Showing posts with label notion. Show all posts
Showing posts with label notion. Show all posts

Monday, September 14, 2009

Fallen Clerics in a Morally-Objective World

Waiting for the bus today, I began to puzzle over the idea of the corrupted D&D cleric and, by extension, the fallen paladin and the innocent church-goer deceived into cult worship. These things make good story hooks, but how could they ever happen? In D&D, deities grant spells directly, so how could a cleric ever unknowingly stray from the path of light? Surely the sudden lack of spells would be a wake-up call! Here's my take on it.

First of all, clerics can be one degree of alignment different than their deity. So a LG cleric of Heironeous could drift to LN without losing his spells. And a cleric doesn't have to be evil to disagree with the PCs and get in their way. Indeed, this can be an even thornier issue when the cleric is not evil and so cannot simply be dispatched.

However, the idea of a cleric actually turning to dark magic while still believing he serves the light is pretty thrilling. I think it could happen in D&D as follows: Most deities have many appellations beyond their normal (true) name. For example, Moradin of the dwarves is also called Soul Forger, Dwarffather, All-Father, and Creator. A cleric would likely develop their own personal appellation for their deity--even something as simple as "my Lord" or "my Light". Driven to distraction by sorrow, hate, greed, or a quest for revenge, they may rely on this personal appellation more and more as they slip from their true faith. Eventually, when they finally cross the alignment line and their deity refuses them spells, they would likely have a conflict of faith. Perhaps this would lead them to a period of fasting, flagellation, and praying, calling to their deity by their personal appellation. Eventually, their call is answered again. In their relief and rush to return to their work, they don't fully investigate the presence now granting their spells. (Indeed, there's probably a lot of self-deception going on by this point.) Unbeknownst to them, a new deceptive deity is now granting them spells and receiving their worship and appellation.

Now, when the PCs catch up with this cleric, they can still point out certain objective facts: the evil cleric channels negative energy, has an evil aura, and receives no reply if he calls upon his old deity by its true name. Faced with such facts, the cleric may be redeemable: he may atone and eventually return to the light. Or he may embrace, knowingly and whole-heartedly, his new patron deity and be forever corrupted to evil.

Adventurers: Embracing the Cliche

I started working on mini20 again this weekend. I also went to my local gaming store to browse around for a bit, as I've been feeling a bit dry when it comes to good story ideas. I looked through the bargain bins of old 3.0 and 3.5 OGL adventures and the like, but didn't find anything very exciting. For most of them, I thought: "Hmm... same old, same old--adventures come to town, find trouble, and so need to clear out a dungeon."

But I realized later that I'm being snobbish: adventurers clearing out dungeons for wealth and glory is the very essence of D&D! I've realized the same thing when reading pulp stories by the likes of Edgar Rice Burroughs, Robert E. Howard, and H.P. Lovecraft: yeah, this stuff may not seem particularly original today (especially after it's been rehashed and imitated in fiction and film for decades), but the stories are still damn exciting! And a sort of lite, fast, almost beer-and-pretzels dungeon-crawling campaign is exactly what mini20 is supposed to be good for. That's what's so great about using genre and cliche: you know what you're getting into, you know what the background assumptions are, and you can just jump straight into the action.

During this morning's shower, I considered this further and realized that the concept of the "adventurer" is key. Indeed, the adventurer concept is at least as important to the fantasy roleplay genre as magic and exotic beasts.

What I mean by the adventurer concept is that the fantasy world has areas of darkness and danger. These could be great tracts of wildness or simply the creepy-crawliness of the city sewers. These places are dangerous because of the foul beasts that dwell there, but are frequently well-stocked with gold and treasure accumulated by said beasts. The common citizen fears these dark places, but is willing to hire independent contractors to deal with them when the irregular need arises. Thus, in the fantasy setting, there is actually a well-established career of "adventurer". That is, the citizen of a fantasy setting should think "I need to hire an adventurer for this" as readily as they might consider hiring a plumber or a blacksmith. Sure, adventurers might not be thick on the ground--particularly since the fresh, eager, inexperienced novices are the most likely to be picked off--but their rag-tag bands are easily recognized in the fantasy world when they do show up. In such settings, there's nothing strange at all about a local striding up to such a band in the inn, tossing a pouch of gold coins on their table, and offering to hire them for an odd job.

