Showing posts with label Storytelling. Show all posts
Showing posts with label Storytelling. Show all posts

30 June 2014

Weird Magical Items and Narrative Reactivity

So, to take a break from podcasts or talking about Assassin’s Creed I recently caught up with an article on io9 called “The 20 Most WTF Magical Items in Dungeons & Dragons”. The intention of this article was to poke fun at some of the more apparently ridiculous items to be found in D&D’s extensive back catalogue of quest minutiae. I don’t know quite how this all works, as in, I’m not sure how these ideas come to be included in official D&D stuff.

Are D&D coast wizards constantly scribbling down ideas for these things in notebooks they keep close at hand day and night? Or do they, in fact, create new items in their own campaigns and then submit the best ones for inclusion in whatever volume of stuff they’re currently compiling? I tend to think the latter as the vast majority of insanely detailed plots, locations, NPCs etc. rise out of play sessions, response to, you know, actual players and the like.

So I guess that we can be comfortable in the notion that these things were not just summoned wholesale from the basement of imagination, made, as it were, from whole cloth. While some of the items seem, quite clearly, to be cursed objects intended to provoke a particular howl of simultaneous disbelief, horror and delight from players others, maybe, bore the marks of a thing I’m going to call “Narrative Reactivity”.

What is this new thing that I have created? Well, it’s less of a creation and more of an observation really. It’s about the nature of lazy creation when it comes to problems where your characters won’t behave in a story. Many times when this happens in role play it comes from the feeling the host has that managing the demands of the players is somewhat akin to herding cats. Maybe that feeling demands some more time in another post at another time, but right now we shall move swiftly on.

In writing the same thing can happen, and is possibly more upsetting for featuring characters dreamed up within your very living brain itself as opposed to being centred in the brains of other people who might be forgiven for not psychically understanding what you want to achieve in the story world you have built for them.

If the characters who come from your own mind start misbehaving, though, that can be, well, troubling. It puts forth the notion that you are not quite in control of parts of your mind, that people you dreamed up can have their own agendas. There’s something dark and mystical about your characters engaging in acts of sabotage against your story. In those cases you might find that the solutions the inexperienced or desperate author comes up with to fight against the tide of mutiny are more desperate, leading to the lazy introduction of plot-hole tearing technologies and surprise deus ex machinas and the like. So my hope with considering a few of these D&D items is to reveal something of the wiring under the board with regards to such incidents in the hope of guarding against such lazy story making.

Exhibit One: The Ring of Contrariness This “forces the wearer to disagree with everything anyone says” the author of the linked argument concludes that given the difficulty of forging magical artifacts this represents “a prime example of some wizard wasting his time.”

This is actually quite an easy one to unpick. It smells like a GM consulting on a D&D expansion met a player who was quiet and unassuming, someone who just appeared to tag along behind in every session. So in a GM ambush this player ends up with this ring on their finger and is magically required to stir up trouble, the peacemaker has become the agitator. Was this fun, or torture, for the player targetted? We will never know.

So, yes, the idea of a wizard inside the narrative bothering to make such an apparently useless artifact is troublesome. So much so that the meta-purpose of the item appears for more clearly than an in-story reason for someone to forge such an irritating artifact. However, the existence of such an item would appear to be a great opportunity for a budding story teller. How did this ring come to be? That is a tale to be told.

From a gamer’s perspective, of course, the item is a curiosity, leading to some sort of game outcome of no major import. If the reasons for its inclusion were indeed as stated above it may have arisen out of a misplaced desire to see all players fully participate in the game. GMs feel that if someone seems not to quite be in the game that this is necessarily a problem in need of resolution when, in reality, some people just like to be along for the ride.

The up front way to deal with a player who doesn’t appear to be participating to the fullest would be to just ask them if they’re happy with the way things are going and only try to change things if they are not. Of course, role playing is a particularly delicate form of social contract so your mileage in such circumstances may vary.

Exhibit Two: Bell's Palette of Identity
Bell the Wizard [made] this magic art palette, which, when used to paint a self-portrait, allows all status effects — basically anything you'd make a saving throw for — get transferred to the portrait instead. Users of the Palette must carry their self-portraits around wherever they go; if they don't have the paintings literally on their body, its powers are useless.
The linked article’s author speculates as to why the portrait must be kept in the possession of the character, tied around their left leg with fishing twine or whatever (rolled up around the inside of a knee-high boot?). The conclusion is that the Wizard Bell was just a bit rubbish not to have fully embraced this offshoot of the Picture of Dorian Gray.

There is, however, a simpler explanation for the item’s strange properties. Firstly, D&D characters have no real homes, they live in campsites and sleep in taverns. The party must never be split and must never stop moving. So the idea of an item that only works when placed on a shelf in the character’s home might lead to some awkwardness.

Also, what is the risk of an item that will make someone immune to whole swathes of rules in the game that cannot be accidentally ruined by a sword slash in the wrong place or accidentally landing up to the waist in swamp water? The properties of the magic palette are a quite obvious trade off of utility and plot convenience.

