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Topic: How story evolves over time
Started by: TonyLB
Started on: 10/10/2005
Board: RPG Theory


On 10/10/2005 at 3:08pm, TonyLB wrote:
How story evolves over time

Let's examine the most bog-standard story-prep imaginable:  A GM says "Okay, they'll come into town and the Mayor will tell them that his daughter has been captured.  Then they'll go out and fight the werewolves.  When they win, they'll rescue the daughter only to realize that she's been infected.  Do they leave her as she is, kill her, or sacrifice a powerful magical artifact to cure her?  Moral decision!  Yay!  I'm a great GM!"

That story has a beginning, middle and end.  It has its own timeline.  During play that timeline unspools:  events cascade from the future, into the present, and then into the past.

Before play, clearly, that timeline is dealt with as a whole.  Say the GM thinks "Hey, what if the town blacksmith is in league with the werewolves?  He'd act shifty in the beginning, and then the werewolves might be well armed (with weapons of recognizable craftsmanship) in the middle, and there's a big moral confrontation at the end."  He's just changed the story as a whole, throughout all its parts.  The story, as a whole, is evolving over time, as stories should.

So now I've laid the groundwork.  Here's my  thesisStories can and should evolve, as a whole, during the time that they are being played.  The current state of the art for representing and structuring such evolution is pitiably sparse, leaving groups of players almost entirely to their own intuitive techniques (for good or ill).  Even a small contribution in this regard can make a huge difference (as shown by some games that are starting to explore the territory).

Railroading is one treatment of how a story evolves over the time it is being played:  which is to say, it doesn't.  No matter what happens in play, the structure of the story will not be altered by it.

Intuitive continuity is another treatment of how a story evolves over the time it is being played:  the past is fixed, the future is characterized by vague and deliberately unconnected elements, and the present is a mixing bowl in which the future is connected to the past and structured by player choice.  The future doesn't, generally, change in its structure until it is inserted into the present.

From what I understand of TSoY's Keys, they are a player tool for controlling the evolution of the future:  When you take a Key of "I'm gonna murder this sum-bitch!" you are creating a future event (in the unfolding timeline of the story) by which that Key will be resolved.  Probably, that event is (at the moment you create it) the murder itself.  But, of course, the future may go through several futher evolutions in the real-world time of playing up to the point where that future event spools into the story-present.  So, really, the murder is a starting point to the ongoing evolution of the story-future.  You may not end up murdering him at all, after the future events get further mucked with.

So, why not apply this sort of mechanic much more explicitly?  I mean, we all know that when a player says "Don't worry, this infiltration will be a piece of cake," it guarantees that the infiltration will go wrong.  Is there some reason there can't be an explicit mechanic to back that up?

Returning to the example of the werewolf-threatened town, a GM could simply reveal to the players "Here's the starting story: standard beleaguered town.  You'll come in, be entreated by the locals, head out to fight werewolves.  There's fighting.  There's a rescue.  There's betrayal by at least one, possibly many, of the townsfolk.  Somebody's going to get infected with lycanthropy, prompting a moral choice.  That's where we start, let's play."

Then the players (including the GM) can all vie to control the evolution of that story as it plays out.  Here are some examples of what could happen:

• One of the players says "Behind our backs, the mayors face slips into a conniving, greedy look.  I'm adding 2d6 (or whatever) to entangle him with the later betrayal plot."
• "The crazy old woman on the edge of town may know something about the werewolves.  I'm using my success at pumping townsfolk for information to remove 4d6 from the necessity of fighting.  Let's go talk to the old woman."
• "Okay, we've eliminated the fighting from the future.  Right now it's a straight rescue mission.  But, honestly, I'm liking the idea that this is a conflict between peer communities.  I want to add 3d6 to a new event, 'Negotiate with Werewolf leaders.' "
• "Hey!  The negotiations have gone really well!  But we still have an 8d6 'Rescue the mayor's daughter' thing to do.  How do we make sense of that?  Ahhhh ... that firebrand anti-human werewolf who was arguing against us.  Remember when he slipped out at the end?  Let's entangle that 3d6 'Subtle exit' event with the rescue thread ... he snuck out, overpowered the girls guards, and bolted with her toward the sacrificial altar."  "Right, so the chief takes you down to accept prisoner transfer, and there's this scene of mayhem."  (NOTE:  The significance of the past is just as open to change by these rules as the content of the future is, as just shown)
• "Okay, peace is restored.  We all know that the mayor arranged to have her daughter kidnapped in order to try to get rid of the Werewolf village.  Daughter hates father, all is well."  "Hey ... we've still got that infection plotline, to push us to a moral choice."  "Oh!  Right!  What do we do with that?"  "Daughter's pregnant from her werewolf lover."  "Oh DUDE!  That's why the young warrior came along to help us rescue her!  That explains everything!"  "But now we've got a whole 'nother moral question to unravel.  You just know the alpha wolf is never going to let his tribes bloodline be tainted that way."

I really want to make this work (at least for Misery Bubblegum, but also more generally as a tool for any developing game).  I look at it right now, in the flush of realization, and it seems easy.  Not simple, perhaps, but straightforward:  make a system where the story arc evolves and develops based on player choices.  Make sure that the mechanic for evolution doesn't forcibly turn the story into something everyone will hate playing out.  Set the players loose and watch them have fun.

What's scaring me is precisely that I don't see any traps lying in wait.  What's going to go wrong with this?  Seriously, something has to, and I'd rather have some idea of where the difficult bits will be early on.

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On 10/10/2005 at 4:00pm, Troy_Costisick wrote:
Re: How story evolves over time

Heya,

You're talking about who has credibility to add to the story, right?  Don't Universalis, Dogs, PTA, and Sorcerer basically accomplish what you're talking about?  I do think that each of them have made a major contribution to the gaming industry and have changed the way stories in games are created over time- first off by noting the unglyness of railroading and illusionism.

Am I off base here Tony concerning what you are talking about?

Peace,

-Troy

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On 10/10/2005 at 4:07pm, Sean wrote:
RE: Re: How story evolves over time

So here's what I'm imagining based on your post.

1. There's a setting already agreed on. Maybe the GM made it, maybe it's built into the game, maybe the group made it by collaboration.

2. GM prep involves a series of events and a pile of dice he can assign to them. (You'll need stakes for each side of the event: e.g. 'battle with werewolves' isn't self-interpreting - do losers get slaughtered, or wounded, or what? Lots of ways to handle this but you'll need to choose one.)

3. Players have characters. Let's say the characters have two resources:

a. Trait resources. Magic dude, bulging biceps, whatever. These dictate what your character does.

b. Story resources. Dice you can contribute to future events.

4. Play goes like this. Players can use their story resource to introduce new events or weaken/remove old ones. When they actually engage with events, their traits are marshalled to battle against the event dice currently in the other pile in the usual RPG fashion.

This seems like a promising basic framework to me at least. Two questions:

Question 1: When does the story end? When people feel like it? When the biggest event is dealt with? When all events are dealt with? How do all these dice piles move towards the final payoff?

Question 2: What drives play at the mechanical level? I'd think that the obvious thing would be to build up some kind of 'hero point' type third resource, distinct from the story resource and the trait resource, that you can use to add to your trait pools.

So sort of like this. The GM comes to the session. In his mind the climax is the fight with the Big Ass Werewolf and he gives this 10d6. A couple ways this could go.

1. The players decide to work towards that very climax and accumulate enough of the Hero Dice (how do they accumulate them? by overcoming the smaller challenges?) that their Trait plus Hero dice add up to 12 or 13 d6, making success in the final conflict plausible.

2. The players decide that they want the daughter of the village hetman to marry the big ass werewolf so they drive the fighting conflict down with their story dice and introduce this new 'convince the daughter to marry the werewolf' conflict.

Or some combination thereof.

Here's another thing. Is there any graininess to the in-scene resolution? Or is it all maneuvering the conflict and rolling the dice at the end like in My Life with Master, noting how that effects your dice for future conflicts? This is a choice to make.

