Unknown USA
Jan. 25th, 2003 01:05 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
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.
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.
no subject
Date: 2003-01-26 05:34 am (UTC)In media res, where you last left off, somewhere else in space/time. All these and mroe are valid ways to start a game.
Look at the two games you are in with me.
Ars Magica is very much a one-thing-leads-into another game. Every session stems out of the last one. Forever and ever.
Pantellos is very much like Sandbaggers or Spranos. Each storyarch is a season. Each session an episode that builds on the last. Till the Season finale where we than have a break of off-screen time (which the players aren't using as well as I'd like, a flaw on my part I think) before the next season begins. (We're now starting season 3, with a summer one-episode there tyo boost some ratings).
no subject
Date: 2003-01-27 06:00 am (UTC)Pantellos is also like Sopranos in that we have to wait too long between seasons. :) (That email I promised with my Pantellos thoughts is coming soon, I promise, even if nobody else wants to speak up with any ideas.)
no subject
Date: 2003-01-27 06:16 am (UTC)And Jess and I want to talk to you about a joint UA character.
no subject
Date: 2003-01-28 08:54 am (UTC)Is this the schizophrenic mystic hermaphrodite she mentioned? I thought she was kidding! But if she's not, I'm all ears.
no subject
Date: 2003-01-28 09:07 am (UTC)I'm whining ebcause I can't find enough points to do what I want with a street-level character. I'm such a power-gamer.