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*TTRPGs General
Contrivance in story dynamics
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<blockquote data-quote="pemerton" data-source="post: 8820238" data-attributes="member: 42582"><p>Several years ago I started this thread: <a href="https://www.enworld.org/threads/the-importance-to-story-of-contrivance.506926/" target="_blank">D&D 5E - The importance to "story" of contrivance</a></p><p></p><p>I was prompted to start a sequel after watching one of my favourite "mediaeval" films, A Knight's Tale, the other evening.</p><p></p><p>The whole story is kicked off by a contrived event: the death of Sir Ector. But there are repeated moments that are crucial to making interesting things happen, and that depend upon contrivance - in this list I'm leaving out the events connected to the romance between William and Jocelyn, and just focusing on the jousting:</p><p></p><p style="margin-left: 20px">* Just when it becomes evident that William needs a forged patent of nobility, he and his crew meet Geoffrey Chaucer, who is able to do the forging;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* When no one else can repair William's amour on credit, there happens to be a woman blacksmith who is willing to take the work to prove her mettle, <em>and</em> who has developed a technique for making stronger, lighter armour;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* The encounters with Prince Edward happen in just such a way as to (i) allow William to gain the Prince's respect and admiration, and (ii) to allow him to advance in a tournament without having to confront Adhemar;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* War draws Adhemar away from the tournament circuit long enough for William to develop his reputation and his skill to the point where he can best Adhemar;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* The final confrontation between Adhemar and William coincides with William's reconnection with his father, which also leads to his forgery being revealed necessitating the intervention, on his behalf, of Prince Edward.</p><p></p><p>As <a href="https://www.enworld.org/threads/the-importance-to-story-of-contrivance.506926/post-6961520" target="_blank">I mentioned in the earlier thread</a>, random encounters won't produce these sorts of interweavings of events. There needs to be some focused system of content or event generation that allows them to emerge.</p><p></p><p>My favourite at the moment is Torchbearer 2e - it produces the relationships (<em>parents</em>, <em>mentors</em>, <em>friends</em> and <em>enemies</em> are the main categories) both as part of PC gen and consequences of action (especially but not only social action) resolution; and it has three main devices for bringing them into play:</p><p></p><p style="margin-left: 20px">* Players can initiate Circles checks, which if successful may allow them to meet up with, or hear from, their friends etc;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* When a player fails their dice roll for a declared action (or if the players have to compromise in an extended conflict), the GM can introduce a twist, and relationships are ripe material for that;</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* The system has charts for rolling Camp Events, Town Events, Tavern Rumours, etc, and there are systematic processes for generating rolls on these charts - and many of the events implicate the PCs' relationships.</p><p></p><p>I think this is the best development/extension/variation of the random encounter framework that I know of. I think it definitely could produce something like the sequence of events that drive A Knight's Tale. (Though there are other aspects of Torchbearer - especially it's focus on "site-based" adventures - that probably aren't as good a fit.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 8820238, member: 42582"] Several years ago I started this thread: [URL='https://www.enworld.org/threads/the-importance-to-story-of-contrivance.506926/']D&D 5E - The importance to "story" of contrivance[/URL] I was prompted to start a sequel after watching one of my favourite "mediaeval" films, A Knight's Tale, the other evening. The whole story is kicked off by a contrived event: the death of Sir Ector. But there are repeated moments that are crucial to making interesting things happen, and that depend upon contrivance - in this list I'm leaving out the events connected to the romance between William and Jocelyn, and just focusing on the jousting: [INDENT]* Just when it becomes evident that William needs a forged patent of nobility, he and his crew meet Geoffrey Chaucer, who is able to do the forging;[/INDENT] [INDENT][/INDENT] [INDENT]* When no one else can repair William's amour on credit, there happens to be a woman blacksmith who is willing to take the work to prove her mettle, [I]and[/I] who has developed a technique for making stronger, lighter armour;[/INDENT] [INDENT][/INDENT] [INDENT]* The encounters with Prince Edward happen in just such a way as to (i) allow William to gain the Prince's respect and admiration, and (ii) to allow him to advance in a tournament without having to confront Adhemar;[/INDENT] [INDENT][/INDENT] [INDENT]* War draws Adhemar away from the tournament circuit long enough for William to develop his reputation and his skill to the point where he can best Adhemar;[/INDENT] [INDENT][/INDENT] [INDENT]* The final confrontation between Adhemar and William coincides with William's reconnection with his father, which also leads to his forgery being revealed necessitating the intervention, on his behalf, of Prince Edward.[/INDENT] As [URL='https://www.enworld.org/threads/the-importance-to-story-of-contrivance.506926/post-6961520']I mentioned in the earlier thread[/URL], random encounters won't produce these sorts of interweavings of events. There needs to be some focused system of content or event generation that allows them to emerge. My favourite at the moment is Torchbearer 2e - it produces the relationships ([I]parents[/I], [I]mentors[/I], [I]friends[/I] and [I]enemies[/I] are the main categories) both as part of PC gen and consequences of action (especially but not only social action) resolution; and it has three main devices for bringing them into play: [INDENT]* Players can initiate Circles checks, which if successful may allow them to meet up with, or hear from, their friends etc;[/INDENT] [INDENT][/INDENT] [INDENT]* When a player fails their dice roll for a declared action (or if the players have to compromise in an extended conflict), the GM can introduce a twist, and relationships are ripe material for that;[/INDENT] [INDENT][/INDENT] [INDENT]* The system has charts for rolling Camp Events, Town Events, Tavern Rumours, etc, and there are systematic processes for generating rolls on these charts - and many of the events implicate the PCs' relationships.[/INDENT] I think this is the best development/extension/variation of the random encounter framework that I know of. I think it definitely could produce something like the sequence of events that drive A Knight's Tale. (Though there are other aspects of Torchbearer - especially it's focus on "site-based" adventures - that probably aren't as good a fit.) [/QUOTE]
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