I have been listening to podcasts again. Yeah, I do that a lot. Me and my spouse cover different ones. She listens to 'casts about book of fiction and science news while I enjoys listening to people talk about ways to explore and invent imaginary worlds. Yeah. Solid stuff.
I did pick up a nice idea from the Happy Jacks podcast which I now have listened to a new episode of. Blame none but me if you think the following is stupid, though, it's my interpretation of an off hand remark made on the show.
For me the idea of a sandbox hinges upon the very proactive players. Frankly, I have seen few that would fit the bill. So, how about a way to show them the possibilities and wet their appetites before letting them loose? I'm thinking like this. How about you start your sandbox campaign with a pilot? You know how they do tv-shows, when they have a longer pilot episode where the main players gets introduced and suitable arenas of conflicts are delineated? I'm thinking that maybe that is a good way to start a sandbox campaign.
The way I would do that, would be a short but quite scripted episode where I expose the players through a simple plot (yes a predetermined one), to the things they then can poke and prod to their hearts delight. That way you would show how a story could look like in this world, and who the powers are they might want to topple, or play nice with. Naturally this would be strict by scenes, with time limits and also by cut scenes. Very focused and railroady.
Then I'd let the loose.
I wonder if that would fly?
Showing posts with label Story Campaign. Show all posts
Showing posts with label Story Campaign. Show all posts
Monday, November 28, 2011
Saturday, August 13, 2011
Battletech: The Dragon holds the line! (and a few thoughts avbout Traveller)
A few days ago we assembled to commanders at my place and fought a Battletech scenario. BT is old school to me, whatever rules you use. My boxed set if the 2nd ed.
Along the border of the Steiner and Kurita empires, worlds have started to rebel, not respecting the deal by Theodore Kurita and ComStar. (this is before the clans. I did say old school, didn't I?). One such planet is Zyclone 3, where the samurai mechwarriors get their orders from the local warlord, that coming down from the mountains are two lances of Steiner mechs. They are spearheading a push toward the industrial centres in the lowlands. "We are redeploying to meet this thread, but you have to Hold the Line until reinforcement arrive and we can defend these vital resources!" Let the battle commence.
I played the Kurita guys, and had one lance of veterans in medium mechs. The Steiners had one light lance and one heavy lance. They were regulars, and the light lance mostly so. Naturally, the first thing that happens in that the heavy mechs stumble and fall while crossing a river! Some giggles in the light lance when that happened. Then I got my LRM and autocannons up on two hills with good visibility on a majority of the battlefield. Missiles started to rain as soon as the Steiners came into view. Two batteries of LRM 15, firing each round for four rounds. Just picture it!
In the end I managed to blow up two enemies, and shoot off the leg one another. It looked like a victory and the other player yielded. This was so fun that I at once started to think about doing a campaign. Naturally that makes you start to think about stories, free form developments and sandboxes. Again.
There are different rules for Battletech campaigns, and some of them have tried to handle the fact that you might want to play in a story line, but also to be the master of your own fate. I have read some of those and been thinking that maybe they can be used got a RPG campaign?
In a BT campaign you use something called tracks, which specify not which troops show up, but their relative size and strength. Also, the terrain is stated in a general case and the outcome can lead you to another track depending on what happened.
If you want to try to game a more controlled story, I don't see why you couldn't use something similar. In Traveller adventures, at least those from DGP, utilized something called nuggets. A nugget was a few resources for an encounter, and it had a dependency tree, i.e. it was connected to nuggets that had to happen before that one, and nuggets you could go into depending on the outcome. I think I'm going to go back and reread some of those old Traveller adventures and see how it worked.
Along the border of the Steiner and Kurita empires, worlds have started to rebel, not respecting the deal by Theodore Kurita and ComStar. (this is before the clans. I did say old school, didn't I?). One such planet is Zyclone 3, where the samurai mechwarriors get their orders from the local warlord, that coming down from the mountains are two lances of Steiner mechs. They are spearheading a push toward the industrial centres in the lowlands. "We are redeploying to meet this thread, but you have to Hold the Line until reinforcement arrive and we can defend these vital resources!" Let the battle commence.
I played the Kurita guys, and had one lance of veterans in medium mechs. The Steiners had one light lance and one heavy lance. They were regulars, and the light lance mostly so. Naturally, the first thing that happens in that the heavy mechs stumble and fall while crossing a river! Some giggles in the light lance when that happened. Then I got my LRM and autocannons up on two hills with good visibility on a majority of the battlefield. Missiles started to rain as soon as the Steiners came into view. Two batteries of LRM 15, firing each round for four rounds. Just picture it!
In the end I managed to blow up two enemies, and shoot off the leg one another. It looked like a victory and the other player yielded. This was so fun that I at once started to think about doing a campaign. Naturally that makes you start to think about stories, free form developments and sandboxes. Again.
There are different rules for Battletech campaigns, and some of them have tried to handle the fact that you might want to play in a story line, but also to be the master of your own fate. I have read some of those and been thinking that maybe they can be used got a RPG campaign?
In a BT campaign you use something called tracks, which specify not which troops show up, but their relative size and strength. Also, the terrain is stated in a general case and the outcome can lead you to another track depending on what happened.
