How Do I Even...?

load previous
May 5, 2018 5:27 pm
DMJ says:
Ya, bro, I know. I'm often in a debate about how to handle this sort of thing.

Fact is: I love solo sidetrack story lines. They seem extremely realistic to me. All characters might duck out for a second here and there. No guarantee that all 4 - 7 party members are going to be connected at the hip for all hours of every day.

But when that happens you have to decide:
1) openly publish the developments
2) manage in privately with only the sidetracker (in real life this is "Alright, ____. Come with me to the side room and we discuss this away from the crowd." In PBP it is the Note option.

As a fan of the game and for the hope of letting the players share in the fun of all story lines, I lean pretty strongly towards Option 1.

BUT... I know it is ABSOLUTELY IRRESISTIBLE for some players to read and use info that their characters 100% WOULD NOT HAVE, and start influencing decision-making. It seems to be almost impossible to stop with some people.

SO...sometimes I choose Option 2, just to make it more like it would be IRL for the characters: they have no freaking clue, zero input to and zero influence from the side track. It's the only way to guarantee that.

I've seen it in practice as both a Player and as a DM.

In another game I play in, I ran the character on a side track that turned quite meaningful. Pushed the issue to a huge and very interesting development. Privately with only one other NPC. But it was published and all players read it, even though their characters would have had no clue of it. Just about every one of them TOTALLY meta-gamed it out later as they decided what to think and how to act. They incorporated their knowledge about that private scene into their characters' choices, demeanor, viewpoint, etc. It was really annoying to me.

As a DM, I've done both and bounce back and forth. Jabes, you have definitely seen me ride the fence on this. Sometimes I just judge on how important the info is. If it is likely just fluff, I leave it open to the audience for entertainment. If it could go high influential or skew other PC choices, maybe I block it off to Note. But then sometimes you just can't tell in advance.

Here in First Foray, I LOVE the open publication of all story lines. To be completely clear: I think it works just fine without the slightest doubt. It is extremely entertaining. Seasoned players can enjoy scenes for their own sake without intention of angling for their character. No one here is going to exploit it or otherwise use it for unrealistic results. Sometimes I even decide to not read some entries so that I don't have the info unintentionally creep into choices, and I think that is a decent self-safeguard if someone wants to be absolutely sure - but it's not required because you can always read and enjoy, but then ignore as an influence.

The challenge though is elsewhere when you have either
1) a really serious games where the stakes are high and therefore the temptations to bend for advantage inevitably go up (and this is no fault of the players in many cases, it is very hard to ignore key data), or
2) you have players that you don't know as well or are less likely to police themselves.
Great insights, J! Much appreciated! Quoting here because I like re-reading this thread every so often.

Yeah from what I've seen it's a real balancing act. In the end I guess you just make a judgement call.

Len

May 5, 2018 7:45 pm
Jabes.plays.RPG says:
I just realized that I haven't thanked you guys for the above. Thanks! I really appreciate all your input!

Now about Ybus wandering off, I briefly considered running that via new thread or secret note but I wasn't worried about you guys metagaming, and anyway I thought you might enjoy reading along the side-story. On the other hand, a case might be made that it breaks immersion, or that everyone making all the effort to not metagame is in itself an undesirable situation that robs you of your fun.

Thoughts?
I personally enjoying reading what is going on in other peoples' stories, especially with this crew writing them. I still stand by my prediction that CancerMan turns out to be G.R.R. Martin or Steven King or some other famous author IRL, his writing is on point! I'm also not worried about metagaming in the least. But, I acknowledge that that's my way of enjoying D&D, and I'm not worried if we go full-notes if other people feel their immersion is degraded by meta spoilers.
May 7, 2018 6:37 pm
I have been trying my best to keep the game fairly open and sandboxish but I realize most of the time I end up with 1 of 2 less than ideal results instead: 1) I steer you anyway, or 2) I drop the reins completely and you're left with no clear direction. Or am I overthinking this?

I'm thinking about how I ahould approach the next part of our story.
May 7, 2018 7:03 pm
I honestly think there can't really be a true sandbox game. Something has to drive the players to go somewhere, whether it's a plot point or some aspect of a character's backstory.

However, what will give players the feel of an open world is to just dangle 2 or 3 pursuits of approximately equal weight. For example, in Naatkinson's Boot Camp game, I've given the low-level players three options: clear a temple of undead, hunt down bandits in the mountains, or acquire herbs from a witch's garden. Despite me not emphasizing any over the other, the players have started to gravitate to the undead job.

