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#21 | ||
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Join Date: Jan 2008
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I wouldn't call that 'narrativist' ...Nor would I say anyone actually tried to dominate their storyline over other people... it was just 'bunch of characters interacting with each other, see what happens' Entertaining, but certainly nothing reminiscent of 'story' emerging from them. Unless somehow they're using the term 'narrativist' to mean 'Bunch of characters interacting at a bus stop where nothing of any significance happens,' but to do that you'd have to use the term 'narrativist' in a way that has nothing at all to do with the term 'narrative.' Quote:
...I then reread the Influencing Success Rules on B347. If the goal of the exercise is to create the ability in GURPS for players to spend CP to influence the world outside of their character's abilities, then, uhh... The Player Guidance segment of that box seems to be exactly what's desired... |
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#22 | |
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Join Date: Aug 2004
Location: Edmond, OK
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#23 |
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Join Date: Jul 2005
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GURPS is a great toolkit and could do well to have a GURPS: Narrative book to expand it to include a few more ideas about extending narrative control.
Here's a few options: Story Based Character Creation By Consensus The game group comes up with the genre and the premise of the story. Players agree what characters are needed and who will play each character. Go around the table, each player declares a character element: attribute, advantage, disadvantage or skill they want to add to the character sheet to best emulate the character needed for the story (as already agreed upon by the players). If there is no objection, the character gets the element. If there is an objection, the player addresses it and comes up with something else, or a lower level, until their is consensus. Story Based Resolution (Consensus Based) At the beginning of every scene, the gamemaster describes the scene and asks the players where they think it should go. (i.e. let's assume in a Serenity style game, the players agree that the bar scene should end up with them finding a new contact who might have a job for them.) With a general agreement in mind, the gamemaster goes around the table and asks each player what is most important to her for the story for the scene. Mr Power Gamer wants his Mercenary/Companion/Assassin character to dominate in the battle and pick up a new gun.If there is no objection, each player gets what she wants. The gamemaster's job is to raise an objection if someone wants something out of touch with the established characters, scene or premise. If there is an objection, the player addresses it and comes up with something else, until their is consensus. Mrs. Specialist objects to Ms. Storyteller wanting her to get in to trouble. She wants her character to get away with things scott free. Ms. Storyteller suggests that if the character is captured by someone with an interesting bauble, that she might find even mroe riches or something even more interesting and tha lair she would need to escape or be rescued from. Mrs. Specialist agrees as long as there is a chance for her to later escape AND that she is not tortured.The gamemaster notes all the story needs, and with the help of the players, ties all the needs described into a cohesive scene narration.
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#24 |
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Join Date: Jul 2005
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Story Based Resolution (Wager Based)
As above, but each player comes up with two scenerios based on what is most important to the player for the scene and pick something to roll against, usually something they can point to on their character. Consensus deterimnes if the wager makes sense. Mr Power Gamer wagers against a roll vs his character's perception of 13. If he loses, most of the bar is fighting him and he has to do multiple kung fu leaps to get behind the bar to defend himself and manages to see the gun but not grab it before the scene has ended. If he WINS, there are several fights going on and when someone pulls a knife, the bartender pulls his special gun - but the gun eventually goes flying onto the floor... and the power gamer's character will end up with it later having picked it up when no one was looking.. The GM agrees if it is against his Perception -2 (11).The gamemaster has noted all the wagers and asks everyone to roll. Mr Power Gamer. Perception-2 11; rolls 6. Means Several fights. Someone pulls a knife. Bartender gun gets knocked away. Later grabbed stealthily by power gamer character.
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#25 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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Bill Stoddard |
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#26 | |
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"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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#27 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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Bill Stoddard |
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#28 |
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Join Date: Jul 2005
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Story Based Resolution (Wager Based) Concluded
Knowing what MUST be a part of the scene, the gamemaster narrates the scene allowing for the characters to chime in and interact with dialog and bits of pinash. GM: "Ok, its a large bar with a pool hall and seeminly plenty of poorly lit corners for spaceport hoppers to discuss future plans. The group has split up to different corners, some to ask questions, some just to have a good time. Mr. Mechanic... Alcoholism. You are on your third expensive drink in ten minutes when the bartender seems to focus lots more attention on you, 'thanks for the tip... what brings you to Bastion? Is there anything you are looking to do while you are in town?'" Mr. Method Actor: "I....'m just really excited to be here. It is so cold in space so I needed something to flush out those cheeks. You wouldn't happen to have a case or two of something I could grab for my next trip?" GM "'I know wholesalers who could drop it right to your ship,' the bartender gives you the comm # of a place." Mr. Method Actor: "After a few more drinks in me I'll start whispering questions, 'actually... I have found a couple ships to carry me.. but to really help them out for my fare I am supposed to find some traders who might want to...say you're pretty.... sorry... I... where was I?" GM: "'There's actually a fellow over there who just came in off a core world.. said he had some stuff he wanted to unload but can't seem to find the right buyers here.. I think he said his name was Taskin.' He points him out to you. You are well on your way to full bliss by the way." Method Actor PC: "I will find the captain.... after I head to the bathroom to make more room for expensive wine." GM: the rest of you have found a few people who want to be passengers without the money, a few fellow ship's crew who are looking to compete in the same market as you... and a gang of leather clad space bikers with illicit cargo sell to the right buyer... but they don't want to pay you to trade it, they want you to buy it directly and sell it yourselves. The captain is talking to the leader guy of the gang named Jolt theh size of a mountain and talks like gilbert godfried, "SO WHAT. DO YOU SAY?" as she slides a piece of paper your way with huge figure for two crates of STIMS." The Tactician - "This must be some high quality pharmaceuticals... If the expense if all mine, I'd like to take a look at the product..." GM: "'RIGHT... OF COURSE.' Jolt slips open his laser-plast treated leather jacket and shows you the glipse of what looks to be a sealed metal case of alliance pharmaceudicals. 