What I have created below is a flowchart based on how I create quests.
It is designed to be flexible so that it can be changed to suit the needs of the situation as well as informative enough that the extra preparation allows for "off rail" play. You can say perhaps change the NPC quest giver to a physical item or predesignate available solutions. Even thinking of how the same task can be completed in multiple ways is advantageous.
This can also be scaled down as well. An NPC requires delivery of an item. It is valuable but dangerous and may be unstable. The NPC is an archaeologist, wanting to move goods from a dig site to a research camp. It has been advertised on a local guild bounty board. The PCs have gotten so far as to the dig site but now they must transport the items. Their new goal would be to find a form of transport. Depending on what they choose would affect the safety of the party but this choice could be considered a small aspect by a GM, I know I have forgotten to think about small things like that. I've sometimes forgotten to given my party any form of ambient help and no possibility to continue or I've been unprepared for player ingenuity,
If you see quests as as a series of choices and events it will allow you to prepare for a few different outcomes. It will not only expand your own understanding as a GM but may also help create a more 'satisfying' quest than initially thought. It will also give you a framework to adapt if you want to improvise. All components can be changed to suit individual games but it may or may not work as this is beneficial to my playstyle. I have stated before I'm pretty new to GM'ing and the community in general so I've been designing ways to help.
On a side note I got more research materials for Venicia game design for Christmas.
Let me know what you think.
Happy New Year!
/Drew - Tesla
Wednesday, 31 December 2014
Monday, 29 December 2014
Numenera: Auspar - The Long Game
Hope everyone is enjoying the festive period. I want to say thankyou for the two and a half thousand views over Christmas week.
Me and the TSC group have been on hold for two weeks and this week things finally start rolling for Saturday's game. Firstly there will be two player additions to the game; two gentlemen by the name of Danton Scalar and Gur Tallan. The player of Chloe will be taking over a new role of Jarvi Keito. With this addition the game dynamic has changed. The setting will be taken out of Auspar and into the Steadfast of Thaemor and the wider world. I'm still wanting to learn more mechanical story elements and so my second addition will be a homebrewed version of the Stars Without Numbers' factions system.
Me and the TSC group have been on hold for two weeks and this week things finally start rolling for Saturday's game. Firstly there will be two player additions to the game; two gentlemen by the name of Danton Scalar and Gur Tallan. The player of Chloe will be taking over a new role of Jarvi Keito. With this addition the game dynamic has changed. The setting will be taken out of Auspar and into the Steadfast of Thaemor and the wider world. I'm still wanting to learn more mechanical story elements and so my second addition will be a homebrewed version of the Stars Without Numbers' factions system.
I don't know how much of next season will be influenced by
my seriously long playtime with DA:I but factions and war have become a little
bit of an inspiration. I knew I was sowing
the seeds of a war but the style of how it was presented in Dragon Age gave me
an idea. I am always keen to run a living world and for a 'war' to take place
there are factions and therefore needed a mechanical narrative aspect to them.
The reason I chose the SWN system was twofold, one because Adam Koebel
/@skinnyghost 's thorough walkthrough of turns on Twitch and YouTube, but also
because part of the initial group for TSC was brought together through that
game. I may perhaps in future dedicate a
small portion to the GM turns I will take with this system. For now I have set
up the initial parameters for five factions, with a spot open for a player
faction.
These factions are the Nibovians, the Purple Order, The Shadow Guard, the
Hawk-Eyes and the newly created Shadow Guard. The latter is an amalgamation of
three factions; Melch, the Rings of Melch and The Grapnel Guard. The narrative explanation for this
is due to the new leader of Auspar and Thaemor is under Melch's control, but
due to the Chancellor not showing signs
of madness, the City Guard have sworn allegiance again to the monarchy. The
name itself will not be used in game and will therefore not serve as a
narrative link between the merging of factions. Although much can already be inferred
from season one about the state of affairs in the monarchy, I am keeping the full
disclosure ready for if one of my players explicitly links it all together.
