Saturday, August 12, 2017

I haven't watched professional wrestling in about 20 years, but through the magic of YouTube I found myself watching a video on the process of creating and performing those matches. As we all know, the outcome is predetermined to for the narrative, but what I learned was that the performances themselves are not scripted. The journey to reach the predefined outcome is improvised in the ring as it happens.

I haven't watched professional wrestling in about 20 years, but through the magic of YouTube I found myself watching a video on the process of creating and performing those matches. As we all know, the outcome is predetermined to for the narrative, but what I learned was that the performances themselves are not scripted. The journey to reach the predefined outcome is improvised in the ring as it happens.

What does this have to do with solo gaming? A lot of our efforts are to find the answer for the question, "Where is this story going?". Would it be beneficial to know where we're going, and put our efforts into the journey?

An example, perhaps I know a scene ends with me getting the map to the dungeon from the dwarf behind the bar. I still have to achieve that outcome throughout the course of play using whatever mechanics the game system, oracle's, or other tools allow. If my initial efforts fail, the scene may play out contrary to ally expectations by pushing me into unexpected routes to the predetermined end point. I could have failed to intimidate him, and he won't accept a bribe, so now I'm lurking outside the tavern waiting to mug him when he heads home for the night.

This is theory only at this point, but I intend to put it to the test in the next week if I have time. I'd be interested to hear anyone else thoughts on the matter.

5 comments:

  1. You might want to check out an indie game called ArchipiƩlago that I believe has pre determined fates that you drive towards.

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  2. It's an interesting idea… It reminds me of the "fortune in the middle," idea that some solo tools have, where the outcome is already known and you improv facts to match it. I'm definitely intrigued if nothing else.

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  3. The Skeletons (in which you play a skeleton guarding treasure) tells you you win the first few sessions against intruders but you work out how that goes. You roll for what goes wrong and who they were and gives you questions to answer.
    You can have different stories in that framework.

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  4. I can never play when I know the outcome. The will to play is just sucked right out of me.

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  5. I experimented with something like this a bit, with vague prefab scene events, in most of my early games (and there's a non-genre version in Calypso). Like you'd start the scene, and roll a d6. "Something goes missing". Scene's not over until that happens. As the acts/scenes progress, the possible events reflect what stage of the story you're on.

    It provides a straightforward way to work towards a three act or similar structure.

    In some respects, we all do this already, just by considering what might happen next. "Hey, I bet that elf has the map, does he?" and if the oracle says yes, you play to it.

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