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August 10, 2004
Plot control mechanics
This is a response to Bruce Baugh's post on "Scene Framing" over on Gamethink.
Every time I've tried to run with a pool of points as a random plot editing tool, it's flopped. As nearly as I can tell, being able to make any change you like offers too little structure to properly spur the imagination. I think Bruce's idea of captions is extremely clever, and essential to making his idea work, but to explain why I'll relate some failures and successes I've had.
In Leftover Dudes, I went through numerous iterations of plot point mechanics, none of which worked. The basic idea behind all of them was that a player could spend a point to reframe the conflict for a scene. So if a PC was in a swordfight with a cool goth vampire, her player could spend a point to turn it into a seduction sequence. The mechanical advantage was that you could change which traits were useful for the scene, and story-wise the player could decide how the story went. No one /ever/ spent these points, despite numerous exhortations.
Likewise, a Feng Shui game in which XPs were spent like Theatrix plot points saw very few people spend them. You could spend them to make really massive story alterations, and no one ever did. (I think I spent one, and I was the only one to ever do so.)
However, when I ran Theatrix proper, people spent them left and right, because Plot points were tied to Descriptors -- a player whose character had the Smith descriptor could spend a plot point to say something about smithing and just plain make it true. Likewise, a Feng Shui game in which we used Shadowfist cards like Storypath cards worked great -- Heroic Conversions and Tortured Memories and Shadowy Mentors all showed up all over the place.
The common thread is that when you restrict what the thing can do, people are more likely to use it. It's easier to say "Oh, this ability can be relevant now" when you have a mental slot to put it in. So for your scene creation rules, I think having the player come up with a caption is a really good idea. They look (from an unplaytested glance) like a powerful structuring device, while being less constraining than cards.
Another thing you might want to allow is to create set-up/pay-off plot mechanics. According to Keith Johnstone in Impro, one of the pleasures of narrative is reincorporation -- when a detail established earlier becomes relevant later. So mechanics might be invented to facilitate the Chekhov's gun effect.
For example, a player might spend a drama point to have the camera focus closely on the villain's ivory walking stick, and then she gets to write "ivory walking stick" on a card. Later, when her character is ambushed by the villain's agents in a dark alleyway, she can have his own agents pour out of the walls and surround and arrest the villains. She justifies the counter-ambush with a brief flashback sequence, in which the heroic G-man is walking through the streets, when he suddenly notices an ivory walking stick reflected in a storefront window. This uses some more drama points, and the card with "ivory walking stick" on it. More blatant edits of the plot might require more setup, so as to seem less contrived.
I don't know if this will work, but it's worth trying out.
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Comments
Interestingly, Neel, my players had similar problems spending Miracle Points in "Nobilis." They slowly got better over the course of a half-dozen sessions, but, still, the open-endedness of what were, essentially, dramatic editing powers, daunted them. Playing a being capable of doing nearly ANYTHING with enough effort was too much for them. When I threw a challenge in their way, they could spend Miracle Points to find a way around it, but there was no effort to actively craft the plot/world in their own image. They horded the MPs and the game became a freeform game about social interactions, like a tabletop Amber LARP.
On the other hand, when I play "Nobilis" myself, I have a hard time NOT spending MPs. I'm a hardcore aesthetics junkie and often find myself spending points just to make the scene "feel right." Hello, Lesser Creation of Butterflies. Hello, lots of Aspect for cool wuxia visuals. Dramatic editing for very specific, non-plot-based superficial and thematic reasons. I imagine that this kind of editing would be less threatening to people, if they realized that they don't have to spend points on "really important" stuff. The important part is getting player input and letting everyone tweak the story to make it better and give them some investment/ownership.
If that ends up being a cloud of butterflies to serve as backdrop, I can definitely dig it.
Posted by: Jonathan Walton at Aug 10, 2004 9:59:06 PM
I hold to the belief that its best to introduce one element at a time to a group of players, so until a group (or critical mass of a goup) gets comfortable having wdely functional player narrative/plot contol just won't work.
We ended up using a lot of tricks of player choice of ocus in Age of Paranoia and the ar turning out to reap a lot of benefit.
Posted by: Jere at Aug 10, 2004 10:22:11 PM
This has got me thinking in different directions now.
Posted by: Jeffwik at Aug 11, 2004 12:54:47 PM
I wonder if the players who were having such difficulty spending the points had any experience with Exalted or something similar.
The stunting in Exalted has the advantage of not being tied to a pool of chits or points. You can never "run out" of permissable moments to stunt, so there's no instinct to hoard or ration them (actually you can wind up with the opposite problem, where it can be impossible to get the party from one end of an empty room to another or drink a glass of water without all manner of flourishes).
Posted by: Len McCain at Aug 11, 2004 4:41:45 PM
Not in this specific case, Len, though I can see that "crossing over" might be a problem. We had one total newbie, 1 White Wolf veteran, and 1 bouncy gamer chick. No Exalted experience. No real experience with other "stunt" games either (Feng Shui, HKAT, etc.). I tried to describe Nobilis' miracle rules as a magic system, though, which could have been the problem. Magic is often for hording and using on special occasions. Miracles are the only real system Nobilis has for doing ANYTHING, though. Maybe I should have just explained it as "here's how you do stuff."
Coming back to the thread, it's possible that the same could apply to dramatic editing. It's not "you do this when you want to change/influence what's happening." Instead, it could become "here's how you make stuff happen..."
Posted by: Jonathan Walton at Aug 12, 2004 1:36:40 PM
