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Introducing Complications Without Forcing Players to Play the "Mother May I?" Game
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<blockquote data-quote="innerdude" data-source="post: 7558960" data-attributes="member: 85870"><p>The topic of granularity, as you mentioned, certainly is a part of it. In addition to some of the earlier ideas I've taken note of---(A) Incorporate challenges/obstacles into player resource and game mechanics "plugins"; B) Have constant, open dialogue with the players about the perceived state of the fiction and the player's goals---it feels like I need to add C) Frame character's stated goals into discrete, possible scenes that represent viable, transparent courses of action to the players.</p><p></p><p>In my head the level granularity needed is at the level of "scene," which I'd define as a fairly finite locale or set of locales wherein key NPC interactions and physical challenges are present. Obviously this needs to be done flexibly and with an eye to giving the players as much freedom as possible. </p><p></p><p>I'm thinking now one of my problems was that I haven't done the work to more rigorously break out the specific challenges into their discrete parts. The result, I think, was that the players were feeling uneasy because they felt like they were having to suss out huge swaths of "hidden backstory" and were making decisions in a vacuum. </p><p></p><p>Breaking the consequences/obstacles into scene-level blocks will make it easier to convey to the players where they are in the fiction, give them more solid footing for making choices on the timing/danger of what's coming, etc. I think this will help with their level of engagement as well.</p><p></p><p>Interestingly, this is something I've done mostly intuitively in the past, but have sort of let fall by the wayside recently, so it's good to actually vocalize/capture it in writing. Helpful stuff, [MENTION=29398]Lanefan[/MENTION], so thank you.</p></blockquote><p></p>
[QUOTE="innerdude, post: 7558960, member: 85870"] The topic of granularity, as you mentioned, certainly is a part of it. In addition to some of the earlier ideas I've taken note of---(A) Incorporate challenges/obstacles into player resource and game mechanics "plugins"; B) Have constant, open dialogue with the players about the perceived state of the fiction and the player's goals---it feels like I need to add C) Frame character's stated goals into discrete, possible scenes that represent viable, transparent courses of action to the players. In my head the level granularity needed is at the level of "scene," which I'd define as a fairly finite locale or set of locales wherein key NPC interactions and physical challenges are present. Obviously this needs to be done flexibly and with an eye to giving the players as much freedom as possible. I'm thinking now one of my problems was that I haven't done the work to more rigorously break out the specific challenges into their discrete parts. The result, I think, was that the players were feeling uneasy because they felt like they were having to suss out huge swaths of "hidden backstory" and were making decisions in a vacuum. Breaking the consequences/obstacles into scene-level blocks will make it easier to convey to the players where they are in the fiction, give them more solid footing for making choices on the timing/danger of what's coming, etc. I think this will help with their level of engagement as well. Interestingly, this is something I've done mostly intuitively in the past, but have sort of let fall by the wayside recently, so it's good to actually vocalize/capture it in writing. Helpful stuff, [MENTION=29398]Lanefan[/MENTION], so thank you. [/QUOTE]
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