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Hi, I'm Marshall Burns and this is my blog. I compose music, design roleplaying games, occasionally paint, and occasionally write stories and poems. Mostly, I'll be talking about roleplaying games that I'm designing. Sometimes I talk about occult philosophy. Don't mind me.

If you came here looking for information about the Rustbelt, allow me to direct you to my new forum on the Forge.
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Nov. 20th, 2009 @ 10:04 am more Dread Age of Sail braindump
* Take the historical Golden Age of Sail and twist it. The world has fallen under a Taint, and it slowly changes it for the stranger.

INFLUENCES: Burning Wheel, Poison’d, The Shadow of Yesterday, Lady Blackbird

LIFEPATHS?
This game needs BW lifepaths but simplified.
  • You choose a rough age, which determines how many lifepaths you may choose, and might also modify stats; f’rinstance, the really young have to add a certain amount to Soul, while the really old have to subtract a certain amount from Body
  • Each lifepath is an occupation, vocation, or other means of getting along.
  • When a lifepath is taken, it will:
    • instruct you to modify attributes; f’rinstance, “Pirates are superstitious; +1 Fear. Pirates lead dirty, sinful lives; -2 Soul.”
    • make trait slots available
    • make traits available; you will choose from your available traits, up to a number equal to the trait slots you have
    • if it’s the last lifepath you took, it may impose a condition
OR, perhaps lifepaths only affect traits, and attributes are determined by a checklist system, like Steel in BW or the stats in Poison’d

Characters consist of a set of attributes common to all, and a number of trait slots that can be filled with traits.

TRAITS
Traits can be “bought off” like TSOY Keys. The reward of buying off a trait is opening the slot back up for a new one.

Traits function by:
* allowing you to use your attributes in special ways
* opening up constraints on declared actions (like, if you have a trait saying you can fly, you may now include flying in your descriptions)
* allowing you to do special dice tricks
* a combination of the above

Certain traits can be gained at any time you have a free slot. Others require a free slot and some sort of accomplishment; f’rinstance, learning sorcery would require an apprenticeship to a sorcerer.


CONDITIONS
Conditions are sort of like negative traits. They are bought off like traits, but this earns you Edge instead of extra slots. They function by:
* constraining declared actions (like, if you’re suffering from the condition “mute,” you can’t speak)
* authorizing the GM to say that certain things are true (like, if you’re suffering from the condition “trapped,” the GM may say something like, “Ok, they put you in irons and take you to the brig.”)
* imposing obstacles
* imposing dangers
* a combination of the above


EDGE
Edge is a Positioning mechanic, essentially synthesized from Artha in BW, Xs in Poison’d, and advantage in the Rustbelt. You gain it through:
* careful/clever planning before a task
* momentum from a string of successful tasks
* advantages in conflict
* suffering a condition and overcoming it
* perhaps roleplaying traits well?

Spending Edge allows you to:
* re-roll a miss
* explode a 6
* perhaps gain a trait slot?
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Nov. 19th, 2009 @ 01:17 pm The Dread Age of Sail
I designed a game in my sleep last night. In the dream, it was called "Jack Roberts' Dark Age of Sail," but that's nonsense when you wake up because it sounds like it was created by a guy named Jack Roberts, so I'm calling it "The Dread Age of Sail."

In the year of Our Lord whatever-teen whatever, the English sailor John Jonas Roberts sailed to the New World under the Spanish flag. While there, he had an incident with a remnant of Toltec sorcerers. A curse fell over him, and followed him back to the Old World.

A month later, the curse took Roberts' life. He was never buried because, after dying, he returned to his ship and slaughtered his entire crew, who then went to work making sail for the high seas. The Dread Pirate Jack now terrorizes ports and waters all over the world, spreading his curse wherever he goes. The Taint of the curse infects the sea and the land alike, and few are those who haven't been touched by it. As it grows Tainted, the world grows weird. Animals and people lose the thread of their species, and evolve (or devolve) in strange ways. Sorcery and superstition gain presence and power. Everything gets a little bit harder and a little bit bloodier.

Now, this actually sounds kind of like a Rustbelt hack, but in the dream it had it's own system that was a little bit Poison'd, a little bit Burning Wheel, and a little bit other stuff. There's a thing sort of like conditions in Mouse Guard, and a thing sort of like Keys and Secrets from The Shadow of Yesterday, but not quite. From what I can remember, it's almost the same system I had in mind for Neverwood, and close to the one used in Lunar Notes, but a little better.

I'm trying to decide the attributes. From the dream, I can remember three: Fear, Spite, and Soul.

All of the attributes were beneficial in certain circumstances and detrimental in others, like in Poison'd but (deliberately) not balanced. Fear, for instance, was actually beneficial if you were being sneaky or were defending against magic (because Fear is the attribute of superstition).

There needs to be some sort of Body stat. I'm also thinking Nerve, Faith, Craft, and Taint. I'm not sure what else goes in.

Chargen was somewhere between BW's lifepaths and Poison'd's lists of character qualities that determine stats (which, if you look at it, is just BW's lifepaths boiled down).

Attributes were the only effective values on your sheet. Other than that, you had "traits," which included skills and all sorts of things, and simply allowed you to use your attributes in special ways.

I'm gonna work on it some more. This is just a brain dump so I can get this stuff down before I forget.
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Nov. 10th, 2009 @ 12:10 pm Announcing the Reader, Root Doctor, and Yegg.


The Reader, Root Doctor, and Yegg are now up. The Reader is a psychic with psychic powers. The Root Doctor is a mash-up of folk magic stuff. The Yegg is a master thief.

I'm not happy with the Root Doctor's poppet skill. I don't really like the effect, and thus I don't really like having it in there at all. But I gotta think about audience a little, and I know that people would be disappointed with there being a class like this without the ability to make voodoo dolls. I don't know what to do about it.

 

Read more... )
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Nov. 9th, 2009 @ 03:29 pm Announcing the Changer, Helter-Skelter, and Gloomdoll
More MADCorp employee handbooks: the Changer, Helter-Skelter, and Gloomdoll.

Read more... )
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Nov. 6th, 2009 @ 01:14 pm And now, the Shootist, Tank, and Cooler

Okay, I said I was going to do this once a week, but I got too excited. So sue me. Now We get the Shootist, Tank, and Cooler.