In a play-by-post format, you might have to remind the players of their options as we have a tendency to forget across thread pages. Once the players finish the undead temple, I'll let the players know what's left, and probably add a new quest option.
May 7, 2018 7:18 pm
The "equal weight" part is what I need to work on. Right now the stuff I've tossed out there doesn't have enough honey in the pot to grab anyone's attention. I think the way it's looking now is the Aunties as employer but that was never my intention (though if you guys prefer that setup over globe-trotting, I can adjust).
May 7, 2018 7:51 pm
"Sandbox" games are overrated and often can feel unfocused. I prefer to be given a few well-fleshed out options rather than be allowed to explore a world that feels unpolished and uninspired. Rather than giving free reign on what to do in the entire world, I prefer to present a problem - or multiple problems - and then let the players decide how to go about solving it.
May 8, 2018 2:53 am
Thanks, guys! That really helps! I realize now that the problem has been that I didn't know what I wanted. But now I do, and I have your games as examples of how to achieve it.

Len

May 8, 2018 6:14 am
I have been doing a lot of thinking on sandbox games lately. Since I have interim reports due tomorrow, I will procrastinate and type out these thoughts instead of getting my work done. I'd enjoy any feedback about these ideas.

I agree with the above sentiments that sandbox games are not necessarily all that, and you can give players a feeling of agency and control in a variety of ways. But, I love sandbox games. My love of RPGs probably crystallized around playing Traveller with a huge star map, a piece of junk space ship, and enough gas to get me 5 hexes in any direction. So, when I play a game that's really really what I love, it probably hits those vibes hard.

I think the formula for a good sandbox game is pretty much like this:

1. Players begin the sandbox with a clear objective in mind that players buy into before the adventure even begins. This premise cannot be refused, it must be embraced completely.
2. The world has clear, finite boundaries and you're stuck in it. Not too small, not too large.
3. There are many fun plastic dinosaurs buried in the sandbox that reward you for digging around in it - NPCs, secrets, connections, monsters, treasures, intriguing tales, etc.
4. There must be some urgency to complete the objective.

The original Ravenloft module (I6) is the best example of a good sandbox adventure that I can think of. You get put on a track right at the beginning with a clear goal - go to Barovia and kill a vampire! And once you accept the mission, you can't get out until you complete the mission. The start and finish are both predetermined as hell. But, once you are railroaded into Barovia, you can do anything, in any order. And there are tons of fun things to do, secrets to discover, connections to make, things to kill. But, the choices are finite - the mists of Barovia provide distinct boundaries to the world. I think Curse of Strahd and Tomb of Annihilation also make use of this formula, although I haven't played them.

If the sandbox is bookended correctly and stocked full of cool things, I think it can work marvellously. If any of these things fail, however, the game also fails. If you break 1, players don't have a direction and it feels like random wandering. If you break 2, players can too easily reject the premise or shrug off pressure. If you break 3, the game is boring. I think you can break 4 with the right players, but it pressure keeps the game moving forward and encourages players to make those tough decisions.

Of course your players have to be fans of sandbox gaming and many players aren't, even if they think they are. The party overall needs to be very proactive and purposefully engage with the world. Ideally, the DM in this type of game is being reactive most of the time, having the world respond to the character's actions. Sometimes the DM will stir things up and set something in motion, and the players have to react instead, but usually that is just a consequence of something the PCs did earlier. If PCs just wait around for the story to come to them, it won't work no matter what.

I thinking a lot about this because sandbox games are my favourite style of game to run. I want to run them better.
May 8, 2018 1:34 pm
lenpelletier says:
I have been doing a lot of thinking on sandbox games lately. Since I have interim reports due tomorrow, I will procrastinate and type out these thoughts instead of getting my work done. I'd enjoy any feedback about these ideas.

I agree with the above sentiments that sandbox games are not necessarily all that, and you can give players a feeling of agency and control in a variety of ways. But, I love sandbox games. My love of RPGs probably crystallized around playing Traveller with a huge star map, a piece of junk space ship, and enough gas to get me 5 hexes in any direction. So, when I play a game that's really really what I love, it probably hits those vibes hard.