I think you've got a good general schema here but the details of how it's filled in matter in a lot of ways: for influencing the experience of play, for influencing which choices matter (tactical choices in-scene vs. maneuvering from scene to scene vs. deciding which scenes are going to happen). A lot, as in what choices you can make and the tactics for choosing them ARE the game.

But I do like the idea of the GM prep being a list of weighted events, managed by a GM event dice pool and given to all the players up front. That sounds like a really, really powerful potential way to run a game.

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On 10/10/2005 at 4:42pm, timfire wrote:
RE: Re: How story evolves over time

Ummm... I think I hear two things going on. At first, it seems like you're just asking, "How do we (the group) decide what happens next?" That's what the question "How does story evolve" seems to boils down to. The answer to that is... well, very broad. There are many ways to distribute credibility.

Then you ask about your mechanic. It sounds like it'll work. Other games have explicit mechanisms for this kind of thing. Uni jumps to mind (want to see something happen? Spend a token!) but there are others. What seems unique to my not-terribly-broad-knowledge-of-games is that players must compete via rolling dice to get events to happen, while many other games have a simple currency for that sort of thing (drama points, Uni's tokens, etc.)

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On 10/10/2005 at 4:50pm, MatrixGamer wrote:
RE: Re: How story evolves over time

TonyLB wrote:
Returning to the example of the werewolf-threatened town, a GM could simply reveal to the players "Here's the starting story: standard beleaguered town.  You'll come in, be entreated by the locals, head out to fight werewolves.  There's fighting.  There's a rescue.  There's betrayal by at least one, possibly many, of the townsfolk.  Somebody's going to get infected with lycanthropy, prompting a moral choice.  That's where we start, let's play."


I see the Narrativist focus of your game play. I can't speak to that - it's not my style of play. But I do have some experience with the mechanism you've described above because I've used it in Engle Matrix Games.

I'm now calling it a "Plot Track" but it essentially describes the type of events that need to happen for a certain type of story to be told. So if it is a Sherlock Holmes game but instead of looking for clues and solving a crime, Holmes runs for public office and hires Le Strad as his dirty tricks man, then we wouldn't call it a murder mystery game. Personally I don't want to force the players to do any particular story so I view the plot track as more of a set of guide lines rather than laws (as Captain Jack Sparrow would say). I trust that if the players want to stray off the path that they will have fun doing that. It's their game so why not?

If on the other hand you want the plot track to require players to follow it, this mechanism would be solid rail roading, which I see you don't want to do. So if the plot track is open to change you may have two separate levels of play going on. One level would be the Narrativist, moral delima and dealing with the consequences of it game. The other would be a god's eye view of the game, vying over the big picture direction the players are to go in. The big picture level of play would likely not have to be visited much during the Narrativist play, but could be a pregame game. The players would then be sharing power with the game master on creating the next scenario. This would work for campaign play. Bringing it into the individual session though might be a problem. A god's eye view is pretty detached, which could undercut the dramatic effect of agonizing over "What will I do, and how will I live with that."

Matrix Games dive all the way off the cliff and make the creation game the game. It works. Play can be fun, but I don't think it's what you're after. Maybe a hybrid would work though.

In closing, I think this problem could be looked at as two levels of play.

Chris Engle
Hamster Press = Engle Matrix Games  

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On 10/10/2005 at 5:16pm, TonyLB wrote:
RE: Re: How story evolves over time

Troy_Costisick wrote: Don't Universalis, Dogs, PTA, and Sorcerer basically accomplish what you're talking about?


Jeez, I don't think so.  In Dogs, do players routinely say "Okay, the final confrontation of the story should be around that clocktower" and give that mechanical weight?  If so, can they do that at any time (i.e. the moment they see the clocktower in the distance, four hours of game-time before the final confrontation in question occurs) or only at the moment that their proposed story-element becomes the present-moment of the narrative?

I'm genuinely not talking about building up a set of past and present causes, in the hopes that they will have a future effect that you want.  I'm talking about rolling up your sleeves and directly impacting the future of the narrative.  If you had a book that you were reading, as a group, you'd have all the pages of the book, only one of which you're currently reading.  This would be like saying "Okay, because of what we just read in chapter 5, I'm going to rip chapters 12 and 14 out of the book and replace them with these pages.  Hand me a stapler."

Yes, in the end, it is about how you distribute authority to change the story.  But it's about providing tools that let you broaden that authority to directly change the story beyond the present moment of the narrative.  So no, I don't think Dogs and Sorceror do that.  I think Universalis could do it, but then Universalis technically can do almost anything, by building the rules in as you go.  PTA directly supports character input into the story arcs, but has no provision whatever for those story arcs to evolve as the game progresses.  You couldn't really say "Well, given what we just saw, the next episode can't be Sandy's spot-light episode.  It will have to be Mitch's spot-light nstead.  That's his third one this season!"

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On 10/10/2005 at 5:23pm, TonyLB wrote:
RE: Re: How story evolves over time

Sean, you have lots of specific questions that I will return to when I actually design a specific mechanic to do this for Misery Bubblegum.  Right now I'm just batting around the general concept, so I'm just going to field some of your more general issues.  I haven't forgotten the other questions though!  Pondering them!

Sean wrote:
2. GM prep involves a series of events and a pile of dice he can assign to them. (You'll need stakes for each side of the event: e.g. 'battle with werewolves' isn't self-interpreting - do losers get slaughtered, or wounded, or what? Lots of ways to handle this but you'll need to choose one.)


Well, is "Our funeral" the next event in the story?  If not then the losers clearly don't get slaughtered.  In fact, given the "rescue attempt" and "someone is infected by lycanthropy," I think the next step is pretty clearly laid out:  someone gets captured, someone gets bitten.  Losers, all 'round, and plus they're now entangled with the story elements that we knew we were going to deal with anyway!

Sean wrote:
3. Players have characters. Let's say the characters have two resources:

a. Trait resources. Magic dude, bulging biceps, whatever. These dictate what your character does.

b. Story resources. Dice you can contribute to future events.


Why would these be different?  If your bulging biceps aren't having an impact on what story we all choose to tell, why are we even thinking about them?  Maybe your bulging biceps intimidate the werewolves, making a conflict less likely.  Maybe your confidence in your mighty might makes you arrogant and abrasive, making a conflict more likely.  But if your bulging biceps are just ... there ... then they're strictly narrative color, aren't they?

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On 10/10/2005 at 5:32pm, LordSmerf wrote:
RE: Re: How story evolves over time

Tony,

If I'm properly understanding your proposal (and there's no guarantee of that), then the real dangers are going to be in pacing issues.  It seems to me that in a taditional continuity sort of game the pacing arises intuitively.  That is, the conflicts build up via some sort of natural story building process (or at least via a process that's so ingrained that we don't notice it).  Once you start thinking about the future events and how they work out you have to start being highly intentional with regards to pacing.  Do we need to be pushing quickly toward the clocktower, or do we need to slow things down?

There's also the ubiquitous "What about people screwing up the parts you thought were really cool and replacing them with drek?" issue, but that's probably workable.

It also seems that inherent in this method of story structuring is a lessening of tension.  Take for example your "Nothing could go wrong" thing.  Within specific genres we know that this means something will go terribly wrong.  Assuming that we're playing in such a genre, we naturally introduce a mechanical certainty of such a thing (or so it goes in your version).  Now, let's say we spend two hours of real-time play building toward our terrible event when someone says "Hey, let's play against type!  Nothing goes wrong after all!" and spends the necessary resources to make it so.  Suddenly you have this unfulfilled expectation, this anticipation of an event that never occurs.

It seems to me that while what you're talking about here is a fascinating set of tools for story creation such that our creation of stories will probably be more interesting/more powerful, at the same time it may (I'm not sure yet) weaken things from the perspective of players as audience.  We are less able to feel the tension of things... maybe.

Wow... that's really disjointed.  Maybe some of it's useful...

Thomas

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On 10/10/2005 at 5:37pm, Sean wrote:
RE: Re: How story evolves over time

Hi Tony!

Cool. I think I'm getting what you're saying. I think your questions for me are more exploration of options, which is cool, because I think you're on to a neat general idea here (events in the game as something in conscious play).

