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How to find the "joy of prep" in PbtA games?
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<blockquote data-quote="Snarf Zagyg" data-source="post: 9456436" data-attributes="member: 7023840"><p>[USER=71699]@clearstream[/USER] </p><p></p><p>That was some dense reading, and you're hearing that from me! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Have to say ... not sure you're going to be able to make "ludic fact" happen, but I understand what you're trying to do. Ludonarrative, however, might be a step too far.</p><p></p><p>Substantively, I am going to key in on this-</p><p></p><p><em>I've noticed TTRPG designers and play groups preparing all those sort of ludic facts without worries about railroading: they don't script what will happen in play, they preestablish a host of facts that may structure, colour, prompt and constrain the improvised play that will take place.</em></p><p></p><p>I think that the distinction I make for myself is that if the game* has published information ("ludic facts") that all participants are aware of, that is fine. For example, if you're playing BiTD, everyone knows the game is in Dukvol. If you're playing <em>The Witch is Dead</em>, all the pre-known facts (the ludic facts) are on the single piece of paper.</p><p></p><p>When it comes to <em>prep</em>, I am concerned (perhaps overly concerned) with the same thing that [USER=7044566]@thefutilist[/USER] is. To make this more explicit, I will delineate two different kinds of prep using a specific system as an example.</p><p></p><p>Ten Candles is highly free form and a wonderful system for true tragic horror (I recommend purchasing it). For an Iron DM tournament, <a href="https://www.enworld.org/threads/iron-dm-2023-tournament-thread.700804/post-9180527" target="_blank">I wrote an adventure using the system</a>- although it is more of a scenario.</p><p></p><p>When I ran the scenario I created for Iron DM later, the full scenario was provided to everyone- they had all the facts that I had. No other prep was done. And because of that, the gameplay went in weird, amazing, and tragically sad and horrific directions that I never could have imagined due to the player's authorship. That said, we all know how the game ends.</p><p></p><p>Now, I could have done more prep. Designed out the areas of interest. Thought of specific encounters. And so on. But if I had done that, I would have wanted to use them in response to what the players were doing, instead of reacting to what they were doing.</p><p></p><p>Which gets to what I think of as the salient distinction-</p><p></p><p>When I am playing games like this, any prep I do is shared with the players. I don't have secret prep. If I create a "ludic fact," then everyone is aware of it before the game starts, because that's not just an issue on my end (wanting to use pre-made material) but also an issue if a player is authoring facts that clash with my "secret facts."</p><p></p><p>I am not saying that people can't do this. I just approach these games differently, and worry about, as stated above, "railroading myself." </p><p></p><p></p><p>*For this post, I am using "game" to refer to TTRPG games, whether rules-lite, FKR, PbTA, FiTD, or otherwise that incorporate elements of "improv" in the sense that the participants (GM and players) are authoring the fiction (and facts) during the game play.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 9456436, member: 7023840"] [USER=71699]@clearstream[/USER] That was some dense reading, and you're hearing that from me! ;) Have to say ... not sure you're going to be able to make "ludic fact" happen, but I understand what you're trying to do. Ludonarrative, however, might be a step too far. Substantively, I am going to key in on this- [I]I've noticed TTRPG designers and play groups preparing all those sort of ludic facts without worries about railroading: they don't script what will happen in play, they preestablish a host of facts that may structure, colour, prompt and constrain the improvised play that will take place.[/I] I think that the distinction I make for myself is that if the game* has published information ("ludic facts") that all participants are aware of, that is fine. For example, if you're playing BiTD, everyone knows the game is in Dukvol. If you're playing [I]The Witch is Dead[/I], all the pre-known facts (the ludic facts) are on the single piece of paper. When it comes to [I]prep[/I], I am concerned (perhaps overly concerned) with the same thing that [USER=7044566]@thefutilist[/USER] is. To make this more explicit, I will delineate two different kinds of prep using a specific system as an example. Ten Candles is highly free form and a wonderful system for true tragic horror (I recommend purchasing it). For an Iron DM tournament, [URL='https://www.enworld.org/threads/iron-dm-2023-tournament-thread.700804/post-9180527']I wrote an adventure using the system[/URL]- although it is more of a scenario. When I ran the scenario I created for Iron DM later, the full scenario was provided to everyone- they had all the facts that I had. No other prep was done. And because of that, the gameplay went in weird, amazing, and tragically sad and horrific directions that I never could have imagined due to the player's authorship. That said, we all know how the game ends. Now, I could have done more prep. Designed out the areas of interest. Thought of specific encounters. And so on. But if I had done that, I would have wanted to use them in response to what the players were doing, instead of reacting to what they were doing. Which gets to what I think of as the salient distinction- When I am playing games like this, any prep I do is shared with the players. I don't have secret prep. If I create a "ludic fact," then everyone is aware of it before the game starts, because that's not just an issue on my end (wanting to use pre-made material) but also an issue if a player is authoring facts that clash with my "secret facts." I am not saying that people can't do this. I just approach these games differently, and worry about, as stated above, "railroading myself." *For this post, I am using "game" to refer to TTRPG games, whether rules-lite, FKR, PbTA, FiTD, or otherwise that incorporate elements of "improv" in the sense that the participants (GM and players) are authoring the fiction (and facts) during the game play. [/QUOTE]
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