If you want to try to game a more controlled story, I don't see why you couldn't use something similar. In Traveller adventures, at least those from DGP, utilized something called nuggets. A nugget was a few resources for an encounter, and it had a dependency tree, i.e. it was connected to nuggets that had to happen before that one, and nuggets you could go into depending on the outcome. I think I'm going to go back and reread some of those old Traveller adventures and see how it worked.
Monday, May 24, 2010
Yet more campaign styles
I have written before about Story Campaigns, Sandboxes and Emergent Campaigns and I still keep my eyes peeled for new ideas and attitudes to campaign development. A short while ago I found this blog post about campaign styles. Check it out. Some interesting nuggets in there.
Sunday, January 24, 2010
Castles made of sand, stories made from threads of many colours
A few days ago I read a very enlightening piece over on the blog Playing D&D With Pornstars. He writes about the way the "work ethic" of the rogue drives play, and gets the character into troubles and adventure.
As you might remember, I posted about how I had a bad experience of my players ignoring the hooks to adventure I dangled before them. This about a work ethic made me think.
I really think you can have a good and solid game which feels interactive, even if the GM have a story to tell. I also think that having a open sandbox sounds like it's liberating, but it comes with its own set of problems not advertised on the box.
One suggestion from in one of the comments to my post lamenting my experiences with adventure hooks has the key. Imagine a campaign where the outlines of the world are prepared, and there are forces at work in the setting. This will lay some groundwork for greater machinations going on behind the scenes. Now imagine how those machinations will manifest themselves on a concrete level, visible to the players. This is an adventure hook.
This makes me think of how Dogs in the Vineyard works. The players have a town in front of them, and if the go there they will be entangled in the webs of intrigue and the twisted relationships there. Also, whatever they do will have consequences.
If the GM wants to have epic stories play out in his world, this is how they evolve. Great changes are afoot, and if the characters interact with the results of those changes the players will help shape the future. The GM will decide how much he lets the players shape until they have stepped up their game to the global level.
Let's imagine for an instant that the players ignore that town, ripe with sin and glorious options for kicking ass. If there are more things going on in the world there will be more things happening soon which will hit the fan close to where the characters are standing. This is another adventure hook.
Our hard working GM might be a bit frustrated by now if the players don't take that hook. No worries. Keep moving your "story" along, and if you don't decide to kick out your players for not doing their job (go ahead and do it!) things will happen they can't ignore. Bring 10 000 orchs to their hometown.
What I'm imagining here is not a Sandbox as such, at least not the way it sounds like when its praises are sung on old school blogs. I don't think it's a railroaded Story campaign either. I suggest a new term is founded to express the idea of a campaign frame where there are a Story fuelling conflicts in the setting, an open world whereupon the players can leave their mark and finally a whole bundle of threads which tie into the bigger issues that they players can ignore as long as they take some of these threads and start weaving. I'd like to call it a Threaded Campaign, as a middle ground between the open Sandbox and the Story Campaign.
I realize I might misrepresent some of your holy cows here. Some is for emphasis, but I think my main thrust is interesting. Feel free to comment upon that, and other thoughts you have.
As you might remember, I posted about how I had a bad experience of my players ignoring the hooks to adventure I dangled before them. This about a work ethic made me think.
I really think you can have a good and solid game which feels interactive, even if the GM have a story to tell. I also think that having a open sandbox sounds like it's liberating, but it comes with its own set of problems not advertised on the box.
One suggestion from in one of the comments to my post lamenting my experiences with adventure hooks has the key. Imagine a campaign where the outlines of the world are prepared, and there are forces at work in the setting. This will lay some groundwork for greater machinations going on behind the scenes. Now imagine how those machinations will manifest themselves on a concrete level, visible to the players. This is an adventure hook.
This makes me think of how Dogs in the Vineyard works. The players have a town in front of them, and if the go there they will be entangled in the webs of intrigue and the twisted relationships there. Also, whatever they do will have consequences.
If the GM wants to have epic stories play out in his world, this is how they evolve. Great changes are afoot, and if the characters interact with the results of those changes the players will help shape the future. The GM will decide how much he lets the players shape until they have stepped up their game to the global level.
Let's imagine for an instant that the players ignore that town, ripe with sin and glorious options for kicking ass. If there are more things going on in the world there will be more things happening soon which will hit the fan close to where the characters are standing. This is another adventure hook.
Our hard working GM might be a bit frustrated by now if the players don't take that hook. No worries. Keep moving your "story" along, and if you don't decide to kick out your players for not doing their job (go ahead and do it!) things will happen they can't ignore. Bring 10 000 orchs to their hometown.
What I'm imagining here is not a Sandbox as such, at least not the way it sounds like when its praises are sung on old school blogs. I don't think it's a railroaded Story campaign either. I suggest a new term is founded to express the idea of a campaign frame where there are a Story fuelling conflicts in the setting, an open world whereupon the players can leave their mark and finally a whole bundle of threads which tie into the bigger issues that they players can ignore as long as they take some of these threads and start weaving. I'd like to call it a Threaded Campaign, as a middle ground between the open Sandbox and the Story Campaign.
I realize I might misrepresent some of your holy cows here. Some is for emphasis, but I think my main thrust is interesting. Feel free to comment upon that, and other thoughts you have.
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