Thus, the adventurer is an independent problem-solver for hire: mercenary, detective, explorer, spelunker, and exterminator all in one. Starting out, of course, they serve as simple caravan guards, mercenaries, and message-carriers. Some may fall from the path, becoming little more than highwaymen, brigands, freebooters, and grave-robbers (and thus giving other adventurers a bit of a bad name, though also employment to deal with their fallen colleagues). But those that do make it, and that strive for noble altruistic ideals as much as for buried wealth, become heroes, revered throughout the land: part war-hero and part rockstar.

Thursday, June 4, 2009

Notion: Speeding Play

Since I'm already posting today, here's a few thoughts from the last couple weeks on z20 work to speed of D&D gameplay. In short, how do we make an RPG faster? (I'm just thinking in terms of game mechanics here, not table-talk and other social reasons for slow play.)

Fewer rolls. Rolling the die and then totaling the result and relevant modifiers takes time. Instead, we could just use static numbers. For example, use a static Defense Factor or Armor Class instead of a defense roll. Or roll initiative once at the start of combat, rather than every turn.

Group rolls are also possible: roll the dice once and then apply everyone's modifiers separately to determine everyone's results. So this is good for speeding initiative rolls or doing quick Spot check to determine who sees what.

Rolls just provide randomness, so the average outcome over the long haul is the same as not rolling. It means there are no lucky breaks, but also no unexpected failures. But, since not everyone's looking to go diceless, we just need to decide which rolls really need this randomness.

Quicker rolls. The more dice a roll involves, the more totaling is required. The same is true of modifiers (even in the absence of a die roll). Most of the time this is not a big issue, but consider the math required to determine the difference between normal AC, flatfooted AC, or touch AC if they're not pre-totaled or if some component of those totals has since been modified (such as if the character was subject to a Shield of Faith spell).

Fewer lookups. This is the difference between having a list of specific spell descriptions verses a general magic mechanic. The more rules you write, the more players and GMs feel obligated to look them up and follow them exactly. (Of course, general mechanics can also take time to adjudicate, especially if these leads to social argument.) Still, if GMs know there are only a couple simple mechanics and are empowered to apply those on the fly, it saves bogging down in rule lookups.

Lookups also happen in just recalling what modifiers or effects are currently in play. The fewer possible states or conditions, the less often this has to happen. For example, if a game has stunned, shaken, dazed, disabled, and clobbered conditions, someone's going to have to look them each up at some point. On the other hand, if there's only a single Impaired state in place of all these, there will be fewer lookups required.

Quicker lookups. Even if lookups are needed, how fast are they to perform? For example, how handy and visible is the information needed? This is the realm of DM aids like a screen, outlines, notecards, etc. Player's need to be able to quickly find the info on their character sheet: attacks, damage, AC, saves, skills, etc. And then there's all the stuff that fluctuates during play: spells in effect, conditions of characters (including hp, location, status, etc.), and so on.


The time saved on rolls is pretty minor, but adds up over time. Changing lookup frequency usually means changing the game mechanics. So probably the technique with the most payoff is to figure out how to speed lookups.

Wednesday, April 1, 2009

Notion: Modifiers suck

Modifiers are the essence of an RPG: some things are easier to do than others, and some people are generally better at certain tasks than others. Modifiers to the roll (or even without the roll, in a diceless game) represent innate skill or external circumstances that may aid or hinder your action. Even if modifiers are applied to a target DC rather than the roll itself, the Game Master still needs to track them.

However, modifiers tend to suck when there's a lot of them. They're easy to overlook: "Oh, wait, I forgot the +1 from the Bless spell! And I would have hit last turn if I'd remembered it; can we back up?" If you remember them, they take time to tally: "Let's see, that's a +4 from the Bull Strength and another +2 because I got Enlarged last turn; I'm raging right now, so that's +4 more..." And then there's issues of which apply when: "Oh, wait, I'm wearing a Belt of Giant Strength, so that means I don't get the +4 from the Bull Strength after all, since they don't stack." And then there's those modifiers that affect the calculations of the numbers already on your character sheet (rather than just adding or subtracting from them): "Okay, so that's a total of +6 to strength. That means +3 to melee attacks, +3 to damage, but only +1 to off-hand damage... oh, but considering my normal strength of 12, that's actually +2... now I can carry a heavier load and, since I was right on the edge, I'm no longer encumbered, which means I can move 10 feet further this round!" And all this d20 headache comes from only three spells, one magic item, and one class ability in effect!