Exhibit Three: Ring of Bureaucratic Wizardry
When a wizard casts any spell while wearing the ring, a sheaf of papers and a quill pen suddenly appear in his hand. The papers are forms that must be filled out in triplicate explaining the effects of the spell, why the wizard wishes to cast it, whether it is for business or pleasure, and so on. The forms must be filled out before the effects of the spell will occur. The higher the level of the spell cast, the more complicated the forms become. Filling out the forms requires one round per level of spell.
This must have seemed like a cracking gag when it was dreamed up. Indeed it is a very good joke, it works on both a narrative and a ludic level. The joke transfers through the intra-digetic up to the meta level and actually means more things the more levels on which you appreciate it. If I understand correctly the advantage of the artifact would appear to be that the spell being cast is not subject to failure, just to bureaucratic delay.

To make a super-powerful spell operate guaranteed if the rest of the party can just hold off the enemy whilst the wizard does the necessary paperwork is a fantastic mental image. This leaves only one question. How did this item come to be? As I noted I imagine the sudden appearance of artifacts like these is likely to be reactive.

Maybe there was a wizard who was pretty pedantic and always cast low-risk spells leading to a situation where they just weren’t pulling their weight in the party (plus annoying pedants are annoying). This item seems like a cracking way to help address the balance in a way that gets people laughing about the situation.

Exhibit Four: Druid's Yoke
If you're in a D&D campaign where you need to do any kind of farming, you have bigger problems than any magical item can fix. But this yoke allows characters to — when they put it on themselves — turn into an ox. Not a magical ox; a regular ox. Then you can till your field yourself! You can't do it any faster, because again, you're just a goddamned ox, but it does allow you to… do the horrible manual labor… instead of the animal you've bred for this exact purpose. So that's… something someone would totally want. The best part? Once you've put it on, you can't take the yoke off; someone else has to do it for you. Because you're a goddamned ox.
Of all the artifacts that seem to have been created in reaction to a particular situation this one would appear to be the most specific. I can picture a campaign where, in order to get access to a particular bad guy, the players had to get access to a cattle market but the entry is restricted to people who had something to trade. They have money, but of course, the only place to buy a cow in time for the market is, unfortunately, the market: catch 22.

So they do find this Druid’s Yoke thingie which leads to an argument as to which team member will be, er, beefing up, for the market. After all anyone who can’t see the clear downsides to this not-so-genius plan must be a bit dense.

Obviously the plan goes sideways, how could it not? Now the rest of the team have to fight to reclaim their en-oxened party member in order to remove the yoke. Meanwhile the ox itself is trying to shake the yoke, or get it removed, by any means necessary. Hilarity is all but guaranteed to ensue.

Anyone who doesn’t see the narrative potential of this item isn’t thinking very hard. All you need to do is manufacture a reason for someone to put it on and let the rest of the plot flow from that circumstance.

Exhibit Five: Puchezma's Powder of Edible Objects
Interestingly, this odd item is one of the few D&D magical items that does have a back-story; apparently the unfortunately named Puchezma was a cheapskate who inadvertently created a powder that allowed him to eat any chewable material while trying to make a spice that would allow him to eat cheaper and cheaper food. With it, people can eat anything from cotton to tree leaves instead of bread and salted beef! Now, I would say if you're carrying around cotton, you might as well be carrying food. I would also say that if you plan on your player-character eating tree leaves to save fictional money you are very much missing the greater point of D&D.
This, along with another item called “fish dust” seem most obviously created in order to solve a pernickity problem. How to expediate the delivery of food to the players in unusual circumstances or, without exhaustive checks for success in a given activity.

Fish dust is a dust you sprinkle on water and it stuns the fish it touches causing them to float to the surface. Essentially it’s a kind of quiet way of dynamiting fish.

I can just see, in either case, that a party were either a) able to fish but the GM did not want to waste time on having them do so instead of getting on with the story or b) wandering through an ancient tomb of stuff with no food and in danger of starving to death. In each case the GM produced an item which mitigated the immediate problem and allowed the story to move on. No big mystery.

Exhibit Six: Mirror of Simple Order
"When a character steps in front of this mirror, he sees a strangely distorted image of himself. … There are eyes, a mouth, and a nose, but all lack character. Although the figure moves as the character does, it is shorter or taller than he is, adjusted in whatever direction approaches the average height of the character's race. Any clothing worn by the character is altered as well. Bright colors will be muted, appearing to be shades of grey. Any ornamental work on armor, weapons, or clothing will be gone. … He retains his level and class, but is not as exceptional as he might have been. He is bland and boring. The character's alignment changes to lawful neutral, and he becomes interested in little else other than setting order to the world." So there's a magical item that turns you into a soulless bureaucrat. I guess that's whose making those damn rings.
This is a fascinating artifact as, like the Ring of Contrariness, I can see it having been created as a “trap” for a particularly flair heavy and flamboyant player character, but the implications of the device reach far beyond this one usage. In fact, coming to think about it I cannot help but wonder if this is a reaction to a group losing a player who turned in a “unique” performance as an extrovert exhibitionist with bags of charisma.