One thing you could do is hand over the list of events and freeform the order. Another thing you could do is have the events in fixed time order. If it was the first (which is what I was thinking) then establishing stakes is more important. If the order's fixed (unless the players or GM spend their story resource to change it) then stakes doesn't matter as much - as you say, if the 'someone's inflicted with lycanthropy' conflict follows the 'fight with werewolves' conflict no matter what, again unless someone spends the story resource, establishing stakes is less important. (Though if someone was getting lycanthropy win or lose, what was happening in the werewolf fight? They're still there if you lose and gone if you win? There's still some need to know what the conflict decides, I think.)

The danger of the fixed order of events is that people start to feel powerless, I think. Unless everyone has a whole lot of that story resource going around. But then you run the risk of endless reshuffling. I don't know.

The trait and story resources don't have to be different. The question is, what are you resolving? There's

(a) what scenes you're going to have, and in what order

(b) how you resolve the individual scenes

Having the same resource for both might be cool, actually, depending on what you were trying to do. It could work either way.

The one thing, though, is there needs to be something you're going for in the scenes I think if you're managing the game at this level. Like how in MLwM you're trying to accumulate love, driving play towards the big scene at the end.

That could create some interesting outcome tradeoffs, like 'hmm, built up three hero points in that last encounter, do I want to use them to buy off the 'inflicted with lycanthropy' outcome or save them so I can introduce a 'the baron's daughter falls in love with me' event later?' type deal.

But this is just getting too abstract for me at this point. Thanks for the cool idea! I don't see any absolute problem with it, so maybe you should get crackin' on the system that implements it!

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On 10/10/2005 at 5:41pm, Andrew Norris wrote:
RE: Re: How story evolves over time

Hi Tony,

I follow what you're saying, and I definately think it's doable. So far in our group we've only had that kind of thing happen in a scene- or session-level scope, but I don't see why it couldn't be expanded to encompass events that are several sessions away.

Sorry I don't have more to add, but your idea made something "click" that's previously just been rolling around in my subconscious. I'll see if I can think of any potential pitfalls.

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On 10/10/2005 at 6:49pm, MatrixGamer wrote:
RE: Re: How story evolves over time

LordSmerf wrote:
It seems to me that while what you're talking about here is a fascinating set of tools for story creation such that our creation of stories will probably be more interesting/more powerful, at the same time it may (I'm not sure yet) weaken things from the perspective of players as audience.  We are less able to feel the tension of things... maybe.


Ah, someone saying the same thing I said. There is a possibility that taking the god's eye/scenerio building perspective will ruin the tension of play.

Scenario building - intergames - would be a good thread on its own. That and looking at time lines (for instance how does a game handle flashbacks in play?)

Chris Engle
Hamster Press = Engle Matrix Games

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On 10/10/2005 at 7:25pm, Doug Ruff wrote:
RE: Re: How story evolves over time

Hi Tony,

For what it's worth, what you're talking about is something I've been thinking about for a while... which was inspired by some of our chats about Capes and Misery Bubblegum, so I'm certainly not claiming prior creativity.

I think this is mainly about giving player input into story element a 'mechanical' basis, by which I mean players have resources to devote to story elements, which are then 'rolled' in some way as a conflict.

If so, Universalis does come very close to this - player impact on story is mediated in a 'diceless' way, using Token bids. It's at the character-level of conflict that the dice get rolled.

To make sure I'm on the right track - if we played a game of Uni, and the characters weren't made-up people (or aliens, or furries) but were story elements instead, would this be close to what you are trying to achieve?

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On 10/10/2005 at 10:28pm, TonyLB wrote:
RE: Re: How story evolves over time

LordSmerf wrote:
It also seems that inherent in this method of story structuring is a lessening of tension.  Take for example your "Nothing could go wrong" thing.  Within specific genres we know that this means something will go terribly wrong.  Assuming that we're playing in such a genre, we naturally introduce a mechanical certainty of such a thing (or so it goes in your version).  Now, let's say we spend two hours of real-time play building toward our terrible event when someone says "Hey, let's play against type!  Nothing goes wrong after all!" and spends the necessary resources to make it so.  Suddenly you have this unfulfilled expectation, this anticipation of an event that never occurs.


I think I get what you're saying, Thomas.  Either it is hard to defy expectations or it's easy.  If it's easy then nobody is encouraged to build up their expectations, because the mechanics don't support them.  But if it's hard then how can you suddenly reverse people's expectations?  And if you can't suddenly reverse people's expectations, why would they ever feel surprised at the outcome of anything?  It's all just their expectations coming to pass, and those expectations have probably been in place for some time.  They might have been surprised that the future changed an hour ago, but they've had an hour of game-time to adjust.  Is that right?

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On 10/10/2005 at 10:38pm, pells wrote:
RE: Re: How story evolves over time

Returning to the example of the werewolf-threatened town, a GM could simply reveal to the players "Here's the starting story: standard beleaguered town.  You'll come in, be entreated by the locals, head out to fight werewolves.  There's fighting.  There's a rescue.  There's betrayal by at least one, possibly many, of the townsfolk.  Somebody's going to get infected with lycanthropy, prompting a moral choice.  That's where we start, let's play."


A question :
Instead of telling your players this premise, let's say you keep your story line to this basic, no more preparation from your part. You've got characters, groups, each one having their own set of motivations. You have a timeline, werewolfs terrorise town, mayor offers his daughter...
You still don't know what your players will do, the game isn't played yet.
Let's take back your exemples :
Then the players (including the GM) can all vie to control the evolution of that story as it plays out.  Here are some examples of what could happen:


• you tell your players "the mayors face slips into a conniving, greedy look". They choose to keep an eye on him. Following him in the night, they see him meet strange characters in the forest. Who knows, maybe they'll prevent the daugther from being captive but unleashed the fury of the werewolves.
• your players decide "The crazy old woman on the edge of town may know something about the werewolves". Uhm, good question... you tell them of an old story about a curse. Maybe there's a way to remove it.

I think you can achieve the same goal this way. By preparing, not a fixed set of linear events but a context (I doubt it's the right word, though). And furthermore, you can throw in battles or investigations or moral dilemma, depending on your players needs.
The question finally : Why are you looking for a mechanic to do so ?

Mechanics or not, I believe, you, and not only your players, will have more fun.

Last thing :

I really want to make this work (at least for Misery Bubblegum, but also more generally as a tool for any developing game).  I look at it right now, in the flush of realization, and it seems easy.

I would agree, but add a lot of work. As you'll not use all the material you'll be writing.

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On 10/10/2005 at 11:54pm, TonyLB wrote:
RE: Re: How story evolves over time

pells wrote: I think you can achieve the same goal this way. By preparing, not a fixed set of linear events but a context (I doubt it's the right word, though). And furthermore, you can throw in battles or investigations or moral dilemma, depending on your players needs.
The question finally : Why are you looking for a mechanic to do so ?


Because I want to give the players power, not just influence.

Influence:  The players make recommendations, and the GM takes them really seriously, but always has the final word on what happens.  If the players strongly disagree with the GM then they are simply out of luck, because the only way they can achieve something is through his approval.

Power:  The players don't make recommendations, they take action on their own.  If the GM doesn't like it then he has tools with which to oppose them, which may succeed or fail.  Nobody has to ask the GMs permission to exercise their authority within the rules.

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On 10/11/2005 at 12:23am, LordSmerf wrote:
RE: Re: How story evolves over time

Tony,

That's something close to what I want to say, yes.  You have to be able to make stuff outside of expectations happen, but if you have mechanically established that everyone has the exact same expectations, and that without mechanical influence those expectations will come to pass, then where's the surprise?

If you have mechanically defined those expectations, and it's easy to change them, then who's going to invest any effort in expecting them?

You've got to have some way to make expectations long-term, and still have a way to violate them (in a good way).

Thomas

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On 10/11/2005 at 2:29am, TonyLB wrote:
RE: Re: How story evolves over time

Yep, but there are several ways to do that.  So long as suddenly overturning a big expectation isn't something that can be done just any time, but which can be done in certain circumstances (which people could subtly aim toward), I think the tension can be maintained.  I'll posit one method, though I'm sure people can think of others.

