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Same Scene Twice

Jason Morningstar wrote this on Google Plus:

Questioning assumptions: In roleplaying games, how come we only play each scene one time?

Here’s what I wrote immediately after reading the question (so this is probably just a reflection of my habits and presumptions to date, alas):

In part, I think it’s because playing any scene multiple times is rare in a given instance of performance. Not many plays or movies or novels play the same scene multiple times for different effects outside of rehearsal. RPGs are typically performance-now constructs, not rehearsal constructs. We know what happens and we are audience, why watch it again when we could see something new?

(I say this as someone who wishes there were more alternate takes on DVDs and as someone who understands why there aren’t.)

Also, getting to explore multiple potential outcomes of or within a scene is tantamount to cheating—like loading a save game to see what the other corridor leads to before settling on your decision. It is meta. It takes advantage of a system and diminishes the impact of actual play. (“What the hell, I’ll say this because I can always play the scene again and leave it unsaid.”)

Of course, this also grants great freedom of expression and a unique look at the possibility space. (“What the hell, I’ll say this because I can always play the scene again and leave it unsaid.”)

This is one reason I advocate for shop talk during play, though. It allows for the skewing or revision of scenes in the moment, as sometimes happens during rehearsal, without having to play a scene again exactly. You get to peek at the possibilities and pick from them rather than just getting what you get from the collision of improvisations.

I have played the same scene from different perspectives, though usually within a strict narrative context and with a lot of hustle to save time. E.g., “Let’s play the scene again from the perspective of the surveillance team we didn’t know was there.”

Also, it’s my sincere hope that people play the same scene at least twice in “All The Damn Time,” though I didn’t know how to suggest that in the playset format and though it’s probably more literal in that set than you’re talking about here. :)

And, of course, we may play the same scene twice whenever we play the same game adventure more than once. So it’s not unheard of in the medium.

What are your thoughts? (Swing by Jason’s post and share them there, if you prefer.)

Maps Good, Figs Bad?

This discontinuity in arguments about RPGs fascinates me: miniatures-based situations get in the way of RP and narrative, apparently, while games encouraging players to draw frequent maps and diagrams do not. What is it about molded plastic figures or the precision of measured spaces that clogs the gears of narrative?

I ask as someone who did not use miniatures in any RPG capacity until D&D3.x and has found plenty of fuel and clarity for both narrative and roleplay in games with and without miniatures. Why is a map okay until we set miniatures on it?

Gunpoint

This post has been sitting unfinished in the drafts folder for years, waiting for a breakthrough to finish it. You are that breakthrough.

You know that overused moment in film and television where someone levels a gun on someone else and issues an ultimatum? “Do what I say or I pull the trigger,” she says. “Talk or die,” goes the gunman. That sort of thing?

Does that decision arise in your roleplaying-game play? How about the variation where two serious people brandishing guns face off at gunpoint? How does your campaign (not necessarily your game mechanics) handle that?

This is fun stuff. It’s about designing a situation and not an outcome. It’s a pared down, high-stakes decision point. Would your character rather die than do this thing?

One important feature of this situation is clear: this is not a part of combat. This may be a statement, by the players or their characters, that they want to resolve the situation, that they want the stakes to be high (or are at least willing to accept high stakes), and that they want a single dramatic choice to reign, rather than a chaotic battle.

It is a pretty clear decision point, and potentially a classic impasse. One participant says “Do X or die” and the other says “Do Y or die.” It’s a dilemma.

Except, of course, the actual circumstance is often much more complicated, and that complication is essential to making the decision interesting. An actual “Do X or die” situation is simple and tense, but can be terribly un-fun—the target’s decision may hardly be decision at all. Is “take this forced action or stop playing” a good dramatic choice? No. So, “Do X or die” is actually “Do X or accept a risk of death,” which is more interesting, but also muddier, more complicated, and less predictable.

That muddy, complicated, unpredictable option might be more interesting, but those factors may also make it less desirable for the gunman, who must find the option more interesting than (and at least as easy to understand as) regular combat, or else the gunman’s player is unlikely to exercise that option.

Have you ever seen this next thing happen? A player says “I’ll go for his gun!” and then, when confronted with the grappling rules, says “Nevermind, I’ll just cooperate.” I have.

