Listening to 78rpm recordings from the Internet Archive after having survived Unterwaterhockey! Yay me!
I’m trying to write a section with adventure ideas. @Judd has been saying that he would like a setting described using questions. Perhaps this can be done here? Ask leading questions, keeping it open, set expectations and don’t close off open ends. Perhaps it’d be interesting?
Here’s what I have under the section “seasonal adventures”. Other sections include “community building”, “love and marriage”, and “misfortune”. I hope there are more. Something about war. Something about the plague. Something about a dancing madness. Something about intolerant madmen coming and poisoning the community with their divisive talking. Things to deal with that aren’t dungeons.
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It’s difficult for players to focus on multi-year projects if they keep getting distracted by “important” work. One way to solve it would be to reduce the distractions. But where is the adventure in that? If the point is an adventure game, the opposite is our goal: multi-year projects manage themselves.
So here’s a classic task: let’s build a castle. You can’t buy a castle, so how are you going to build it? Let there be a non-player manager, a famous Construction-5 castle builder. He makes the plans and spares us the details. What he does is make demands. He tells the players what to do. We need tables to roll up his demands and associated adventure bones.
#RPG Knives
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Some things that jump out to me:
Questions work well when the referee is asked to decide something about the setting. What kind of opposition are we facing? What kind of mine is it? Where is it? For players: How do we get there?
Also good questions are motivations: Why are we being opposed? For players: How are you going to solve this: Violence? Offering some trade-in, i.e. doing a mission for the opposition? For the referee: What kind of desires might the opposition have that the players could possibly, or at least temporarily, help out with? What are the consequences of the resolution?
There are also more traditional questions in there that I like to imply when I run my campaigns: What kind of character are you? How do you like to solve your problems? How focused are you? Are you willing to sacrifice the mission for some perceived higher good? Are you interested in romance for your character?
– Alex 2023-01-20 13:12 UTC
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@miriamrobern made an interesting suggestion:
“Who was the masked figure in the bell tower, and why did they know the secret hand signals of the Damned Church?”
This surfaces something interesting: Who are these questions addressed to? Some people running games like to ask the players at table, some rules have places where we’re asking each other questions. We’re making it up as we go. When I am a player, however, the sense of discovery is an important element of my enjoyment. For that to work, I must believe in the independent existence of the fantasy world and therefore anybody making things up at the table is something I prefer to avoid. I don’t want to explore what we made up seconds ago. I just want to ask the referee.
Now, when I’m the referee, I often need to make up stuff. Of course I do. I interpolate the notes, draw conclusions from disparate facts and present a whole world, apparently seamless and ongoing, forever conjuring up new material. But the important part is that I prepare for the game. My conjuration is not arbitrary, and my sessions are short. Between sessions, I prepare again. It’s true: even as a referee I need to believe in the independence existence of the fantasy world. This is why I like rolling up encounters and treasures. The table disintermediates the making up of things and the discovery of things.
So this is what I’d want in my game: These questions guide prep for the referee. Let them daydream, and if they’re in need of inspiration, or if they are trying to have a guide into an unfamiliar dreamland who puts things in ways they wouldn’t have thought of, then people can read this section of the book and get into the mood for some a weird Switzerland-inspired game.
That’s why I would get Yoon-Suin, Quelong, A Thousand Thousand Islands, or any other such material, in any case: To have a guide when dreaming up unfamiliar cultures and landscapes.
@Judd said he thinks the table is asking the events of the game to answer questions. That’s a good point. Play to find out! Some of these questions I see as questions to be answered by playing the game. Are you playing a crooked knight? Let’s play to find out. There there be situations where being crooked is easy and being honest is hard. Let’s see how far you’ll bend the rules for love, for gain.
I suspect there might be different kinds of questions, then:
– Alex 2023-01-20 15:52 UTC
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@miriamrobern added:
Sometimes, too, the questions are for yourself after you’ve played a few sessions and you come back to the questions and you go, “well obviously that’s this-and-such because that fits into the story we’ve been telling, not that I would have known that when I wrote this question.”
I like that! The answer that developed can be like a guide to the campaign arc. “We finally discovered who built this great castle! Oh and on the way we learned all the gold came from, and why it was cursed, and who ended up with it, and why the dragon, and and and…
– Alex 2023-01-20 17:25 UTC