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-   -   Cool Backstory Syndrome (https://forums.sjgames.com/showthread.php?t=69296)

MKMcArtor 05-05-2010 09:36 AM

Re: Cool Backstory Syndrome
 
Quote:

Originally Posted by Hans Rancke-Madsen (Post 976889)
Hum. That's what we did for GT:Sword Worlds. On the principle of beginning with the beginning, we put the history chapter first and ended with the adventures. I haven't heard of any complaints on that score from anyone who has read it.

I am absolutely willing to admit that the no-history-early concept is a personal pet peeve that most people don't share or even think about.

And note that I never once said that history shouldn't be included in a setting or that it isn't important. History is absolutely important for those who want to understand the current world around them. I was a history major in college, for example, and I enjoy reading Wikipedia about the origins of various institutions in the real world, but none of that knowledge helps me in my day-to-day life at all. Now, a professional historian obviously needs to know that sort of thing and it does affect his daily life, but there aren't very many professional historians in the world. For most people, it doesn't matter how such-a-such institution was formed, only that it does exist today in this way.

Quote:

Originally Posted by Brett (Post 976926)
My usual fantasy setting doesn't have a history at all. But my SF setting is history first, and I can't think of another way to do it other than technology first. There's no way I could put the history after describing the colonies and the Empire because they hardly make sense without their history.

Bill already discusses a way to do this and says it better than I could, so I won't belabor my point here. :)

And please note that I don't claim that my way is the right way to present information. There is no "right" way, there are only different ways. It's not something that people always think about, so even if you don't change the way you're doing things (and you shouldn't change just because of my opinion!) you are now at least aware that other ways of presenting information exist. :)

Quote:

Originally Posted by whswhs (Post 976934)
And if people want to know or debate the historical origins, the answer is, "Does your character have History skill? Okay, your default is IQ-6. Do you make the roll?" or maybe "Why is your character curious about that?" It isn't as if, when you or I got onto an elevator, we say, "You know, this technology was invented by Elisha Otis" [or "Archimedes"]. Many people would be more like the Heinlein character who, confronted with an early spacecraft named the Kilroy Was Here, explained that Kilroy was an admiral in the Second Global War. . . .

Yeah, this is largely my point (well, everything you said in that post, which I didn't want to use up screen space to quote all of): if your characters don't need the information to operate within the society in which they live, the information doesn't need to be in a prominent place.

Quote:

Originally Posted by Brett (Post 976961)
Perhaps it is better done with a quarter-page each on Fifty Famous Colonies than with 12–13 pages of history. I'll have to think about it.

If you're writing for others, it is always best to break up information into bite-sized chunks when you can. Certainly, the GURPS community here on the forums seems to have a higher-than-average attention span, but if you want to appeal to as many people as possible (and if you want to sell something, you do) you should make it as easy to read (and as easy to look up later) as possible.

Quote:

Originally Posted by whswhs (Post 976968)
Of course, for a game book, didacticism is in order. But what players need to have explained is the visible surface of the society, not the how-it-came-to-be.

Yup. All the how-it-came-to-be probably needs to be in the book, but I (obviously) feel it should come after the here-it-is-today.

Quote:

Originally Posted by Anaraxes (Post 976990)
Or one book if that's publishing reality, but divided into sections so that you can keep the spoiler stuff out of the players' section.

But that's not ideal. That's as close as we can get today with the reality of the dying TRPG industry. The ideal is two books. The present-day best-case-scenario is to divide one book into a player section and a GM section. But note that most players will read the GM section anyway, because humans are curious creatures. ;)

Quote:

Originally Posted by Anaraxes (Post 976990)
Also, the players need flavor as well as the GM, not just crunch.

I didn't say they didn't. I said they don't need as much. A player doesn't need a 10-page chapter on the setting's history, but the GM probably does. If a player needs to read the history section because his character is a historian, it's not hard for the GM to hand him the GM book and let him read just that chapter. Ostensibly, in that situation the history chapter would be written in such a way as to not include spoilers.

Anaraxes 05-05-2010 10:52 AM

Re: Cool Backstory Syndrome
 
Quote:

note that most players will read the GM section anyway
Enforcement isn't my goal. These players would buy both books even if you physically split it.

With the usual intermixed text, it's impossible to avoid the spoilers even if you try. So, sure, you can read everything and then pretend you don't know all the surprises already, but that's just plain less fun. Or you can not read anything at all and be utterly clueless about the world and your character, which is even less fun.

Game authors should be aware that they're writing for a game, not writing a milieu novel, and help make it fun for everyone, not just the GMs.

Ze'Manel Cunha 05-05-2010 11:04 AM

Re: Cool Backstory Syndrome
 
Quote:

Originally Posted by Anaraxes (Post 977134)
Game authors should be aware that they're writing for a game, not writing a milieu novel, and help make it fun for everyone, not just the GMs.

