robotnik2004: (Default)
robotnik2004 ([personal profile] robotnik2004) wrote2003-01-25 01:05 pm
Entry tags:

Unknown USA

We're supposed to be playing Unknown Armies on Monday, and I'm kinda stumped as to what is going to happen.

I've got piles of ideas: weird people to meet and places to go and plots to be embroiled in and so forth. Coming up with that stuff is easy and fun. It's logistics that drive me crazy. How do I herd the PCs to the place where the story kicks in? Will they investigate lead A or lead B? Will they be interested in subplot C or subplot D? Now, I don't think that "railroading" is always the crime that a lot of gamers say it is. My Adventure! game was a massive exercise in consensual railroading and that seemed entirely appropriate for the genre. But it is a lot of work, and I'm not all that interested in doing it week after week after week.

I have this idea, though. If, say, I want to run a session where the PCs are in rural Appalachia searching for the Book of Good Roads, or are being chased by an implacable bounty hunter across the New Mexican desert, why can't I just start the session by saying "You're in rural Appalachia, searching for the Book of Good Roads." Or "You're in the New Mexican desert. A bounty hunter is chasing you." If I was going to run a one-shot, that's what I'd do, and nobody would complain. Couldn't you run an extended campaign this way?

It sounds like I'm robbing the players of their autonomy, and to some extent I am, but all the herding takes place "off screen," between sessions. In a lot of ways the players end up with more "in game" autonomy, because I've already established the situation I want to explore. They now have absolute freedom in how they respond to it. No need to spend half the session asking "What do you want to do? Wouldn't you like to look into that intriguing-sounding McGuffin that NPC muttered about last session? [clatter of dice] You hear rumors it might be in Appalachia..." And of course, if the players say, "but we wanted to go to Minnesota!" then I can always start out the next session with, "You are in Minnesota."

Basically it's the difference between a TV show like 24, where each episode leads directly into the next one, and one like Samurai Jack, where we have no idea how much time has elapsed between epsisodes or even what order the stories come in. The latter probably leads to a more picaresque, episodic story structure, but then that was always part of my plan for this game.

[identity profile] chadu.livejournal.com 2003-01-25 09:24 pm (UTC)(link)
A half-dozen options off the top of my head:

1. Comte sez: "Go there. Do that thing. Unless you want reality to unravel, you puling bastards."

2. The Trading Game. Look at PCs' obsessions and campaign events. Make up a Macguffin that one or more of them will want. Give Macguffin to GMC of your choice. PCs must retrieve X (raison d'etre of session/scenario) to trade to GMC for Macguffin. Lather, rinse, repeat. (The Bad Man might work here as the GMC; or another Merchant avatar.)

3. Your option: purely episodic scenarios. It's all good, baby.

4. All Memento 'n Sh[BLEEP]: No memories of how they got where they are. They should optimally be holding high caliber handguns to each others' heads when they come to.

5. Ask them at the end of the session what they plan on doing next. Go with what they say. However, if they say "nuthin'," feel free to use option 4.

6. It Came to Me In A Dream: start sending prophetic dreams that drive the PCs to Devil's Tower to play music on a Casio keyboard, trying to summon the Grey Alien Space Brothers.

[identity profile] robotnik.livejournal.com 2003-01-27 06:03 am (UTC)(link)
All powerful motivational techniques. Thanks.

5. Ask them at the end of the session what they plan on doing next. Go with what they say. However, if they say "nuthin'," feel free to use option 4.

This would be even more powerful if you did it in the middle of a session:
"So, what do you want to do next?"
"ummm, let's see...."
"Too late! You wake up naked staring down the barrel of a gun! Dinnerware is adhering magnetically to your scalp!"