Story styles (roleplaying)
Feb. 2nd, 2006 09:29 amWhen designing campaigns/storylines and adventures for players I very rarely pre-write solutions for what I expect to happen or where the story "should" go; as in my mind the players are the focus of any story and where it goes and what is read as the pages turn should be focused primarily (in most games at least) on what they are doing.
This usually results in me running games where I am about thirty seconds ahead of whatever players are doing and this is when I run games best, with a vague overview of what is going on and sponenatity filling in the cracks as the players choose their paths.
My current campaign (now running for about 14 years) has reached a point where I can see what and where it is going to go, that the players are unlikely to have that much input into it. This is contary to my usual way of writing games because, as I mentioned, I like the focus to be on the players.
My question is this; if a game is set to follow a path or story that is unlikely to involve players much, how can you get the players attention, keep it rolling and most importantly not just write off an epic campaign resolution in half an hour with "Npc X does this, Npc Y does that, all finished."
I'm thinking out loud here, but ideas and suggestions are very welcome.
no subject
Date: 2006-02-02 12:02 pm (UTC)Try to find a part of the story that the PCs CAN do, and get them cracking on it. Then demonstate what that does to the entire plot.
eg: If Prince A needs to marry Princess B to heal the rift between kingdoms, then surely only a mighty gem will do as the engagement piece... send the party off to find such an item (or a specific item which was stolen generations ago, or whatever) and then when it gets handed over in a 'cut scene', the players can nod to each other and say 'we did that'.
What's the exact situation?
no subject
Date: 2006-02-02 12:14 pm (UTC)no subject
Date: 2006-02-03 10:37 am (UTC)Ideally make it part look like they actually *caused* the outcome somehow. I know it's cruel, but it's funny.
Of course, you can darken the camaign and slowly corrupt the party to 'the dark side' so that they HELP the ancient evil. Or you can darken the game to a very Cyberpunk feel...
If that's too dark, then moral decisions are good. Tempt the party in some manner and try to make them empathise with the ancient evil in some way. At least that way they'll question things and they'll be distracted from the inevitability of it all.
I suppose that you could seek a bit of inspiration from Star Wars, as the first 3 films are pretty much about this topic.
Also, as regards the Cyberpunk feel idea... you can take a bit of inspiration from WFRP here, as well... secret societies springing up and the rot not only appearing at the 'edges' of the world, but right at it's heart, too. Have a few old contacts 'fall' to the darkside and betray the party. Maybe if the party are 'a threat' they could be betrayed and declaired fugatives, forced to lead a war in the shadows against the onslaught of evil that the public have been kept blissfully unaware of.
no subject
Date: 2006-02-03 11:50 am (UTC)Evil in my campaign world is a highly relative thing.
There's the evil of demons and their mindless destruction. The evil of the rising ancient that will basically wipe out the world. The evil of the ice elves (aka dark elves) who are a slave based cast system, of which several of the players are from.
It keeps it interesting!
no subject
Date: 2006-02-03 12:40 pm (UTC)My Monday gang are quietly exploring 'We're the Imperium, die xenos scum' Evil with great gusto.