Suppose resolving some big story-arc gives you a huge surge of resources.  You can either spread these out across many things, or roll them straight into one monumental effort, like confounding some other big story-arc.  For the most part the short-term efforts of a PC are insufficient to stop a story-arc that has a lot of momentum, but the resources from completing another story-arc are sufficient.

I'm thinking particularly of the TV series Angel here, which overturns expectations on several big counts, to the betterment of the story.  SPOILERS FOLLOW.

So, for an example, Darla and Drusilla are on a bloody rampage.  Events in that arc are "Angel finds Darla and Drusilla" and "Angel rescues their victims."  Wolfram and Hart are also yanking Angels chain, a lot.  Event there is "Angel gets fed up with the evil lawyers and stoops to their level to get vengeance."

So, naturally, when Angel finds the girls, they're about to chow down on the staff of Wolfram and Hart.  He rolls the resources he gains from finding them into increasing the importance of stooping to their level.  He resolves "Stoop to their level," closing the doors and locking the naughty solicitors in with the vampires.  With the resources he gained from that, he buys off "Angel rescues the victims" entirely.

Now that is in many ways unexpected.  Angel is letting people die.  Just walking away.  Surprising, yet (in its way) inevitable.  The long-established anger with Wolfram and Hart is what makes it acceptable for him to overturn the "Rescues Victims" event, whereas it wouldn't have been cool for somebody to just say "I think Darla and Drusilla get bored with killing, for no particular reason.  If we just leave well enough alone I'm sure there won't be any more trouble."

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On 10/11/2005 at 2:53am, Sydney Freedberg wrote:
RE: Re: How story evolves over time

In some ways, this reminds me of Capes's "Event" mechanic (unsurprising: Tony = author of Capes). When a player puts a card on the table and writes on it "Event: The Love Interest plummets from a High Place" or "Event: the Hero defeats the Villain," everyone (assuming no veto) now knows that Event will happen, but no one is sure quite how they'll get to it or what will come of it, which offers plenty to be uncertain and engaged about: Will the Love Interest be pushed by the bad guy or jump in despair? Will she be caught or splattered? Will the Hero defeat the Villain easily, with difficulty, honorably, by stooping to his level? And, if these two Events are happing at once, does the Hero fail to save the Love Interest even in his victory, or is his victory precisely the thing that dooms her?

You can concoct endless other types of Events, too, which can be terribly abstract -- "Someone feels morally justified about their actions" -- or in service of particular genre conventions -- e.g. for John Woo, "Event: Mexican stand-off in a church" or for Star Trek, "Someone pontificates smugly."

One added dimension Tony seems to be seeking here is that these [Future] Events need to persist as future possibilities over many scenes and many sessions -- and that they can be cancelled out, made not to happen, if need be. But I'm sure there are other crucial differences I'm not seeing in my sleep-deprived state, so I'll just ask: Tony, what specifically are you trying to achieve that you couldn't already achieve with Capes-style Events modified to last indefinitely until someone specifically chose to resolve them?

P.S. I have a vague image of people writing down their desired Events on index cards, putting them on the table, and then arranging them next to already-played Event cards to create an outline of the proposed future course of events (i.e. plot) or to associate different Events (e.g. the way the Love Interest falling and the Hero winning were associated above, or the way "someone is infected with lycanthropy" followed "big werewolf fight" in Tony's example).

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On 10/11/2005 at 2:57am, Sydney Freedberg wrote:
RE: Re: How story evolves over time

P.P.S.: I think what I just described above is Chris "Matrix Games" Engle's "plot track," except one that's customized and improvized by the players rather than pre-set.

P.P.P.S:

MatrixGamer wrote:
LordSmerf wrote:
It seems to me that while what you're talking about here is a fascinating set of tools for story creation such that our creation of stories will probably be more interesting/more powerful, at the same time it may (I'm not sure yet) weaken things from the perspective of players as audience.  We are less able to feel the tension of things... maybe.


Ah, someone saying the same thing I said. There is a possibility that taking the god's eye/scenerio building perspective will ruin the tension of play.


There's been a longrunning debate/anxiety about that in various Forge threads, I believe; the Forge-terminology for the question is something like "does heavy reliance on Author or Director stance undermine Immersion and thus excitement?" I think the "orthodox" Forge answer is, true, you may feel less as if you're inhabiting your character's head and seeing through his/her eyes, but you can still get excited and tense even if you have far greater power over the story than your character does.

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On 10/11/2005 at 3:23am, Noon wrote:
RE: Re: How story evolves over time

TonyLB wrote:
Let's examine the most bog-standard story-prep imaginable:  A GM says "Okay, they'll come into town and the Mayor will tell them that his daughter has been captured.  Then they'll go out and fight the werewolves.  When they win, they'll rescue the daughter only to realize that she's been infected.  Do they leave her as she is, kill her, or sacrifice a powerful magical artifact to cure her?  Moral decision!  Yay!  I'm a great GM!"

That story has a beginning, middle and end.  It has its own timeline.  During play that timeline unspools:  events cascade from the future, into the present, and then into the past.

Before play, clearly, that timeline is dealt with as a whole.  Say the GM thinks "Hey, what if the town blacksmith is in league with the werewolves?  He'd act shifty in the beginning, and then the werewolves might be well armed (with weapons of recognizable craftsmanship) in the middle, and there's a big moral confrontation at the end."  He's just changed the story as a whole, throughout all its parts.  The story, as a whole, is evolving over time, as stories should.

This is going to sound nit picky, but isn't that just the games scratch notes evolving? While story itself comes from actual play events?

I can see the play in your example, where players are clearly manipulating resources. But the play involved is part of a 'compete to create some scratch notes' game. In a way it works, if play starts right at the point of address and everyone says 'okay, these scratch notes are the facts of the case, take them into account in your address'. But the example seems to avoid an address...the girls pregnant, which doesn't propose any immidiate choice needs to be made. Are you sure the example meets your needs?

Side note: I've got their wierd feeling that maybe this is some huge perceptual shift I've been under during my gaming career, where perhaps I've been using rules for writing scratch notes as if they were rules for actually playing the scratch notes. Certainly it would answer the 'complete games with unlimited resource assignment' questions I asked in a recent thread. If so, then wow...disregard my question, I've got a whole new thread to start!

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On 10/11/2005 at 4:26pm, Rob Carriere wrote:
RE: Re: How story evolves over time

Tony,
This is completely out in left field, so use or discard to taste, but should the players be playing characters in this game? Shouldn't they be playing story elements instead?

So like, I'm playing "violence will break out" and you're playing "werewolves are misunderstood" or some such?

I know this is vague as all get-out, but I noticed I was explaining your idea to myself describing the story elements as active and the characters as undergoing the evolving story.

SR
--

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On 10/11/2005 at 6:01pm, MatrixGamer wrote:
RE: Re: How story evolves over time

Rob wrote:
Tony,
This is completely out in left field, so use or discard to taste, but should the players be playing characters in this game? Shouldn't they be playing story elements instead?

So like, I'm playing "violence will break out" and you're playing "werewolves are misunderstood" or some such?

I know this is vague as all get-out, but I noticed I was explaining your idea to myself describing the story elements as active and the characters as undergoing the evolving story.

SR
--


I frequently use the character "Amorphous evil" in games whose goal is to mess things up. It works and can be a fun "character" to play. I think giving players a goal like you've described is interesting and worthy of a thread of its own but probably not on the point here.

Tony's original point was about a game mechanic to allow change in the direction of the game.

It suggests several questions.

1. Can it be done? I think the answer is yes. People have pointed out a few ways.
2. Will Tony's mechanic work? I don't know - It needs to be play tested.
3. Should it be done? Or what are the implications if it is done? One answer is that it could lessen tension in the game.
4. Are their any tangential ideas spurred by this that could make good threads of their own? Which I think is yes. Rob's idea being a case in point.

