Interweaving Narratives

When I write tabletop campaigns, I tend to write in two layers, which I’ve touched on briefly before. I’ll write the background layer, all of the stuff that’s happening behind the scenes that may affect what’s going on with the player characters, but likely won’t be seen directly until the very end of an arc. I’ll then write “moments” that intersect with that background narrative, and generally just enough connective tissue to link those moments together.

Interweaving Narratives

I tend to structure my tabletop RPG narratives in arcs, which are big sweeping stories with some major change or victory (or defeat) at the end. I break these down into Acts, which establish a kind of temporal lockstep with my background narrative, and then each Act is made up of scenes, which are the moment-to-moment bits that get strung together. I tend not to be picky about the order in which scenes show up, as long as they make sense within the Act.

Scenes are there to move the story forward, establish a bit of the setting, offer choices to the party, or resolve some conflict. They’re my little hints at the overall background story, and their outcomes affect how that background goes. The nice thing about breaking things down this way is that if the party makes some choice I don’t expect, I’m very rarely put in a position where I don’t know what to do next– I just pull a different scene out to move things forward. In a sense, I’m always fanning out a bunch of cards and letting my players pick the next one, at which point I set off whatever chain of events makes the most sense.

As a bit of an example, this weekend’s session of Star Wars was five scenes– two major ones, two minor ones, and one throwaway. Having acquired a starship, the group is working their way towards a particular location in the Deep Core. I figured they would either go straight for the Deep Core or take a side trip to better establish themselves. Each of these was set up with pros and cons– going straight for the Core would have gotten them closer to their goal quickly, and they’d at least be able to approach while under the Empire’s radar, but they’d be going in to a very dangerous area mostly blind. Going for more supplies / establishing relationships gets them more XP and resources, but increases the chances that they’ll do something that calls attention to themselves.

The first scene played out twice, as throwaways, and involved simply transmitting codes to Imperial checkpoints to get past. Pretty simple, but there’s still the possibility they could choose to do something crazy. Mostly it sets the scene for checkpoints as a regular occurrence. The second scene was a hyperspace interdiction– the party’s ship got pulled out of hyperspace by pirates. This could have played out in a variety of ways; it could have gotten them salvage, it could have put some damage on their ship, they might have gotten ahold of a rare and extremely valuable interdiction device, or (what they did) was talk their way out of it with some pretty fantastic social rolls and a bit of blind luck. Bel wanted his character to have something of a reputation for being bad luck, and a couple of deception checks and a name-drop later (and a successful Underworld Knowledge check on the part of the pirate captain), the party got away scot-free.

The third scene was a major one, as the group made a contact within the Rebel Alliance. This is where I start weaving in the background narrative, and the various things that are going on in the background. Their contact was intended to come off as sharp and perceptive, but friendly, and send the party on a side mission while she looked into some of their interests for them. She’ll be doing background checks on them and getting them resources in exchange for a search-and-rescue job on Nar Shaddaa, leading straight into the last major scene of the session: the rescue mission. This was interlaced with the last minor scene, another Imperial checkpoint but with a much more hostile agent. Nothing unmanageable, but not trivial either.

One of the things that I’d been tracking was the time spent by the party, both traveling and otherwise, mapped against the timeline of the background narrative. In this case, it’s the original series, so I’ve been keeping an eye on when specific major moments in the OT occurred, and what the party was likely to be doing at that time. In a delicious (for me) twist, the destruction of Alderaan coincided with the party’s rescue mission. I had a feeling it was going to occur, but I wasn’t sure how the group was going to approach the rescue. When they went in guns blazing, I knew things were going to be interesting. They did have the foresight to jack into the area’s cameras and get a view of where their enemies might be, though, which likely helped a lot.

About three rounds into combat, I asked everyone (in a party of force-sensitives) to make a Presence (Willpower) check, and got a few horrified sounds at the intense difficulty of the roll. A few people were getting a bad feeling about things when they saw the roll, and only two of the group managed to pass it. Then:

“You feel a great disturbance in the Force, as if a million voices suddenly cried out in terror, and were silenced.”

