Elliot Wilen ([info]ewilen) wrote,
@ 2008-07-23 17:37:00
Previous Entry  Add to memories!  Tell a Friend!  Next Entry
the other adventure funnel
I've been wracking my brain trying to come up with the right combination of search terms to locate a cool blog/forum post or comment from somebody, where he described a method of scenario design called something like the "inverse|reverse|inverted funnel".

Problem is that when I try any of those terms, I either get Doc Rotwang's excellent but different Adventure Funnel, or some idiotic marketing scam.

Does anybody, anybody remember this thing? I sort of remember the person talking about how they used it in a campaign involving bandits, or zombies, or a sorcerer, or a sorcerer who controlled a band of zombie bandits.

While I'm here, I might as well repost a couple things I've put up lately in different fora.

The first riffed off of something Calithena wrote:
Calithena: [Among other things, dungeons are important because] they free up the group to take the adventure in the way they want, and for surprises to happen.

I've had an interesting time writing up a dungeon adventure that I ran a while back. This is the first time I've tried to document "an adventure" in a manner suitable for others to use. At first, I wrote it up in terms of an introductory scene that clearly oriented the party toward the dungeon and a particular goal inside it, which is how I'd used it for an actual group.

But since I'd designed the dungeon (however humble it may be) as a multipath setting, with at least 2-3 other interesting things going on besides "the goal", I realized that it wasn't really necessary to have a fixed introduction. The dungeon should work fine as just "a place that the party stumbles across in the wilderness". Or the party could seek it out for reasons other than the maguffin I originally built into it. However they enter the dungeon, interacting with the "stuff" inside it can become threads for additional adventures outside the dungeon.

So I rewrote the thing, genericizing the descriptions a bit so as not to presume a particular motivation for exploring it. Then in my "designer's notes" I wrote up a few ways that the dungeon could be introduced, and ways that the "aftermath" of exploring it could impact an ongoing campaign.

A benefit of this exercise is that it gives me hope that I can "deconstruct" more linear adventures in ways that will make them useful, by locating other situational entry/exit points than those defined by the actual modules.


The second is inspired by some things Rob Conley's written regarding how he designs NERO LARP events.

The fundamental problem is limited resources and gamer expectations in terms of plotting. Basically, you want there to be more than just the climactic battle, but you don't want to railroad the players through a set sequence of scenes that have no real consequence.

[...]

I bring this up because I'm mainly a location/situation type guy, but a friend has expressed a desire for a game with more of a three-act structure per session. The only way I can think to do this, and still enjoy GMing, essentially, would be to create multiple paths that all lead to a climactic endpoint.

In reality I think it would be something like the old subquest setup, the one where you need to get all the parts of the artifact before you move on to the big confrontation. Except here, in addition to the order of subquests not mattering, only a subset would be necessary. In fact, to add further consequence to the structure, only a subset would be possible, because once a certain amount of time passes, the final battle will occur, ready or not. And the outcome of each sub-scene ("module" in Rob's lingo) would potentially offer a bonus for the endpoint.

Meanwhile the endpoint itself needn't necessarily be a do-or-die situation. Suppose the player(s) screw up entirely and fail to accomplish any of the sub-quests. They'll probably lose at crunch time, but the more interesting question will be how badly they lose, which just sets up the next arc of the game. This is similar to how Rob talks about building new LARP events on the results of past events.



(Post a new comment)


[info]r_earley_clark
2008-07-24 11:03 pm UTC (link)
Can you railroad folks that have requested something?

I dunno, maybe the order of GM/Players interaction should be changed?

I mean, traditionally, I think of would-be GMs offering out games+scenarios+campaign stuff and then seeking players.

What happens when the dynamic changes to " Man, I'd love to play in a game where {blank} happns" or" A game in a world like...".

I guess, there, the "challenge" bounces first to the GM, and then comes back to the players in the form of the adventure or whatever that the GM makes up for those specific players and their expressed wishes?

(Reply to this) (Thread)


[info]ewilen
2008-07-25 12:15 am UTC (link)
Well, the problem is maintaining a certain degree of actual surprise and interactivity. This is well-trodden ground in the abstract, though, and there are tools as well that are out there. I'm thinking of the "situation building" rules from Levi Kornelson's Microcosm, and a piece John Wick did not long ago on YouTube, where he described how a GM could encourage players to make up the dungeon themselves.

A memorable AP on the Forge involved a GM giving bonuses to players who simply supplied magazine-cutout pictures of neat stuff, that would be incorporated to some degree in the adventure.

And in the 2300AD game I played with Mike Montesa, he asked each player, before one of the sessions, to describe a "scene", like an episode preview, that he'd weave into the session.

These are all more or less useful for "telling the GM what you want". Personally the greater the specificity, the less it appeals to me.

"Flags" are cool, along with Hunteds, Dependents, Allies, etc. If I were starting a campaign one thing I might do is to poll the players on how much they want the game to be "in your face" in terms of warping the campaign world to integrate with the characters. At the extreme you turn flags into Kickers, I guess. I mean that instead of a character being "an outlaw", the very first scenario has the authorities hunting him down.

What more concerns me is when we go from construction of a situation that contains the necessary elements, to a storyline that entails a certain degree of pacing and ordering.

(Reply to this) (Parent)


Create an Account
Forgot your login or password?
Login w/ OpenID
English • Español • Deutsch • Русский…