Chris Engle
Hamster Press = Engle Matrix Games

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On 10/11/2005 at 6:10pm, TonyLB wrote:
RE: Re: How story evolves over time

Rob wrote: This is completely out in left field, so use or discard to taste, but should the players be playing characters in this game? Shouldn't they be playing story elements instead?


How about both?  I don't think you get into conflict of interest, so long as the rewards for playing a story element are dependent on other players engaging their characters with that element, and likewise the rewards for playing a character are dependent upon engaging your character with other people's story elements.  That should be enough to discourage solitaire play, where you're both creating and resolving adversity for your own character.

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On 10/11/2005 at 6:41pm, MatrixGamer wrote:
RE: Re: How story evolves over time

TonyLB wrote:
Rob wrote: This is completely out in left field, so use or discard to taste, but should the players be playing characters in this game? Shouldn't they be playing story elements instead?


How about both?  I don't think you get into conflict of interest, so long as the rewards for playing a story element are dependent on other players engaging their characters with that element,


If a player takes on the role of "Werewolfs are evil fiends" it doesn't related only to one character. To enact this goal in a game a player might want to make many different characters act. They might want the old crone to tell about past attacks, have the mayor's daughter try to talk to her captors and get bit for her troubles, or have the hero see a werewolf eating a fluffy bunny. When you divorce player's play from one character it has decided implications for play.

How important is a player playing one character to you? And how much ownership does one player have of their character (ie can I make your character do something stupid if it enacts my goal?) If players are limited to their character then taking on the goal of "fill in the blank goal" is limited.

In Engle Matrix Games I have people pick characters but they are not tied to them or totally control them. Actual play can be very role play like if the players want it to be but it can also be very detached. When it gets detached it can look and feel not like role playing.

How do you feel about characters? Do players control only their guy? Do you want a detached game? I'm interested. Your answers will set the parameters of how the game is played.

Chris Engle
Hamster Press = Engle Matrix Games

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On 10/11/2005 at 7:21pm, timfire wrote:
RE: Re: How story evolves over time

Tony, I have an honest theorectical question here---Why should the players ever invest in future events, rather than just focus on present or near-present events?

OK, so I have this cool idea for a future event. You're trying to find a way to make sure this happens. But in the meanwhile between now and when this cool event is suppose to happen, something might come along that makes my idea irrelevent or inappropiate. You acknowledge that this might happen. In your original example, you have the players negate... err, some sort of fight scene in favor of something else. Obviously, something happened that made the players change their minds.

So my question is, given that there's always a possibility that some future event will make me change my mind, why don't I save myself the trouble and just let things happen intuitively---meaning, I only worry about the here and now, and what I'm going to do immediately next?

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On 10/11/2005 at 7:35pm, Mike Holmes wrote:
RE: Re: How story evolves over time

Bill Cook recently sent me a game called "Story Steps" that I think is trying to do what you're looking for, Tony. Only it's all just "write up the end goals, and then write up the steps to get there, etc." I think it definitely could be done in a more mechanically solid way.

But I agree with Thomas, only more so. Reading Story Steps, I was thinking "this is like Universalis, but worse." Meaning that I agree with you that Universalis doesn't do this sort of thing, but it almost did. When designing the game Ralph came up with a huge set of rules about monitoring story progress across arcs. You can probably still see them on the website (though I can't seem to find the website...). We removed them from the rules, however, because it was just too much stuff. Which turned out for the best, I think.

Basically, I don't want to have any pre-generated idea of what's going to happen. Oh, sure, I'll have ideas about what I'm going to do in play personally. But what I think is a feature of RPGs is that they have the same quality of the future being unknown that books do. That is, you get to create something with similarities to a book, yet you also get it revealed to you as you go along like a book. That's unique, and I don't want to lose it.

Now, people said the same sort of thing about Universalis that if they couldn't keep their association to the character that it wouldn't be fun. So, perhaps I'm just being a fuddy-duddy. Take it for what it's worth. But the power to create "now" on the spot, and not "what's going to happen" seems to be the attractive part to me. Just saying.

Mike

P.S. Crossposted with Tim. But I think he's saying much the same thing.

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On 10/11/2005 at 7:53pm, timfire wrote:
RE: Re: How story evolves over time

Mike---yeah, I think we're saying the same thing.

I also wanted to ask something else, Tony---why should the player delay his gratification? Meaning, why should I invest in future events and not just make those events happen right here and now?

For example, the "mayor betrayal" plot, or whatever it was. Why should I invest in having that happen some time down the road, instead of just making it happen right now? Why can't I just throw down a Drama point or whatever and declare,"As we turn around the mayor gives us an evil grin...He's up to something!!!" That way, the fact that he's involved in some sort of betrayal is entered into the SIS immediately.

Like I said, these are honest questions. If you have reasons for this that you think I'm not seeing, I would love to hear them.

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On 10/11/2005 at 8:59pm, Sean wrote:
RE: Re: How story evolves over time

If you drop into and out of scenes, then there may be, in a well-designed game, incentive to focus on the now and the later both. Especially if you accumulate a resource in-scene which drives the game from scene to scene in some way (as in My Life with Master). So e.g. beating the werewolves boosts your story pool, so then you can choose whether you want to buy down the 'inflicted with lycanthropy' follow-up or invest in creating a 'romantic interlude with hot wolf chick' follow up.

(That way of looking at it creates an incentive to keep the in-scene resource and the scene-manipulating resource separate, IMO.)

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On 10/11/2005 at 9:32pm, TonyLB wrote:
RE: Re: How story evolves over time

Sydney wrote: Tony, what specifically are you trying to achieve that you couldn't already achieve with Capes-style Events modified to last indefinitely until someone specifically chose to resolve them?

What I'm trying to practically achieve with this general theoretical concept?  I have no such goal.

What I'm trying to practically achieve with a specific application of this theoretical concept?  Again, a good question, but I'm going to defer it until I have a new draft of Misery Bubblegum to discuss in IGD.

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On 10/11/2005 at 9:43pm, TonyLB wrote:
RE: Re: How story evolves over time

timfire wrote: I also wanted to ask something else, Tony---why should the player delay his gratification? Meaning, why should I invest in future events and not just make those events happen right here and now?

I get that the question is honestly meant, but I don't understand why you expect me to have a once-and-forever answer to it.

I don't know what uses people will put this ability to.  Asking me that is like asking "Why would anybody want to narrate something in Director stance, rather than just achieve the same effect by doing something in Actor stance?"  It's not hard to give a specific answer ("Well, many times you can establish dramatic tension more quickly by simply narrating what you need for the scene, rather than trying to create it second-hand by GM reaction to your character actions") but there is so much territory to cover that no one answer is likely to satisfy every contingency.

So, why would you want to contribute toward a scene happening later rather than make the scene happen now?  Here's a specific answer:  Your actions are linked through story structure to the later scene, but there is a lot of build-up which is required before that scene actually takes place. 

For instance:  Your martial-artsy character is berated in the opening scene by his teacher, who says that "Until you learn to trust yourself, your Kung-Fu will always be weak."  This scene (at least to me) is clearly foreshadowing the issues that will occur at the climax of the episode:  the character's ability (or inability) to trust himself needs to be revealed and important in that climax.  But I don't want that scene now.  God no!  I want several more scenes, in which his current inability to trust himself is highlighted, underlined and put in the spotlight.  I also want some scenes where he is given an opportunity to learn to trust himself, hopefully by an unexpected and entertaining angle (falling in love with a good woman is classic).

Now, through all of that, I want to be continually modifying and codifying the climax scene that this is all leading toward.  When that climax occurs, the resources should already be in place showing how it is an outgrowth of everything that went before, because at every juncture of "before" we were looking forward and modifying the future climax.  That climax could not possibly have the same depth and richness of meaning if it occurred immediately after the first scene ... indeed, it could not be the climax if it occurred then.  Something else, later, with more importance, would have to be the climax.

So, to turn your question around:  the very next scene, the one that's about to happen, that has a certain place in the story.  It may not be a very important place, no matter how hard I try in this moment.  Why should I limit my efforts to effecting that scene, when all of the story, past, present and future are available for me to fiddle with?

