Thursday, April 17, 2008

Notion: Material and Form of RPG Story Graphs

So I've examined story graph structure in general. But what exactly contributes to this structure? It seems there's both the form/structure and the material/content.

The material is basically the world--characters and setting--and the game rules (verbs) for interaction. This is what makes up the substance of encounters. A campaign setting--whether adopted or constructed--provides much of the world: geography, history, culture, types of creatures and characters, major NPCs, etc. Even an Instant Game provides the basics for this with its Instant Setting rolls.

PCs also provide a lot of material if the GM is willing to incorporate it. PCs tend to have or suggest various dependent or patron NPCS or other backstory hooks that could be built upon.

If more material is needed, random tables work great for this. Just roll up your next NPC encounter, the next roaming monster, or the features of the next dungeon room. These random tables are usually campaign (or at least genre) specific, though there are a few table that give some general NPC trait or feature handy for quick caricature.

What random tables do not provide is the purpose or role the material will play in your story. Is this random, non-combative NPC meant to be a hindrance, a clue, or foreshadowing? You need to provide this structure.

However, sometimes structure will prompt material directly--if you need to hinder the PCs a bit at this point in the story, a certain apropos monster may spring to mind.


So these are some sources of raw material, but they must all serve the story structure in order to be relevant.

The core of a story is its central idea, also called the conflict, the opposition, or gist. A random table (or Instant Game) might provide this core story idea, but it then needs to be fleshed out.

One way to do this is follow some sort of story form. At its most basic, this is simply the rising-action/climax/falling-action of Freytag's triangle (the modern version, anyway). But there are more specific forms for each genre--such as Propp's Russian folktale morphology, Joseph Campbell's hero's journey, etc. Other forms have forms less codified but still recognizable--the sci-fi horror film, the romantic comedy, etc. Genre rules usually provide material as well, as with film noir's hardboiled detective, femme fatale, and dark gritty streets. Story forms are good for guidance, but can become a straitjacket if the PCs don't want to follow the traditional roles--such as being the moral heroes. (It took me a few months of research to realize this--see "The Limitations of a Propp-based Approach to Interactive Narrative" over at Argax for more.)

It's also possible to generate random scene forms (aka, encounter types) and try to append them to each other. For instance, a rescue, a car chase, or a dungeon battle. But what is the material of these scenes--who is rescuing whom? And what is their role in the story--is the rescue a climax of the story, or is it performed just to get another clue towards the final goal, or is it even the inciting incident for everything that follows?

We now have a good idea of everything that goes into one of these story graphs and were we might get some of it. So how do we put it all together?

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