Psychic backlash is a real jerk, and I considered that in the original movies, Obi-Wan Kenobi was nearly incapacitated by the wave sent out by the destruction of Alderaan, and he was a serious badass. For my (much less powerful) party, anyone failing the check instantly passed out from the shock. Bad times in the middle of a firefight, but the party pulled through and made their rescue.

Now, it’ll be interesting to see how they deal with the aftermath of all of that, and if anyone will consider that they didn’t turn off those cameras. Hopefully no one of importance will happen upon a recording of an apparent gang fight where lightsabers got drawn and a bunch of people pass out at the exact moment a nasty ripple through the Force occurred. Surely there’s no one out there who might put two and two together…

AggroChat #83 – After the Bomb

AggroChat83_sm

We talk about raiding, and get nostalgic about point and click adventure games.  Additionally there has been one game that all of us have been playing this week… and even though it is the game of the month there is no way we could stop from talking about it as well.  That’s right we start digging into Fallout 4 and all of the different ways we have been playing it.  We are keeping it largely spoiler free and talking more about the mechanics and exploration of the game.

Subjects we talked about…

  • Wildstar Raiding
  • General MMO Raiding
  • Wildstar Runes
  • Time Travelling Games
  • EvoLand
  • Day of the Tentacle
  • Point and Click Adventure Games
  • Sam and Max
  • Full Throttle
  • King’s Quest
  • Quest for Glory
  • Grim Fandango
  • Fallout
  • Baldur’s Gate
  • Fallout 4

Better Lucky Than Good

I had an idea for a Fallout 4 mod, and wanted to see the intro a second time from the “other” perspective, just to see. It meant that I have a second character, and having figured out some of the systems from the game, I decided it was time to get silly.

Better Lucky Than Good

Kodra was breaking down how some of the stats worked, and I’ve been looking at some of the perks. My current character is reasonably evenly balanced, and has a pretty strong “stealth sniper” thing going. I wanted something insanely min-maxed. With the starting spread of points, you can get two stats to 10, and another to 4. It should make for an interesting character.

I considered a few possibilities here– the all-strength and all-endurance, with just enough Intelligence to make fancier weapons, but that strikes me as playing things a little too straight. The ridiculous intelligence and ridiculous perception, with a hint of Agility is kinda close to my existing character, just more extreme. I’d wanted to try out Charisma, and stumbled upon an idea (edit: looks like someone else also had this idea). We’re going full on 10 points in Charisma and Luck to start, and the remaining 4 in intelligence. 1s in Strength, Endurance, Perception, and Agility. I’m going to rely wholly on the Intimidate perk and the various Lucky perks to stay alive.

I have no idea if this idea is going to work, but it’s going to be funny either way. I think there are enough options for me to be functional, although certain situations are going to be something of a problem. Hopefully anything I can’t talk my way out of will be escapable; I suspect I’m going to be running away a lot. I’ll be playing this character as kind of a break from other stuff, so I won’t be updating often, but I’ll make comments as they come.

Thus far, some mosquitoes have nearly killed me and I’ve been brutally savaged by a bloatfly. Hopefully I catch a lucky break.

The Personal Touch

I’ve recently come to realize that I don’t really care to play most board games more than a handful of times. It’s something I’ve spent a bit of time mulling over, because I feel like a board game is the kind of thing I should really enjoy, but it very rarely is after the first couple of playthroughs.

The Personal Touch

I really like to leave my personal touch on a game when I play it. I like to really dive deep in a game and own, customize, and play a strategy. I get this in a minis game– my minis are, at the very least, chosen by me strategically before I start the game, and to a greater extent they have customized assembly and paint schemes to match my interests. Even if I didn’t paint or assemble them myself, they’re still unique to me. I’m reminded of this while I play Fallout. My settlements are incredibly bare-bones, nowhere near the lavish affairs Bel spent hours working on. I spent hours today pursuing a silencer for my weapon, seeking out new places to explore simply to find the components necessary to put it together. I’m playing a stealthy sharpshooter (quelle surprise), and I have been since the very start of the game.