Actually, I'm talking about more here than just a modifier: a + or - number. I'm talking more broadly about all effects--which can also include spell or magic effects, character abilities (including feats, maneuvers, powers, etc), and conditions (flanked, paralyzed, fatigued, etc). Even damage taken--especially to attributes/abilities--can be seen as an effect. Some effects (such as conditions or states) do not affect rolls but instead determine what actions are even possible.

So, with this broad definition in mind, the problem remains: how to streamline the tracking of all the active effects during a game? The first step is to look at what exactly comprises an effect:

Size (or condition)
First is there is usually some positive or negative modifier to a die roll. Alternatively, if a condition, the effect may instead limit or allow certain actions, or else represent a number of different modifiers. For example, being entangled might impose a -1 to all physical actions, reduce speed to half, and prevent all spellcasting.

Applicability
A modifier is usually applied to only a certain subset of rolls, such as only a certain skill or skill group. For example, a modifier might apply to all Jump checks, all saves, all combat rolls, or all STR-based skill checks. (As mentioned above, this applicability can be simple to add on to existing inherent character modifiers, or it may require recalculating other modifiers.)

Type (Stacking/Overlapping)
Modifiers are not always cumulative. Some may have a type or category that determines how they stack or overlap with similar modifiers. For example, in d20, natural armor stacks with mundane armor, resistance bonus do not stack (the highest applies), and damage or energy resistance overlaps.

Duration
Effects can either be inherent/permanent (determined at creation time from things such as skills, attributes, or even worn magic items) or circumstantial/temporary (determined at play time based on the current surroundings, spells in effect, relative positions of the characters, etc.) Temporary modifiers usually expire after a certain number of rounds, minutes, hours, or days. Or (even more of a headache) the modifier may vary over time, such as gradually degrade. (In general, it is temporary effects that require effort to track.)

Source
Effects usually have a source that determines how the effect can be canceled or manipulated. For example, magical spell effects can often be dispelled or nullified in anti-magic fields. Or certain defenses may exist if an ability damage effect comes from an undead creature but not if it comes from disease or poison. (Knowing a source often implies its type, applicability, and duration, but only indirectly.)

Visibility
Finally, there is the question of whether other characters/players can tell if an effect is currently in place. First, there's the question of how apparent effect is in the game world. Secondly, there's a question of how other players track global effects, even if those effects are not apparent to their characters. For example, one character may be exuding some 30-foot healing aura that other players must be made aware of whenever their characters enter the range.

Now that we've had a look at what goes into an effect/modifier, we can start thinking about how to simplify the tracking process.

Tuesday, December 16, 2008

Notion: Creation-time versus Play-time

In computer programming, there is the difference between compile-time and run-time. To create a program, the author first writes the instructions in a particular programming language. But a computer does not understand those instructions directly; they must be translated into binary machine code relevant to that particular computer hardware. The translation from the author's source code to executable machine code is called compiling. Once an executable program has been compiled, it can then be run. It is during run-time that the program actually does what it was written to do.

While compiling, the compiler can do a lot of error-checking--making sure that the syntax is correct, confirming that the data types for different variables are correct, etc. It can also link in other libraries or modules. It can optimize the program so it runs more efficiently. Generally, the more error-checking done at compile-time, the fewer errors encountered at run-time.

Not all programs are compiled in a separate stage like this, however. Some are interpreted: translated into machine code line-by-line from the source code at run-time. (This is a spectrum, of course: many modern languages compile to an intermediate form and are then interpreted from that form at run-time.)

The point of all this is: there's stuff you can validate at compile/creation time, and then there's stuff you validate at run/play time.