Not wanting to kill the character or pass it along to another player the Mirror accomplishes the job of leaving the character largely as was but removing all of their individuality. Possibly there was a chance that the player would return, making the restoration of the player’s “true” character a subject for a twist in the narrative.

Essentially, in game terms, this artifact would seem like the perfect tool for turning an individual character into a bland back-up NPC for an uncertain duration and for this reason it is an object that only has its true meaning revealed in its meta-purpose. Intra-digetically to the narrative, of course, the effect of this mirror would be a terrible, subtle and deeply unsettling curse.

17 October 2013

Podcast - A Very Special Episode: Raiders of the Lost Arc

In the synth-scored montage of the tale of the 80s kids, and how they got their revenge, this is a key plot moment indeed. This is our idea of A Very Special Episode, we're not going to be talking about issues, or facing up to the serious side of the world in some maudlin after school special, oh no.

This week we're a man down, work done has been lost due to technical error and even Sue was out. So Leo and Ian do what they do best, sit down and have a thoroughly beardy discussion about whether the current trend of story arc based television is such a good thing as everyone thinks.

After all, we're in a Golden Age of television, supposedly. If this is the case then why do so many series's lose their way, jump the shark and lose everyone's interest. Well, we don't know for certain, but we've got a few ideas...


Direct Link: https://archive.org/download/023AVSERaidersOfTheLostArc/023-AVSE-Raiders-of-the-Lost-Arc.mp3

2 December 2010

The Happy Writer

Way back in the mists of time (2006 actually) I wrote a pithy series of writing tutorials aimed at getting a chunk of writing just... you know... done. Hang the quality, hang the need for editing, hang everything, just get it done.

The series was, of course, occasioned by the advent of that year's Nanowrimo. People seemed, continue to seem, to view the production of 50k words of novel something of a burden and a trial. For myself it's only a burden and a trial if my other life commitments physically prevent me from partaking. The actual production of 50k words is a matter of sitting down and opening the floodgates until they're all finished. This year I had a bit of a sudden sprint to the finish slapping down 15k last Sunday to fall panting and exhausted at the finish line with something like a reasonable rough draft. I had another book to proof and put the final touches on, events to host and a regular life to live around this. Probably why I found it quite such a trial.

The point is that I at no point found the actual writing difficult. As I get older getting through the writing is the least difficult part in the production of work. I see questions from aspiring writers on Q&A sites like this asking which bell and whistle laden "writer's word processor" to use to keep track of what's going on. I use notepad. Just me and the words, baby, locked in a continual stream.

The use of notepad to draft a novel is, in some ways, the most hardcore possible way to write with a keyboard, or indeed in any way. You see a sheet of paper can only be so large, a dedicated word processor document quickly becomes unwieldy, with a text editor you just keep on writing, until you're done. No muss, no fuss. If you never find yourself in a position where you're not "in the groove" then any faffing around with notes and formatting and saving chapter files and so on and so forth is just time wasted.

Yet, curiously, in all the world I seem to be alone in this. I do not know of one other writer in the world who can just turn it on and write. Possibly my father, he always kept impeccable office hours and wrote everything in LocoScript which is quite a lot like a text editor. He never discussed how he wrote with us, he just did.

Now, unless I'm some kind of superhuman mutant I can't see why it would be that I can discipline myself to write "on tap" and no one else could. If  I were going to look for obvious differences between me and almost every other living person who considers themselves to be some kind of writer I can see a few that may contribute:
  • Absence of illusions. I'm not doing what I'm doing to woo big publishers or to make the Times Bestseller List. I'm doing it because it's what I do.
  • Sense of fun. Because I have no illusions the business of writing stories and story games has become a fun hobby, I know of no other hobbyist writers, all writers I have ever encountered are limbering up for an encounter with the big leagues that likely will never come.
  • Lack of social pressure or cultural targets. Because I am purely in this to have a bit of fun I am not constrained to squash novels into a commercially viable length, or to worry about whether the thing I'm writing fits under a generic banner in a massive bookstore. I don't need to think about whether there's too much emotional content in an action story, or too much action in a love story. I tell the story the way I think it should be told and hang everyone else's opinion.
To summarise, I just don't actually care about the concerns others may have about whether my stuff "works". Hell if I could, should I put my mind to it, breeze through over half a million words in a year and still live a completely other life that has nothing to do with writing then it's not really much of a loss if something doesn't come off the way I planned. This year alone I've written two role playing systems and a novel.

One of the role playing systems is typeset and ready to roll Monday of next week in time for Christmas. The potential number of productions I could roll out next year is mind-boggling. I am creatively fecund, prolific and master of my own destiny thanks to POD services.

From a typesetting point of view, production of the role playing systems has proven so challenging that the idea of publishing a novel now seems like something I would undertake in a weekend. For me personally, the act of writing and producing works of fiction this way has been so immensely rewarding and personally satisfying I can't imagine having done things any other way.