Read more... )
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Nov. 4th, 2009 @ 02:09 pm introducing the Hardcase, Junk Knight, and Maddog

The MADCorp employee handbooks continue with the Hardcase, Junk Knight, and Maddog, three more fighty classes.

Read more... )
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Oct. 28th, 2009 @ 02:09 pm (no subject)
Hey, for those of you who are interested in the whole MADCorp employee handbooks thing, I've got an exercise for you:

If you played a [insert class name here], what would you name him/her?
Of the options provided for starting equipment, what would you choose and why? (Feel free to ask any system questions that make it easier to choose.)
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Oct. 27th, 2009 @ 05:22 pm Introducing the Bruiser, Carver, and Crasher classes

 

I've been working on the Employee Handbooks for MADCorp: the game of corporate dungeoncrawling horror. These are pamphlets handed out to the players that explain the powers and special rules pertaining to their character's class. They're kinda fun, so I'd like to share the first batch, the Bruiser, Carver, and Crasher. All three of these are specialized towards direct physical conflict, but in different ways.

I want to invite discussion, comments, feedback, and questions! Even questions about what some of the system talk means. I'm not secretive about my design, and, in fact, the core rules would already be available if I had them all together in a readable form.



 

Read more... )
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Aug. 24th, 2009 @ 03:05 pm The Dealer's Guide to Spirits
from the work-in-progress Hex Rangers playtest document

from the work-in-progress Hex Rangers playtest document )

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Aug. 5th, 2009 @ 02:15 pm Coffee & Cigarettes Live Action Roleplay
COFFEE & CIGARETTES LIVE ACTION ROLEPLAY
inspired by the film by Jim Jarmusch

This game is for two players and a director.

Each player chooses a famous person to portray. A musician, actor, artist, writer, etc. They are meeting somewhere for some purpose. Coffee (and/or tea, if the characters are English) and cigarettes will be involved.

Players: between the two of you, decide why this meeting is taking place. Did one of you invite the other? For what purpose? Is that purpose concealed, to be revealed during the scene? Or is it a chance encounter?

Director: set the scene. Describe what the meeting place is like. Do you open the scene on one person waiting for the other? If so, who arrives first? Or do you open the scene with both characters already there?

The scene is played in real time, and is live action: everything you do, your character does; everything you say, your character says.

Players: the scene is not about coffee and cigarettes. It is not about the purpose of the meeting. It is about the relationship between your characters. Especially, it is about establishing and vying for status. You must introduce a conflict over status, and develop it through the scene, and finally come to some manner of resolution. Try offending the other person without being overtly offensive, and/or try taking offense when obviously none was meant, and/or try putting the other person off-balance with something unexpected. Use the coffee and cigarettes, your purpose of meeting, and your mutual celebrity as contact points for creating and developing the conflict.

Director: it is your job to keep the players on their toes and maintain the quality of the scene if things get out of hand. Anytime things seem to be flagging, or when the moment seems ripe, throw in a twist. Here are things you can do:

Change!
If you feel a player’s line could have been better than the one he said, you may call out “change!” The player must now say a different line. The line that was changed is treated as if it was never said; it will be cut out during editing.

Cut! Take it from…
If things are led to a dead-end or something otherwise dissatisfying, you may say “cut!” and direct the players to resume the scene from a specified previous line.

Introduce a minor character
Assume the role of a minor character and walk onto the scene. Like the players, you act your part live and in real time. Examples of this from the movie include the waiters in various scenes, Vinny Vella’s son, and the girl who gets Steve Coogan’s autograph (and fails to recognize Fred Molina). You can also try this off-stage as a phone call, like the one that Molina gets from Spike Jonzze.

Bird in the ear
You can direct the players to pause in the scene, then go whisper some information into one of the players’ ear. Whatever you tell him, the player should treat is as fact. Don’t worry that the other player didn’t hear it; this imbalance of information is precisely the intended effect.

Something happens
You can interject occurrences into the scene. Simply call out what happens, and let the players react to it as they will. Sound effects are very good as well.

Director: you will also call the end of the scene.

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Jun. 18th, 2009 @ 12:46 pm PLAY CONTEST: Rebellion in the Mushroom Kingdom
Tags: ,

This is a play contest. It sounded like a good idea. Partially because I don’t know of any having been done before, and partially because I’ve been wanting someone to play this scenario for a while.

 

THIS IS WHAT YOU MUST DO

 

Play at least one roleplaying session using the scenario provided below, and post an AP for it. You don’t have to go overboard on the fiction; major plot points will suffice. However, I do want considerable detail on how you use the system!

You may use any system you wish.

You are not required to play the scenario to completion (although you’re likely to get a higher score if you do).

 

SCORING

 

Entries will be scored based mostly on how well you choose and utilize a system for maximum relevance and effectiveness re: the scenario. Hacks have a special advantage here, but also a disadvantage in that they might be broken. Also, the more detailed and well-written your AP is, the bigger the advantage you will have.

 

A smaller portion of the score will be based on the awesomeness quotient of the fiction produced during play.

 
THE DEADLINE

August 1st, 'cause Lord knows it can take a while to get everyone together to play, especially something weird.
 

THE PRIZE

 

…uh, glory?

(Sorry, I don’t have anything to put up for a prize.)

 

THE SCENARIO: REBELLION IN THE MUSHROOM KINGDOM

 

This is based on the Super Mario Bros. series of video games, but altered. Imagine, if you will:

 

The Mushroom King as a divine-right monarch with dominion over all the various species and cultures of the so-called Mushroom Kingdom. The Mushroom People get the best, while the others are interfered with, ignored, and/or exploited.

The Goomba as the oppressed serfs of the Mushrooms.

The Koopa as a warrior culture, long subjugated by the Mushroom People. Their cousins the Hammer Clan as expert blacksmiths, the Boomerang Clan as nomadic herdsmen of the Koopahari desert, the Dry Bones as priestly keepers of the holy remains of the ancient beings that these various reptiles evolved from. The Mushroom People exploit the skills of the Hammer & Boomerang clan, and defile the tombs attended by the Dry Bones.

Princess Peach as a human who entered this world through some strange circumstance as a baby, raised as a Mushroom Person and adopted by the King. They called her Peach because of the tone of her skin relative to the fungus white of the Mushroom People.

