Please forgive me for the long way 'round. I tend to explore the problem a bit before proposing a solution. And, since I haven't touched my IN research in about 3 months now, I've been using the exploration of the past three posts as a bit of review and rejuvenation. But it's time to finally tackle the problem at hand: how, as human GMs, can we quickly generate a story graph to guide our game?
First, start with the gist. That is, what is the main conflict or central idea of the story? Keep this ever in mind, as it will tie everything else together. If some encounter doesn't further the gist, reconsider including it.
That said, there may be separate story threads that will eventually tie back into the gist. Also, certain character-building scenes might lay groundwork that will later be important to the gist. Often, the story might start with a lead-in thread--something that gets the PCs involved in the gist. Try to get them there quickly and into the main story.
The gist corresponds to an adventure. If you're running a longer campaign, you might start foreshadowing later adventure gists, and so one adventure serves as lead-in to another. But, like an episode in a TV series, each adventure should have its own gist and core structure.
Be aware of PC motivations. Before you even start, know why the PCs would be willing to involve themselves in the gist. You may have a lead-in with clear motivations, but will they then switch their interest over to the gist? This is less of a concern if the gist is forced upon the PCs--ie, the forces of darkness are coming after the PCs themselves for some reason, such that they can't run or hide (for long).
Next, work backwards. The gist should suggest some obvious conclusion that you'd like to strive for. Be aware this could change though, so perhaps think of a couple alternatives. For example, your gist might be an massive alien invasion. As GM, your intended conclusion is a dark one: the PCs manage only to rescue a few key people and flee the planet. But other places you could go is the PCs actually thwarting the invasion somehow, or perhaps even aiding the aliens. In short, you want to a desirable conclusion to shoot for, but also a couple fallback destinations if you want to give PCs enough freedom that you might miss your mark.
Now that you have a conclusion, what needs to happen immediately before that? Does the conclusion generally suggest some journey, needed information, or essential item? Try to work back one step at a time, but be aware that there may be a few threads that you can interweave as is convenient. For instance, in order to flee the planet ahead of the alien invasion, the PCs will need to know about the invasion, need to get the refugees together, and will need to get a ship. That's three threads. Start fleshing those out. How will they get the information? How will they learn that stopping the invasion would be impossible? What will their motivation be to gather refugees?
Essentially, you're working backwards filling in the preconditions (including justification and motivation) for each node. (Perez's MEXICA story gen system works this way.)
Work forwards. But, alternately, you want to work forwards as well. Your players have given you a starting point: their PCs, backstory, and motivations. From your gist and conclusion, you have a goal.
From here, you use the improv technique of tilting. In improv, you try to establish a scene or context and then tilt it by changing or breaking some expectation. This constant introduction of problems, even to some boring task, proves much more engaging than simply trying to do something interesting. For instance, brain surgery on an elephant might be interesting at first... but not if it goes smoothly. Washing dishes would be more exciting if the drain stopper suddenly stops working... now we have something to solve.
In this spirit, keep introducing some problem or obstruction between the PCs and their goal. Let them solve each one, always moving closer to the goal... but only to find another problem.
Work where you are. Whether working forwards or backwards, you still need to flesh out the details of the current encounter. In short, you need material. Much of the time, the story needs of the encounter will suggest things.
But if not, start with reincorporation (another improv trick). That is, how could you work some previous character or item or effect of a past event into the current action? This means you're building on the previous story, weaving things together, so it's all not just a string of unconnected events. (This approach of establishing the narrative necessity of earlier story events is actually the core mechanic of my current IN system, Marlinspike.) Theoretically, if you do this too much, you end up with a string of bizarre coincidences as old characters keep coming back in new roles. But if it worked so well for Charles Dickens and Edgar Rice Burroughs, why not for you?
If reincorporation isn't suggesting anything though, then it's handy to have a list of material on hand--one or two word NPC sketches, scene forms, etc. See if you can't work these in somehow to fill the needs of your current story--either throwing a temporary wrench in the PCs' current plans or else justifying/providing for later action you have planned.
So how does all this produce a quick game? First, establish a gist. (Again, Instant Game can do this for you.) This will give you the general setting and likely (or at least possible) conclusion. Let the PCs start creating characters in accordance with this. Don't be afraid of a little explicit player involvement--explain the gist and even discuss some possible conclusions with the players. This lets them create characters that will be motivated by the gist, and can give you more ideas.
Next, while the PCs are building their characters, generate some material appropriate to the setting--a handful of NPC hooks, and maybe a list of the kinds of scenes you'd like to see. Your story's Tone/genre can suggest a lot here. This material will serve as resource if you get stuck.
Now put the (likely) conclusion on the right side of a sheet of paper. Start working backwards, establishing the threads it'll take to get there. Then, within these threads, work forwards a little, thinking of ways to tilt or obstruct PCs progress. Once you have a rough idea of the major events in the story--the stuff that will generally need to be completed to get to the end--go to the far left side of your paper and work on the first couple encounters that will take the PCs from their starting conditions and tie them into the gist. Since you know where you're going now, you can start foreshadowing things.
Once you have the first couple encounters fleshed out, and a general outline for the rest, you're ready to start playing! You can work forward as you go, trying to reincorporate things the PCs did while tilting to produce problems for the PCs to solve. But don't bog down the action too much--keep things moving along your outline and remember the gist. If you're stuck, glance at your material list for things you haven't already worked in for ideas.
Now that I have a recipe for action, I'll have to try it next time I play and see if all this actually works in practice! It also suggests possibilities for collaborative GMing/GM-less gaming which bears thinking about...
Thursday, April 17, 2008
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