"Where do you go next?"
So, reading +Samuel S. (GottJammern)'s recent post got me thinking about a frequent issue we all run into from time to time--"where do you go next?" You're playing a game, you're having fun, you resolve the current scene or conflict, but you're left with a blank page, not really having any idea of what should happen.
Obviously, if you have a strong idea of what logically follows, your set. But often, you lack such a strong idea. Or, you have an idea, but you're not sure if it's really the "right" thing to do. So, what do you do then?
There's the option of using an Oracle of some sort, to somehow force a new scene by provoking an NPC action. Or roll on a convenient random encounter chart or something similar.
I think, for me, this is where I enjoy tools like "Covetous Poets Adventure Creator" or Scarlet Heroes. Having some form of structure for what happens next helps me keep the game moving, and fills in at least some of the outlines for me to pick up and run with. For example, my PC might capture an assassin and question him--the PC succeeds on the necessary rolls to get the hired gun to sequel, but I (as GM) have no idea who hired him or why. Using Covetous helps me set the next scene, which is where my character goes to track down the contact who set all this motion.
But what do you guys do? I see it as a frequent issue, so the more advice we can give them better. How do you know where you go next?
Honestly, it depends on the system. Some of mine have built in frameworks. Some don't. I find it really depends on the experience I'm after whether I want one. And I'm really fond of Scarlet Heroes' urban encounters framework, for sure.
ReplyDeleteThe thing I'm working on right now is yet another attempt to solve the "how do I solo a mystery?" dilemma. It borrows an idea from Gumshoe -- major clues, given freely. Once per scene, on a roll you're making anyway, you can roll up a major clue that points to the next scene that you discover in the process.
Sometimes, though, it's just a matter of hitting Mythic complex answers until one resonates. :D
I'm in a similar boat right now though I do have a strong idea of how things should go, but I'm anxious about randomness taking me somewhere that will weaken the 'plot' as it were. At the same time, it doesn't feel fair to do things by fiat and railroad the characters I'm emulating.
ReplyDeleteI think I had that problem the very first time I played solo.
ReplyDeleteBeing very unsatisfied with the experience I took a step back to figure out why my experience being a player in group games had been so much more satisfying.
Regardless of whether playing a published adventure or in a sandbox, during group play the games always broke down into a similar structure: a beginning, middle, and end. Doing some more digging, turns out that story telling pattern is about as old as civilization itself. All ancient myths, from disparate cultures that never had contact with each other, all had a similar pattern
The Hero's Journey
The simplified journey: the hero is presented with a problem they are motivated to resolve, they prepare for their journey, they run into an initial obstacle, they suffer a setback or prepare for an even bigger obstacle to come, they confront the biggest obstacle to resolving the problem, win or lose they deal with the consequences of the problem remaining or being resolved.
At any point along the way, random prompts can be used to shape context and provide surprise. You have to do more work to ignore the logical progression of where to go next when you have that starting context and structure IMHO. And it is much easier to have a clear stopping point for a session of play (instead of just waiting for interest to fizzle out).
I've got a couple of ideas, which I'll be able to articulate better once I'm at a computer.
ReplyDeleteFor my Star Wars game, I'll be using the random mission generator from Rules of Engagement: The Rebel SpecForce Handbook. Mixed with maybe some downtime and additional ideas borrowed from BOLD
I've also got a Random Jobs table I was cooking up for a PbP game that fell through years ago.
As far as mid mission? I usually take a break and come back to it with a fresh set of eyes and ideas. Sometimes I'll re-ask the Oracle if it says no to everything and I can't figure out what else makes logical sense to move forward.
I use scene procedures, in my experience story frames don't reduce the freedom and creativity but avoid 99% of writer's blocks (player's blocks)
ReplyDeleteDhufus, the thug, works for Draco, the local crime-lord. Unbeknownst to Dhufus, Draco answers to a minor noble who is a merchant prince. The prince answers to a duke, the duke answers to the king's Grand Vizier, the Grand Vizier answers to an Evil Wizard who has the king in thrall, the Evil Wizard is doing the bidding of a Minor Demon, whom the wizard failed to control, now the Demon controls him. Etc... You could draw a line roughly between "Good" and "Evil," and have different factions fall on either side of the line. As the characters uncover each plot element, they think they are seeing that Draco is the Big Bad Guy, until they defeat him and realize there is someone else higher than him, and so on. You don't even have to flesh anything out until you need to. Just remember there is always another bad guy manipulating this one. You could build a whole campaign around this, or just use it as a backdrop for whatever story you are telling.
ReplyDelete