Theory From the Closet

A punk perspective on tabletop RPG’s, their theory, and design.

Show010:Flags and One-shots

More Rambling this week about flags. This time how to use them to help set up one-shots with pregenerated characters for a game that’s more about drama. I am down to cutting out only a third of my ums. I’m slowly training you to get used to my almost rhythmic use of ums. Those strange noises? My stomach. Ha.

Section One: Introduction

I mention a correction that Judd from The Sons of Kryos made about how bangs are open ended. I then talk about how I’d like to receive feedback. I then mention that it maybe better to think of what I said in last show as more of an idea of how to look at bangs to set them up. I also mention this cool thread on Story Games where I learned something after recording the show, maybe more about that in show011.

I mention two podcasts that might be of interest to folks; The Voice of the Revolution, house organ of Indie Press Revolution, and The Gamemasters an actual play podcast.

I then talk a bit about Episode 30: One-Shot Games and Urban Fantasy, of The Bear’s Grove. Mainly mentioning that he has a different take on making one-shots likely due to what I believe may be a difference in our gamemastering styles. So if what I’m saying doesn’t make sense or you think I’m full of shit, you should check out his episode. Even if you like what I say this episode, there is useful information there also I think.

Section Two: Flags and One-shots

I discuss how to set up and use flags, for a ruleset that doesn’t have good flags, and using the flags for setting up one-shots with pregenerated characters. I also discuss setting up a situation. I think we will cover this in a little better detail soon. At the end I discuss just a little about setting up the NPC’s. Since this is a practical show, I’m going to break it all down right here in text also to help show exactly what I’m saying. I think it would be great to look at this as you listen to the show if you listen at your computer.

So the first thing you need is a game. I chose Werewolf: the Apocalypse. I’ve bought Werewolf: the Whatever, but they screwed up the setting. No Bone Gnawers !?! Fuck you. So kids stick with the old setting even if you use the new rules alright? Then you need a situation. A situation is the thematic elements the story is going to address, or something. What I mean is it’s the issues the story is intended to address. Let’s see….

Your somewhat respected pack is sent to mediate a dispute between the Black Furies, and the Get of Fenris over a newly discovered Caern of War, in the brutal cold of a Wisconsin winter.

So the situation is mediating a dispute between the Black Furies and the Get of Fenris. The possible issues are Feminism, Misogyny, War, and Werewolf versus Environment. I’m not predeciding how these things get introduced in the game, or if they are. What the players push for usually dictates how I push back.

Let’s look at setting up two of the player characters. I try to usually reduce the idea of the characters purpose in the story to one word. This is typically what I try to use to sell people on which NPC they want. The one word is about the role of the character in the story, not about their character. What I mean is I wouldn’t try to describe them as the grizzled old wolf — that describes the character, you can do that in a small paragraph blurb. I would call him, the asshole. The examples I want to use for this adventure are the leader, and the advisor.

The next thing I do is generate a short quote. The purpose of the quote is to give everyone a picture of who the character is. This quote I write on the front of a sheet paper that I fold in thirds, so it will stand up and all the other players can see it. I also put the characters name here so it’s easy to remember.

Next I give the characters three goals, statements, or connections. Each of the three is likely to be a mix of several of those options. I use these to give the players reasons to work towards the supposed goal, to not work towards the supposed goal, to work with particular NPC’s, and against particular NPC’s, to work with each other and against each other. This gives the players options on where to take the character in the story. Rather than trying to slavishly recreate some personality I’ve created, they can grab the character and make the character their own. Let’s look at them:

The Leader

  • Name: Alisa “Claws from Behind”
  • Tribe : Silver Fangs
  • Sex: Female
  • Sentence: “I lead by example, and by Birthright.”
  • The Three things
    • The Get are misogynists and unworthy of honor.
    • I respect my leaders and will achieve their goals of peace in this instance.
    • I lead by example when I can, by orders when I can’t, and by Tooth and Claw when both of those fail.
    • Insanity: Megalomania.
  • Make the rest of the character by the rules.

You’ll notice I listed four things. The Silver Fangs all have an insanity. This insanity is just a guess for her and not well thought through. I didn’t break out the book for making this example. I would obviously need to do so to make the rest of the character, and would think about the insanity, and what was good for the story then.

You see how she is in conflict? She doesn’t like the Get and doesn’t think their worthy, but she’s dedicated to achieving the goals of her elders. The last puts her in conflict with the rest of the players, if they don’t want to follow her lead. Megalomania means she see’s herself as omnipotent, which may put her in conflict with….

The Advisor

  • Name: Hosokawa Taro
  • Tribe: Star Gazers
  • Sex: Male
  • Sentence: “Bad things happen when people don’t listen to me.”
  • The Three things:
    • The Black Furies hate men, we shouldn’t further their causes.
    • If the leader doesn’t listen to me I may need to take over.
    • I need to protect the rest of the pack.
  • Make the rest of the character by the rules.

Now he’s in conflict mainly with the leader, but somewhat with himself as the leader is part of the pack. This is good for an example, but not for an actual design. You should spread the working against each other, and together around. So he should only have one area to conflict with the leader, and one to get along, and have something pointed at someone else. I’m only using two characters for examples as this post is getting really long.