I pursued a specific in-game reward to supplement the strategy I’d chosen from the very start. It’s analogous to selecting a particular deployment zone or chasing a particular objective in a game of Infinity, or choosing a particular perk as I level up in an RPG. I’m able to choose what I want to do strategically before I play, and the tactical choices I make as I go along align with that strategy (or adapt it to a changing situation).

The Personal Touch

It’s a thing I seek out in games, especially ones without a strong narrative to keep me interested. I want to be able to express myself from the start, and make decisions based on a strategic choice I made, rather than making purely tactical decisions. In most board games, I don’t get this choice. The board is set up to a particular exacting static standard, and either starting positions are doled out randomly (as in Agricola) or are undifferentiated (many other games). Most of the time, I don’t get to pick a long-term strategy before the game begins. There are a few games that let me do this, but they’re extremely rare (and often picking that strategy is a minigame itself, as in Galaxy Truckers).

Most of the choices to be made are tactical choices, not strategic ones, and there’s very little personalization available when those are the only choices you’re making. There’s “selecting the optimal tactic”, which can vary somewhat based on your ability to execute, but it’s not really a form of self-expression, or doesn’t feel like one to me. It’s an optimization game rather than a customization one. What I like about strategic choices is that they give me the opportunity to alter the optimal tactical choices over the course of the game according to preferences that I’ve set beforehand. I have made a choice to have an aggressive Lieutenant in Infinity with a support network in the list, and so I make the choice in the game to play forward and daring with my Lieutenant. Alternately, I’ve chosen a vulnerable lieutenant, who I need to hide during the game and potentially take pains to protect. My overall strategic choices change the valuation of my tactical choices, so the optimal course in any situation has been customized by me.

The Personal Touch

That layer of strategic customization makes the game deeper and richer for me, and can make two otherwise identical matches feel very different. In most board games I’ve played, if you were to completely remove randomness in two consecutive games; play twice with the same die results and same card draws, you’d have an incredibly boring second game. There’s no change you could make (other than potentially a different tactical choice, if you played the first game suboptimally) that would change the outcome. By comparison, if I can alter my strategy at the start of the game, I could have absolutely identical variables elsewhere and the importance of those variables would change. I can play the same minis game on the same terrain (and honestly, could have the same exact die rolls) and if I came into it with a different list it would be a wholly different experience.

I’m really interested in a board game that gives me that kind of strategic depth. I find that most “strategy” board games are actually tactics games, with very little strategy involved. You might be thinking multiple turns ahead, but you’re still mostly reacting to the board, not planning. I’ve played a few that touch on it, some of the Arkham games, City of Thieves, and to some extent the Shadowrun board game, where you select a character which changes your approach, but these tend to be fairly insignificant choices in the long run (Arkham games being something of an exception here).

The Personal Touch

Returning to Fallout 4 (look, I’m playing a lot of this game), it’s really exciting to me that the various people I know can take extremely different strategic approaches– make strikingly different characters– and not only have a very different set of experiences in the same game, but all be equally effective. As a stealthy sharpshooter, I’ve mostly eschewed my power armor, using it only when stealth isn’t an option. I’m pretty sure Bel and Kodra are wearing theirs constantly. Some of my friends are playing melee characters, others are playing characters who are looking for the biggest guns possible. All of us are looking for different things but are all supported by the game. Bel has made his mark by tearing down his entire starting settlement and building anew; Kodra has made his mark repeatedly, with a metal bat. I make my mark once, with an exquisitely crafted implement, and once is enough.

Strategy is, for me, a form of creative self-expression. It’s something I’ve kind-of known for a long time, but the implications are a lot more significant than I’d realized. It helps me better understand why I don’t like certain games and why I like other games that are ostensibly very similar. It helps me make better decisions, and it’s nice to be able to put words to a feeling.