draft/wind06feb02.txt
author fabien
Sat, 21 Apr 2007 22:31:41 -0400
branchecjdr
changeset 94 fb43a4f8be79
parent 92 bdef1afd1170
permissions -rw-r--r--
[svn] r2439@freebird: fabien | 2007-04-21 22:31:12 -0400 Ajout d'un draft sur les récompenses (déjà presque un article...)

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      Wind in the Flowers: Re-inventing a Game


    Treachery

*R. Sean Borgstrom*
February 6, 2002
	
We wanted to make the new *Nobilis* easy to run. As part of this effort,
I wrote a sample campaign for inclusion in the new edition. This
campaign, */Treachery/*, shows by example how to build individual
stories, a grand storyline, and key non-player characters for a
*Nobilis* game. It's also suitable for immediate use in play.

The standard format for prewritten roleplaying campaigns didn't work,
for two reasons. First, most players don't like to buy a campaign
they'll be playing in. It might spoil their fun. However, I expect
players to buy the main book, and I want them to get full value from the
campaign. I want them to read */Treachery/* and benefit thereby. I want
them to use the non-player characters as sample characters, helping them
design their PCs. I want them to use the stories as benchmarks for their
understanding of the world. I want them to build their characters to fit
the grand storyline in interesting or amusing ways. That's one reason
that the standard format didn't fit.

The other reason standard ideas didn't work is that a sample campaign
should sit squarely in the middle of the space of possible campaigns. I
wanted */Treachery/* to be completely playable /but/ also a solid source
of ideas and material for locally designed campaigns. It had to reflect
a normal *Nobilis* game, because I can't tell from here which way a
local campaign deviates from the norm. The problem is, a typical
*Nobilis* game focuses heavily on PC interaction with their peers. It's
not easy or even appropriate to script that interaction in advance.

I knew the basic solution to the first problem from the beginning. Most
of the material needed to be story /components/ -- building blocks for
stories, rather than prewritten "adventures". I needed some actual story
writeups, too. /These/ had to be information-rich challenges. That is,
in each story, the player characters know the core of their problem up
front -- just like players who peeked would.

Whether they had to resolve a moral dilemma, or unravel a mystery under
difficult circumstances, or crack a seemingly unsolvable problem, the
PCs would understand what they had to do. Actually /doing/ it would
require a complex, carefully-executed plan. The unfolding of the player
characters' plan, and any complications that arose, would form the core
of the story.

After I worked these ideas out, building a player-readable campaign was
more of a craft than an art. It wasn't uniformly successful -- I can see
someone asking their group not to read the *Stories* section until after
the first adventure, for example. At the same time, I'm pretty sure that
if a player sneakily or accidentally reads those sections, it would only
trim a small bit off of their fun.

The other problem was designing a campaign based on social interaction.
Here's the key problem, in my mind, with writing up a social campaign
ahead of time. Most non-player characters have a limited number of
opportunities to interact with the player characters. /If/ an NPC
"clicks" with the player characters during one of those opportunities,
developing a meaningful friendship, rivalry, love, hate, enmity, or even
a strong relationship based on the exchange of favors, then that NPC
becomes a "regular" -- a meaningful part of the game. If that doesn't
happen, then the character fades into the background. A character can
/easily/ miss all of their opportunities to click, even if they're a
good match with the game.

In one story, the player characters don't have time to deal with them.
In another, the person running the game simplifies them right out of the
storyline. Most of the work in designing a social campaign goes to
creating good, useful, flexible non-player characters. If even one such
character shuffles permanently off to the sidelines due to bad luck,
it's a substantial part of the campaign writeup that that player group
receives no value from.

To solve this problem, I needed non-player characters with an unlimited
number of opportunities to interact with the PCs. Such NPCs are hard to
create -- but fortunately the *Nobilis* setting gave me the perfect
solution. The PCs and other major characters in *Nobilis* each embody,
represent, and protect one aspect of the nature of the world.

In stories where a given aspect of reality becomes important, there's a
minor genre expectation that the relevant character will appear. For
example, if endless night falls over the world, or a vital ritual must
take place between dusk and dawn, it's in genre for the story to feature
the Power of Night. The Power of War often attends mortal battles.

To create an endless series of opportunities to involve the campaign's
NPCs in the game, I built a set of NPCs tied to the most common
situations and challenges in roleplaying game stories. A typical story
then would feature a dozen opportunities to involve these characters.
The person running the game can pick and choose among them.

Four common social elements of roleplaying scenarios suggested
themselves. "Conspiracy", including sects, factions, secrets, and
intrigue. "Debate", covering conversation, debate, and oratory.
"Festivals", representing celebrations of all sorts. Finally, "Trade"
and mercantile activity. The associated NPCs became one /Familia
Caelestis,/ a social/familial unit in the world of the game.

Similarly, I made a Familia from the Nobilis governing three key
physical challenges: disasters, barriers/obstacles, and strife. A third
Familia included characters linked to mental challenges. The four Powers
in this Familia governed Bureaucracy; Mazes and confusing situations;
Records and research; and Trails -- that is, chains of logic and trails
of evidence.

This collection of characters suggested a new approach to story design.
In addition to the story elements that these characters embodied, I
built each character to evoke a particular mood. Thus, Pandareos
Panagiotis, Power of Conspiracy, behaves in a manner designed to evoke
the conventions of romance. You can use Nephele Nikolaidhis, Power of
Festivals, to create an atmosphere of horror. When a conspiracy becomes
important to the story, Pandareos might appear. His presence adjusts the
feel of the story, which could lead to a new story element taking center
stage.