Designing NPC’s should go the same way, but you may only need a sentence, and two things, except for really important NPC’s. Running this adventure I would start by placing the group right at the caern, with a Black Fury, and a Get arguing and getting ready to fight. I wouldn’t do that preliminary bullshit where I have some NPC assign the characters the “job” of going to do this mission. That’s boring and rife with all kinds of problems. If they bought into your one-shot they bought into your situation so put them in it and get started.

That was a long post. I’ll be glad to talk more in comments below if there are questions.

Comments

Viewing 13 Comments

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    Hey, great show. It just so happens that I'm designing a one-shot for a new game (The Riddle of Steel) I want to introduce to my players. Although some of it is fairly standard preparation it still helps a lot to have someone actually state all of it and give some examples. Keep up the good work!
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    Good show, although the ending surprised me. I was expecting some sort of wrap-up, connecting the example back to the flags discussion.

    And bangs always make me wary, because I am not too confident about handling them properly. If you (the GM) think this could go this way or that way, and set the two options up too explicitly, I see two dangers: 1) in your most secrets of hearts, you favor one option, and it shows, and 2) player feels like they are playing a video game where they have to do A or B. Ok, you considered the fact that there can be more than the two options, but why have any?
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    Hey Jonas,

    Thanks. I've heard folks sometimes struggle with Riddle of Steel until they figure out Spiritual attributes. From what I understand the system is really fatal unless you are fighting for something, that something being your spirtual attributes. I'd love to hear how it works out, I've been considering that game for awhile.

    Hi Mikael,

    I don't understand what you mean by tying back into the flag discussion from earlier. Can you explain in more detail what it was you were expecting? I'm curious what I might have missed.

    As for your second paragraph. I understand what you're saying. I think I'm lucky in that Bangs are something I've done for quite sometime. I've been a little to no prep GM since the 90's when I got disappointed with how much effort I put into games and how I wasn't getting back what I wanted. So gradually I became comfortable throwing most everything out. So I don't harbor a secret favoring option and I really enjoy seeing where the character goes.

    Perhaps it might be better to not consider bangs as options, and instead think of them as a way to create interesting adversity. I think you are right that the word "options" may color them as decisions made ahead of time.

    Bangs are a tool really, and they're not a tool for every group. Some folks dislike bangs because they feel like you are trying to "screw" their character. Other folks really love facing tough decisions. Some groups also don't want to collaboratively tell a story, and that's fine. In these kinds of groups bangs would work horribly. I think you have made it clear that I need to discuss better why I'm talking about bangs, and this show about modifying Traditional games to get them to behave differently.

    I'm rereading this reply, and I'm not totally sure I'm effectively answering your question. Am I getting to what you wanted to address?
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    Hey Clyde

    I think you are addressing the second point just fine, and I have little further to add.

    The first point was mostly stylistic. What I mean is that you caught me by surprise, as I perceived that you were first discussing the theoretical point of using "reversed flags" to tell the players of a one-shot what the character is about, then showing how to do it in practice. The "getting the point across" methodology I am used to would then definitely include a final step of bringing the theoretical point up again and reiterating how exactly it was demonstrated by the example.

    So, nothing more complicated than that.
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    Hi Mikael,

    You're right that was a missed opportunity. Tell them what you're going to tell them, tell them, and then tell them what you told them. I'll try to keep that in mind more. Thanks.
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    Hey Clyde,

    I listen to your show now. Low-key, snarl free game theory. Despite the social nature of gaming, I feel that game design is a lonely road. So yeah, this shit hits the spot every once in a while.
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    Hi Chad,

    I'm glad you're finding the show useful. Game Design isn't just a lonely road, it's a motherfucker man. I've never been so tied up with frustration as when trying to work on my game.
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    Hey Clyde!
    I just want to say I'm enjoying the show. I'm nearly through listening to it all second time through now. There are some gems in there.

    Keep on keeping on.
    Regards, Paul
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    Hi Paul,

    Twice? Awesome. I'm glad you are finding it useful. Thanks.
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    Clyde,

    Would you mind if I translate and/or paraphrase some of this post in my blog? It would work great for something I've been trying to say for a while.
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    Hi Rene,

    Everything I do on the site and the podcast is released under a Creative Commons Share-Alike license. So you can copy, share, and remove parts of it for building other things. You just have to be willing to give other people the same freedom to use your creation as I have with mine.

    I'm really glad you find it helpful, if you'd point me at what you make I'd love to run it through the google translator when you're done.
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    Thanks, Clyde, it's done. I already noticed the license on your blog and I have the same one on mine, but it's always better if you ask first.

    Basically, I used your examples an advice on flags on one-shots to make some more general advice on how to include flags on 'traditional' games and added a little something about rewards at the end.

    Since an inordinate amount of people come to my blog searching for advice on WtA, I think your example was perfect!

    The entry is here:

    http://againstshadow.blogspot.com/2007/09/dile-...
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    Hi Rene,

    Thanks. I'm glad you found it useful. Werewolf was my favorite White Wolf game. Not so much with the new setting, but the old setting.
 
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