This is the same for RPGs. Something like D&D is like a compiled language: it takes hours to translate levels and skill ranks and equipment lists into all the particular modifiers listed on a character sheet. This is not necessarily a bad thing: character creation and optimization can be a very enjoyable activity, especially for power-gamers. And, as with programming, the more error-checking of modifiers you can do beforehand means fewer errors during play time.

On the other hand, a game like Risus is rather interpreted. There's still some authorship beforehand, but characters are represented as cliches. How those cliches then translate into particular skills or feats is actually determined during game time.

Overall, I'm a fan of compiled over interpreted, both for my programming languages and my RPGs. There's an initial overhead, but things seem to run smoother if as many details as possible are composed and validated beforehand. But this is just a preference.

Hopefully this difference/metaphor proves useful when considering RPG design.

Tuesday, April 22, 2008

Notion: Magic System Basics

I've been thinking about magic systems this week. I've been pondering a while on a Scrabble-tile-based system for Zludge. But, as I often do, when I get stuck I explore the basics to try to figure out what the factors are.

First of all, there's a vast variety of magic systems. For examples, I've just been looking at D&D, GURPS, Fudge, and FATE--and that's been enough! There's also related and parallel magic-like systems, such as psi, ritual/incantations, and superpowers.

I think the great variation of magic is just because every fictional world tends to have its own magic/supernatural rules--what's possible and how hard it is to do. So one magic system is definitely not going fit all games, just in terms of flavor.

The other side of that flavor coin is the rule mechanics. I've identified three concerns here:

First, how detailed is the system? That is, is it based on just a handful of guiding principles, a few tables of modifiers, or a complete book laying out every spell in detail? Detail may be a boon or a curse, depending on your play style.

Secondly, how diverse is the magic that needs to be modeled? For instance, is magic in this world basically only telekinesis, where physical objects can be moved and that's it? Or are we modeling a long tradition of every diverse occult effect, from summoning demons to levitating to blasting fireballs, from combat casting to potions to hour-long rituals?

Finally, is the magic system balanced? This means between uses (so casting a certain spell has a consistent cost), within the magic system (so a mage specializing in divination gets just as much of the limelight and story power as one specializing in evocation), and with the rest of the game mechanic (so that non-mage characters aren't overshadowed by the mages).


With these concerns of detail, diversity, and game balance in mind, we can look at how various general mechanics satisfy these. First, there's the issue of how magic is purchased by a character. One option is as skills--where each use requires a check or roll, just as with any other non-magical ability. Another option is stunts--one-time uses that a player usually checks off when used (though not necessarily: a stunt may be more like a feat, usable at will). Additionally, there might be power levels, which usually determine the strength of effects. Power levels usually operate in conjunction with skills or stunts.

These purchasing modes--skills, stunts, and power levels--provide a means for game balance. However, magic could be something simply accumulated through play. D&D's wizard's spellbook and Unearthed Arcana's incantations work a bit like this.


So, aside from how the magic is purchased, what is the basic game mechanic? The first is the exhaustive, specific spell list. D&D uses this approach (where each spell uses a stunt-like spell slot), but so does GURPS (where each spell is a separate skill, with a diverse tree of spell-skill dependencies). This could also be used very nicely on a small scale, as with Fate's example of Pyromancy stunt magic. The advantages of the spell list is extensive detail and, assuming sufficient playtesting, good game-balance. But detail is its own curse--now every time a spell is cast, the books need to come out to check the rules. Also, one is not meant to adlib new spell effects when you have a spell list.

A second mechanic is the general skill. So, unlike GURPS one-skill-per-spell, what I mean here is that one or more skills determines success in a wide variety of endeavors. In short, details such as range, duration, and effect are not set by the spell itself, but adlibbed according to some guidelines. This is seen in simple Fudge-like magic systems, such as Fate's Improvisational Magic. In a very simple system, the GM specifies how hard a certain affect would be to achieve and the player justs roll against a single Magic skill to determine success.

Often the skill roll is combined with power-levels. GURPS psi works a lot like this. For example, the character's telekinesis skill determines the control the character has, but her telekinetic power determines how heavy an object she can affect. (GURPS psi skills are defined so narrowly to be practically a spell list, however.)

Stunts could be used generally too. For instance, a character could perhaps produce 3 Illusions a day, but determine at the time of casting the details of those illusions.