I think the formula for a good sandbox game is pretty much like this:

1. Players begin the sandbox with a clear objective in mind that players buy into before the adventure even begins. This premise cannot be refused, it must be embraced completely.
2. The world has clear, finite boundaries and you're stuck in it. Not too small, not too large.
3. There are many fun plastic dinosaurs buried in the sandbox that reward you for digging around in it - NPCs, secrets, connections, monsters, treasures, intriguing tales, etc.
4. There must be some urgency to complete the objective.

The original Ravenloft module (I6) is the best example of a good sandbox adventure that I can think of. You get put on a track right at the beginning with a clear goal - go to Barovia and kill a vampire! And once you accept the mission, you can't get out until you complete the mission. The start and finish are both predetermined as hell. But, once you are railroaded into Barovia, you can do anything, in any order. And there are tons of fun things to do, secrets to discover, connections to make, things to kill. But, the choices are finite - the mists of Barovia provide distinct boundaries to the world. I think Curse of Strahd and Tomb of Annihilation also make use of this formula, although I haven't played them.

If the sandbox is bookended correctly and stocked full of cool things, I think it can work marvellously. If any of these things fail, however, the game also fails. If you break 1, players don't have a direction and it feels like random wandering. If you break 2, players can too easily reject the premise or shrug off pressure. If you break 3, the game is boring. I think you can break 4 with the right players, but it pressure keeps the game moving forward and encourages players to make those tough decisions.

Of course your players have to be fans of sandbox gaming and many players aren't, even if they think they are. The party overall needs to be very proactive and purposefully engage with the world. Ideally, the DM in this type of game is being reactive most of the time, having the world respond to the character's actions. Sometimes the DM will stir things up and set something in motion, and the players have to react instead, but usually that is just a consequence of something the PCs did earlier. If PCs just wait around for the story to come to them, it won't work no matter what.

I thinking a lot about this because sandbox games are my favourite style of game to run. I want to run them better.
This is something that I agree with 100%. When I spoke of "sandbox" games, I was speaking of games with no overarching goal to achieve and an entire world open to explore. Perhaps the Facebook D&D groups have tainted my perceptions? Len's type of sandbox game is something I can get behind. A constrained world to play around in with a set goal is, I think, the best compromise between being railroaded and a truly open world.
May 8, 2018 2:20 pm
^THIS! Now if I can just pull it off... :-D

Len's 4-item checklist will be super helpful!

I wish I had the time to watch Matt Colville's vids!

Len

May 16, 2018 5:45 am
Wanted to mention that those 4 items are just one way to run the game, not even the best way. Just a way I like to play. There are other, more linear ways, that many people also find fun and many find more fun.

I'm slowly watching Matt Colville's videos ... really enjoyed this one called Lore vs Writing.

Also, recently enjoyed this article called The Emotional Investment of Dungeon Mastering by Mike Shea.

DMJInactive for 2 months

May 16, 2018 3:22 pm
Len, that article is spot on. Sound advice to DMs: don't give a shit about your monsters and NPCs. So simple; so true.

Yeah, man. Any way you judge it, Matt Colville has some outstanding insight and advice about the game.

I've seen quite a few of his videos now. This one was the stand-out for me: the Map is Not the Territory.

About maintaining real flexibility when running a game, always striving to do what works at your table with your players and your game. Respecting the framework and necessity of the rules but resisting the danger of getting bogged down in hard-core rules debates that take a toll on relationships and fun.
Last edited May 16, 2018 3:23 pm
May 16, 2018 4:24 pm
One of Matt Colville's tenets that I've taken to heart is that the PHB is not the game. What's written in the PHB and DMG are guidelines, but the point is that the words written therein... they're not D&D.

D&D is what happens at the table.
May 17, 2018 12:19 pm
Those links are great! Thank you for sharing them! The one on the DM's emotional investment was good affirmation for me as I have always been a fan of the characters (and I sure hope it shows).

Lore vs. Writing (what a long video!...but worth it!) was super timely as I've been stuck for the better part of a week (or has it been longer) on the best way to drop some lore on you guys. I have never been a fan of exposition, but realize (as Colville points out) that it's sometimes necessary. Was about to infodump Skandrana Varhu on you guys but tried to give the scene a little drama and plant a few seeds too!

I sure hope you're having as much fun as I am!

Len

May 19, 2018 10:41 pm
Fan of the characters definitely shows.

When you have another moment, I also enjoy thinking about Narrative Beats in an RPG. There's a whole book on it called Hamlet's Hit Points by Robin D. Laws.