'ONLY THE BEST quality...YOU COULD EVER WANT.'" The Tactician - "Do I have that much money?" GM: "Nope. You have about 30% of that. Oh - Boy, what are you doing during all of this?" Mr. Specialist: "I'm reading people's minds wherever I go... hoping to hear something interesting about what they might be carrying." GM: "OK, many of the people give you very dirty looks as you are clearly getting way too close to them. One of the leather clad men who just came out of the rest room..." Mr. Method Actor: "I'll bump into him accidentally as I return to my seat to drink." GM: (Smiling) "Hey, watch it *#&ole!" Boy - he was just thinking how he just bought the coolest thing he has ever bought from the guy in the bathroom...when with a flash his mind twitches onto agrression...its not a very pleasant feeling sensing that. Mechanic... he swings at you." Power Gamer: "Having been watching the mechanic's back, I'll grab the guys fist, stare at him with the eyes of a killer, and kick hiim in the groin." GM: "Sounds good! About half the people in the bar get up at this point. More than half of them wear the leather jackets... They have the symbol of a poked eye. Everyone has a biker or two around them. Ms. Buttkicker your fight has arrived." Ms. Buttkicker, "I'll go for agressive people who do NOT look like that have leather jackets on for now.. in case the captain is going to salvage this for some reason." GM: "Ok, one man takes the opportunity to grab you uncomfortably in your womanly areas." Ms. Buttkicker, "twist and snap both wrists of that guy, spin kick his buddy next to him." GM: "Solid. Mr. Tactician?" Mr. Tactician, "I'll punch Gilbert Godfried in the stomoch and then the face and when I see my colleague going after the non-biker crowd I'll yell, 'I can't afford his stuff anyway!!!" GM: "Gilbert... I mean Jolt, is mountainous.... a land mass. Your punches barely get his attention, he headbutts the table you were sitting at and then holds each half of the broken table by one leg - swings them at you in a whirling dervish fashion keeping the captain at bay and hitting several bystandards. Power Gamer - you are off in another corner and see your captain in trouble, but are occupied defeating three more somehow, one pulling a knfie!" Power Gamer: "I'll look at him in a steely fashion, dodging his first few swipes, then judo pulling his other arm around to stab his buddy." GM: "At this point there is a loud KABLAM - some kind of firearm and the mechanic, who is back at the bar, sees the bartender with a BIG damn pistol. There is quiet for a moment, but then the whirling mountain gilbert godfried knocks the bartender down and knocks his gun flying into the crowd with his wielded tavern furniture. Mr. Storyteller... what are you up to?" Mr. Storyteller: "Back to the wall - moving around, trying to see through the fights to find my grandson..." GM: "You see him... several men seem to be chasing after him. Mr. Specialist?" Mr. Specialist: "Do I have the package?" GM: "Yes." Mr. Specialist: "I'm zipping around the fights as best I can looking for one of the crew.. " GM: "Sure... who do you want to find?" Mr. Specialist: "How about the doctor? I 'shove' him at the men coming after me so it looks like I am just trying to escape, but I will drop the cards into the doctor's back pocket. GM: "done. Mr. Storyteller, you see some men grab your grandson and pull him outside. You can't seem to get to him through the mass of people. Everyone also hears the sound of sirens in the distance." Mr. Storyteller, "That's fine... I'll whistle to the captain and nudge my head towards the back door." GM: "Ms. Buttkicker, you have made your way to the bar where you engage several men on drugs much more powerful than you... They start heading out and away. You turn your attentions on the mechanic who is slumped over... and someone cracks you over the head with a bottle knocking, slumping you over the slumped mechanic... Doctor?" Casual Gamer: "I'll put my hands up as I head towards my unconcious friends and put one over my back...got to get him out of danger.. Captain??" GM: "Mr. Tactician?" Mr. Tactician, "I'll gather my troops and we'll bring the mechcnic with us to all head out the back door." GM: "and scene?" Power Gamer: "On the way out the door I'll show the captain my new gun I picked up." GM: "Oh and the doctor?" Casual Gamer: "Oh, these two will be ok.. I'll use a handy dandy future tech smelling salt for our beer bottled merc." GM: "Great... You are mobile enough - at least with two people walking with the drunkard, that you can find a nice alley to rest in. Captain.. you think you are missing the kid." Mr. Tactician: "Where's the kid???" Mr. Storyteller: "I'll pull out my tracking sensor trying to see where the grandson is - the STIM gang took him... they are taking him... North by Northwest at high speeds.. to the warehouse district." GM: "Oh doctor... you find something extra in your pocket." Casual Gamer: "I don't know whyt hey grabbed him.. but he handed me these before they took him away." GM: "They are alliance ID cards of some kind... About a dozen of them. And scene."
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#29 | |
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Join Date: Jul 2005
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I do think that one addition I might make is that the gamemaster suggest what she wants to happen as well. "The group will discover a clue to a great conspiracy."
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#30 | |
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Join Date: Jun 2005
Location: Lawrence, KS
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Basically, I have no problem with turning over a share of the setting to the players; one of my best campaigns worked like that, with each player creating an entire household of noble aristocratic mages. But I feel that control of sequence, timing, and suspense is my job as GM. And having some control of content, and some power to hide content from the players, is a tool for achieving that control. Bill Stoddard |
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| Tags |
| narrativism, universal |
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