If I have one complaint it is the common one that the world has not, thus far, seen fit to shower me with sufficient personal largesse for my efforts to dedicate my life to these projects full time. On the other hand, how many people discover the same things through the bitterly frustrating and unfair process of the traditional publishing markets? How many people are left twisted and broken in the ruins of their dreams and ambitions because they can't just let it go? Hey I haven't gained a bank balance that could buy me my own personal island, but I don't hate the thought of warming up the word processor (or notepad) and bashing out a couple of thousand words either.

If you are a writer, look at what you do and ask. Am I having fun? Is this really what I wanted? Am I pleasing myself or some impossible commercial dream state? What do I really want to get out of writing? How many people need to engage with my work before I am happy?

You may find that the answers to those questions lead you down a different path to the one you imagined. One with far fewer riches and launch parties but one with a great deal of personal achievement and a pleasant feeling of stability unattainable by many other methods.

17 March 2010

No Let Up

So now tipped from writing Levercastle into editing Levercastle and writing up Shadow Cities. Not due to slave driving, just taking an opportunity to stay on a roll...

I realises this means that blogging time has been severely curtailed but I will be back when I'm done on these tasks.

In the meantime I was corresponding with Matt about a game he was writing and the problems of algorithmic thinking. That in game design Matt proceeds from A to B to C to D and then the players come along and immediately understand C from where they go to B loop back round to D and then finally pay lip service to A whilst really thinking the root of the problem is E through G.

Infuriating to a Host with a linear mindset they regard as logical.

I posted back to him:

The problem you face is not one of logic, it's one of algorithmic thinking.

In algorithmic thinking you have a problem e.g. fierce guard dog between you and open back window.

And a bottom line outcome: Make it through window unmolested.

As long as your algorithm produces the bottom line then you cannot be said to have proceeded in an illogical fashion. All that can be argued is that you reached your bottom line in an innefficient way. To return to the tea example getting someone else to make the tea in exchange for some kind of payment is efficient in the short term as you can do something else while person x makes the tea but inefficient in that it burns up resources you could have used to pay for something more useful.

In the end all players are trying to do is get the most efficiency out of their algorithmic thinking. You as Host may disagree as you see fit but players are entitled to their own reasoning if their solution gets to the bottom line in a way they can live with...

And that's all he wrote. Feel free to agree/disagree whatever in the notes.

26 February 2010

Crawling Toward The Finish Line

Back from Belper and keen to relay gory details but for now suffice to say that my favourite session of the weekend for general hilarity and mirth filled darkness has to have been OTE. Least favourite for running smoothly but certainly no slouch in the "fresh ideas" camp was Dreamtime which was intellectually stimulating whilst being a bit slow to play. Work is ongoing.

Other than that I am pounding the keys frantically on the home stretch with Levercastle which nearly has a magic system and does, in fact, have an Alchemy system which all the failed alchemists in my campaign may be pleased, or nervous, to hear.

For now though, arrivederci.

3 January 2010

2010 - Time To Regenerate

After a fine New Year's gathering which saw me singing in the new year along with Monty Python's "Always Look On The Bright Side Of Life" NYD itself was all about Doctor Who. For me and 10m other viewers the regeneration of Tennant Who into Smith Who was essential viewing.

Number crunching ain't good for much but let's just take a look at this here and now. Total number of people who took active roles in Rage vs Robojoe 1 million. People watching Doctor Who, 10 million. Now admittedly they weren't charging any money we hadn't already paid for us to watch Doctor Who but still.

If you had told me in 2000 that in a decade I'd be joining 10m others to watch the new and much beloved Doctor Who morph into his youngest form yet. And then you had gone on to say that Doctor Who would  become a bigger UK cultural touchstone than it had ever been and I would have told you you were crazy. If you'd have topped it off by saying that the head writer would be a cultural leader for the equal treatment of the gay lifestyle, that he would work these themes into a spin off set in Cardiff and that people would regularly discuss both series round the water cooler and well...

You have to admit, it sounds jolly unlikely.

I'd hate to be in a position where one of my characters had had such a patchy history. It's a matter of personal pride. I have a fairly harsh inner critic and if I finally hit the sweet spot after so long (not, obviously, that RTD et al were responsible for the whole of Doctor Who but you get the point) I would be tempted to reboot.

I don't mind any reboot that's been along so far. BSG was fine and ended so disappointingly that it could even do with another reboot to fix the disappointing end of this version. Star Trek as envisioned by Abrams, Orci and Kurtzman was wonderful. I can't, off the top of my head, think of a reboot that's done any harm.

Of course technically, if you're sticking strictly to canon, apparently, the Doctor only has one more regeneration left (because of burning one up but not actually regenerating during the 10th Doctor's tenure). Rather than cheating and giving him new regenerations wouldn't it be better to reset the whole thing and start again from scratch.

