thefutilist
Hero
PREP SITUATION TO CREATE PLOT
Some thoughts about situation as part of my long running conversation with @pemerton . Going right back to basics after being inspired by Fantasy For Real. Also just feeling in the mood to create jargon.
Setting = The larger background context. A situation happens within a setting.
EXAMPLE SITUATION
There’s a place called the bubbling marsh. It’s occupied by the Southerners, the Toad Goblins (To the North), the Imperial military manning The Bridge. There’s some huge thirty mile long fantasy bridge that cuts through the swamp.
So the Southerners fish, live in their elevated huts and shacks, sometimes travel around in boats, just live their lives. The Toad goblins are doing the same. The Imperial military are really just a token force to keep the bridge safe for merchants and others passing though.
The situation is stable. As in it can continue like this indefinitely.
Now a huge storm is happening and floods. This has made large parts of the swamp uninhabitable and pessimists think that soon the entire thing will be uninhabitable. So many of the Southerners have fled to the bridge, climbing up it and occupying it. The military don’t want to just let a flood of refugees through the gates and currently the southerners don’t much want to become permanent refugees. Food and shelter are a problem though and hitting crisis point. The Toad goblins have rallied around a powerful leader who says the storm is the displeasure of the Toad god, to appease him they must drive the humans out of the swamp.
This situation is unstable. It can’t continue like this indefinitely.
RESOLVING SITUATION
So the point of play is to turn an unstable situation into a stable one. Doing so creates plot.
There’s a load of different tech you can use to approach this but before we get there I want to look at the fundament of play which is stakes questions. Given an unstable situation there are implicit questions we can ask about it.
Will the Southerners decide to leave? Will the military let them? Will the goblins attack? If they do will they be successful?
So we answer stakes questions to see how the situation changes. Which produces more stakes questions. Until all our questions have been answered and the situation has changed from unstable to stable.
As players/GM, we can be more or less enthused about finding out the answers to these questions.
TECH
One way of answering the questions is that the GM decides how things will go if left undisturbed. So they might decide that the military don’t let the starving southerners though, there’s riots and violence. Then then the goblins attack and slaughter everyone. The flood doesn’t abate and the goblins are now in the same dire circumstances. So they flee the area as pillaging war parties.
Clocks are just one way of being a bit more formal about this technique. You write down stuff happening at each stage. (1) Food shortage causes unrest (2) Bargaining with the guards leads to outbreaks of violence (3) Goblins attack.
PLAYER CHARACTERS
What Fantasy For Reals pickle tech does, is recreate the situation. Let’s say one of our PC’s is Wanmore, an artistic type. Upon meeting Brutalis, one of the defacto leaders of the Southerners, the player announces he is Wanmores estranged father. Wanmore was born in the Swamp but left for a more cultured life. He’s here to reconnect and mend his relationship with his family.
Now the implicit stakes have changed. The previous stakes are still in play but we have ‘will Wanmore reconnect with his family?’ And all the subsequent stakes that occur when Wanmore takes action or not.
Let’s say Wanmore decides to gather some Southerners and go on a risky venture to capture some Slime Toads. If he’s successful then suddenly the southerners have stuff to eat. The GM is going to have to take into account how this changes the whole situation It might mean the Southerners can hold on longer, so they don’t fight with the military, so there is a more unified force when the Goblins attack, does that mean the attack will no longer successful?
The player characters both create and answer stakes questions, turning the unstable situation into a stable one.
AESTHETIC CONSIDERATIONS
Fantasy for real: I think the text should be clearer that the situation is both unstable and is going to irrevocably effect the circumstances of npc’s within the situation. Although there is an interesting case to be made that stable situations ‘could’ work because the players can use their pickle to destabilise the situation. Having compelling situation is the work of everyone at the table.
This is very clear in In A Wicked Age. You should be creating best interests that create an unstable situation that’s about to blow. The same could be said for Apocalypse World, there is an onus on the players to get enmeshed and complicate things. It seems kind of obvious, to me, that the players (in session one at least), should have the power to declare relationships that maximally upset the situation.
Versus flags: A lot of the thematic load comes from the characters having opinions and desires about the status of various factions and npc’s. That will change in play due to circumstances Maybe Wanmore fails to reconnect with his family, decides they’re all hicks and leaves them to their fate. As long as the consequences of doing so are telegraphed , we learn a lot about the values of Wanmore.