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On 10/12/2005 at 12:59am, Sydney Freedberg wrote:
RE: Re: How story evolves over time

Light bulbs going on, I think.

TonyLB wrote:
That climax could not possibly have the same depth and richness of meaning if it occurred immediately after the first scene


Flipside: Having that climax out ahead of you gives both resonance and direction to all the lesser scenes between The Beginning and The End of the story-arc. Rather as the inevitable end of the Master, and the very uncertain but final fates of the individual minions, shapes every small thing that happens in a game of My Life with Master. Compare and contrast your archetypically D&Disfunctional "epic" campaign, with years of blundering about from 1st level weenies to 20th level demigods in the vague hope of ouija-boarding your way towards a Story: God forbid that we just tell the DM what kind of ending we'd like!

In fact, the more I come to think about it, when a player says "I want this to happen eventually," that ending is actually of purely secondary interest (often): The real desire is to have the scenes leading up to it. E.g. we're not playing in a great rush towards the climactic fight with the bad guy, or overcoming our inner fears, or whatever, but rather we're using those foregone conclusions to add relish to lots of scenes of running away from the bad guy, training by painting the fence, etc. etc.

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On 10/12/2005 at 2:13am, TonyLB wrote:
RE: Re: How story evolves over time

Like Fates in Mountain Witch or an approaching spotlight episode in PTA, yes.

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On 10/12/2005 at 1:53pm, Mike Holmes wrote:
RE: Re: How story evolves over time

TonyLB wrote:
So, to turn your question around:  the very next scene, the one that's about to happen, that has a certain place in the story.  It may not be a very important place, no matter how hard I try in this moment.  Why should I limit my efforts to effecting that scene, when all of the story, past, present and future are available for me to fiddle with?
Keep in mind that this is just my and Tim's predilictions showing here, and I have no idea how many people share these preferences. But the answer to the question is that I personally don't want to create anything out in the future of the story because even if I know that it might change before we get to it, while it hasn't changed, the intervening play has to be about getting to what's been established already. That is, it's not creative work, it's just filling in the gaps.

One time we were playing Universalis and just to try out the rules, following a scene of carnage, a player jumped to a scene a year previous. We all sort of decided at that point to have all of the scenes proceed from the earlier point with the goal of making sense of the first scene which would be chronologically last. Well, we did have some fun trying to figure out the stuff in between. But the problem was the same one that I had watching SW Episode 3. I already knew how it ended. And that killed a lot of the fun for me.

One of the things with Universalis that I was really worried about for a while in design was that there would be no suspense in play, since the player was making up not just the protagonist action, but the antagonist action. We avoided the "Chalk Outlines" problem of having players present their own characters with opposition, but I still worried that, being able to affect outcome, players would plan ahead, and thus lose the sense of anticipation.

Well, it turns out that even with two players, and moreso with more, that this isn't true because of the simple fact that you don't know what the other players are going to do, and so you really can't plan a lot. You can have general ideas, sure, but this is really no different than guessing that Frodo is going to end up in Mordor when you first hear about it. What you don't know is whether or not he'll end up there for sure, or if anyone besides yourself wants that to happen. All such planning gets tossed to the wind occasionally when some player has Frodo veer off to take care of Saruman instead, and Merry ends up going to Mordor.

It's the surprise of where the story goes that's the most entertaining part, and the thing that really surprised me about Universalis. To the extent that the future of the story is known, the surprise is taken away, and the less entertaining it sounds to play to me.

Now, again, I may simply be over-worried. That is, perhaps with the abilities you come up with to adjust things, and the ability to cause changes in the interrim through normal play, it will still be surprising. Or, perhaps, your goal is not to have the outcome be surprising, but a well put together story - I freely admit that Universalis creates stories that you would rarely want to relate to somebody, they're only interesting to create on the spot. So I'm sure that there are ways to use a system to create a better output in terms of story after the fact.

Perhaps there's some happy medium, or a way to have your cake and eat it too. So I'd keep hammering away at this were I you. You might come up with something spectacular from it. I'm really just saying that there is something that some players like that is potentially lost here if you don't protect against it's loss. For what that's worth.

Mike

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On 10/12/2005 at 2:08pm, contracycle wrote:
RE: Re: How story evolves over time

I'm not seeing a great deal of distinction here between the proposed future story elements and the non-linear sequence of time discussed oin Sorcerer & Sword.  As argued there, I don't think the narration in the Conan movies that makes it clear that the story we are about to see is retrospective really does undermine the ejoyment of the plot.

I also think a point raised by Timfire upthread may be pertinent:

OK, so I have this cool idea for a future event. You're trying to find a way to make sure this happens. But in the meanwhile between now and when this cool event is suppose to happen, something might come along that makes my idea irrelevent or inappropiate.


That is indeed possible, but if we are mindful of the future mandated event, then the future event becomes an in-game restriction which must be worked around; it sort of becomes a rule.  For example, the Conan on the throne might not be the real Conan, but someone else who has stolen Conans identity as king.  Keeping the Conan-as-King motif in play does not necessarily rule out an almost infinite number of ways in which that specific event might be brought about in actual play.  But what it can do is keep play themetically focussed, I would think.

Credit to Callan foor pointing out this aspect of established future events.

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On 10/12/2005 at 5:04pm, pasoliati wrote:
RE: Re: How story evolves over time

Mike wrote:
It's the surprise of where the story goes that's the most entertaining part, and the thing that really surprised me about Universalis. To the extent that the future of the story is known, the surprise is taken away, and the less entertaining it sounds to play to me.


Half-baked thought, but how would this work with a Two-Goal Structure theory http://www.dsiegel.com/film/two_goal.html?

In a single-goal plot, the protagonist has one problem to solve from the point of commitment to the end of the film. Accomplishing a single goal will solve the overall problem. The African Queen, Raider's of the Lost Ark, The River Wild, and Star Trek: Generations, are well known single-goal films (most are not well known, since they don't tend to stay in theaters very long).

...

In contrast, most films we see these days have a two-goal plot. This involves the protagonist striving for the false goal, then learning something that changes the whole situation and going for the real goal to save the day in the end. The reversal of the protagonist's goal takes the entire story in a legitimate new direction half-way through the film.


It seems that proposed future story elements encourage a single-goal; the player knows what he or she wants to happen and will try to support that with proposed future story elements.  To create a reversal or a twist, the GM would have to either discard some of the players' proposed future story elements or do some serious bricolage with the plot.

One of White Wolf's best works in my opinion is Orpheus.  In all of the six Orpheus books, but especially the first they give the gaming group a lot of plot/adventure seeds in the form of mission briefings.  The idea being that the Storyteller (GM) only needs to give the character's the mission briefing and the first act of the adventure is all taken care of.  The problem with the mission briefings as they wrote them, however, is that each of them telegraph a reversal, and since the genre is reversal driven (ghost stories), that means that the mission briefings make the Storyteller's job harder, since he or she now needs to support the original goal, the reversal, and then come up with another reversal of their own.

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On 10/12/2005 at 6:15pm, Sydney Freedberg wrote:
RE: Re: How story evolves over time

Grrrr.... Writing formulas. (Well, "formulae," but, c'mon). I read the link, plus this Siegel guy's "Nine-Act Structure" on another part of his website. Interesting, but rigid - a lot of mistaking details for principles and specific arrangements of trees for the nature of forest: "Look, this forest has three evergreens in a row too! That must be telling us something!" "Uh, yeah, we're in Canada. You'd have known that already if you bothered to look at the damn map."

Sorry, pet peeve there. Rant off.

Siegel reduces the "two-goal" thing to "surprise" -- Mike Holmes is emphasizing surprise too, of course -- and you know what? Surprise can't be all, or nobody would watch any movie or read any book more than once..

Now, some "two-goal" -- or three-goal, or four-goal, or whatever -- stories, the ones that really engage me at least, are the ones where there are two (or more) competing values on the table the whole time, but the protagonists may not realize those values are in competition until the crisis comes and they have to make a choice:

"The robbery went off fine, but now I discover what I stole is badly needed medicine -- what matters more, getting the money I need or keeping the morals that make me who I am?"
"I could kill my evil father, but I might become as evil as he is."
"Dark magic gave me cool powers, but if I keep using them, I endanger all my friends."
And so on and so on. (All these are examples from specific things I've seen and enjoyed).

