draft/wind06feb02.txt
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    10 
       
    11 
       
    12       Wind in the Flowers: Re-inventing a Game
       
    13 
       
    14 
       
    15     Treachery
       
    16 
       
    17 *R. Sean Borgstrom*
       
    18 February 6, 2002
       
    19 	
       
    20 We wanted to make the new *Nobilis* easy to run. As part of this effort,
       
    21 I wrote a sample campaign for inclusion in the new edition. This
       
    22 campaign, */Treachery/*, shows by example how to build individual
       
    23 stories, a grand storyline, and key non-player characters for a
       
    24 *Nobilis* game. It's also suitable for immediate use in play.
       
    25 
       
    26 The standard format for prewritten roleplaying campaigns didn't work,
       
    27 for two reasons. First, most players don't like to buy a campaign
       
    28 they'll be playing in. It might spoil their fun. However, I expect
       
    29 players to buy the main book, and I want them to get full value from the
       
    30 campaign. I want them to read */Treachery/* and benefit thereby. I want
       
    31 them to use the non-player characters as sample characters, helping them
       
    32 design their PCs. I want them to use the stories as benchmarks for their
       
    33 understanding of the world. I want them to build their characters to fit
       
    34 the grand storyline in interesting or amusing ways. That's one reason
       
    35 that the standard format didn't fit.
       
    36 
       
    37 The other reason standard ideas didn't work is that a sample campaign
       
    38 should sit squarely in the middle of the space of possible campaigns. I
       
    39 wanted */Treachery/* to be completely playable /but/ also a solid source
       
    40 of ideas and material for locally designed campaigns. It had to reflect
       
    41 a normal *Nobilis* game, because I can't tell from here which way a
       
    42 local campaign deviates from the norm. The problem is, a typical
       
    43 *Nobilis* game focuses heavily on PC interaction with their peers. It's
       
    44 not easy or even appropriate to script that interaction in advance.
       
    45 
       
    46 I knew the basic solution to the first problem from the beginning. Most
       
    47 of the material needed to be story /components/ -- building blocks for
       
    48 stories, rather than prewritten "adventures". I needed some actual story
       
    49 writeups, too. /These/ had to be information-rich challenges. That is,
       
    50 in each story, the player characters know the core of their problem up
       
    51 front -- just like players who peeked would.
       
    52 
       
    53 Whether they had to resolve a moral dilemma, or unravel a mystery under
       
    54 difficult circumstances, or crack a seemingly unsolvable problem, the
       
    55 PCs would understand what they had to do. Actually /doing/ it would
       
    56 require a complex, carefully-executed plan. The unfolding of the player
       
    57 characters' plan, and any complications that arose, would form the core
       
    58 of the story.
       
    59 
       
    60 After I worked these ideas out, building a player-readable campaign was
       
    61 more of a craft than an art. It wasn't uniformly successful -- I can see
       
    62 someone asking their group not to read the *Stories* section until after
       
    63 the first adventure, for example. At the same time, I'm pretty sure that
       
    64 if a player sneakily or accidentally reads those sections, it would only
       
    65 trim a small bit off of their fun.
       
    66 
       
    67 The other problem was designing a campaign based on social interaction.
       
    68 Here's the key problem, in my mind, with writing up a social campaign
       
    69 ahead of time. Most non-player characters have a limited number of
       
    70 opportunities to interact with the player characters. /If/ an NPC
       
    71 "clicks" with the player characters during one of those opportunities,
       
    72 developing a meaningful friendship, rivalry, love, hate, enmity, or even
       
    73 a strong relationship based on the exchange of favors, then that NPC
       
    74 becomes a "regular" -- a meaningful part of the game. If that doesn't
       
    75 happen, then the character fades into the background. A character can
       
    76 /easily/ miss all of their opportunities to click, even if they're a
       
    77 good match with the game.
       
    78 
       
    79 In one story, the player characters don't have time to deal with them.
       
    80 In another, the person running the game simplifies them right out of the
       
    81 storyline. Most of the work in designing a social campaign goes to
       
    82 creating good, useful, flexible non-player characters. If even one such
       
    83 character shuffles permanently off to the sidelines due to bad luck,
       
    84 it's a substantial part of the campaign writeup that that player group
       
    85 receives no value from.
       
    86 
       
    87 To solve this problem, I needed non-player characters with an unlimited
       
    88 number of opportunities to interact with the PCs. Such NPCs are hard to
       
    89 create -- but fortunately the *Nobilis* setting gave me the perfect
       
    90 solution. The PCs and other major characters in *Nobilis* each embody,
       
    91 represent, and protect one aspect of the nature of the world.
       