Some thoughts about situation as part of my long running conversation with @pemerton . Going right back to basics after being inspired by Fantasy For Real. Also just feeling in the mood to create jargon.
Setting = The larger background context. A situation happens within a setting.
EXAMPLE SITUATION
There’s a place called the bubbling marsh. It’s occupied by the Southerners, the Toad Goblins (To the North), the Imperial military manning The Bridge. There’s some huge thirty mile long fantasy bridge that cuts through the swamp.
So the Southerners fish, live in their elevated huts and shacks, sometimes travel around in boats, just live their lives. The Toad goblins are doing the same. The Imperial military are really just a token force to keep the bridge safe for merchants and others passing though.
The situation is stable. As in it can continue like this indefinitely.
Now a huge storm is happening and floods. This has made large parts of the swamp uninhabitable and pessimists think that soon the entire thing will be uninhabitable. So many of the Southerners have fled to the bridge, climbing up it and occupying it. The military don’t want to just let a flood of refugees through the gates and currently the southerners don’t much want to become permanent refugees. Food and shelter are a problem though and hitting crisis point. The Toad goblins have rallied around a powerful leader who says the storm is the displeasure of the Toad god, to appease him they must drive the humans out of the swamp.
This situation is unstable. It can’t continue like this indefinitely.
RESOLVING SITUATION
So the point of play is to turn an unstable situation into a stable one. Doing so creates plot.
There’s a load of different tech you can use to approach this but before we get there I want to look at the fundament of play which is stakes questions. Given an unstable situation there are implicit questions we can ask about it.
Will the Southerners decide to leave? Will the military let them? Will the goblins attack? If they do will they be successful?
So we answer stakes questions to see how the situation changes. Which produces more stakes questions. Until all our questions have been answered and the situation has changed from unstable to stable.
As players/GM, we can be more or less enthused about finding out the answers to these questions.
TECH
One way of answering the questions is that the GM decides how things will go if left undisturbed. So they might decide that the military don’t let the starving southerners though, there’s riots and violence. Then then the goblins attack and slaughter everyone. The flood doesn’t abate and the goblins are now in the same dire circumstances. So they flee the area as pillaging war parties.
Clocks are just one way of being a bit more formal about this technique. You write down stuff happening at each stage. (1) Food shortage causes unrest (2) Bargaining with the guards leads to outbreaks of violence (3) Goblins attack.
PLAYER CHARACTERS
What Fantasy For Reals pickle tech does, is recreate the situation. Let’s say one of our PC’s is Wanmore, an artistic type. Upon meeting Brutalis, one of the defacto leaders of the Southerners, the player announces he is Wanmores estranged father. Wanmore was born in the Swamp but left for a more cultured life. He’s here to reconnect and mend his relationship with his family.
Now the implicit stakes have changed. The previous stakes are still in play but we have ‘will Wanmore reconnect with his family?’ And all the subsequent stakes that occur when Wanmore takes action or not.
Let’s say Wanmore decides to gather some Southerners and go on a risky venture to capture some Slime Toads. If he’s successful then suddenly the southerners have stuff to eat. The GM is going to have to take into account how this changes the whole situation It might mean the Southerners can hold on longer, so they don’t fight with the military, so there is a more unified force when the Goblins attack, does that mean the attack will no longer successful?
The player characters both create and answer stakes questions, turning the unstable situation into a stable one.
AESTHETIC CONSIDERATIONS
Fantasy for real: I think the text should be clearer that the situation is both unstable and is going to irrevocably effect the circumstances of npc’s within the situation. Although there is an interesting case to be made that stable situations ‘could’ work because the players can use their pickle to destabilise the situation. Having compelling situation is the work of everyone at the table.
This is very clear in In A Wicked Age. You should be creating best interests that create an unstable situation that’s about to blow. The same could be said for Apocalypse World, there is an onus on the players to get enmeshed and complicate things. It seems kind of obvious, to me, that the players (in session one at least), should have the power to declare relationships that maximally upset the situation.
Versus flags: A lot of the thematic load comes from the characters having opinions and desires about the status of various factions and npc’s. That will change in play due to circumstances Maybe Wanmore fails to reconnect with his family, decides they’re all hicks and leaves them to their fate. As long as the consequences of doing so are telegraphed , we learn a lot about the values of Wanmore.