As for planning things have gotten far easier since I moved
the game out of the city. It has allowed me to use the Numenera Maps Glimmer
and since I'm using Roll20, covering the entirety of them in places to go. These
are now due to a list of quests with the average first destination placed on
the map for player reference. As I was
talking earlier of a player faction, this is where the Darkperch quests come
into play, the more they do for Darkperch, the more of a faction reputation
they build. There are also Auspar quests, the city is currently being rebuilt
after the disaster but if my PCs want to return to this place then they can
help the rebuild efforts. The last list is bounties. As revealed in season one,
the Hawk-Eyes are not just big game hunters they are also bounty hunters,
although this fact is lesser known. As multiple members of my PC party are
affiliated with this group I thought it fitting that there would be presented a
few straight up, generic kill quest; of course with a few twists. My players
also have an option to follow individual quests about their own characters as
well as having the option to generally explore.
For the generated quests I have turned to a very useful tool
I had used previously to help me tie all the narrative threads together for the
first season. That programme is Visio, a flowchart maker. I have found these invaluable
for plotting for my essays at University and have found endless uses for
structuring narrative. This programme also allows me to map a quest chain. The
points I plot are specifics, such as
background lore, cyphers, or roll conditions. They are dispersed between plot
points, narrative anchors that act as waypoints. Between point A and B is not
my decision, I can only try my best to get my party to B if that is my intention.
This also allows me to look at where I present player urgency.
Sometimes a sequence of events will result in a GM asking
questions, even if unintentionally. Usually it is these latter ones that cause
an on rails to suddenly go off track if given enough freedom. To me this will
always happen, I tend to improvise my games and sometimes even I decide to do
something cooler in the heat of the moment and not really think about what it
would mean for the rest of the game. So
I have tried to at least guide
myself on the questions I should be asking by plotting those as the 'events'
that my players must get to, allowing anything else that happens in-between to
occur as naturally as possible. There is however also a portion of control you
can take, limiting situational factors as well as understanding your players
motives rather than their characters can help change the course of action by
putting what you want to happen after an event that a player will be drawn to
and complete. Saving life, restoring peace, finding a love for the rest of
their life, or a one night stand. Knowing how your players' needs play their characters and their character's
needs will allow you to guide the plot if you so desire, as long as you meet
the needs of the individual. Using this
format has also allowed me to link events together, to create parallel
timelines and events that do not have to occur sequentially but are linked in
some way, allowing me to create a layer of complexity in a visual fashion.
- GMs: Research flowcharts and try to write up the last encounter for your players. Analyse what factors contributed to the event and what decisions were available to your players, not just the ones you asked.
- Players: Tell your GM about your short term and long term goals, tell them what motivates you as a player and as a character.
To my readers, if you have a favorite PC, NPC, location, theme, event or Numenera, in fact any suggest for season two and you will be duly accredited, I'm hopefully going to include a lot more of the community in my games from now on.
/Drew - Tesla
Monday, 22 December 2014
Numenera: Auspar - Schrödinger's Gun
I just want to say a huge thank you for the support I have received
for the first season of the Shattered Child, [Virtual high five]. More news on
that at the end.
Also a warning, blogs from here on out will be using all the
details from the Shattered Child season one. If you haven't read it all and
don't want to be spoiled, then go and read it.
So Schrödinger's Gun, a mashup of Chekhov's Gun and Schrödinger's
Cat. The gun part of the term essentially means if presented with a gun at the
start of a play, it should go off in the second. For me, nothing should be
wasted, if you are going to create something for your game, keep it, reuse it,
repurpose. Coming back onto familiar things that have changed or perhaps even
remained the same will influence your players actions. The Schrödinger part is essentially
something can exist in as many states as possible until observed. Your plot
should be as fluid as this implies. The whole idea is that even if you have a
predestined route for your party as a GM, nothing should be set in stone.
In the CoreBook of Numenera, there is a section on alternate
realities. A way for running games regardless of team composition. Events
become fluid, important items move from one character to another and conversations
happen between different people. When
one player cannot make it to the game, their actions that have meaning are transferred
to other party members for the plot to continue without narrative dissonance. Schrödinger's Gun is essentially this principal
for GM's but for future events.
Play agency is something I've tried to work into my game the
most out of any tenant of game making. I may have the ultimate say over what
happens in the end, it the players that give me the action. I change and alter
the plot I have coursed for the group depending on their actions. If they
choose to do something out of the ordinary, kill an important NPC or even
become best friends with the opposition, then I have a responsibility to
respond. Some would plot armour, others demand high rolls but for me I am the
interface for the game, and I am responsible for making it fun for them. If
they want to do something I should be flexible. If someone was meant to attack
at a certain point and now cannot, then something else should attack instead.