It's something that writing types do all the time, the old etch-a-sketch end of the world routine. I think a reader can accept a reboot more readily than, perhaps, a remake. Maybe I'm wrong.

Anyhoo, that's all from me for the time being. Here's to a 2010 full of hope for the future. After all it might seem to many of us that the only way is up after the last few years!

31 December 2009

The Avatar Effect

Crikey, two comments, on topic on one of my posts. It must have been my crack about having no readers!

So in answer to the comments. Yeah, it was very pretty. But I'm one of those people who says "mmmm, pretty, but what does it *do*?" Also, while we're on the topic most reviews that swiftly descend into pontification on nature vs. tech begin by drooling verbally all over the visuals. It's pretty, I get it. But it's like someone blew umpteen million dollars on a script written by a pissy, horny, morbid fifteen year old boy. I'm sorry but that just starts to look like a waste of time from where I'm sitting.

I'm having yet another Mugatu moment as people debate the politics of this movie as if the whole thing weren't utterly ridiculous. What really burns me is that people have the nerve to criticise the story. As many have pointed out the story is an old one. That means that it should work, I think Cameron probably chose to do a rendition of this "Dances With Wolves" type story for precisely that reason.

When you get down to it the execution of the story was so ham-fisted it reached George Lucas levels of error. At one point I was actually wanting to get hold of a copy of the DVD when it comes out just to do a commentary that goes toe to toe with all the ridiculous BS in the script. That way at least you could get an attractive slide show to accompany a deconstruction of why the film suckety suck sucked.

Aside: Went to see Holmes despite reservations both grave and deep (in the end it was RD Jnr's current renaissance that convinced me) and it was awesome. The action sequences were far less obtrusive than I'd feared, the script was actually very... er... Sherlock Holmes-y to such an extent that it's one of the few films for which genuine spoilers exist so I'll shut up now.

Back to Avatar. If truth be told I really enjoyed the movie up to the moment where Colonel McScarryHead approached Mr. Avatar to propose a little military style double dealing.

For a lover of the narrative arts many movies are like slowly expiring disappointments. If the film gets off to a good start it doesn't necessarily mean it's going to get all the way to the finish line without breaking its ankle in a plot-hole pothole.

For me, that was the moment. You see, to identify with the protagonist in a movie I tend to listen to what the characters around him are saying and wonder if I'd ever react the same way. I was down with the Avatar right up until McScarryHead made his pitch because nothing I'd seen so far backed up the main character's reaction to the offer. The Colonel had never acted like he might not be a looney, Mr. Avatar had shown a love for legs but had never been given a reason to trust that McScarryHead could, in good faith, arrange an incredibly expensive spinal operation to restore the use of Mr. Avatar's legs.

I mean sure it was possible but I didn't feel it was any more probable than any of the other characters being able to wangle him a new set of knees. If we're going on pure spending power the Acme Corporate Greaseball character seemed to be the best connected for such purposes.

From there onwards I lost sympathy and it became a firework display.

Anyhow. I've been blogging more regularly for a month now. I think I'm hitting my stride. I think two or three a week might be the happy medium I've been striving for. I think staying away from X Factor and committing to the geek-athon might also be appropriate as people are commenting on the latter but seem not to care about the former (even though I get quite geeky about X Factor).

This blog, like all blog's exists to be a dialogue. That's my aim for it in 2010. See you all next year!

29 December 2009

The Madness of Avatar

So yesterday myself and the Mrs bought ourselves the right to an opinion about James Cameron's eco-epic. We eschewed 3D gimmickry and went for a much more aesthetically pleasing panavision 2D viewing. Maybe this coloured our opinion of the work but honestly? I mean... honestly?

There has been much written about the contradictions inherent in the evil corporate entities that make up the movie business making this hippy dippy wonderland fairy tale but I don't really buy into the dialog about anti-military this and that or anti-corporate whatever when the actual storytelling is just so piss poor it kind of renders the discussion pointless.

In fact most commentary sub-consciously acknowledges this by saying Avatar in the first sentence and then moving on to a discussion of tech vs. nature which has little to do with the ramshackle set up of the movie world.

I'm boggled that people have the stomach for this argument when the characters, human and alien alike, in Avatar behave in incomprehensible ways that betray the set-up that we're being asked to buy into.

Not the least of the questions is why the humans have such a huge chip on their shoulder about the aboriginal aliens anyway. I kept waiting for an explanation that never came. The statuesque, beautiful aliens seem to have no guile and a pretty laissez faire attitude towards the humans as long as the humans don't muck around near their world tree.

These Navi are the most reactive creatures I think I could imagine. They show no curiosity about the midgety pink things that have brought all their metal to a nonsensical base camp on the surface of this moon, Pandora. They are happy to exist knowing nothing of these invaders and they only rise to warfare when the aliens turn up in a flying napalm factory and fell their world tree in painful flame and fire.