The Snowies and Flurries as theocratic cultures of the frozen north, speaking a language that sounds like the movements of glaciers. They worship the great whales, who have been hunted to near-extinction by the Mushroom people.

The Pidgits as Sufi-like mystics, forbidden by the Mushroom People to practice their faith.

The Shys as an enterprising merchant culture and the Snifits as a technologically advanced engineering culture. Again, these talents are exploited by the Mushroom People.

Bowser as the most highly-evolved of the Koopa yet, and proven through lifelong struggle to be the strongest and most ruthless. By their customs, this entitles him to be chieftain. His rule is hard and ruthless, because that's what the Koopa WANT. He is, in effect, an elected official (contrast to the divine-right Mushroom King).

Kamek, Bowser's advisor, as the only sorcerer in the world, and a socialist with ambitions of political reform. He is low on the evolutionary ladder, and if not for his mysterious power he would be a second-class citizen of the Koopa. He sees in Bowser the tools for change and convinces Bowser to ally with the other oppressed cultures (who put aside their differences to unite against a common foe) and secede from the Mushroom King. Bowser names himself King of the Koopa, and the rebellion begins.

Of course, Bowser kidnaps Princess Peach. But here's why: unaware that Peach is not a fungus, he sees her and interprets her differences as evolutionary advancements. He sees in her the only woman in the world as evolved as he is, his only equal. She becomes an obsession, and he kidnaps her (at great personal risk) because he intends to marry her.

Enter into all of this Mario, who is just a plumber from the human world that ended up here by some strange circumstance. Taken in by the Mushroom People and fed on their power mushrooms, he grows to twice his normal height and his strength increases tenfold--making it second only to Bowser's. Toad, the King's chancellor, sees in Mario their chance to retrieve the Princess and turn the tide of the war. Filling Mario's head with propaganda, he convinces Mario to take on the role of champion of the Mushroom people. Trained in the use of the deadly fire flowers and power stars, he is sent on his mission.


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Apr. 18th, 2009 @ 11:27 am Lunar Notes


Inspired by John Harper's GHOST/ECHO and Lady Blackbird, I made Lunar Notes last night:





PDF page 1
PDF Page 2


I'm not as hot as John Harper with the layout, but I'm actually fairly pleased with how this looks visually. I surprised myself.

The bulleted lists in GHOST/ECHO were what jazzed me the most, so I emulated that. I actually had longer lists than what's in here, but decided to cut them down.

To elaborate on the gaming-related influences:
John Harper:  getting this party started
Vincent Baker: dice mechanic in Otherkind, and Cruel Fortunes in Poison'd (which you can kinda see in the way that one Condition can lead to another)
Luke Crane: Shades and Tests in Burning Wheel; if you squint, you can see that the number of Complications in this is actually the same as the Obstacle in BW
Ron Edwards: Binding rules in Sorcerer
David Berg: a conversation about another project of mine (American Wizards) that led directly to the Complication/Interference/Danger schema.

All of the pictures in this are Captain Beefheart stuff. That's the Captain himself with the trout (Spirit?) coming out of his saxophone on P1. On the left of P1, we have The Mascara Snake, who played guest bass clarinet on the Trout Mask Replica album. Low left on P1 we have a photo of Captain Beefheart's Magic Band in scary costumes, from the album Strictly Personal. On P2, we have guitarist Zoot Horn Rollo, from a picture from TMR.

The name "Lunar Notes" comes from the Captain Beefheart song "Big Eyed Beans From Venus," in which the Captain commands Zoot Horn Rollo to "hit that long, lunar note, and let it float."

Whaddya think?

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Mar. 12th, 2009 @ 12:45 pm Bonedogs update
It seems clear to me, now, that Bonedogs as imagined in the previous post would be best as a play-by-post experience.
This isn't a bad thing. Possibly a good thing, because there aren't any games that I know of that are made for play-by-post. But mostly it's just a thing.

Although I'm gradually wanting more and more to make it a party-of-adventurers thing. Maybe it can swing both ways.
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Mar. 10th, 2009 @ 04:48 pm BONEDOGS: dungeoneering, my way
You're a member of the Order of Bonedogs. You are exploring this old, abandoned house you found out in the wastes. You're looking for things of value to take home with you.

The first floor is like a normal house. But once you go upstairs or downstairs, it gets a little... weird.

There's another problem. You've just realized that someone else is here too, looking for the same thing you are. He could be way ahead of you, or he could be right behind you.

He won't hesitate to kill you, given the chance. But, then, you won't hesitate to kill him, either. After all, the Order has Rules.

YOUR CHARACTER
You have stats. I haven't decided what they are yet. One of them is Nerve, and another is Hands or something like that. You roll them randomly, based on your class.

You have skills. These don't have scores; they simply allow special things to be done and/or provide bonuses. Different classes have different skills available.

You have stuff what you have stored at home, but on the hunt you have what stuff you can carry. This is important because you have to carry the treasure too, so pack light.

There is no experience system. This is because your character is disposable. He will die a lot. When he dies, his appointed heir in the Order inherits his stuff. Your next character is that heir.

STUFF
Stuff is disposable. Equipment is destroyed, lost, stolen, or discarded to make room for other things. Guns are around, but bullets are hard to come by. Mostly you will be improvising.

DUNGEONS
Dungeons are ghost towns, abandoned high-rises, old mansions, bomb shelters, mines, etc. They get weirder the deeper you go into them, and more dangerous. The most dangerous floor has a guaranteed high-quality treasure on it. Otherwise, the only treasure you will find is what you get from digging around in drawers and such, which is a rare result on a rolling table.

Some of the dungeon is pre-determined. Most of it is rolled. The floorplan is set, as far as where the rooms are and what shape they are, but what is in them is rolled by the GM. This includes stairs to the next floor, and the treasure room in the deepest floor.

Monsters are rare and truly dangerous. Kill from safety if you can; lead them into your opponents' laps if you can; but you probably better just avoid them.

PLAYING
As players, you each create a Bonedog. You will all be hunting in the same house, which means killing each other is fair game. You all enter at different points. You explore the house looking for valuables, and preparing to kill each other, given the chance. Direct conflict is dangerous; better go with a sneak attack or traps.

As GM, I have a map of the dungeon. I don't show it to the players. I simply describe the rooms to them. None of them know where they are relative to each other. They can't even be quite sure whether they've been in the same rooms -- different characters get different descriptions, based on their stats and skills.