If information needs to be revealed, it will happen in a different way.
Although this might sound like over pandering to my players, the reactions they
get usually double negatively back at them in some form. This is possibly due
to the fact that a simple unfortunate act ends up being committed by someone
who would have too much power.
The player that controlled the Televaraen had to pull out
quite early on but I still kept echoes of the character in the game. The new
reaction Eryn got from the Pale Spine, very similar to the creature. If I'm
going to be honest, I included the Televaraen at the end because I thought it
would be cool rather than anything logical. It was at that point the person
controlling Eryn actually explained to the group that the creature was a Bounty
Hunter, since Eryn had received the same reaction and was also one as well.
That was a plausible ret-con for me and actually made me smile that somehow, on
some level, the workings of the city had gained a foothold. I was a proud Dad/GM/Writer
that day.
That then brings me on to season 2. Currently writing up at
the minute and I'm looking for two players. I'm also looking for places, story
hooks, people, items etc to also include,
so if you have any suggestions I'll try to work them in and credit those
accordingly.
Anywho, I'll talk to you guys later and don't forget to
read the advertisement below. Happy Holidays and may all your rolls be crits.
/Drew
For the second season I'm wanting to recruit two new
players:-
Time: Weekly - Saturdays -11:00 PST/14:00 EST, 19:00 GMT 3-4
Hours
Place: Skype and Roll20
Description: The Mad King has been kidnapped and now
Chancellor Pheylor has taken his place. The Grapnel City Guard have become
Pheylor's private army; enforcing new laws and taxes far beyond the Mad Kings
decree. New outposts are being built across Thaemor between Auspar and Jyrek
with no clear intention. The Nibovian's are moving on to Phase 2 heralding the threat of the destruction of reality itself and there are whispers of the return of
Shadow Heard that chill the air. The Silent War is coming.
Using: Numenera Core
Book, Numenera Character Options, Whisper Campaigns by Ryan Chaddock and Ninth World Assassins by
Andreas Walters
Welcome to all experience levels, so if you're interested in
joining Eryn and Xera in Season Two let me know either by:
Google+
Twitter: @Proftesla
Skype: Professor_Tesla
Skype: Professor_Tesla
In the mean time read up on the whole series at The Shattered Child blog.
Monday, 8 December 2014
Numenera: Auspar - The Houses and the Antagonists
First and foremost
this is your less than four day warning
to grab your own box set, that's right I said box set, of Numenera which
includes practically everything published for Numenera, some not even in
printed format before and more oh and a walking talking, gelatinous kitchen sink! Head over to the Kickstarter campaign for the box set of Numenera.
I've already discussed the more generalist elements of the
guilds/factions for an urban campaign and specifically within Auspar, now it's time
for the narrative ones. If I'm going to be honest I cannot claim sole responsibility.
As the campaign has developed so too has the understanding of the old families
within the Steadfast. These I have taken from Ryan Chaddock's et al. Whisper Campaigns supplement.
For those of you that haven't read this wonderful thing, it provides not only a
political framework for courts and other gentrified settings but something I
love, Intrigue Cyphers.
These cyphers are
more akin to one shot social advantages, rather than a physical item. They have
allowed my characters to gain status, holdings and even as you will read this
week in the narrative blog, heists. But
this is not all I've used, the structure of the royal court of Auspar was
heavily influenced by the supplement as well as the houses and families. These
specifically are Lyathra, Narrkonis, Ethis and Thanosa. Each has a distinct
flavour and differing relationships with each other which help contextualise
their concepts. It has even gone so far to be the focus of the character of
Chloe, Transmutes Matter. Although I have lifted them out of framework given by
Chaddock they have proven far more than just mere NPCs. They have become a
centralised part of the game and I could not imagine the campaign without them.
For this campaign in particular, the PCs became more focused on the Whisper
Network and in turn Lyathra.
For the Matrix I had given them these base motives; Preserve
Secrets, Gather Secrets, Abuse Power, Infiltrate, Gather Information, Increase
Control. The point here is that in no way should any antagonist be described as
'evil'. Their intentions and actions may be at odds with other factions,
including your PCs but that does not automatically make them the 'Big Bad'. In
fact the antagonists, which there are a few of in my campaign, are all seen
through different eyes, and those voices colour their interpretation to the
PCs. Thematically they are the string pullers, a reference made by the rankings of the Whisper Network. Although their work may not be seen as beneficial
to the region, their abilities and links have been to my players, which has
caused more than one conflict of interest. And this is what I have found most fascinating
about it. My PCs have been willing to forgo the stalwart hero archetype in
favour of what benefits them as a PC. This is vital and hopefully a
confirmation of my portrayal, they are dangerous when betrayed, but kept sated,
they have become a tool for my players.
