Data does indeed knot desks!

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Cake day: June 18th, 2023

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  • DataKnotsDesks@lemmy.worldtoRPG@lemmy.mlQuantum Ogres
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    1 year ago

    As a GM, I tend to think about encounters in quite a different way. First, if I have a location which I require the players to go to, for an adventure to happen—typically at the start of a campaign—I’ll start at scene one, “Okay, you’re there!” then ask the players why and how their characters have decided to go there.

    This is no different from making sure that adventurers ARE adventurers, or wannabe adventurers, not shopkeepers or farmers or blacksmiths. Sure, you can have a “fish out of water” scenario, but, in general, you want the premise of each character to be compatible with adventuring.

    In the case of encounters, I tend to think about the landscape, the ecosystem, and the logic of the world.

    If there are ogres about, what do they eat? Where do they get their supplies? What other ogres or other creatures do they interact with? Once you start tracking the activities of the monsters and the rest of the world, then the whole thing starts to feel a lot more logical.

    Smart players will start to make logical conclusions, from the evidence of their presence, that encounters may happen. Even if they never actually encounter an ogre, they’ll see the overgrown roadway, and wonder why the road is not in use. They may find the deer guts, and wonder who gutted it before crrying it away. I let the particular flow of the story emerge from the logic of the world, and what the characters do in it, rather than focusing on “narrative beats”.

    What this means, of course, is that you have to design the context carefully, so that it’s both coherent and challenging. And you have to operate the active parts of the world, even when the players don’t interact with them.


  • Hard sci-fi, you say? Excellent features could be battling cancer thanks to cosmic rays, and the disintegration of skeletal mass and deteriorating vision thanks to zero gravity. Punishing and crushingly repetitive schedules of medical therapy and physical exercise, plus batteries of psychological tests could add to the excitement of an expedition!

    Or are the crew going to be far more fit for space travel than early humans?

    Will their bodies be entirely synthetic, and their minds simply transmitted to the exploration craft after it arrives? Or will they be genetically engineered, proof against the rigours of interplanetary exploration? Will they be human at all?

    Or could they be disposable human workers employed by an unaccountable interplanetary corporation, who are holding their nearest and dearest hostage to ensure their compliance?

    Short version: if you want to go genuinely hard sci-fi, things may look very, very different to how they’re depicted in TV space operas.



  • I totally agree—but why don’t players like an adventure? It only maybe because the adventure is poorly designed. (In fact, back in the days of Judges Guild I and my friends ran a whole bunch of incredibly poorly designed adventures, but still had loads of fun!) It could be about poor group dynamics. It could be about a disconnect between expectations and actuality. It could be about poor GMing techniques. Perhaps it could be about something else.

    If the aim of a game designer is the help GMs and players to have the best possible experiences, then it surprises me that game designers don’t attend more to the processes of preparing for and playing the game, of recruiting and selecting the right players, and giving them the right expectations.

    Then again, maybe there are other factors that motivate game designers. Or perhaps people buy games for reasons other than to have a great play experience. (Both of these things are at least a little bit true!)