What's important here isn't the surprise; in fact, often the audience is clearly told that Value B is going to be at risk even as the character blindly pursues Value A -- in other words, surprise is sacrificed in favor of anticipation, and knowing what's going to happen heightens tension rather than reducing it.

So it's a totally workable storytelling technique to have all the future goals/events/whatever right out on the table. Even the mechanics of this part aren't so difficult: A character presumably has certain goals/recurring conflicts that come with being who they are and which predictably come up all the time (e.g. Exemplar Conflicts in Capes), plus people can create specific goals/conflicts/events that pertain to the specific story, and then each player has only so many resources to make things happen -- you've got to choose.

So the surprise thing is the simple part, frankly. How to mechanically reinforce the build-up to a desired climax, that's tricky.

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On 10/12/2005 at 6:50pm, Mike Holmes wrote:
RE: Re: How story evolves over time

contracycle wrote:
I'm not seeing a great deal of distinction here between the proposed future story elements and the non-linear sequence of time discussed oin Sorcerer & Sword.  As argued there, I don't think the narration in the Conan movies that makes it clear that the story we are about to see is retrospective really does undermine the ejoyment of the plot.
Not the same things. All plots can be seen as potentially retrospective. It's a matter of knowing the plot and how it comes out. Yes, in Sorcerer & Sword we may know that the character must survive. Truthfully, even that bugs me a little. But there's still an infinite number of things that can end in up being the plot that leads to the conculsion of this particular arc. If you say, "In the end, Conan ends up as the ruler of Aquilonia in this story" that still detracts from this story in a way that knowing that he will eventually be King of Aquilonia does not. Because we don't know if this is that story or not.

Heck, some stories will tell you up front how they end. Even that's not impossibly damaging. "This is the tale of how Conan became king of Aquilonia" still allows for an unknown plot, and we ask the question "Well how did he become king of Aquilonia?" meaning what interesting plot happened along the way. If some player states that at some point Conan decides to kill the king alienating his daughter, that choice will have no suspense when it comes up.

Now, I don't think that Tony is supposing that all decisions are made up front, and the proposed mechanic ideas indicate that this stuff can be changed before it happens. So that might ameliorate the problem. But even if I know at the beginning of a scene how the end is going to happen...I'd rather not know. Because it's only suspensful to the extent that it might come out otherwise. Again, if, in fact, the player can make a change right on the spot, well that might work. But there comes a big question of how much currency the player gets to make such changes. Too much and the previous decisions really don't matter at all, and you might as well not make them. Too little, and things might get too fixed. Find the right level, however, and then you might be able to get the best of both worlds.

Mike

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On 10/12/2005 at 10:24pm, TonyLB wrote:
RE: Re: How story evolves over time

Mike wrote: I personally don't want to create anything out in the future of the story because even if I know that it might change before we get to it, while it hasn't changed, the intervening play has to be about getting to what's been established already. That is, it's not creative work, it's just filling in the gaps.


For quick emotional context:  I'm finding myself utterly boggled by something that reads, at first glance, like a blanket dismissal of a whole story-telling style as mere scutwork ("just filling in the gaps").  I'm totally ready to hear that I'm mistaken about this, because I generally figure that Mike is a reasonable guy, and therefore that I must be misinterpreting what he's said.

So, the style of play you're describing, where certain pivotal events (usually the climax) are fixed immutably in the future includes the following games:  The Mountain Witch, My Life with Master, Polaris, Ganakagok and (arguably) Breaking the Ice.  I think those known future points contribute valuable constraint that make the game more creative and interesting.  Mike, do you disagree?

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On 10/13/2005 at 3:40am, Joshua BishopRoby wrote:
RE: Re: How story evolves over time

I personally don't think I've ever played in any RPG where the basic ending ("The PCs win") isn't known up front.  Sure, some people play with PC failure and death as real possibilities, and perhaps for them the suspense of succeeding or failing is where it's at, but... that sure isn't the only way to play.

Tony:
a) What compels the players to make events happen?  You can build up the dice on a future event ad infinitum, but if the other players consistently avoid it, never take it up, never approach it, what good are those dice that are sitting on the future event?
b) Logistically speaking, how many events can really be 'active' out there on the table, accruing and losing dice, before the players start losing track of what is out there?
c) Why do you need a GM in this schema?  I see no GM tasks that have not been distributed (or might as well be) to the players.
d) Currency is going to be very important to this system, obviously.  You could either go open (a never-ending supply of currency, you can always earn more) or closed (any currency you earn has to come from somewhere else), which will have some profound impacts on how things play out.
e) How competitive and how cooperative do you want this thing to be?

I of course have my own answers to these questions, but I'm not designing the damn thing.  Looking forward to hearing your take on it.

As far as your 'simple idea with no visible pitfalls' thing, I've got a book and a card game in progress that both started off of 'simple ideas'.  If your thing is at all like they were, I would advise you from the start to cleave to that simplicity of basic design, because once you set the thing in motion, the interactions of the 'simple ideas' will quickly become frighteningly complex.  This is, really, a good thing -- if the complexity of a game arises from the interaction of simple ideas, that makes your game engaging and easy to learn at the same time (Poker, Settlers of Catan, heck -- Football).  If you complicate your simple ideas, though, you'll quickly run smack into problems as the slightly more complex ideas throw of wildly complex interactions, full of potential exploits (DnD, GURPS, any collectible RPG out there on the shelves).

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On 10/13/2005 at 2:04pm, Mike Holmes wrote:
RE: Re: How story evolves over time

TonyLB wrote:
For quick emotional context:  I'm finding myself utterly boggled by something that reads, at first glance, like a blanket dismissal of a whole story-telling style as mere scutwork ("just filling in the gaps").  I'm totally ready to hear that I'm mistaken about this, because I generally figure that Mike is a reasonable guy, and therefore that I must be misinterpreting what he's said.
Your misinterpretation, if there is one, is in interpreting this as me saying that nobody would find this interesting. There may well be some people who would. As I keep trying to point out, this is my personal preference. Yes, if I know that we're at point A, and that in the next scene we need to end at point B, and the stuff we're doing in between is directed to get us from A to B, then it seems to me like dread dull work to get from A to B. Dread dull. I mean, I can improvise within that context, and perhaps add more to the story in the intervening space. But if I'm allowed to do that, then, as Tim says, I'll just do that. I have no interest in creating events that are beyond just what happens next.

Maybe somebody else would, but it's just not me. As I've said repeatedly, you should probably ignore this statement of preference for two reasons. First, there may be lots of people who want to do what you're talking about designing, I could be weird, and you certainly seem to find it attractive. So you should probably just stick to your vision. Second, I haven't played said game, and we really don't yet know how it works. So it may be that my fears about the game are completely unfounded, and that I (or anyone who shares my predilections) won't find any of it to actually be dull in play.

Maybe I shouldn't have said anything, but nobody said anything about the potential problem in Chalk Outlines, and that died a bloody death because of it. Just consider what I've given you as food for thought.

So, the style of play you're describing, where certain pivotal events (usually the climax) are fixed immutably in the future includes the following games:  The Mountain Witch, My Life with Master, Polaris, Ganakagok and (arguably) Breaking the Ice.  I think those known future points contribute valuable constraint that make the game more creative and interesting.  Mike, do you disagree?
I think that I've more than allowed for that in what I've said above. That is, I pointed out how knowing the end of the story isn't a bad thing neccessarily as long as we don't know the plot points in between as we go along. As long as moment to moment play answers a question like "How do we get to the end?" Note that in MLWM, for each character's story, you don't actually know the precise ending. In fact, you're playing to see which of the five endings the character gets, and the specifics of those endings. And where the character will end up moment to moment is always at the player's choice. If, in fact, you had to choose from one of the five endings for your character, and had to engineer getting there on the way, I'd find MLWM to be far less fun than it currently is.