A third mechanic is the combo skill. This is essentially run as a per the general skill mechanics, but each spell success is determined by some combination of skills. This could be an averaging, one roll for each skill involved, or just rolling the lowest skill. Fudge's 4x5 and Gramarye systems and GURPS Magic's improvisational rules work like this (using a combination of college/verb and realm/object skills), as do D&D's incantations (using non-magical skills).

I don't know of any combo-stunt systems, but it seems such as system would certainly be possible.

Finally, magic might use some completely separate mechanic, such as using playing or tarot cards, marbles, or Scrabble tiles. But usually these can be boiled down, or at least compared to, stunts or skills.


So, from what I see here, a magic system is basically going to let a character roll some skill or invoke some stunt to produce an effect. This is because skills and stunts (and power levels) are the core RPGing mechanic and, to maintain game balance and functionality, any major/integral magic system should be in these terms.

So, the first question is to determine the flavor and diversity of the magic you want to model. Then, look to what detail you want to use to model this. With high diversity, high detail will be a major undertaking. Also, your game system will probably direct you on this--high detail systems (such as D&D and GURPS) favor detailed spell lists, while Fudge prefers general and combo skill rolls. The advantage of detail is all the consistency and game balance kinks can be worked out beforehand. The advantage of less detail is that you can make it up as you go, letting player and GM creativity shine.

Thursday, April 17, 2008

Notion: Generating RPG Story Graphs

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...

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?

Wednesday, April 16, 2008

Notion: Story Graphs in Theory and Practice

So, after a little contemplation it seems that a GM guides the story with a mental model of possibilities and potential stories. This model forms a directed graph of story nodes (that is, encounters). The game then traverses this graph of possibilities to produce a linear actual story. This linear story should then have certain characteristics of all good stories--coherence, rising and falling action (conflict), interesting characters and events, etc.

Here's a depiction of this: a graph of dark blue nodes with all possible connections (dashed arrows) and the path actually taken by the story (dark arrows). Some nodes have time requirements--they will happen at (or cannot happen until) a certain time. Similarly, some nodes might be dynamic, having contents that vary depending on which nodes were visited previously.


I must immediately note that most real GMs do not work this way! This is more of a brute force IN/computer game approach, where everything must be completely written before play even starts. As GMs, we don't plot out all possibilities in detail. For one, it's incredibly hard to think of all possible player actions that would necessitate a response. Secondly, it's a waste of time to do all this plotting for events that are unlikely to ever make it into the game.

Instead, I believe GMs work more like this:


That is, we have the main story line mostly planned, though there may still be a couple encounters (shown as outlined light blue nodes) we don't know all the details for yet. We may have a contingency plan for some of the obvious player choices that would take them off the main story line, and hopefully have a vague plan for how to work this back into the story. We might also have some world/content ideas with no idea of how these will affect the story (non-outlined light blue nodes). But these will be handy if we suddenly need to generate more of the graph to support a story that veers off of our planned outline.

In contrast, here's an approximation of the mental "graph" I was working from during our last Huffy session:


There's a clear starting point and a relatively good idea of where to end. There's a few ideas of the kind of action we might see--such as a rooftop chase or a rescue--but without any content--such as the characters or setting necessary for this action. These are shown as empty white nodes. And then there's a few other vague ideas that have no obvious story role yet, with a couple notions about how some of them might go together.

So, even if we do not need to generate a complete graph of all possible stories, how to we quickly generate a partial graph containing at least one complete possible storyline?

Monday, April 14, 2008

Notion: Story Management in RPGs and IN

In thinking about how we might make RPG story management more dynamic, it would probably help to review how it's done normally. The following view essentially comes from D&D's DMG, though it's been shaped a lot by my thinking on the problem of interactive narrative (IN).

An adventure is composed of encounters. Encounters are some short segment of interaction, usually phrased in if/then terms. For example, if the PCs enter this room, this monster will attack them. Or, if the PCs agree to lay down their weapons, the king will listen to their request; otherwise his guards will attack.

Encounters are really simply the story/world/GM response to player actions. So what determines possible player actions? The game rules and GM's description of the world provides affordances for PC action. That is, players know what sorts of actions they can perform based on their skills and powers, including the likelihood of success. The game rules and story context so far can provide constraints and guidance too--some actions are not possible in the world, would be out of character, or would be irrelevant/nonsensical to the story.