The reasons for beginning a standoff, as a player, must include simplicity, I think. Standoffs are staples of thrillers because they are bold, clear dramatizations. One or more characters demand, and one or more characters make defining choices. Simple, effective. If the setup and outcomes of this act are complex in gameplay terms, they are unlikely to be attempted much, if at all. That’s good if you’re trying to avoid them, but less good if you want your campaign to include these moments. (Whether you just like them or you’re trying to include them are touchstones of the genre or for some other reason is, for now, a separate issue.)

When I’ve done this, it’s with the understanding that a level gunshot to the head is not combat. Such a weapon is unlikely to deal 1d8+Dex damage, or whatever, and is more likely to propel the plot forward at muzzle velocity. Either someone ends up dead, and we deal with the consequences, or someone ends up an unlikely survivor (perhaps in a bloody chop-shop or underground hospital or remote monastic sanctuary) and the story is loaded up with revised or renewed stakes and motives.

A couple of other particular, iconic, and dramatic outcomes spring to mind:

  • One participant relents and puts down his gun, as instructed. On film, almost never does the remaining gunman then fire anyway. (If he did, he’s a villain.) This is practically a rule—but should it actually be a rule in play? This is, essentially, a decision to forgo combat, at least for now.
  • Both participants choose to abandon the standoff and enter combat as usual. (See Face/Off: ”Plan B. Let’s just kill each other.”) This may be an attempt to settle things through dialogue followed by a revelation that neither side is willing to die, right then, to settle things. So we settle it not just with dice but with a sequence of tactical decisions and randomization, possibly with escape hatches and lots of new inputs to consider.
  • Everyone shoots, (almost?) everyone dies. Call this the Reservoir Dogs outcome.

How have you handled it? What game has mechanics for this that you’ve appreciated, hacked, or paid homage to?

The Multi-Game Campaign

I’ve wanted to do this but never have. Have you done it?

The idea is simple, the execution complex. For each major chapter in your RPG campaign, you use a different game to resolve the action. You hack and modify the games you want to use like crazy, some more than others. What starts as an investigation lead by various governments in a weary, war-torn metropolis leads to the highest tier of society (Cold City). There, in glorious and lavish penthouse ballrooms untouched by the war below, the glitterati dance and drink and dare each other  (via The Dance and the Dawn) to determine who gets whom. That leads to a Fiasco involving miserable spouses, true love, stolen diamonds, and broken hearts that return us to the lowest levels of the city.

Or what about a military campaign that plays out over a century, beginning with complex machinations and paranoia (via Burning Empires) before progressing to the madness of an all-consuming galaxy-wide war (via 3:16 Carnage Amongst The Stars) and finally culminating in the least likely soldiers fighting in the bombed-out remains of the last human city (via Grey Ranks).

A great many of these games don’t let many characters out intact, so the traditional notion of following a core cast of PCs on a long literal or figurative journey might not work out. Rather, it might be necessary to tie individual games together with a few standout characters—who are playable only in certain chapters, maybe—or narrative connective tissue like monologues, flashbacks, or just a recurring theme or motif that brings together what would otherwise be a loose anthology.

My gut says this idea would require a lot of cooperation, maybe to the point of demanding certain metagaming choices be made during play, but I think the unique satisfaction from pulling it off would be worth it for the group that finds this compelling. Remember, the game that covers the next chapter wouldn’t have to be preordained. It might be that whoever gets the happiest result of the Fiasco story gets to decide what the next chapter is about, for example, so this wouldn’t have to be a strictly planned experience.

What games might you connect into a campaign if you could?

The Lineup: Predefining Player-Selected NPC Relationships

Paizo GameMastery NPC Card

Gamemastery NPC Illustration by Tyler Walpole (© Paizo)

I laid out seven cards I’d selected from Paizo’s GameMastery deck, Urban NPCs, in a row at the middle of the table, where both of my regular players could see them.

Without any preview or overview, I tasked my players with answering the questions below. (I actually even changed the order of the questions at the last minute as I rethought the questions I was hoping would arise during the process.) We shifted the cards around the table to indicate different answers and create a quick sort of infographic describing the NPCs’ relationships with the PCs—allies were pushed above the baseline, enemies below it, dead characters were flipped over, etc.