Completing this design -- although much /writing/ still remained to be
done -- I gave the PCs and the three NPC Familiae a common purpose.
Specifically, they would investigate Imperators -- extremely potent
individuals, a large step above an individual PC in power and authority
-- accused of treason. This shared purpose made many interesting stories
possible. More importantly, it made the PCs and NPCs a coherent peer
group, setting the stage for PC/NPC relationships to develop naturally.

R. Sean


      What do you think? <http://www.rpg.net/pf/list.php?f=88>

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 Topics 	Author  	Date 	Latest Reply
 James and the Small Caps
<http://www.rpg.net/pf/read.php?f=88&i=81&t=81> (2) new 	Kibo 
08-20-2002 16:29  	02-10-2003 01:23 new
 Art <http://www.rpg.net/pf/read.php?f=88&i=77&t=77> (1) new 	Lxndr 
04-26-2002 07:36  	04-26-2002 07:36 new
 The Original Nobilis Club
<http://www.rpg.net/pf/read.php?f=88&i=76&t=76> (3) new 	Bret Gillan 
04-17-2002 11:28  	03-17-2003 17:48 new
 Questions & Thoughts
<http://www.rpg.net/pf/read.php?f=88&i=64&t=64> (3) new 	Pyske 
03-20-2002 18:31  	05-01-2003 13:03 new
 Noble Buddhism?
<http://www.rpg.net/pf/read.php?f=88&i=61&t=61> (9) new 	Tlaloc 
03-20-2002 12:17  	12-10-2004 01:20 new
 Noble Suicide <http://www.rpg.net/pf/read.php?f=88&i=58&t=58> (9) new
Eric Christian Berg  	03-20-2002 07:43  	01-18-2005 16:27 new
 Art Notes <http://www.rpg.net/pf/read.php?f=88&i=54&t=54> (4) new 	R.
Sean Borgstrom  	03-14-2002 16:31  	03-21-2002 03:44 new
 Ack...you just lost my sale
<http://www.rpg.net/pf/read.php?f=88&i=45&t=45> (10) new 	SteveD 
03-14-2002 04:06  	03-15-2002 06:29 new
 Onomastikon working URL
<http://www.rpg.net/pf/read.php?f=88&i=36&t=36> (4) new 	Jorge
Hernández  	03-06-2002 12:51  	08-20-2002 16:10 new
 Why do angels change names ?
<http://www.rpg.net/pf/read.php?f=88&i=33&t=33> (10) new 	philippe
tromeur  	03-06-2002 10:13  	12-10-2004 01:34 new
 R. Sean, some examples?
<http://www.rpg.net/pf/read.php?f=88&i=32&t=32> (3) new 	Arref 
03-05-2002 08:17  	03-13-2002 20:28 new
 Sounds great, BUT...
<http://www.rpg.net/pf/read.php?f=88&i=28&t=28> (2) new 	Kane 
02-27-2002 16:43  	02-27-2002 17:30 new
 Sort of backwards?
<http://www.rpg.net/pf/read.php?f=88&i=21&t=21> (8) new 	Eric Finley 
02-20-2002 14:25  	02-28-2002 09:35 new
 Programmer nature slips out!
<http://www.rpg.net/pf/read.php?f=88&i=20&t=20> (2) new 	Sean
McCarthy  	02-20-2002 13:18  	02-21-2002 10:30 new
 Object Lesson Damage
<http://www.rpg.net/pf/read.php?f=88&i=15&t=15> (1) new 	Darren
Miguez  	02-13-2002 12:45  	02-13-2002 12:45 new
 How about this?
<http://www.rpg.net/pf/read.php?f=88&i=12&t=12> (2) new 	Kristian
Lund  	02-13-2002 11:30  	02-14-2002 01:17 new
 Now, this was strange!
<http://www.rpg.net/pf/read.php?f=88&i=9&t=9> (7) new 	access.denied 
02-13-2002 07:44  	02-16-2002 21:44 new
 Briefs on the other two?
<http://www.rpg.net/pf/read.php?f=88&i=5&t=5> (5) new 	Eric Finley 
01-31-2002 18:39  	02-13-2002 10:36 new
 Forum now works <http://www.rpg.net/pf/read.php?f=88&i=4&t=4> (1) new
Sandy Antunes  	01-31-2002 17:36  	01-31-2002 17:36 new
 limited series <http://www.rpg.net/pf/read.php?f=88&i=1&t=1> (2) new
Sandy Antunes  	01-21-2002 17:41  	01-31-2002 17:36 new

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------------------------------------------------------------------------

    * Editing, Development, and Production
      </news+reviews/columns/wind27mar02.html>
      March 27, 2002
    * Affiliations </news+reviews/columns/wind20mar02.html>
      March 20, 2002
    * How to be a Hollyhock God </news+reviews/columns/wind13mar02.html>
      March 13, 2002
    * Naming Conventions </news+reviews/columns/wind06mar02.html>
      March 6, 2002
    * Art Notes </news+reviews/columns/wind27feb02.html>
      February 27, 2002
    * Dynamic Nobilis </news+reviews/columns/wind20feb02.html>
      February 20, 2002
    * Systems Change </news+reviews/columns/wind13feb02.html>
      February 13, 2002
    * Treachery </news+reviews/columns/wind06feb02.html>
      February 6, 2002
    * The Emperor to Come </news+reviews/columns/wind31jan02.html>
      January 31, 2002
    * The Changing of the Guard </news+reviews/columns/wind21jan02.html>
      January 21, 2002 


      Other columns </news+reviews/columns.html> at RPGnet

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