WINNING
Short-term, the winner is the person who lives through it. If more than one guy lived, the winner is the one with the most treasure (i.e., only valuable stuff; probably not useful stuff). Long-term, you want to have the most treasure overall, and the fewest character deaths.

THE THING
There's more to it than the exercise of getting in, killing each other, and getting out with the Gold. The game isn't "balanced." Not all strategies will be valid. You will have to experiment and discover for yourself what things are actually useful, and useful for your style. That's what we're actually Stepping Up about: who can grok this shit the best and fastest. Because that's the guy gonna come out with the most treasure and the fewest deaths.
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Mar. 3rd, 2009 @ 12:09 pm DOUBLE CRAZY BICYCLE GO!

WHAT ABOUT A GAME ABOUT CRAZY MADCAP ANIME BICYCLE RACING?

They race everywhere: deserts, mountains, jungles, tundra, haunted castles, volcanoes, everywhere.

 

Every environment would have a set of Hazards that are drawn from a deck at intervals and placed onto the track. Sand storms, avalanches, anaconda attacks, abominable snowmen, ghosts, lava flows, etc.

 

Racers’ positions would be tracked relative to each other on a grid. At the beginning of each turn, you can move one “space” forward, backward, left, or right, in order to position yourself against Hazards and into optimal position for Special Moves. Do this one person at a time, in turn from first place to last (you can’t see what people behind you are doing very well, so you don’t get to react to their choices).

 

DID I JUST SAY SPECIAL MOVES?

Make ‘em up, write ‘em on index cards. That’s your Special Move Deck. You should totally give them crazy names and descriptions. You also should totally strike poses and/or say catch-phrases when using them.

 

You get, say, 20 points worth of special moves. That is, the point-values of their effects must total up to 20. You can take negative effects to buy down the point value of a move.

 

You can play one special move per turn (or use an item instead; see below). Everyone reveals their special moves at the same time. All effects are simultaneous – if your move changes your position and mine hits you, they both happen (even if you get knocked down by the hit). In other words, there’s no initiative. After moves are resolved, all used moves go face-down on the table. Only you can look at your Used Moves Pile. When all your moves are used, you get them all back again.

 

Special moves have:

 

a CONDITION: when the move can be used. Allowed conditions are:

            When behind a racer

            When in front of a racer

            When neck-and-neck with a racer

            When your front is clear

            When your rear is clear

            When your flank is clear

            After charging up (place your move card face-down in front of you; you do nothing this turn; next turn, instead of playing a new move, flip this one over)

 

Distances are irrelevant for conditions (although not necessarily for the move itself! See Range below). First condition is free. Extra conditions are 2 points each.

 

SPEED: how far you advance on the track when using this move. 0 Speed means no change, and is free. +X Speed means you move X spaces ahead. –X Speed means you move X spaces backward. Cost is 1 per Speed

 

HIT & POWER: this move hits someone. Power is the likelihood of knocking someone down. 0 Power means you roll one die. +X Power means you roll 1+X dice and take the best. –X Power means you roll 1+X dice and take the worst. Each Hit effect can only hit one racer; if you want to hit more than one, you have to purchase multiple Hit effects (and also Range, below). Cost 1 for Hit plus 1 per Power (so, Hit: Power -1 is free!).

 

RANGE: the effective range of a Hit. Define the affected area relative to your racer. You get one space free; additional spaces cost 1 each. They don’t have to be contiguous! You could have a super blast attack that skips ahead two spaces, then affects a 3x3 block; or a spinning blade attack that affects the area around you.

 

DEFENSE: guards against being knocked down by Hits. 0 Defense means you roll one die. +X Defense means you roll 1+X dice and take the best. –X Defense means you roll 1+X dice and take the worst. Cost is 1 per Defense.

 

EVADE: guards against being knocked down by a Hazard. Works just like Defense, except it only works on Hazards (Defense only works on Hits).

 

BEING KNOCKED DOWN

When faced with a Hazard, roll your Evade vs. the Hazard’s score. If your roll is higher, you stay on your bike. If the Hazard’s roll is higher, you get knocked down.

 

When Hit, roll your Defense vs. the attacker’s Power. If your roll is higher, you stay on your bike. If the attacker’s roll is higher, you get knocked down.

 

If you ride into the same space as another racer, you both get knocked down automatically.

 

When knocked down, your position stays where it was at the end of that turn until you get on your bike again. So, you’ll probably drop behind.

 

Keep track of how many times you get knocked down in a single race. The number of times you get knocked down is how many turns you lose before you can get on your bike again. So, if this is the third time you’ve been knocked down, you do nothing for the next three turns but sit there. If you get knocked down ten times, you’re out of the race! You get knocked into the stratosphere and vanish with a twinkle, or your bicycle explodes, or something else appropriate.

 

YOU GOTTA HAVE HEART!

Racers start the game with 5 Heart. You get 5 back at the beginning of each race, plus whatever you had left over from the last one.

 

Choose what condition you gain Heart in:

            When in last place: +1 per turn, to a max of 5 per race

            When reaching first place: +5, once per race

            When in second place: +1 per turn, to a max of 5 per race

            When Hit: +1, to a max of 5 per race

            When Hitting someone: +1, to a max of 5 per race

            When knocking someone down: +5, once per race

            When knocked down: +5, once per race

            When passed: +1, to a max of 5 per race

            When passing someone: +1, to a max of 5 per race

            When Hazards appear: +1, to a max of 5 per race

           

Spend 1 Heart to:

            Add 1 to any effect on an item or move, for 1 turn; do this before rolling. You may do this as much as you like as long as you have enough Heart to spend.

            Re-roll any of your dice; this includes dice granted by the above. You may do this as much as you like as long as you have enough Heart to spend.

            Reduce the time it takes to get back on your bike by 1 turn, to a minimum of 1

            Reclaim a used move from your pile; you get to look through it and pick the one you want. You can even use it this turn if you want!

           

ITEM PICKUPS

Items are drawn from the same deck as Hazards (they’re mixed in; one card per turn is drawn). When an item is drawn, it is placed on the track in a random square. Whoever reaches that square first gets the item.