In terms of my IN poetics, the events internal to an encounter are world-level events. I call this set of possible world-level actions verbs. As already mentioned, the game rules provides the set of possible verbs. An encounter needs a setting (location, props, etc.) and characters (PCS and NPCs). Characters should include motivations to be believable.

So this brings us to what, in IN, I consider to be the story-level interpretation of world-level events. In other words, how do encounters combine to form adventures? That is, if we summarize each encounter as a sentence, how does that sentence further or change the story structure?


As a related parallel, I would say the main challenges of IN include:
1) defining the set of possible verbs widely enough that the player doesn't feel constrained yet so that the world can appropriately handle/respond to all (or at least all logical) combinations of verb and world object,
2) providing NPC motivations that lead to believable responses to both PC and other NPC actions, and
3) modeling the story so that the system can direct the story to some conclusion.

I believe point 1 can be overcome largely through brute force--coding up a complex rule-based interaction system. Similarly with point 2, though 2 is harder since NPCs have more complex internal states than objects and must also present their reactions in an audience-interpretable manner. But I find point 3 to be the most challenging. In particular, how can a computer understand what world-level actions mean at a story level, both when interpreting user actions and then when directing NPC/world responses? And, secondly, what model of story is the IN system trying to follow as it directs the action?

In terms of RPGs, human ability fills in a lot of these gaps for us. As mentioned, the rules tell us how to adjudicate the verbs (1). But where they do not, the GM can devise a substitute or house rule. NPC motivation (2) is provided by the GM as necessitated by the story. Story structure (3) is what I'm interested in here. I believe that, for a human GM given a story structure (providing constraints/direction) and a rule system and game world (providing affordances/material), the encounter details largely take care of themselves.


Okay, so in the interest of both IN and RPGs, how do RPG GMs model a story structure? D&Ds DMG suggest two basic approaches: site-based and event-based.

In a site-based adventure, encounters are laid out as a map. Site-based adventures are easy to run since both constraints and affordances are easy to communicate: certain spells aside, players have to move through the passageways, encountering each room in some sort of basic order. Locked doors and other obstacles can further direct them. It's easy to foreshadow what's coming up around the next bend. Choices are clear--do we go left or right at this branch? What do we do with the troll currently picking his nose in the next room?

The DMG points out that site-based adventures can be static or dynamic. Static dungeons don't change--there's a troll picking his nose in this room regardless of what the PCs did in the previous room. Dynamic dungeons change or respond to earlier PC actions. Perhaps the nose-picking troll is summoned from his room to sounds of battle, or perhaps he's warned by a fleeing guard that the PCs let get away. Or maybe the troll simply has a random chance of being asleep rather than nose-picking.

For event-based adventures, the DMG suggests starting with a goal for the PCS, and then consider their opposition. It's important to consider PC motivation and how to entice them into the adventure. Then the GM flowcharts the adventure--what events happen in what order. Again, encounters have an if/then structure, so remember preconditions and stress the consequences of PC actions.

As with site-based adventures, event-based adventures can be static--these things happen if the PCs do this. But they can also be dynamic (called timelines): this will happen at this time, regardless of what the PCs have done so far. Usually you end up with some combo--as in the advancing horde reaches the city on day 3 of the adventure, but the results of that battle will depend on what the PCs did before it got there.


What we can see here is that RPG story planning essentially means creating a directed graph. Each encounter is node. The story moves from one node/encounter to another based on what the PCs decide to do.

In a site-based adventure, the graph will have essentially the same shape as the dungeon--rooms connected by corridors. In event-based, we might end up with more various shapes, such as a linear graph when the GM has a single storyline that the PCs have no ability to change. (These can still be interesting games, as the players have to determine how to advance the story and overcome the obstacles before them. See these rough draft pages of my dissertation for more on potential story forms.)

Of course, there are a couple more concerns than simply the shape of the story graph. The DMG recommends that an adventure should offer a variety of different kinds of encounters (combat, puzzles, social intrigue, etc.) and should make good use of PC abilities. The encounters should be individually exciting, but, together, form the rising and falling action of a story. There should be at least some encounters that offer the players a chance to significantly affect the direction of the story.