This is part of my Dragon Age RPG (#DARPG) playtest campaign, where I try out not only new AGE System mechanics for the Dragon Age world but experiment with different techniques and styles of play. I do this all the time, in almost everything I run. From week to week I might riff on questions of pacing, timing, narrative authority, unreliable narration, and all sorts of other tricks, to give individual adventures distinctive feelings. For this particular Dragon Age campaign, we’ve been keeping separate character sheets for the characters at three different levels (3rd, 5th, and 7th now) and flashing back and forth between levels to tell nested and interwoven stories. (I’ll write more about that next.)

Because we’ve been playing the characters across multiple levels simultaneously, these relationships work a little differently than they might in another campaign. Thus we can introduce a character at an earlier point of the story knowing—all of us together—that he or she will end up feeling a certain way about the PCs later on in the story. That adds a dramatic bit of foreshadowing as well as a bit of narrative structure to climb on like a jungle gym.

We can even hop over the actual incidents that changed the characters’ relationships, since there’s little suspense there, and decide what happened in the intervening levels through alluding dialogue (“I can’t forgive you for leaving me on that island.”) or out-of-character exposition (“Remember, now that you’re not romantically involved anymore, he probably doesn’t want to see you.”). If we do choose to play out the actual scenes where relationships dissolve, solidify, or otherwise change, we may do it without engaging the dice because there won’t be questions of success or failure in involved—we’ll be dramatizing a process for which we already know the result. That can be a fun play space, too, including plenty of opportunities to riff on the facts and introduce meaningful surprises while respecting what’s come before (for us, the players) and what we know is to come (for the characters).

Here are the tasks in the order we did them:

  1. Two of these characters are enemies or rivals by 7th level. No matter how you feel about them, they are opposed to you now. Pick them now.
  2. Two of these characters are allies or cohorts. No matter how your dynamic starts, they are friends or allies now. Pick them now.
  3. One of these characters is alive at 5th level but dead by the time you’re 7th level. Pick that character now.
  4. One of these characters has a romantic dynamic with one of you—it might be mutual, it might be a love triangle, it might a one-sided infatuation. Pick that character now.
  5. You are indebted to one of these characters. You might owe money, service, or your life or freedom. Pick that character now.
  6. One of these characters has information or an object you want. Pick that character now.

In actual practice, I deviated from this a bit. Since we had a couple of characters get multiple answers, I assigned the sixth answer to one of the remaining, unselected characters, just to diversify.

Once that was done, I revealed a final wrinkle:

  • Two of these characters are turncoats. They may not be what they appear for long. They may turn against you or switch to your side.
Dragon Age Set 1 Cover

Dragon Age Set 1 from Green Ronin Publishing

Which two characters? I predetermined that before I dealt out the seven cards and started the players’ selection process. The turncoats may not live long enough for their embedded loyalties to be revealed, they may be driven into corners or welcomed into the fold through actual play before they can change their stripes—the players still have the power to act on those characters, in other words—but the two characters I preselected have built-in goals and loyalties that go into the mix along with the players’ choices. The rest of the NPCs I put on the table get characterized now, between sessions, to fit the decisions the players made about them.

We then worked together to stat up one of those two cohorts as a companion warrior (a tank, in this case) to help the PCs in forthcoming battles.

Notice that, to start, the players have very little information to go on. They’re choosing their enemies and allies based on the most superficial features. Still, they had enough information to go on to make some surprising and provocative decisions. Both of the PCs are Dragon Age elves (one’s a city elf, one’s Dalish), with subplots about fighting for elf rights in a human-dominated world, yet they chose the only elf in the lineup to be an enemy. It surprised and enticed me as much as it did them, I think. As they moved the cards around on the table, though, interesting combinations of answers emerged and they naturally made choices that they wanted to play out or deal with the fallout from later. They didn’t shy away from drama. They created rich situations that they wanted to know more about and also wanted to play with.

The NPCs are toys, like building blocks, which the players used to build a playground.

In case you’re curious, my players ended up pairing off some of the choices in really compelling ways. They are indebted to a dead dwarf and have a romantic entanglement with one of their enemies. So we have two sources of inspiration and action awaiting us: we can dramatize the circumstances by which predetermined facts come about and we can play to find out how these circumstances get more complicated (or maybe even resolved).

I can’t wait to see what happens next.

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