 

Items can have all the same effects that special moves do. They can also have other effects, like temporary invincibility, swapping places with another racer, homing attacks, Heart restoration, temporary boosts to effects, creating Hazards (e.g. landmines, spikes, banana peels).

 

All items may be used once, then they’re gone. You can carry only 1 item at a time. If you’re already carrying an item when you reach an item pickup, you can swap them or leave the pickup behind. Dropping an unused item means that other people can pick it up!

 

 

TO BE DONE

Crazy track concepts with Hazards to match

Crazy items

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Feb. 26th, 2009 @ 04:23 pm [Rustbelt] de-ashcanification stage one: I need your eyes!


So, I've got a draft of a new Rustbelt text. I'm not happy with it yet, but I don't know what to do to fix it. Specifically, I'm not satisfied with the "Playing the Game" and "GM Guide" chapters. And there's a few other issues that I don't feel I've covered properly, like abstraction and scale in resolution, and how the Rust behaves, and how to use the Price as an effect mechanic (and I can't even explain what I mean by that last one). I'm too close to the damned thing, having worked at it feverishly for the past week or so. I'm so close that I can't even see it without crossing my eyes, which hurts.

So what I need is some other eyes, some eyes at a distance. I'd like to solicit the help of any and all ashcan customers who want to take a look at this thing and give me some thoughts on it. If you've got the ashcan, just drop me a line and I'll email you the text. (Also tell me your email, if we've never exchanged emails before)

There's been a few small rule changes, too. Some little tweaks to some of the Psyche mechanics, and also a new Deadlock mechanic that I like way more than the old one (everyone was bidding high numbers all the time, and it just got predictable and boring).

So, if you wanna take a look at this, speak up! Any and all insights are invaluable, even (especially) the ones that seem super-obvious to you.

-Marshall

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Jan. 8th, 2009 @ 06:28 pm I can't do
THINGS I'M SUPPOSED TO BE DOING
Numbers indicating ostensible priority, numbers in parentheses indicating my actual will at-the-moment to do it: 

1 (5).  Continuation of the "Story Made Simple" article
2 (4).  The Rustbelt 1st Edition (including artwork)
3 (1).  Reading lots and lots of comics as part of my research for MASK
4 (2).  Working on MASK, and organizing a playstorming session
5 (3).  Preparing to start a shitstorm on RPGNet centered around Rustbelt 1st Ed. (when it is ready) as a publicity stunt
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Dec. 11th, 2008 @ 12:44 pm The Four Wizards


THE FOUR WIZARDS

The king needed a new court magician.  The previous one had blown himself, along with two pages, a chambermaid, a horse, and three geese, to hell and breakfast in an unfortunate and tragically avoidable accident of alchemical origin.  Therefore, a replacement was in order.

The summons went out to all corners of the kingdom, and it was answered by four wizards.  They each held an audience with the king, in which they made their introductions.

The first, Al Rabaz, was the eldest and most renowned.  He was gangly, dressed in robes embroidered with cabalistical symbols, and had a dark grey beard that reached nearly to the floor.  He bowed low before the king, showing marvelously white teeth in a wide smile beneath starry eyes, and his beard did touch the floor. 

Second was Capello, who appeared to be in his forties.  He was the tallest, and wore tightly trimmed robes that accented this feature.  His beard was short, pointed, and immaculately groomed.  He stroked it with his long, spidery fingers as gave a bow that was not sardonic enough to have him beheaded, but enough to still be sardonic.

The third was the youngest and called Weston.  He wore a battered black felt hat, with a wide traveler's brim, and a dashing brown cloak over a bright red waistcoat.  His beard was three days worth of stubble.  His bow was expansive and exaggerated, but sincere; he was just an expansive and exaggerated sort of person.

The fourth was only slightly older than Weston, and was the only woman.  She gave her name as Juniper.  Her dress was common, and her boots were worn, but her poise was invincible.  She curtsied, and her smile, quiet, solid, knowing, full of aplomb but not pride, never left her face.

The king's minister said that they would be given a test, and whoever displayed the most wisdom in this test would be chosen as the new magician.  They were each given a silver spoon, identical in all ways; the task was to bend it.

Al Rabaz was the first.  He took his spoon to a cave he knew of where mystical forces would converge in such a way as to bend the spoon overnight.  He returned the next day with the bent spoon, and with three witnesses, all of whom seemed to have acquired an alarming stoop (while the wizard's own swayed back seemed to have straightened considerably).

The king and the minister were unimpressed.

Capello, knowing that the king and his minister would value a man of faster means, set to work immediately drawing a magic circle, right there on the throne room floor.  He placed his spoon in the circle, swallowed a draught of some indeterminate viscous substance, and commenced chanting.  Within a minute, the spoon was bent, and Capello was bleeding slightly from one nostril.

The king raised an eyebrow, and the minister scowled.

Weston, knowing of the previous court magician's embarassing and costly demise, knew that a wizard who demonstrated practicality as well as efficiency would be more to the king's laughing.  He held the spoon high, drew back his hand as if to make a magical pass, then broke into short laughter for a second.  Resuming his propriety, he held the haft of the spoon in one hand, the bowl in the other, and bent it by main strength (which was not hard in the least, given the purity of the silver).

The minister was at first shocked at the gall of the young wizard, but the king burst into robust, appreciative laughter, and the minister soon followed.

All this time, Juniper's smile had not wavered.  Even now it remained the same, although the sparkle in her eyes had increased exponentially, as she held the spoon high above her head, and then let it drop.  Upon hitting the hard flagstones of the floor, the spoon was bent by the force of its own momentum.

Juniper was hired immediately.  Al Rabaz suffered a stroke from sheer exasperation and indignation.  Capello would have strangled Juniper, had not Weston (who had, just that moment, fallen in love with the young wizardess) stepped in a broke the slimy goat's nose (causing it to bleed copiously now from both nostrils).

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Dec. 3rd, 2008 @ 11:43 am Story Made Simple, pt. 2
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YOUR INSTRUMENT

A musical instrument could be described as a collection of techniques for producing an expression in musical form. That is, you could think of a guitar as a physical object representing the collection of several musical techniques, including barre chords, arpeggio, harmonics, chicken pickin’, bends, rasgueado, the golpe, and so many other things it would take a book to list and describe them all (which is why they write such books). All of these techniques have effects when applied to actual musical passage, and the musician chooses from among them to create the kind of music he wants. 