As I have said there are many antagonists within The
Shattered Child, some yet to come in Season 2, while some are only being
realised now by my PCs as I come to the finale this weekend. Those for the
moment have been drawn entirely from the source text. They have been born out
of a amalgamation of the history of Auspar and the highly influential bestiary.
At no point does any of the Numenera works or glimmers define an specifically antagonistic
creature, but they may have, to certain viewpoints, a malicious intent. If a
creature is killing humans, it's more likely to be due to the fact that it
needs to feed. One of my antagonists is actually built upon three different
creature interactions with the world. Albeit very different to how they are
laid out in the bestiary. For me as a writer, there always have to be two sides
of an argument, or more. Nobody is in the right! My characters, my PCs and even
you dear reader, should question your own intent. If your world is set up as
clear cut as good vs. evil then that is by design not by narrative providence. I wanted my PCs to make their own morality choices and what better when their preconceived
ideas are shattered.
I guess this makes me a fan of the red herring. I love a
good murder and a good mystery, give me my Sherlock, Miss Marple and Poirot any
day of the week. However, red herrings
must be rewarded, much like shattered preconceptions. Exploration and understanding
is key in Numenera. If you're going to allow such freedom and creativity then
there is no such thing as a dead end, rather a new angle to approach. And this
in part is also why I created the matrix for myself. If the PCs wanted to go further
than what other NPCs were telling them, then I couldn't make them one
dimensional. I have tried my hardest to never say 'No' to my players, but
reward them for the ingenuity and resourcefulness. This is something I recommend
to everyone. Plot armour is bad, railroading is bad. As long as you have a
contingency, multiple tracks to switch to even though pre planned, they give
the illusion of derailment and you can hear the excitement in the players voices when they do something unexpected,
awesome and logical which would go against everything you've done and are
rewarded.
I apologise if this blog is a little veiled or a little
rantish. I'm currently suffering a minor illness but it has been sapping all my
strength as of late. And unfortunately, until my campaign ends and all is
written up on the other blog some of the big twists related to this topic are
currently under a personal NDA. In
essence, inspiration is what you make of it, and I am ways inspired by the
community, every time I open up anything related to Numenera, and especially my
players, who have never made it easy for me as a first timer to this whole
thing but have made me fall in love with Numenera and the tale I have told you.
GMs: Think back to a time where you players have gone in one
direction rather than another. Was it by their choice or yours? Were they
rewarded for their actions or did they end up falling into a pit of snakes? Is
your antagonist really the embodiment that polarises with your PCs. Are their
motives purely selfish or are they more complex. Could you try to turn one of
your PCs into the antagonist role, in fact, could your entire PC party be unwittingly
the antagonist to the setting. Do your PC's ever guess correctly what is going
to happen next, if so why?
PCs: If you see yourself as a 'hero', why? Is your character
infallible or would something easily corrupt their morals or point of view. How
much of the world you are playing in has been informed by your interactions
with it. Do you trust everything you see or hear? Do you trust your own party?
Who is the most likely, when given enough power, to turn on the party and try
to murder them all. Has anyone, or anything surprised you? Next time you play,
try to approach a problem from a different angle, you're more than likely to
find something far more interesting.
PS. KICKSTARTER!
Monday, 1 December 2014
Numenera: Auspar - Building Factions (3)
[Here's the second part to Saturday's blog post]
The hunter-gatherers:
The Hawk-Eyes. To live you need to eat and drink, a very simple fact. As
Auspar is stuck in a caldera, the farm lands are outside of the city limits.