So these dumb, fairly placid, aloof creatures are somehow turned into a threat with no actual evidence even fabricated. In Starship Troopers the overt storyline is that the insect aliens for no reason bomb earth with meteorites and occasion a war against humanity. You can understand humanity's position even if the implied secondary storyline is that the humans wandered into insect central with guns, assuming the insects were giant but not sentient and then learned that the stupid alien opponents were not so stupid.

You can understand how the conflict arose intuitively, even if it does make humanity look like a bunch of callous, shallow, territorial meatheads. Those bugs were dangerous and the political spin of their actions make you understand why meatheads like Johnny Rico would sign up for a tour of duty intutively. Sure, humanity might be wrong but it feels right.

In Avatar, on the other hand, I never ever felt that I understood why the majority of the humans would just naturally want to shoot at these aliens who clearly are intelligent and have their own culture and language. This coupled with the fact that even after we've torched their habitat the best they can resist with seems to be bows, arrows and giant birds and most people have got to come out feeling that there has to be another way.

I learned a few bits and pieces of backstory from the surrounding commentary on the movie, like apparently the earth is dying and apparently this stuff the corporation are mining "unobtanium" will solve humanity's problems somehow. Not only did I not get that unobtanium was supposed to be a room temperature superconductor, or any sense of earth's dire plight, but I couldn't really see how having the superconductor would help out with this plight in any event (talk about a phantom menace!).

Even given that I had received a full lesson in how humanity was suffering back on earth, pictures in 3D using the latest technological advances would have been nice, and how the use of room-temperature superconductors would solve this I still have a problem. If I'm a brain surgeon in need of a kidney transplant and the only acceptable donor is a high-school dropout with only one working kidney it is still not my right to commandeer that kidney to the dropout's detriment.

Even if some shenanigans had been arranged in the movie for the massacre of a few hundred blue aliens to be made somehow "legal" I think the resulting action would have had a polarising effect between those who believe humanity must be saved at any cost and those who believe some prices are just too high. Now that would have been an interesting movie.

As it is every stage of the story is telegraphed and all the characters even bemoan the fact that the endgame seemed inevitable. This is cold comfort when you know that depite apparently being opposed to the route taken every step of the way the characters all just did what they were told until the moment at which the plot told them to do the opposite. All sympathy lost. You can't understand why anyone's doing anything they're doing at any stage.

The movie also does an excellent job of kneecapping itself at some points. For example the time frame of the events in the movie are roughly three to four months. If the characters had been given more time, if the situation had dragged on, epically, for years then that would have just made the finer points of the storytelling a bit sloppy. As it was it just seemed utterly insane.

I could nitpick over the rights and wrongs of it for weeks but it comes down to this. I never understood why the "bad" guys were being so mean. I never understood why the "good" guys were being so passive. Therefore the whole thing just looked like pointlessly mean guys try to hand stupidly passive guys their ass and implausibly lose for reasons of plot.

I don't sympathise with anyone, I don't empathise with anyone, I find myself wondering about the wider implications of the plot and I start to realise my bottom hurts from sitting in the movie seat too long.

Suffice to say I won't be one of those who queues up to see this movie six or more times. I hope never to see it again. I don't understand how people can watch this and excuse it's glaring flaws and then say the Matrix Trilogy was overall irretrievably flawed and irredeemably terrible. I am of exactly the reverse opinion, Avatar is just dreck whereas the Matrix trilogy is hidelously flawed but has its heart in the right place. This is the right way to think about things and if you disagree with me you are wrong.

The luxury of having no readers.

24 December 2009

An Author's Fear

What if I write something so bad that that you could make a 70 minute documentary about how badly it was written and constructed.

9 July 2009

The Joker In The Pack

No sooner do I lament the complete lack of anything that makes for a substantial post than KA-BLAM! something amazing socks me in the face; almost literally in this case.

When I was compiling the Core Book I tried to include everything I could think of at the time to make a sourcebook for the budding No Dicer. It is inevitable that things should be missed. Almost everything that's coming in the Random Encounters series is intended to be filled with examples of powerful things that you can do with No Dice principles. So in each adventure we're kind of expanding the toolkit of the prospective Host and also giving a concrete example of potential play.

Last night we play tested the Monster Action Thriller "The Creature of Black Lake" and got off to a rocky start. Basically an incident mentioned in the notes that's supposed to just happen resulted in the death of a player's character before the adventure had even started.

This was notable for several reasons but not least because that's really not supposed to happen. I know that people have been keen to discuss the idea of abitrary character death recently but this basically put someone out of the game in the first forty minutes.

Not only that but I experienced an incident of Host meltdown, a brief autopsy of the situation lead to the conclusion that the wires of communication were badly crossed and for a while there it all looked grim. You see, the whole point of No Dice is that it's supposed to help you sidestep these issues and keep going. If an adventure has a serious hole that relies on a certain series of incidents not happening then it's just not working.

A workable suggestion was put forward by Justin who suggested that when you hit the blind alley you as Host rewind the action to just before everything went pear and then re-explained the situation giving the player an out.