 

When you endeavor to make a story in gaming, your instrument is the game.

 

First order of business: look at the game text you will be using. Game texts consist of three things: source, techniques, and advice on how to use those techniques. Setting details, illustrations, maps, original fiction, references to outside fiction; that’s source. Rules, mechanics, charts, divisions of authority, prep outlines; those are techniques. And the advice is anywhere the author tells you what such-and-such rule is for, when to bring such-and-such mechanic into play.

 

Consider the kind of story you’d like to make. Take whatever source seems potentially appropriate, and put in your bag of tricks. Look at the techniques, then look at the advice. Take whatever advice is applicable to what you’re trying to do, and keep it in mind; ignore the rest.

 

Now it’s time to look at the techniques again, and look at them hard. What you’re looking for in the techniques is ways to use them to facilitate the Five Easy Steps. And there’s surprisingly few techniques out there that can’t be turned to this purpose with a little ingenuity.

 

CHARACTER TECHNIQUES

When you create a character, you need to be doing it with an eye to Step 3. That is, you need to be thinking about what kind of person the character is, and how that can be reflected in his actions.

 

There’s good news here: every game that I’ve ever read has techniques that you can use for this.

 

The straightest path is something where you just write out a statement of who the character is. This will get the job done, but you also want things that will interface with other mechanics, for reasons I’ll try to explain further on.

 

Perhaps the most obvious technique for this is the DitV-style trait. Traits are all about describing what sort of person the character is. The dice value attached to it tells us even more; there’s a world difference between “I love my old rifle 1d4” and “I love my old rifle 3d10.” For a fun little thing, consider a character with “Fast draw 3d12” and another character with “Fastest draw in the West 2d8.” First guy’s got better dice; is he faster than the other? Heck no! It says right there that he’s fastest draw in the West, so bygod he is. But those dice values do say that the first guy is more likely to get things done by using his fast draw than the other guy.

 

Another one that’s pretty obvious is D&D-style alignment. You can tell by a guy’s Chaotic Good alignment that he doesn’t give a shit for laws, social mores, or codes of conduct, but he doesn’t want to be cruel or manipulative of others, and he’ll probably stand up against cruelty when it shows up. You can tell by a guy’s Lawful Evil alignment that he could dedicate himself to bringing order and hegemony to the galaxy, even if that means blowing up planets and choking the shit out of his own guys.

 

A little but further out, you’ve got classes. When someone writes down “Paladin” on their character sheet, then right away you know that this character will be the kind of person to uphold chivalrous ideals, sacrifice himself for the greater good, and destroy evil wherever it is to be found. What does it tell you about a character when the sheet says “Ranger”? “Barbarian”? “Necromancer”?

 

But you can even use plain old scores like attributes and skills. Let’s say I write down on my character’s sheet, “Lvl. 5 Rifle Arts” (not a skill schema I’ve actually seen, but I love the way it sounds). Now, if I wasn’t after story, I could have made that choice for any number of reasons. But since I am after story, and I’ve got my eye on Step #3, my reason for making that choice is to make a statement about my character. It’s not a random thing that he’s got Lvl. 5 Rifle Arts – marksmanship is part of who he is. Encapsulated in that one skill score is his knowledge of rifles, his potential to bring that ability to bear in a conflict, and an implied history in which he learned the skill (his mentor, his favorite gun, the best shot he ever made, his first kill, etc.). Guns mean something to him, and a gun means something in his hands. Every decision to use a gun will reflect on him, and so will every decision not to use a gun.

 

Even the plainest-jane scores like Strength and Wisdom can be turned to this purpose. Of course, more colorful ones help. This is why The Rustbelt has attributes like Grizzled, Cagey, and Uncanny. kill puppies for satan blew my mind with its schema of Mean, Cold, Fucked Up, and Relentless. Despite what the book’s explanation of the stats, Mean is not the same as Strength, nor Cold the same as Intelligence. You don’t roll Mean when you’re doing something requiring strength – you roll it when you’re being a mean motherfucker.

 

Develop an eye for this. Get out a game book, any game book, and look at the character model. Look at an individual piece of it and think, “How can I use this to make a statement about a character?” As an exercise, try matching up particular character techniques with particular kinds of stories.

 

SITUATION TECHNIQUES

Steps 1 and 2 are very closely entangled. They’re like conjoined twins. The characters don’t mean anything without a situation, and the situation doesn’t mean anything without the characters. And if you screw one up, you’ve pretty much screwed the other one too. Situation is the cement powder, and character is the water, and together the make the foundation on which the story is constructed.

 

What a situation technique needs is a way to set up the various elements of the situation, a way to get the characters involved (i.e. provide their position to do something about it, and reason to care), a way to make that situation untenable. These don’t have to come in any order.

 

There are plenty of great situation techniques out there – IAWA’s Oracles and Best Interests, Sorcerer’s Kickers and Relationship Maps, DitV’s Town Creation – that will get you untenable situations easily and obviously. As long as you handle them with an eye towards Steps 3 and 4, it’s hard to mess them up. 

 

In My Life With Master, you know from the moment that you create the Master that the situation is untenable. As long as the Master lives, there can be no peace, only fear that leads to horror. Type, Aspect, Fear, and Reason, combined with the Master’s specific details, tell you a great deal about the situation itself, even before any other details are fleshed out. They also tell you how to get the PCs involved – as the advice in the book suggests, pointing the minions’ More Than Human and Less Than Human traits at the Master’s traits gives you plenty of wood for the fire. As for the minions’ reason to care, that’s taken care of by the dysfunctional relationship between them and the Master.

 

Trollbabe has an interesting setup in that the situation may be quite horrible, but it’s pretty much stable until the trollbabe arrives. It’s the trollbabe’s very presence that makes the situation untenable, and cleverly it’s because she’s in a position to do something about it. (‘Cause she’s a trollbabe! Just look at her; she’s like, “I will fuck you up!”) Her reason to care is that everyone on all sides is pushing and pulling for her to do something about it, because she’s in a position to do something about it, and they want her to do it their way.

