cash...). ;-)

I was just illustrating how my experience as a player and a GM has led me to believe that a tighter R-Map is better. But that's really just my impression. I have never posed it as anything but.
It's not empirical science, all we have are our impressions. Neither of us is wrong here.

I'm sorry to have put you in a corner like that.
Not at all. Things just seemed to need clarifying. In any case, I don't even mind all out attack, so don't worry it.

Again, we just disagree here. It's no big deal really. I think NPC creep should be guarded against. I doubt it can be avoided entirely. But that is a limitation of myself as a GM, I think. I've seen other GMs manage it quite well, including yourself. However, I think that once players start missing out on elements of the story, including NPCs, they become a bit disempowered and reliant on the GM to fill them in on the rest of the story.
I agree, actually. This is a limitation that I've accepted, however. A trade off of one thing for another.

I'm not the "all power to the players" GM that some people might think that I am. In fact, in earlier days before I spent a lot of time advocating for narrativism, I was thought of as the "simulationist" guy on the Forge. Right now I'd like to think that I'm the "everything as it's needed" guy. Rather, the most important thing to have in a game is a coherent CA shared by all the players. Not a specific mode of play.

Anyhow, I like the versimilitude of a large cast. Again, that's not to say that for a short game that it isn't realistic to have a small map. Just that I see "creep" as a natural outcome of play, and not an unwanted one. As such, I'd much prefer to find some way to make the communication channel problem less troublesome than throwing the baby out with the bathwater.

To an extent, I want to have my cake and eat it too, here. There are trade-offs, no doubt. But, basically I come down on the side that says, let creep occur, and just do a better job of keeping people aware of who the NPCs are. That means having handy references (did you see the NPC list I posted on the Wiki?), and doing a better job of making the NPCs encountered stick in people's minds.

I'm actually quite guilty, IMO, of treating NPCs as plot objects meant to interject bangs and such, and not transmitting why it is the character is doing what they're doing - or anything else much about them. That doesn't serve the NPCs well, as the player starts thinking of them as, "That guy who wanted me to kill Ragnar." I'd blame IRC, if I could, but I do this in FTF play as well. Making an NPC memorable is a skill that one needs to develop, and one of the areas of my play that I'm least satisfied with.

So, to my mind, I want to focus on making the larger map work better instead of trying to just make it easier by having fewer characters. Call it a personal goal. This is one reason that I'm trying to get art for all of the characters, because I think it really helps most people with solidifying an image of the character in mind (OK, sorta obvious).

That's why I say NPC creep isn't a friend. But it shows up at almost every game I've run and every game I've played.
Well, that says to me that the trade-off that I've gone for in my game wasn't working for you. Can't back out of it. That, or it did work, in which case, I think I'm correct in saying that it's something that a person can use.

In any case, I'd agree with you that starting slow might be a good idea. Especially in any game where having a coherent CA isn't automatically true from the get go.

I'm going to follow this post immediately with another to Charles.

Mike

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On 10/25/2004 at 4:27pm, Mike Holmes wrote:
RE: d20 to Heroquest: introducing narrativism?

Posting twice in a row here (don't miss the one above)...

CCW wrote: Oh dear, that does sound whine-y doesn't it? That'll teach me to post while I'm tired AND hungry.
Nah, didn't sound whiny to me. In fact, observations made right away are often important.

The characters in my game have, for the last while, been off on a quest far away from their home, and far away from almost all the NPCs who they connected to at the beginning of the game (their families, contects, etc.). This has made it hard for me to entangle them in a web of conflicting responsibilities and deceit (or what-have-you) because I made the mistake, mentioned by Mike a page or so ago, of moving the source of action way outside the r-map. Even at the time it didn't feel right, but only now can I identify why.
Well, actually this isn't all that problematic. That is, you could have (maybe still can) created a map of people at the destination they were at. Yes, the "personal" map is often stronger than a completely "foreign" map, but that doesn't make it impossible to do. Far from it. In fact, when abroad, that's the best time to throw in a whole "adventure" worth of map separate from the original map.