    92 
       
    93 In stories where a given aspect of reality becomes important, there's a
       
    94 minor genre expectation that the relevant character will appear. For
       
    95 example, if endless night falls over the world, or a vital ritual must
       
    96 take place between dusk and dawn, it's in genre for the story to feature
       
    97 the Power of Night. The Power of War often attends mortal battles.
       
    98 
       
    99 To create an endless series of opportunities to involve the campaign's
       
   100 NPCs in the game, I built a set of NPCs tied to the most common
       
   101 situations and challenges in roleplaying game stories. A typical story
       
   102 then would feature a dozen opportunities to involve these characters.
       
   103 The person running the game can pick and choose among them.
       
   104 
       
   105 Four common social elements of roleplaying scenarios suggested
       
   106 themselves. "Conspiracy", including sects, factions, secrets, and
       
   107 intrigue. "Debate", covering conversation, debate, and oratory.
       
   108 "Festivals", representing celebrations of all sorts. Finally, "Trade"
       
   109 and mercantile activity. The associated NPCs became one /Familia
       
   110 Caelestis,/ a social/familial unit in the world of the game.
       
   111 
       
   112 Similarly, I made a Familia from the Nobilis governing three key
       
   113 physical challenges: disasters, barriers/obstacles, and strife. A third
       
   114 Familia included characters linked to mental challenges. The four Powers
       
   115 in this Familia governed Bureaucracy; Mazes and confusing situations;
       
   116 Records and research; and Trails -- that is, chains of logic and trails
       
   117 of evidence.
       
   118 
       
   119 This collection of characters suggested a new approach to story design.
       
   120 In addition to the story elements that these characters embodied, I
       
   121 built each character to evoke a particular mood. Thus, Pandareos
       
   122 Panagiotis, Power of Conspiracy, behaves in a manner designed to evoke
       
   123 the conventions of romance. You can use Nephele Nikolaidhis, Power of
       
   124 Festivals, to create an atmosphere of horror. When a conspiracy becomes
       
   125 important to the story, Pandareos might appear. His presence adjusts the
       
   126 feel of the story, which could lead to a new story element taking center
       
   127 stage.
       
   128 
       
   129 Completing this design -- although much /writing/ still remained to be
       
   130 done -- I gave the PCs and the three NPC Familiae a common purpose.
       
   131 Specifically, they would investigate Imperators -- extremely potent
       
   132 individuals, a large step above an individual PC in power and authority
       
   133 -- accused of treason. This shared purpose made many interesting stories
       
   134 possible. More importantly, it made the PCs and NPCs a coherent peer
       
   135 group, setting the stage for PC/NPC relationships to develop naturally.
       