 

Poison’d has another interesting setup, in that the initial situation is always the same: Captain “Brimstone” Jack has been poisoned by the cook, who has just been apprehended. The characters can’t help but care about it – the assassin must be dealt with, and someone must be captain. This situation is immediately untenable because the characters are a) desperate and capable of brutality, b) sworn to each other, and c) pursuing conflicting and often mutually-exclusive personal goals. The fact that one of them is now captain puts such a strain on that arrangement that the latent conflicts cannot remain so for long.

 

But what if the game you’re using doesn’t provide something like this? Many games don’t. In that case, you’ve got to craft situation from the ground up. Pull some of that source out of your bag of tricks, and that will help out a great deal. Remember that it’s got to be untenable, and provide the characters with a reason to care and a position to do something about it.

 

There’s four general ways (that I know of) to do this: characters + situation, situation + characters, situation = characters, and characters = situation.

 

Characters + Situation: this means starting with characters, then coming up with a situation targeted at their personal issues (as determined in Step 1). The situation is crafted deliberately to offer relevant opportunities (for a price!), put strain on relationships, threaten things held dear, and pose dilemmas. This requires characters that are pretty well fleshed out from the beginning, and, in my experience, works best when setting is loosely defined. (This is also the method with which I am most familiar, and is codified into situation techniques in my game The Rustbelt; this is probably why I listed Steps 1 and 2 in the order I did.)

 

Situation + Characters: this means starting with a situation, then dropping some characters into it. Typically in this setup, the characters are outsiders, so the issue of giving them a reason to care can be tricky, requiring some communication between the creator of the situation and the creators of the characters in order to produce viable characters. One way (of many possible ways) to handle that issue is to make it the characters’ jobs to care. If the situation is a fantasy thing with a villain threatening innocents, perhaps the PCs are a band of knights errant, sworn to root out evil throughout the kingdom. If the situation is a modern-day thing with a malevolent supernatural entity lurking in a small town, perhaps the PCs are a close-knit group of weirdos and esotericists who have taken it upon themselves to hunt such entities, because they’re the only ones who a) believe in them and b) know how to deal with them (hm. Sounds like Eerie, Indiana: the RPG). With this method, detailed setting tends to be more important than detailed characters.

 

Situation = Characters: this means starting with a situation that implies characters, and using them as the PCs. That’s what happens when you use Oracles – the Oracles just provide you a technique for doing this, rather than requiring you to do it on your own. For this to work, the situation must hinge on several persons who already are in conflict, are in a position to do something about it, and have reasons to care. From there, it’s just a matter of people choosing which ones they want to play.

 

Characters = Situation: this means starting with characters who, more-or-less by themselves, imply a situation. In creating the characters, you deliberately aim them at each other’s issues, such that by simply being who they are and being in close proximity, conflict ensues. Or you create the characters and then find a way to aim them at each other; either way works. They have reason to care because the conflicts stem from them personally. This is what Poison’d does for you (with the death of the captain being just a kick-start), and it is also how you make Wuthering Heights Roleplay rock on ice.

 

STAY TUNED FOR PART 3, IN WHICH WE BUILD ON THE FOUNDATION OF CHARACTER & SITUATION

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Dec. 2nd, 2008 @ 12:32 pm Story Made Simple, pt. 1
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(crossposted with Story Games)

LIT 101 IN A NUTSHELL

Let’s start with the first thing here: how, generally speaking, is a story created? Five easy steps:

 

1)      Create a fictional character.  Or more, if you want, but let’s use one guy for this explanation. We’ll call this guy “the protagonist.”

2)      Put the protagonist in an untenable situation that demands action on his part. For the situation to demand action from the protagonist, he must a) be in a position to do something about it, and b) have some reason to care about it. His position can be desperate (or not), and his reason can be personal (or not).

3)      Have the protagonist take action stemming from his personal fiber. His actions must reflect, in some way, what kind of person he is. Whether this means keeping in line with his personal tenets, breaking from them, or some combination thereof.

4)      Have the situation react to the protagonist’s actions. This one’s pretty straightforward, right? This is where the situation pushes back, usually through one or more antagonists.

5)      Continue the action until the situation resolves (becomes tenable again) in some way due in some part to the protagonist’s actions. The situation can resolve for better or for worse. The protagonist’s actions might save the day or spell doom for everyone; it doesn’t matter, as long as his actions actually had some manner of impact on how the thing resolved.

 

And you’re done. You’ve just created a story. If you do those five things, you create a story, whether you mean to or not. And you know what else? If you look at that story, if you look at how certain actions led to certain outcomes in the plot, and the reasons behind those actions, and above all look at the ultimate resolution of it all, you will find that the story expresses a theme, a meaning, a statement on some aspect of the human experience. Whether you meant it to or not.

 

If you’re gonna make a story, there’s an advantage do doing this stuff on purpose, being attentive and mindful of the process: it will be easier to make a story that you find satisfying.

 

How do you find theme in a story? Well, first off, lemme say that with most people, theme registers unconsciously. It’s why stories resonate with you, and it’s where that feeling of satisfaction comes from when you finish reading a story that really resonated. It’s why a movie with stunning production but a poor script can leave you feeling empty (see Terminator 3), and it’s why a movie with sub-par acting and production can be redeemed by a good script (see Terminator). You don’t have to analyze theme to enjoy stories, or to create them.

 

Odds are, however, that getting into the habit of analyzing stories for theme will make your experience of stories (enjoying and creating) that much more rich and resonant. Now, this is, in fact, a skill. It’s like learning to understand jazz or classical music. (Note that I didn’t say “learning to like”; whether you like it or not is a different matter. I’m talking about understanding it.)

 

That’s Lit 101 in a nutshell, and it’s the bare minimum you need to make stories intentionally.

 

THEME & THE DEATH STAR

Let’s look at an example.  F’rinstance, when Luke destroys the Death Star by a) listening to the memory of his mentor, b) turning off his targeting computer, and c) using the Force instead. That seems to be saying something about being guided by faith, instinct, and your heart rather than by cold reason. Since it works, it seems to be saying something positive about those things. That it’s good to be guided by faith, instinct, and heart rather than by cold reason alone. (If it hadn’t worked, we’d be looking at a statement against hokey religions and sentimentality, in favor of cold, clear reason.) Whether you agree with that statement or not is a different matter; it’s merely an argument that the story is presenting. Which is what a theme is.