Keep that in mind, essentially each map individually should have about an "adventure" or "story" worth of impact - possibly a lot more. So you can play a sort of episodic game by having characters impact first this map, and then this other. And, to the extent that they end up combining, you can create longer term play from that. Often single characters will get plucked from map A, and move to map B.

This is essentially what's happend with my game - it started with a couple of maps worth in Sherezak, and some of the same characters have moved on over to the new Green Lake map.

Fortunately, they're on their way home, unfortunately (at least in some sense) the players wanted to play out some of the journey. Fool that I am, I couldn't resist introducing some complications to make things interesting. The good news is that they've now found their way to the homeland of one of the characters, which isn't too far from their destination, so I'll be able to start throwing relationships at them a bit more next week.
Again, no rush to get them home - let it happen organically. Just have that "complication" turn out to be a whole relationship map.

Or not. If your prep to date has been all about home, then feel free to get them there. Use agressive framing if you have to. "After a long trip with lots of arduous challenges, the heroes find themselves home again with people asking them about their travels..."

Mike

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On 10/25/2004 at 5:33pm, Scripty wrote:
RE: d20 to Heroquest: introducing narrativism?

Mike Holmes wrote: Yer bucking for extra HP, aren't ya? Well, no way, dude, this GM is uncorruptable (unless you want to talk about cash...). ;-)


Bummer. I'm busted AND I don't get any HP. Great post, Mike. I think the concepts of NPC creep and NPC arsenal and adjusting the size of R-Maps to meet the proposed duration of play have overreached the topic. Mostly my fault there. I'd love to continue the conversation in RPG theory or maybe Actual Play, if you feel up to it. I'd like to see what some other Forgites might have to say about it. Charles said it's not really a concern of his, so I don't want to clog up the bandwidth beating a horse he ain't gonna ride...

I will make a couple of quick comments, if I could. Then, maybe we could discuss this further on another thread??

Mike Holmes wrote: In fact, in earlier days before I spent a lot of time advocating for narrativism, I was thought of as the "simulationist" guy on the Forge. Right now I'd like to think that I'm the "everything as it's needed" guy. Rather, the most important thing to have in a game is a coherent CA shared by all the players. Not a specific mode of play.


You and I share that sense of pragmatism in play, I think. I do think it's funny though that you were "the "simulationist" guy on the Forge" considering that you pretty much single-handedly baby-stepped me through Narr play in the threads here on the HQ forum, in your HQ game, and also in the Midnight-HQ conversion to which you made a sizable and important contribution.

Mike Holmes wrote: Well, that says to me that the trade-off that I've gone for in my game wasn't working for you. Can't back out of it. That, or it did work, in which case, I think I'm correct in saying that it's something that a person can use.


I think that the response to that question ("whether or not your technique worked/works for me as a player?") is far more complicated than presented. You are correct in saying that your approach is effective and something that can be used. 100% I won't deny that my CA (other than getting my character killed) was met in your last campaign.

However, there were some hangups for me and where I think the technique didn't work was in smoothly moving me from my role as a player to my role as an audience (a distinction that ron alludes to both in sorcerer and here at the forge). I knew all the NPCs to which I was closely related in the game. But I might have been a more effective character had I had a handle on what was going on with everyone else. I certainly would've been a better audience.

Did the technique work? On a very black/white, yes/no, barebones foundation, yeah, undoubtedly. I think that goes without saying. I've used your technique (NPC arsenal) in many more games than I've used bona-fide R-Maps. But if we extend the question to more nuances of play, such as, did I have enough information about NPCs to involve my character with them to the fullest extent in play? did I feel confident enough in my grasp of what was going on to take ownership of a scene in author or even director stance? did i know enough about what was going on to truly care what was happening to the other characters, to serve as the best audience I could?