All produce gathered is transported by carts to the edge of the city, and
hoisted up and down spires, across bridges and zip lines until it has reached
its intended destination. The transports of something like this is highly influential
on the general transport of the city. You need to decide how goods are moved
generally, if Auspar was a flatter city, transport would be more logically done
by cart or hand rather than pulleys and
hooks. There will always be goods being moved in the background of your
narrative, and drawing upon them, even for a description can help immerse your
players in your world. The Hawk-Eyes as I've stated were influenced by the T.V.
show. They are the poster children of the city, they are celebrities of the
city, and adored not for their wealth or their popularity (although that has
come with the position they are in) it is their skill and prowess at hunting,
and brining back now only exotic creatures, and ones that could feed a good
portion of the city, but also hunting down anyone outside of the city that
would threaten the city in some way, be it either a thief, a mad Aeon priest,
or a group of bandits. They, in my mind, all have a gladiator style name, not
their real one but one that embodies their abilities and skills. The only
reason I did this was purely for narrative effect, you should know how your
society gets its food, and possibly what they eat as that influences their
prosperity levels, as well as their numbers and their skills.
The criminal: The Silver Palm Syndicate. The Silver Palm are
a little like the thieves guild of The Elder Scrolls series. They are an
organised society but are comprised of many factions, rather than one leader.
This makes their activities more diverse and open to external influence to
change a shift in power if the PCs or I decided. They also function as antithetical
to the entire city. Auspar is, in all respects ,trapped in its own obsession of
image. From entertainment, to the tallest spire, to wearing the right clothes
for a particular floor, to keeping up with the latest trends inside and outside
the home. Image is the moral currency of Auspar, while the Silver Palm use
their coins. These plain and mundane objects allow the user, within reason
anything that the Silver Palm can offer. Of course, these are exchanged for
actions and not responses. Anyone could have a Silver Palm coin stashed away
for a troublesome time but the vast majority of the Silver Palm could never
leave the Foundations. To make them a little more interesting, I decided for
them have a contract with House Ethis, to transport any and all goods they want
out of the city as one of my players were not keen on that house due to their
history. If my PCs had investigated it at the start of the campaign, it would
have given the narrative whole different spin. There will always be an
underworld to a society but it is reactive and not as simple as just breaking
the law.
The mercantile: The Metricious. PC's need to buy and sell
their gear, a simple fact. This goes for your NPCs and background fodder. Of
course the system for this could be trading of equal value, or to a
disadvantage to one party, and exchange of services for goods or simple
currency. This also may have an impact on how your society perceives wealth, as
possibly either materialistic, spiritual or in some cases having a Scrooge
McDuck style vault. Your merchants can be as one dimensional as you like but
their forms of trading will be influential. In Auspar there are about eleven
floors dedicated the Merchant class, a new social category for the city only, owing
to its location and inaccurate law keeping attracting vast amounts of traders.
This has probably been influenced by my love for the Great Gatsby and English
history, where old money from the aristocracy (the families of Ethis, Lyathra
and Narrkonis) and new money, acquired within that person's generation. I
wanted to shake a the preconceived notion that a kingdom was ruled by its
oldest and most powerful families, in comparison the Metricious, the old
families in Auspar are outnumbered, and possibly out resourced. They however
also serve a second function, as all of the others do. They provide a black
market for Numenera, as well as knowledge.
The string pullers: The Whisper Network. Although
technically in this campaign not an individual faction they are representative
of the idea that there is always someone who controls the flow of the city. By
bribery, blackmail or a deft hand or careful whisper the network has
infiltrated all of Auspar Society and in doing so has access to pretty much all
the information in the city, it only needs to be accessed by the right people.
This in your campaign could be a traitor in the party, a dark force on the
horizon, or perhaps even your party trying to change things without causing a
fight. Your 'villain' or 'Big Bad' (and I hate to using those terms) may also
have access to this kind of influence if they are less included to
displays/threats of power or strength
The next blog will be on the narrative elements of the
factions, those derived to create a story, rather than a cohesive and plausible
setting.
GM: Think about how your factions are related to the
environment they are in. Even if you aren't in a city some of these can still
apply. Could you introduce a new group into your game that the party wouldn't
expect but would work in the context of your game? Where do your own groupings
lay. How does your society measure status, wealth, knowledge and power? How
does a grain of wheat go from the field, to the table to be eaten? Can your
NPCs have more than one side to them?
PCs: How much do you really know about the world your
interacting with? Who can you really trust? Who's the most rich (not in money),
who would more likely get into an exclusive venue, who could sell your most
secret of secrets? Try to see the society as a maze you have yet to explore, of
course there is a right path to get out, but finding the dead ends may be even
more entertaining for you and for your GM.
/Drew @proftesla
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