I am hoping to at least put one post on this blog up every
week, alongside a possibly reduced schedule for The Shattered Child, going down
to three posts rather than four, if needs be. This blog will be going out
mostly Mondays if I can find the time. I thought I might leave you with a task,
something to make you think during your week and perhaps influence how you play
(hopefully positively, don't shoot me if you roll a one because of something I
said).
If I'm going to be honest I'm nervous about doing this. I'm a little
greenhorn when it comes to TTRPGS so I hope my inexperienced ramblings might
prove useful. To that effect I've had to come up with systems, and adaptable
plots to deal with my inexperience as well as to facilitate player freedom. I
didn't really want to start with a linear or restrictive game focus for my
Numenera campaign, owing to the nature of the game itself. I wanted to try and
capture some of the elements of a grand RPG; such as reputation, urban
exploration and political intrigue.
I really wanted to do something that would perhaps make it
easier for myself to navigate while allowing complex plot and NPC behaviour for
the PC's. This is where I had an idea. It's called a 'Narrative Matrix' and in
all intents and purposes it's pretty much just an Excel table. The table itself
consists of categories that define a faction, guild or NPC in various forms of
interaction with the setting and itself. They are categories defined with six
possible outcomes and the lexicology used within those definitions create a
stable and consistent persona. The table itself and its categories, I will
leave for another blog but I would like to explain how these definitions
interact.
When my PCs discovered a piece of Numenera they wanted to fix,
they were given three options; The Order of Truth, House Narrkonis, or the
Metricious. To explain why, in each of
their initial definitions in the 'General Motives' category of my matrix, they
all contain the keyword of Numenera preceded by a verb; Gather/Protect/Study.
In a functional role they will all provide assistance. The GM needs to be concerned with the verbs attached
to the Numenera which help define their relationship. The Order of Truth are
more likely, in my campaign, to protect the Numenera from the general
population. House Narrkonis has a long standing history of studying the
Numenera, while the Metricious want to collect it, to sell it on. Each of these
defines the interactions available and perhaps will offer different avenues for
the PCs to explore, as well as perhaps dissuading them from certain choices.
The matrix, for myself at least, gives me a handy reference
guide to who can do what. However when it comes to actual play the city is live
and will react to and carry on regardless of PC interaction. This is why each category
has been given six values. Initially to set up the tone and the atmosphere of
the city I asked one of my players to roll a few six sided dice. Two are given
to the General Motives Category which allows for more complex behaviours. As an example the Metricious have these
definitions within the General Motives category:
- Brandish Wealth - Using assets to fund public displays of affluence
- Mercantile - The buying, selling or trading of goods
- Gather Numenera - Actively or passively perusing Numenera to collate
- Celebrate - Involvement with religious, or non religious events in a positive manner
- Brewing - The creation and/or selling of alcoholic beverages in various forms
- Abuse Power - Influence and control with little regard for subterfuge.
At the start of the plot the group had rolled a one and a
three, this resulted in the initial behaviours of the Metricious as 'Brandishing
Wealth' and 'Gathering Numenera'. For a GM you can use these separately or if plausible,
combining the two. In the city of Auspar, Numenera is left at the Obsidian
Spire at the centre of the city. Perhaps, knowing that the Metricious are not
so law abiding, they have used their wealth to deposit Numenera in a public
display, however the Numenera is fake and as they are placing down their
offerings, they are removing the real Numenera. This could provide a plot hook
in itself, or provide a backing to whatever interactions your PCs need with
that faction.
Of course this does not mean this Matrix is limited in scope
to groups, guilds or families. If the campaign is more on a intimate level and
requires interaction with single NPCs then you can easily change them to names
of characters. In keeping with the Metricious, perhaps an unsavoury travelling
merchant called Varen, is going around, pretending to be a lord and demanding
Numenera as payment for some action. The use of the six descriptors allows a consistent
portrait to be built and will hopefully result in minimal dissonance between
what has been established and what will happen.
I thought I might leave you with a task, something to make
you think during your week and perhaps influence how you play (hopefully positively,
don't shoot me if you roll a one because of something I said):
- GM Task: Take one or more NPC's/Guilds/Factions/Families and
define them in six ways using simple meanings. Make sure the categories you use
can be reused to define others within your game. If some share, think how the
rest of their definitions allow them to differentiate themselves in the same
task, how they would complete it differently and how the outcomes would affect
the PCs.
- PC Task: Can you define your motives as a character in a similar way? Can any of your previous characters be defined be the same characteristics as your current character, if so why? Can you describe the other characters in the game in a similar fashion and do they agree?
Hopefully you enjoyed reading, any feedback would be greatly
appreciated, you can find me on twitter @proftesla or follow the links on the
blog to my Google+.
Have a great week,
/Drew
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