   136 
       
   137 R. Sean
       
   138 
       
   139 
       
   140       What do you think? <http://www.rpg.net/pf/list.php?f=88>
       
   141 
       
   142 Go to forum! <http://www.rpg.net/pf/list.php?f=88>
       
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   147 
       
   148  Topics 	Author  	Date 	Latest Reply
       
   149  James and the Small Caps
       
   150 <http://www.rpg.net/pf/read.php?f=88&i=81&t=81> (2) new 	Kibo 
       
   151 08-20-2002 16:29  	02-10-2003 01:23 new
       
   152  Art <http://www.rpg.net/pf/read.php?f=88&i=77&t=77> (1) new 	Lxndr 
       
   153 04-26-2002 07:36  	04-26-2002 07:36 new
       
   154  The Original Nobilis Club
       
   155 <http://www.rpg.net/pf/read.php?f=88&i=76&t=76> (3) new 	Bret Gillan 
       
   156 04-17-2002 11:28  	03-17-2003 17:48 new
       
   157  Questions & Thoughts
       
   158 <http://www.rpg.net/pf/read.php?f=88&i=64&t=64> (3) new 	Pyske 
       
   159 03-20-2002 18:31  	05-01-2003 13:03 new
       
   160  Noble Buddhism?
       
   161 <http://www.rpg.net/pf/read.php?f=88&i=61&t=61> (9) new 	Tlaloc 
       
   162 03-20-2002 12:17  	12-10-2004 01:20 new
       
   163  Noble Suicide <http://www.rpg.net/pf/read.php?f=88&i=58&t=58> (9) new
       
   164 Eric Christian Berg  	03-20-2002 07:43  	01-18-2005 16:27 new
       
   165  Art Notes <http://www.rpg.net/pf/read.php?f=88&i=54&t=54> (4) new 	R.
       
   166 Sean Borgstrom  	03-14-2002 16:31  	03-21-2002 03:44 new
       
   167  Ack...you just lost my sale
       
   168 <http://www.rpg.net/pf/read.php?f=88&i=45&t=45> (10) new 	SteveD 
       
   169 03-14-2002 04:06  	03-15-2002 06:29 new
       
   170  Onomastikon working URL
       
   171 <http://www.rpg.net/pf/read.php?f=88&i=36&t=36> (4) new 	Jorge
       
   172 Hernández  	03-06-2002 12:51  	08-20-2002 16:10 new
       
   173  Why do angels change names ?
       
   174 <http://www.rpg.net/pf/read.php?f=88&i=33&t=33> (10) new 	philippe
       
   175 tromeur  	03-06-2002 10:13  	12-10-2004 01:34 new
       
   176  R. Sean, some examples?
       
   177 <http://www.rpg.net/pf/read.php?f=88&i=32&t=32> (3) new 	Arref 
       
   178 03-05-2002 08:17  	03-13-2002 20:28 new
       
   179  Sounds great, BUT...
       
   180 <http://www.rpg.net/pf/read.php?f=88&i=28&t=28> (2) new 	Kane 
       
   181 02-27-2002 16:43  	02-27-2002 17:30 new
       
   182  Sort of backwards?
       
   183 <http://www.rpg.net/pf/read.php?f=88&i=21&t=21> (8) new 	Eric Finley 
       
   184 02-20-2002 14:25  	02-28-2002 09:35 new
       
   185  Programmer nature slips out!
       
   186 <http://www.rpg.net/pf/read.php?f=88&i=20&t=20> (2) new 	Sean
       
   187 McCarthy  	02-20-2002 13:18  	02-21-2002 10:30 new
       
   188  Object Lesson Damage
       
   189 <http://www.rpg.net/pf/read.php?f=88&i=15&t=15> (1) new 	Darren
       
   190 Miguez  	02-13-2002 12:45  	02-13-2002 12:45 new
       
   191  How about this?
       
   192 <http://www.rpg.net/pf/read.php?f=88&i=12&t=12> (2) new 	Kristian
       
   193 Lund  	02-13-2002 11:30  	02-14-2002 01:17 new
       
   194  Now, this was strange!
       
   195 <http://www.rpg.net/pf/read.php?f=88&i=9&t=9> (7) new 	access.denied 
       
   196 02-13-2002 07:44  	02-16-2002 21:44 new
       
   197  Briefs on the other two?
       
   198 <http://www.rpg.net/pf/read.php?f=88&i=5&t=5> (5) new 	Eric Finley 
       
   199 01-31-2002 18:39  	02-13-2002 10:36 new
       
   200  Forum now works <http://www.rpg.net/pf/read.php?f=88&i=4&t=4> (1) new
       
   201 Sandy Antunes  	01-31-2002 17:36  	01-31-2002 17:36 new
       
   202  limited series <http://www.rpg.net/pf/read.php?f=88&i=1&t=1> (2) new
       
   203 Sandy Antunes  	01-21-2002 17:41  	01-31-2002 17:36 new
       
   204 
       
   205  Go to Top <http://www.rpg.net/pf/list.php?f=88>  |  New Topic
       
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   208 <http://www.rpg.net/pf/search.php?f=88> 
       
   209 	
       
   210  Newer Messages
       
   211 <http://www.rpg.net/pf/list.php?f=88&t=81&a=1&>  |  Older Messages
       
   212 <http://www.rpg.net/pf/list.php?f=88&t=1&a=2&> 
       
   213 
       
   214 ------------------------------------------------------------------------
       
   215 
       
   216     * Editing, Development, and Production
       
   217       </news+reviews/columns/wind27mar02.html>
       
   218       March 27, 2002
       
   219     * Affiliations </news+reviews/columns/wind20mar02.html>
       
   220       March 20, 2002
       
   221     * How to be a Hollyhock God </news+reviews/columns/wind13mar02.html>
       
   222       March 13, 2002
       
   223     * Naming Conventions </news+reviews/columns/wind06mar02.html>
       
   224       March 6, 2002
       
   225     * Art Notes </news+reviews/columns/wind27feb02.html>
       
   226       February 27, 2002
       
   227     * Dynamic Nobilis </news+reviews/columns/wind20feb02.html>
       
   228       February 20, 2002
       
   229     * Systems Change </news+reviews/columns/wind13feb02.html>
       
   230       February 13, 2002
       
   231     * Treachery </news+reviews/columns/wind06feb02.html>
       
   232       February 6, 2002
       
   233     * The Emperor to Come </news+reviews/columns/wind31jan02.html>
       
   234       January 31, 2002
       
   235     * The Changing of the Guard </news+reviews/columns/wind21jan02.html>
       
   236       January 21, 2002 
       
   237 
       
   238 
       
   239       Other columns </news+reviews/columns.html> at RPGnet
       
   240 
       
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