I would add that it isn't just game authors, us GMs tend to do this type of thing too, we write backstory as if we were writing for other GMs, but the truth is most players get information overload if we give them a brief which is intended for a GM...

MKMcArtor 05-05-2010 11:38 AM

Re: Cool Backstory Syndrome
 
Quote:

Originally Posted by Anaraxes (Post 977134)
With the usual intermixed text, it's impossible to avoid the spoilers even if you try. So, sure, you can read everything and then pretend you don't know all the surprises already, but that's just plain less fun. Or you can not read anything at all and be utterly clueless about the world and your character, which is even less fun.

Ah, yes, I definitely agree with this. I think the desire to do this exact thing is why some game companies resort to producing Players Guides. The problem with the approach they take, I think, is that the players guides are almost never the first or second books they put out for their settings, like they should be. Too often, they seem like after thoughts. :\

Steamteck 05-05-2010 03:01 PM

Re: Cool Backstory Syndrome
 
Quote:

Originally Posted by whswhs (Post 976836)
That is utterly the opposite of my experience. I find that minute particulars inspire me to think of clever story elements that I would never had thought of had things been left vague.

Bill Stoddard

My experience matches yours. many of our most memorable sessions have come from such ideas

Steamteck 05-05-2010 03:10 PM

Re: Cool Backstory Syndrome
 
Quote:

Originally Posted by darksaba (Post 976827)
Now I much prefere details to be left vague. I think it makes things flow better, details are corners, stories often get snagged on them.


Details are inspiration for great and different stories. Great for the flow of creative juices! The more depth the more strange interactions to create fantastic tales exist!

Not another shrubbery 05-06-2010 08:14 AM

Re: Cool Backstory Syndrome
 
Quote:

Originally Posted by whswhs (Post 977000)
We have always been at war with Eastasia.

Not Eurasia?

oops...
Quote:

Originally Posted by Ze'Manel Cunha (Post 977139)
I would add that it isn't just game authors, us GMs tend to do this type of thing too, we write backstory as if we were writing for other GMs, but the truth is most players get information overload if we give them a brief which is intended for a GM...

As a player I almost always appreciate the little things that add authenticity to the setting... but as a GM, actually writing all that stuff down bores me to tears. I would much rather make broad outlines and wing the details as necessary. Consistency becomes the fly in the ointment :/

... or inconsistency, depending on which way you are looking.

reb 05-06-2010 09:09 AM

Re: Cool Backstory Syndrome
 
Quote:

Originally Posted by Not another shrubbery (Post 977593)
Not Eurasia?

oops...
As a player I almost always appreciate the little things that add authenticity to the setting... but as a GM, actually writing all that stuff down bores me to tears. I would much rather make broad outlines and wing the details as necessary. Consistency becomes the fly in the ointment :/

... or inconsistency, depending on which way you are looking.

thats me in a nutshell.
thats my strongsuit,when i start running a game my brain just kicks into overdrive and i surprise my self a lot of times.
just seems to make stuff just pop up when ''in'' game.
a lot of times i draw a blank when sitting by myself and thinking up detailed misc stuff is a serious hassle,that stops when i say game start and players are present and then the ideas don't stop.
i guess i'm one of those g.m's who like interaction and it's easier to mesh the background into the players you have when they are present.
plus you can tweek it to match the game ''in progress''.
i love winging it.
i just have a broad outline and let the details take care of themselves,then thats when the real work starts,when the players are doing something in game and the session ends and you have to work your keister off to prepare for the next session.
but then i have drive because i have a reason to do it.
it's alway nebulous and vague untill the players get involved.
i save my copious notes from the game and add the important facts to my world.
more towns and cities and villidges have ''popped'' up when i needed one to be somewhere when i did'nt have that section of my world detailed out,then it's there permanately.
wallah,world building on the fly!

whswhs 05-06-2010 09:45 AM

Re: Cool Backstory Syndrome
 
Quote:

Originally Posted by reb (Post 977617)
when i start running a game my brain just kicks into overdrive and i surprise my self a lot of times.

That happens with me, too, but I find that prep effort leaves me with more springboards. "Chance favors the prepared mind," as Pasteur said.

Bill Stoddard

reb 05-06-2010 11:55 AM

Re: Cool Backstory Syndrome
 
Quote:

Originally Posted by whswhs (Post 977635)
That happens with me, too, but I find that prep effort leaves me with more springboards. "Chance favors the prepared mind," as Pasteur said.

Bill Stoddard

yeah i do a lot of broad prep and some detailed if i know it will affect whats going on around the characters,such as something obvious thats to hard to miss,or i want it to be noticed for some reason.
i don't wing the setting as a whole as i need a solid setting to base my winging.
when i wing it,it's usually something i have to improvise on because the players went a direction i had not forseen or overlooked in the details of the background.
seems like everytime you thought you had just about everything covered,the players always make you wing something,and sometimes that will lead to scenerios better than what you had in mind originally.


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