Like I say, this is workable but it's not really all that neat. It means that a player could take a one way trip up diarrhea drive and then like the Prince of Persia just rewind and do it again.

It was Sue who hit on the real answer. Which in a discussion that followed broadened out from a specific instance in that adventure to become a general principle that Core Book is sorely missing. Oh well, for the second edition I suppose.

But for those of you who don't want to wait n years for the 2nd ed here's the idea right now. Treasure this one, it's golden:

Creating NPCs is always a problem. 95% of NPCs are just cyphers of course. They are barkeeps, random wandering citizens and other reasonably easy to scope functionaries.

That other 5% are the important ones. Many of these, probably just over half, are villains and again there isn't really a problem with them. It's that last 2% that can leave the Host scratching their head.

These are the "major friendly NPCs". Don't be fooled, just because they're marked "friendly" doesn't mean they're always happy to see the players, it more or less just means they won't just try to kill the players on sight.

In the Core Book I got as far as advising people to avoid "infoblaster" NPCs who just know everything. And I also advised against making NPCs as powerful or more powerful than the player characters who were supposedly their allies.

Aside from that I just recommended a Host create "real" characters using the Player's Guide notes to make a fully rounded and realised character.

In some cases this might be fine. But in reality players don't really spend all that much time talking to NPCs just for fun. So a lot of the Host's fine character creation work goes by the wall.

Besides, once you've stopped the NPCs being more powerful when they're too friendly you've kind of left yourself in a bit of a bind.

The problem is sometimes you want characters to move the plot on. They are supposed to arrive, do something dramatic and then leave the players to deal with the fall out.

So how does one do this without making them villainous or too powerful? After all a constant parade of utter villainy keeps things busking along but really in a story based RP you want other types of encounter.

This was exactly the problem in Creature. I had an NPC who needed to rather aggressively insert himself into the party and provide useful plot information, in a guarded manner, for the remainder of the adventure (or at least until he died). I had written up notes for this character which were pretty light. I wanted to introduce him and then, in the playtest, develop him in some way into a fully realised character.

So when he came in to the action I kept him neutral. The only problem with this is that he was neutrally holding up the party's boat with AK47s. As I quickly discovered this kind of thing can be misinterpreted as open aggression. Funnily enough, had he gone in with open aggression the accidental adventure ruining bloodbath that resulted from my weak characterisation would have been averted. Then, of course, the players would have had to just follow along on rails.

On rails is not a good place for adventures to be.

So I needed to, rather than render the character neutral and hence weak, render him a little bit charming and crazy and hence allow characters to interact with him even though he was, technically, a bad dude.

This is a really exciting dramatic position, the guy's holding you hostage but he's quite willing to have a conversation with you about begonias (or whatever). As a player you feel you might be able to negotiate or something.

At the same time the Host has someone who can nudge the characters back on task if they look like they're about to commit suicide or whatever.

This guy's a great NPC, not too overpowering but not too floppy either. He's not going to interfere unless you need him too. He's a joy to have involved.

And hence was born the Joker.

You see Creature is not alone in needing a character like this. Every role play session could do with having a Joker to interact with the players, nudging, testing, exploring their characters.

The situation where the Joker is a guy who has technically taken the Players as hostages, but in a polite way, is just one possible scenario. Characters who have vast reserves of information they are unwilling to share, characters who offer money, or professional services desired by the players all of these are ideal Joker characters.

The secret is to always lay on the unthreatening manner on thick. This was my vital mistake last night. Neutrality won't cut it if an NPC has some power over the players. The character has to maintain their power over the character while entertaining the player.

I'm not saying that making them will be easy but there is a way to make it easier. Sue loves poker and she quickly put me on to the old poker trope of trying to find the sucker at the table. Essentially when you come up with an adventure design your job is to try to identify the Joker(s) at the table and then make them around their role in the story.

Some stories, Con of the Dead, Revelation Point, don't really need a Joker character. Then we return to the poker trope: if after ten minutes searching for the Joker in the scenario you still can't find them, it's you.

Yes, in some adventures it is the Host himself who takes this gently tormentative role for the players. Horror splatter scenarios are the most likely to feature these.

So from now on when I'm dealing up a new scenario I will be sure to use a deck comprised of 53 cards. The joker's going to become one of the most powerful tools in my arsenal.

NB: That last sentence was a dramatic article closer. You don't need to actually draw a card to know when to make the Joker NPC, you just kind of look for them after you've finished your notes.

30 March 2009

Modern Storytelling

I remember once Mike made a comparison between roleplaying and the ancient art of storytelling. He wasn't wrong either. Sure, the details have changed but a lot of what goes on (at least round our way) under the guise of role playing is actually group storytelling. What struck me at the time was that before the widespread adoption of the printing press, before radio, before television, these activities must have gone on. They must have because we still know ancient myths even though they could not be set down and widely distributed (to most people) until some time in the 19th Century.

Storytelling was, if anything, an orally transmitted and propagated cultural phenomenon in its old form. When you could read from a book, or listen to the radio, when you could go to the movies, watch television or play a computer game it looked like the ancient art of storytelling was redundant. It served no purpose. It was just a phase humanity went through before it got a next gen console.