Constraint is good, yes. But it seems to me that requiring players to hit story points along the way is, well, like self-railroading. The plot is pre-determined, so we have to hit the stops along the way. Now, yes, I do get to create those stops in this sort of play, so there is some creative input to be sure (as opposed to having to hit somebody else's pre-determined plot points). But it seems to constrain the interim play such that it's no so that the creativity involved in getting from point to point becomes less about spontenaity, and what's interesting, and more about what makes sense. Basically it's like you're using narrativism to set up the plot, but then having to play simulationism to get through it. I'd rather just do narrativism all the way.

Again, all just how it seems to me.

Mike

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On 10/13/2005 at 3:25pm, contracycle wrote:
RE: Re: How story evolves over time

Hmm, well I would see it as borrowing the structure of story, but thren implementing it for Sim.

I genuinely think your objections can be worked around Mike - we just need to find the right kind of plot points, the right kind of structure.

And, lets forget "story".  Lets put plot back to being plot and not story.  Story needs characters, emotions - plot just needs structure.

So if we proposed something like this: "Today you are an Tattooine, next week you will be on Hoth", and this is the mandated structure rather than anything related to story, would that still run afoul of the same problems for you?

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On 10/13/2005 at 4:27pm, timfire wrote:
RE: Re: How story evolves over time

OK, so there IS some precedent for this kind of thing. Cool.

I have to say, I think there might be some confusion in this thread. Or rather, I think everyone is interpreting this idea according to their own thinking. I think if you want some critical analysis of this idea, you need to answer two questions: How frequently will this sort of thing happen, and how specific will the future event be detailed?

Playing under the constraint of one or two incredibly vague future events is going to be much different from having every major event be forecasted and mapped out ahead of time. Now, before I continue, let me say upfront that I think this idea at a stage where you, Tony, need to try it out. A couple hours of actual play blows several threads of hypothesizing out of the water.

OK, now a few responses. I'm not sure that Fates in tMW is exactly the same thing as you describing. (I'll stick to my strength---talking about my own game.) The thing is that these "events" don't get defined ahead of time. They get defined in the moment. For example, I have the "Past Allegiance" Fate. Someone I know is going to suddenly appear. But what does that mean? Who is going to appear? Is this someone I like or dislike? What type of relationship did I have with this person? How are they going to appear? See, Fates in tMW are so loosely defined as to do almost meaningless without player interpretation. Players play without any sort of notion of who, when, where, how their Fate is going to manifest, until the time when inspiration hits. And then, boom! The Fate is put in motion at that moment. IME, when players decide on their Fate, they'll start more or less immediately foreshadowing it, which puts it in play. Also, even if they have an idea of how they want to reveal it, they'll still stay open to the possibility of modifying it to fit the ongoing situation.

Now the ending of tMW... that might be what you're talking about.

Lastly, I'll say that my thinking is very much like Mike's. It may just be a play style issue, but let me share a recent experience of mine. A while ago my group played PTA. We were playing a "behind the scenes" wrestling show. The finale of the show was a showdown with another wrestling federation. We all (the players) knew for a while that this was how the show had to end. It seemed very fitting to the genre.

But that finale was the hardest play session to get through. We had all these expectations about the types of things that had to happened that episode. We were really looking forward to it. Normally, we just played whatever came to mind. But with that episode, we had all these events that had to get shoehorned into the episode. We stilll enjoyed the session, but in the end, it just felt contrived, compared with our other sessions.

(Reflecting on this post. tMW seems like playing with "a couple vague future events", while our PTA sessions seems like playing with "a bunch of specific, detailed events."

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On 10/13/2005 at 5:16pm, Mike Holmes wrote:
RE: Re: How story evolves over time

timfire wrote:
I have to say, I think there might be some confusion in this thread. Or rather, I think everyone is interpreting this idea according to their own thinking. I think if you want some critical analysis of this idea, you need to answer two questions: How frequently will this sort of thing happen, and how specific will the future event be detailed?
Yeah, at this point I'm thinking that given Tony's design acumen, he probably has something in mind that is far cooler than what I'm imagining. So Tim, you and I need to let the thread get back to it's original "how to do it" sort of discussion. Once there's something written down, I think we can get back to any specific objections that might still exist.

Mike

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On 10/14/2005 at 2:48am, M. J. Young wrote:
RE: Re: How story evolves over time

I'm going to throw in a few "how to do it" ideas.

The questions are, why would someone invest in an event at all, and why would they invest in an event removed so far in the future?

At first I was thinking that when an event was met, the points invested would be divided among all the players equally. Then I was thinking that when the event was met, the points would return to the player. Both of these had problems. However, I have an idea that might solve some of the problems.

When a player invests in an event, it's an investment. Each time any event is realized in the game, all as yet unrealized but purchased events gain in value. I'm not sure whether they should all gain one point or whether they should increase according to their current value. Actually, they should probably increase according to their initial investment. Let's digress to that for a moment.

Let's suppose that invested points are in units of ten; thus I can only invest ten, twenty, thirty, forty, or similar values in a desired event. Once I do so, I've got a base investment. Each time any other event is realized, my event increases by one tenth the initial investment, thus one, two, three, four points.

Once my event is realized, I get the points. Thus I have an interest in creating events that are not going to be realized immediately, because they're the ones that build up a lot of points and pay me back. At the same time, I also have an interest in creating short-term events. Even if I create an event that happens next, and so accrues no interest, because I have a long term event for which I've paid forty points each short-term event realized increases the value of that investment.

But the other players also need an incentive to realize my event. Let's say that when my event is realized, I get my points plus the accrued interest, but there's a second pot of accrued interest which is divided evenly among all the other players. Thus if I spent forty points on a long-term event and twenty events have been realized since I created this one, I get back one hundred twenty points--my original forty plus twenty events times four points interest is eighty more--when my event is realized; however, the other players also divide eighty points between them.

What of reversals? I would suggest that an event can only be cancelled if the player who wishes to cancel it pays out to all the other players the amount they would have gotten had that event been realized at the moment he cancels it. Thus for someone else to cancel my event they would have to pay two hundred points minus whatever fraction of eighty would have been their share (more easily accomplished by paying the two hundred and getting a share back, with the caveat that it would be permissible for the total points the player had to go negative not more than the amount he would get in his share). Interestingly, for me to cancel my own event would only cost eighty, because I don't have to pay off myself.

This means the more has been invested in an event the less likely it is to be overturned. However, if I've got two major events and I manage to realize both of them in short order, that could easily give me the points I need to overturn someone else's major event, even if it left me strapped for points and at the mercy of whatever they wished to create instead. (There would have to be a rule that an overturned event cannot be reinstated by the original investor, or something like that.)

So I've got incentive to create both long-term and short-term events, and to realize the short term events quickly but delay realization of the long term events significantly, and yet also ultimately to attempt to realize my own long-term events before others do, both because this empowers me to cancel other long-term events and because it prevents them from using the realization of their long-term events to cancel mine.

I'm sure there are some flaws, and it probably requires significant tweaking, but hopefully it will get some ideas going.

--M. J. Young

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On 10/14/2005 at 4:16pm, Sydney Freedberg wrote:
RE: Re: How story evolves over time

Interest, and royalties, would be very neat to incorporate; the trick is keeping the math manageable.

Other thought: You could also use this mechanic to define elements of setting over time. Say, I could start by putting down a card labeled "the hundred soldiers of sorrow" without any clue of what it actually is (Heroquest character generation recommends doing just this) and we could all slowly invest over time, presumably narrating our investments as hints ominous or otherwise, until finally the trigger condition is reached and whoever's invested the most and gained controlled gets to narrate what this darn thing is, anyway.

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On 10/14/2005 at 4:50pm, Joshua BishopRoby wrote:
RE: Re: How story evolves over time

(Where did Tony go?)

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On 10/14/2005 at 6:53pm, Sydney Freedberg wrote:
RE: Re: How story evolves over time

To atone, I suspect -- Yom Kippur began yesterday, to the best of my (Episcopalian) understanding. Excited as we all are about these ideas, it probably would be best to take a breath and wait for him to return.

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