Interesting post by Ben Robbins (Microscope, Follow) detailing "The Diminishing Returns of Random Fiction"...
I was looking at my actual plays, and realizing I didn't roll much. I thought about how I could increase the mechanical part of my solo gaming, but after reading this post by Ben I think I'm doing just fine.
As players, we feel like we need to be involved. Do we want to be involved in the story, or in the mechanics? I am, effectively, writing fiction with my gaming, and just using the rolls as a "nudge" for some interest. I'm coming down heavily on the 'story' side of gaming lately, and at this moment in time I find that entertaining.
The point Ben makes seems very pertinent to solo players, in my opinion. Something to keep in mind as our plays/stories unfold. At some point, the story should end, to at least allow for "Volume 2" and so on. Random play nearing "the end" of a game might unnecessarily lengthen the play in that volume.
http://arsludi.lamemage.com/index.php/902/diminishing-returns-of-random-fiction/
http://arsludi.lamemage.com/index.php/902/diminishing-returns-of-random-fiction/
Tam H
ReplyDeleteWhere you making up leading questions for a three act structure on the fly? I could see how that could be rough to run.
I've been using a cross between The Hero's Journey and 9 Questions. So basically leading questions constructed ahead of time without a randomized context like 9Qs does (I already have strong context to use, starting from the initial setup/inciting incident that gets more robust with every scene). I don't really try to conform to three acts either but the structure makes for a more coherent and dramatic arc than just "winging it".
Omari Brooks I was actually treating it as a board game!
ReplyDelete> Act One, potential complications are: it breaks • someone suffers harm • you look bad • you’re noticed • you feel something • one of your weaknesses is revealed
> Scene One, "Status Quo": Do what you usually do, until something innocuous attacks • transport fails • communication fails • fog or bad weather settles in • someone is missing • something is missing
You play out the scene, aiming for the keys of "status quo" and whichever of the six events was rolled. If you need a twist or complication, you use the Act complications.
Then move to Act 1, Scene 2, and so on, until you reach the Epilogue. I experimented with a few structures, in different genres and styles.
Lately I've been looking at simplified versions, seeing how abstract I can go. I find the 9Q just isn't quite enough for me to get over blank-page-itis. I need to look harder at it, I think.
MoonSylver I am all about discovering things in play. I'm hooked on that moment when I have a burst of insight and make things come back together!
I've found Apocalypse World's threat and countdown clock system to be beneficial to me in avoiding this issue. I've used random ideas (say, In A Wicked Age oracles) to help generate threats, written up clocks for them and that's usually given more than enough to follow through on the rest of the fiction.
ReplyDeleteAlso, random results from CRGE along the lines of "incorporate another thread" can still be used further into a game without having to come up with all new stuff.
There are all sorts of ways to use both randomness and structure to send a game in fun directions without having to add new "content", so to speak