I can't question what Mr. Gygax was thinking about when he invented D&D. It seems pretty obvious on one level. What he has ended up doing is paving the way for storytelling to come back. This is what I love about role playing books. They're not an attempt to replace a group activity involving people interacting. They're a support to that process. All the stories of the World of Darkness are just prologue to the player campaigns.

A weighty heritage for a hobby that has not thus far managed to cast off its geek-laden roots.

It's come to me recently, over and over, that there must have been a real hunger at some level of society for the return of group storytelling because the original roleplaying set up just doesn't seem like a terribly attractive proposition.

RPGs at their inception were games. You could win and you could lose. The roll of the dice was a core component in "beating" the dungeon adventure. Scores were vital. These trappings, the trappings of the competitive pursuit have proven almost impossible for the hobby to cast off so far. There just hasn't been anyone to reshape any part of it into a discrete entertainment experience.

So Justin and I are writing the manual but make no mistake this is something the people we knew were tending towards anyway. There are a few vital ingredients that we have had to bring in from the cold but the core of No Dice is the making available of a group storytelling experience to a culture that neglected and carelessly forgot how to engage in it. Not that I think modern story based role play is much like a storytelling experience of yore but the parts that are the same are vital, community, communication, sharing time as a group.

We were lucky enough at the weekend to have a complete role-play n00b join us for the preview event. I ran a hitherto notorious zombie romp called "Con of the Dead" which relies a little on the participants having some knowledge of SF television. Until now this has never been a problem in the groups I have encountered. Our n00b however, didn't watch any television particularly and so was in danger of missing many of the in-jokes.

The problem of being the Host is that even if people find their minds numb at the end of the day the tendency is to smile and nod and thank you because people realise how much work you must have done and feel that criticising it would be rude. So I asked our n00b how he liked the session and he said all the right things. After the session I asked Sue whether she got the same vibe.

This is the joy of Sue. People will tell her what they think even if it's that they thought my game sucked. Quite the reverse occurred in this case and we may have one more enthusiastic player to join in the fun of the non-Marauders week game. Justin wryly remarked that we'd have to monitor this "Pied Piper" effect closely. We already split off a monthly group to make a weekly one. Now it looks like we may end up splitting off the weekly one to make, er, two weekly groups if we're not careful.

As Justin rightly pointed out the real answer is to get people skilled up to take the No Dice approach out to the world. Then we don't have to keep catering for fresh addicts who want a gaming fix. Not that I mind trying to fill my life with gaming activities and introducing the hobby to new people but there are so many hours in a day, days in a week and so on and so forth.

17 March 2009

Tuesday Thoughts

Wow, I thought I'd totally updated at the weekend. How wrong a man can be.

Interesting reader mail in from one of the Doodler's cohorts below, pointing out my shortcomings in estimating the impact of bow-based ranged combat. Archers are plenty quick on the draw if competent, apparently.

Been having a quiet couple of weeks. The high point of the last week was playing Mrs Monkey's Western scenario set in Australia. This was pretty awesome, plenty of Western atmosphere and plenty of opportunities to think over the mechanics of a ranged combat system. This has made me think that ranged combat is a matter of priorities, the actual act of firing a missile would appear to be trivial to anyone given sufficient practice (practice being key because it's even hard to fire a gun if you don't fire guns). So the question is, which part of being involved in ranged combat is non-trivial?

The only answer I can come up with is deciding best how your next "burst" of fire is to be employed. Are you going for the kill? Covering someone else's action? Trying to raise a bit of hell? Defending yourself?

Melee combat seems to be centred on a personal experience, ranged combat is more tactical and uses the environment to support its tactics. The trick to the design of these games seems to be in producing atmosphere and giving people a "feel" for the action hook. This is, of course, precisely what I've been aiming for all along, but sometimes the feeling is somewhat elusive.

Received some feedback concerned that if the players are heroes and heroes find it difficult to die where's the edge of your seat excitement? Where's the risk? In campaign play I have developed a technique of giving players cool toys, if they are not careful toys are removed, thus the hero lives, but the hero's advantage is transient. This seems to provide enough ups and downs.

In a one off the chance of a character dying should be communicated at the outset. If chances are high it would always be best to have something for dead characters to do in the remainder of the game.

Of course I have been sat in on story-based games where people liked to be involved at some level but because of the entertainment value of the actual story they didn't mind just sitting back and watching the action unfold. This is the "front seat/back seat" phenomenon that I've noted in the past where players like to vary their involvement depending upon their mood. If you have such a person in your one-off group you could give them some cannon-fodder, let them partake until bored and then kill them off allowing them to leave the circle or just watch the rest of the game.

Anyway, I'm wandering into a territory of talking about revolutionary ideas and I haven't the time or space to go into all that right now. I'll leave the discussion in "food for thought" mode and wander off. Promise I'll update more promptly next time.