 

Now, putting it in a simple sentence might seem a drastic simplification. That’s because it is. It took a whole damn movie to make the statement that Star Wars (or, fine, fine, Star Wars Episode IV: a New Hope) makes; it doesn’t really come down to one sentence, or even to one moment. Expressing in such a way is just an abstraction, something that points at the heart of the story, the true theme, which is something that really can’t be expressed precisely into a simple statement – but it can be expressed through a story.

 

The context is very, very important. Notice how the Empire can be interpreted to represent cold reason over faith and heart. They are dedicated to bringing order and hegemony to the galaxy, even if that means blowing up planets and choking the shit out of your own guys. Do you see how the movie shows us that, by having the Empire actually blow up a planet, and by having Darth Vader actually choke the shit out of one of his own guys? Look at how cold and antiseptic their ships’ interiors are; compare that to the rugged interior of the Millenium Falcon. Compare the Empire’s ominous, de-personalizing uniforms to the ragged robes, travelworn shirts & pants, and thick, matted fur of the heroes. See how one side could be said to stand for cold reason, and the other for heart, faith, and instinct?

 

GREEKS & VIOLENCE

Let’s take a moment from the Iliad by Homer. Achilles, the greatest warrior on the Greek side of the war, has just killed Hector, the greatest warrior on the Trojan side. He ties Hector’s corpse to the back of his chariot and drags it around the walls at top speed, shouting and exhulting, glorying in the might and skill and prowess proved by his deadly deed. When Achilles is done with that, Hector’s father comes out from the gates into the No-Man’s-Land, runs to his fallen son, and weeps. Then Achilles approaches the old man, embraces him, and weeps also.

 

Put that in your story-pipe and smoke it. The Iliad is complicated, nuanced, and sometimes ambiguous. I certainly can’t state the theme in a simple sentence. The Iliad is, among other things, a serious statement on man’s sordid love affair with violence, all the more so because it acknowledges both the horror and the beauty of it. Unlike Star Wars, it doesn’t draw clear-cut lines around things. It doesn’t say, “here’s violence, and here’s love, and here’s why one is better.” What it does is show us people caught up in the unarrested momentum of violence, reveling in its glories, and weeping at its horrors. We see suffering breed suffering, and we see love breed suffering also. (And, those of you who have read The Rustbelt, do you see why I cite the Iliad as an influence?)

 

Here, let’s look at the related play, Agamemnon by Aeschylus. Agamemnon sacrificed his daughter to Artemis so that the Greek ships would have the wind they needed to reach Troy. When he gets home, his wife Clytemnestra kills him for it. Then their son, Orestes, kills Clytemnestra for killing his father. Orestes is put on trial for this, and acquitted of charges: his actions are found to be just.

 

Look at that. Agamemnon kills his own daughter so that his army can get to a city where they will kill more people, and many of their own people will be killed, and society calls it a “sacrifice.” Clytemnestra is like, “fuck that, you killed my daughter,” so she takes revenge. Society calls that killing “murder.” When Orestes kills her, his own mother, society calls it “justice.”

 

There’s even a little more to it: Clytemnestra doesn’t kill Agamemnon alone, she does it with the aid of her lover, Aegisthus, who is avenging the hideous murders of his brothers at the hand of Agamemnon’s late father, Atreus. Orestes also kills Aegisthus, and is acquitted of that charge as well. There’s also the fact that the court system that acquitted Orestes was a new thing, replacing the traditional system of justice in which murder was avenged by the next of kin, only to have the avenger himself revenged upon, in a bloody cycle; so, perhaps, from all this suffering, some wisdom of civilization was born.

 

Put that in your story-pipe and smoke it. See the cycle of violence? See the inability of man to break free from it? See the minds of men finally justifying it, to put an end to it? Or are they just justifying it to shield themselves from the horror of it?

 

CONFLICT, ESCALATION, & WHY HAN SOLO SHOT FIRST

In Lit 101 terms, the thing that makes the situation untenable is called the conflict. When this conflict is finally dealt with, the situation is once again tenable. But the conflict is never dealt with easily. It takes a big bang, like blowing up the Death Star, to do it. That big bang is what Lit types call a climax.

 

To get to the climax, you gotta raise the stakes of the conflict. Lit types call this the escalation or the rising action. It starts where the conflict is introduced, and climbs gradually upward until you hit the climax.

 

Let’s go back to Star Wars. It starts with a young man inadvertently receiving a mysterious message, and it ends up with that same young man blowing up the Death Star. Now look at the escalation between those two points: Luke’s family is killed, he learns that the Empire is behind this, he learns that the Dark Lord holding the reins killed his father, he is forced to hook up with smugglers, Leia’s planet is blown up, the wrath of the Empire is turned directly at Luke and his comrades for rescuing Leia, Luke’s mentor is killed by the same man who killed his father. (Never mind that Darth Vader is his father; I’m speaking strictly within the bounds of Episode IV, as the story would be understood when it was the only film of the series made. But, just for fun, know this: when Darth Vader reveals that he is Luke’s father in Episode V, that’s – you guessed it – escalation.)

 

That’s some bog-standard escalation, in some very obvious terms. There are, of course, ways to make escalation more gripping, and there are ways that it can fail to be gripping. Let’s take it to the tape. You probably know that there’s two versions of the Mos Eisley scene: one in which Greedo shoots first, and one in which Han Solo shoots first. I prefer the one where Han shoots first. Lemme tell you why.

 

In story terms, it’s escalation that Luke has to partner with smugglers – criminals – in order to accomplish his goals. He’s already a farm boy in over his head, and now he’s even more over his head. But there’s a thing here. If we know that Han Solo is trustworthy, a good guy, then that’s not much escalation; where’s the tension? It’s far more interesting if we don’t know whether Han Solo is trustworthy, at least not yet. Even better is if we’re shown evidence suggesting that Han Solo really might be untrustworthy. That’s why he shoots first: to make Luke and the audience seriously wonder if Han can be trusted. 

 

Do you see how “Luke hooks up with shady characters” is more escalation than “Luke acquires more allies”? More escalation is a good thing (assuming that you don’t jump the conflict, forcing a premature climax). The more the conflict escalates, the greater the impact of the climax. Develop an eye for this. Watch your favorite movies, read your favorite books, and look for the little pieces of escalation.

 

STAY TUNED FOR PART 2, IN WHICH I START ACTUALLY APPLYING THIS STUFF TO GAMING

 

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