So, in summary, we can say that an RPG GM works from a directed graph (often of the branching tree variety) representing all potential stories. Each node is an encounter, and the mechanics of those encounters are determined by the rules system and story world (setting, NPC motivations, etc.). But the actual story produced is a linear traversal of that graph as determined by player choices at each node. This completed linear story should then have appropriate story structure--coherence, rising and falling tension, etc.

So how can we speed the production of this guiding story graph?

Thursday, April 10, 2008

Notion: Explicit Player Meta-plotting

Our recent DHYH session and some experiments with AnimalBall.com's Instant Game have prompted me to think a bit about direct player involvement in story planning.

DRYH explicitly involves the player by letting them lay out the first scene that starts the action, as well as specify a story goal for their character to achieve by the end of the story. During our session, I would occasionally ask S. directly for more info about her character's backstory--such as naming three anthropomorphic toys her character had as a child. Some DRYH GMs have gone so far as to allow players that win their contest to assume narrative control for the following scene.

I've also lately been exploring the mechanic of plot points, where the player can introduce some coincidence, minor story control, or introduce some world detail.

I guess perhaps its my IN research that prompts me to shy away from all this as something that will break player "immersion" or "narrative presence" in the story. Yet, in my own solitaire gaming, I've felt the difference between plotting and playing. Since I'm both player and GM, I know what's going to happen ahead of time in my storylines. The only variation from my plan is going to come from the dice--which can introduce interesting and significant variation at the micro-level, which may in turn prompt new ideas. And yet it's still a rewarding experience to play through and make all those general plot lines concrete. I guess it's like reading a plot summary or reading the original work--the details make a big difference!

So why shouldn't this experience also be rewarding for my players? Yes, there's a breaking of immersion, but at the gain of greater player control and involvement in the story.

So here's a few ideas on how I could try to add more player control:

"Yes, and..." World Building. One thing I noticed with a recent Instant Game exercise was that sometimes the GM and player might want to take the world-building in different directions. One possibility is to play the "Yes, and..." improv game here. The two take turns adding details to the world, but can't retract or change what the other has already added. (No "Yes, but..."s.) I suppose there could be some sort of "plot point" buy-out mechanism if the GM didn't want to go the full way here. Perhaps the GM has 3 chips which let him veto that many player-generated elements. Or perhaps both player and GM each get 3 chips and can veto each other. This would be better, since vetoing in general tends to kill the spirit; at least this way the two are on even footing.


As you can see, I'm hesitant to give equal power to the player. I noticed during the first part of our DRYH session that giving control to the player doesn't mean you're going to get a story out of it. (I was impressed with S.'s contributions and creativity though!) Someone--or at least some mechanism--needs to be in place to guide the story in some direction, or else things just stall. Unless there's something else at work, that guiding "mechanism" is usually the GM. And giving the player story control actually means more work (or at least flexibility) is required of the GM.

Co-GMing. It would be interesting to take turns narrating with the player, so each alternates the GM role. I know other systems (Dogs in the Vineyard, perhaps?) have a stakes-based conflict resolution system. Perhaps something like that could be used here to see who takes control of the story. Of course, some players will be passive and not want story control, while others will always want it. And this still doesn't resolve the problem of "who's driving this thing, anyway?"

Explicit Pre-game Plotting. But again I'm falling into the trap of thinking that all of this plotting needs to be subtle and in character, or emergent from the rules. I started this post with the realization that explicit plotting is not a bad thing! So perhaps following up on DRYH's notion of an explicitly-started story goal is a good one. All of this could be negotiated before the game starts--even including any major plot points that should be hit along the way. If everyone's agreed on the direction and the major waypoints at the outset, then it doesn't matter who's currently driving. Instant Game is close to this, as their instant story tables gives the main opposition and other actions that need to be worked in.

Evil Hat's Spirit of the Century/FATE 3.0's aspects are another possibility here. Aspects can be tied to the campaign/story itself, so anyone can invoke them. This serves to at least direct the story towards certain themes, if not in a particular plot direction.

Hmm... something to continue to ponder.