The basic premise is that good fiction needs a balance of up and down beats. An example of its application: those moments where you leap out of your seat and yell "hell yeah!" - like the Millennium Falcon's surprise return in the trench run scene - are often engineered by the writer by preceding it with a sequence of down beats: rebel fighters blow up, R2 gets shot, Red Leader's torpedoes impacting on the surface. But, it can't be too heavy-handed or the suspense is numbing, hence injecting: Obi-Wan's ghost whispers, Grand Moff Tarkin considering evacuation.

Beats tend to either evoke hope (up beat) or fear (down beat) in the audience. Too many beats of the same kind in a row and the story gets boring. There can also be neutral beats, but the same rules apply.

So, for example, Jabes gave us all these cool weapons (big up beat) but tempered it with the news that there might be spies afoot (down beat). Over all it is positive, but there's variety.

First Acts tend to be net positive (a new hope), which sets up the second act to be net negative (empire), which sets up the third act to be triumphantly positive (Jedi).
Last edited May 19, 2018 10:42 pm
May 20, 2018 8:04 pm
This stuff is gold, Len! Thank you for this! I read the article several times, and now I want to buy the book!

Len

May 21, 2018 7:06 pm
Hamlet's Hit Points revolves around the analysis of Dr. No, Hamlet, and Casablanca. There's some general RPG discussion but it is 90% analyzing those movies as examples of beat analysis, and it gets quite fiddly. If you want to gauge it, I'd be happy to lend my PDF copy to you. I'm not sure where lending pdfs crosses the line between piracy, feel free to state plainly if anyone thinks this is bad form. I can see an argument both ways.

A couple of things that i found useful from the book:

1. DMs can't engineer this stuff like a writer can. If we try too hard to set these things up and force up beats and down beats, or we are too obvious about it, we ruin player agency and verisimilitude.

2. The dice deliver their own up and down beats. A success or failure can deliver the emotional impact of a story beat. We've all felt the despair of a string of bad rolls or the emotional surge of a timely crit. Combat is a fantastic microcosm of up and down beats which D&D is optimized for. Perhaps it can serve as a model to extrapolate to the larger game?

3. Just noticing the general trend of up and down beats is often enough, correcting for overly positive or negative trends. Correction can be subtle, like interpreting the degree of success of skill checks (maybe you missed the death knight for the third time in a row (3 down beats), but in failing you noticed a strap has come loose in his plate mail and have advantage on your next attack (1 up beat) ). Really this is all Robin Laws advocates for at the table.

4. There is a good interview with Robin D. Laws on the Tome Show podcast discussing the book. I'll find it for ya sometime.

5. I don't know how this changes for PbP. The game is drawn out over a much much longer period of time, so the impact of beats might be different. Is this part of why games fall apart so often? They can't sustain the emotional rhythm that traditional stories deliver?

6. He has a new book about beat analysis that is separate from RPGs and is meant for screenwriters and authors. I think it is a more traditional discussion of the topic rather than example driven, but I'm not sure.

A million and 1 more thoughts rattle around in my head about this and other topics, thanks for listening and discussing!
May 22, 2018 7:05 am
This is all great, Len! Love it!

#5. I should think so. Particularly when there's a lull in posting you lose the rhythm and the whole thing falls apart.
May 28, 2018 4:49 pm
lenpelletier says:
I, on the other hand love the turtles! I don't want Baracus's disposition for violence to disguise how fun I think this is :)
Take them or not, I have no preference either way. I've made my little joke, haha, I won't mind if you guys want to move on. As you well know, NPC's make handy exposition delivery systems and are also good as gentle DM's guiding hands when warranted, but DM needs to be careful to never let them steal the spotlight. I think I've been pretty good about that last bit so far (let me know if I'm wrong!) but even when they take a supporting role as is proper I do still try to limit their screen time when I can.

I'd love to hear any and all advice about NPC's and DMPC's! Thanks in advance!

Len

May 28, 2018 10:51 pm
Jabes.plays.RPG says:
Take them or not, I have no preference either way. I've made my little joke, haha, I won't mind if you guys want ...
Much like the DM should be fans of the players' characters, the reverse is true: players should be fans of their DM's game. You don't have to like everything in the game, but when the DM does something solid like sticking the mofo ninja turtles in their a-team inspired D&D game, you send them a high five. TMNT and Other Strangeness was technically the first RPG I played, although we didn't know what it was or what an RPG was, and mostly just made characters and pretended stuff.
load next

You do not have permission to post in this thread.