Well, if we apply that question to what I feel is the full spectrum of the play experience, we see the answer is yes here, no there, and maybe in other cases. At the end of the day, though, I ask myself if I had fun. If I did, I generally stick with a game and take ownership of my personal hang-ups and work on those for the benefit of the group. If I didn't, I usually bail. So, although I felt that I wished I knew more about what was going on, at the end of the day (and going back to the yes/no question) I had fun, which, to me, is the ultimate goal...

Sorry again, Charles. We should really move this to another thread...

Scott

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On 10/25/2004 at 7:31pm, CCW wrote:
RE: d20 to Heroquest: introducing narrativism?

Mike, I did actually have an r-map on the island they were exploring (based on Griffin Island from RQ3). The players hadn't yet connected very seriously to the NPCs and I felt that the r-map in their home city had more long-term potential. Also, I tend to want everything to be connected on some level--a holdover from my other style of GMing where I was something of a master of the complicated mega-plot (25 years of gaming are hard to shake off).

I'm quite excited about the next game. They have made their way to a ruined city off the coast of one of their homelands. Naturally it's full of nastyness, and one of the characters has just suffered a 50% wound from a sword blow. This seems a good time to get the demon that has been riding around in his body to pipe up and offer magical help (so far the characters have been avoiding magic like the plague due to it's demonic roots). Also with any luck I'll be able to work in another charater's family--I think one of her relatives is second in comand of the 'baddies.'

I'll try to put up an actual play post when I get a chance.

Scripty, No need to apologise. I've found the discussion of number of NPCs very interesting, it just doesn't happen to be one of my insecurities. I do tend to have NPC creep, but I also try to have a picture for each of the major ones, and to allow some to fade into the background if the players don't show interest in them.

Thanks all,

Charles

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On 10/25/2004 at 9:13pm, Mike Holmes wrote:
RE: d20 to Heroquest: introducing narrativism?

CCW wrote: Mike, I did actually have an r-map on the island they were exploring (based on Griffin Island from RQ3). The players hadn't yet connected very seriously to the NPCs and I felt that the r-map in their home city had more long-term potential. Also, I tend to want everything to be connected on some level--a holdover from my other style of GMing where I was something of a master of the complicated mega-plot (25 years of gaming are hard to shake off).
Heh, sounds like what I do, actually. :-)

Anyhow, I see the problem. What you have to prepare yourself for is the possibility that they won't link up with the hometown R-Map, either. That is, it sounds like your group doesn't take to it all that naturally. If that's the case, then it's up to you to fashion bangs that force the connections.

I'm quite excited about the next game. They have made their way to a ruined city off the coast of one of their homelands. Naturally it's full of nastyness, and one of the characters has just suffered a 50% wound from a sword blow. This seems a good time to get the demon that has been riding around in his body to pipe up and offer magical help (so far the characters have been avoiding magic like the plague due to it's demonic roots).
Neat. Remember to put some pressure to get that healing - some time element. So that it's a choice to take the healing and suffer the consequences, or to not, and, well, suffer the consequences. :-)

Also with any luck I'll be able to work in another charater's family--I think one of her relatives is second in comand of the 'baddies.'
Of course they are! :-)

Kidding aside, you might want to check with the player. Sometimes players get proprietary about their NPCs.

Mike

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On 10/25/2004 at 9:48pm, CCW wrote:
RE: d20 to Heroquest: introducing narrativism?

Mike Holmes wrote: Heh, sounds like what I do, actually. :-)


It's a disease--but a fun one.

Mike Holmes wrote: What you have to prepare yourself for is the possibility that they won't link up with the hometown R-Map, either.


Good point. At least the people at home have more of a call on the characters' time than a bunch of stranger far away did.

Mike Holmes wrote: Remember to put some pressure to get that healing - some time element. So that it's a choice to take the healing and suffer the consequences, or to not, and, well, suffer the consequences. :-)


Time pressure I can do.

Mike Holmes wrote: Kidding aside, you might want to check with the player. Sometimes players get proprietary about their NPCs.


I'm in the midst of negotiating her family's roles with the player via e-mail. I don't think she'll mind, but you're right about making sure.

Charles

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