Some advice:
Play fast and loose with the interpretations, and treat the keywords as optional inspiration. Give yourself no more than one or two minutes to interpret what the tool throws at you. Ignore input that you can't interpret in this time, or place it into a 'backlog' bucket to take care of it at a later time. You can look at the 'backlog' each time a new event comes up, and handle them together as you see fit.
Feedback in the form of impressions and suggestions on making this tool better is appreciated. Let me know what you like, what you don't like (e.g. are the random time intervals too long? Too short?), and what you would change (would you rewrite some of the directives? Some of the keywords?).
I hope you enjoy using it!
***
This is yet another take on the Mythic GME's idea of random events that throw the player twists that they must incorporate into their game. The Mythic GM works as usual, with the twist that now events will come up without any input from the player (i.e. no interaction with the fate chart, or whatever).
The rest of this
post will focus on the "Fictional Positioning GM" (boring name). This
tool is based, obviously, on Mythic events, but also on my (mis-?) understanding
of fictional
positioning from posts I've read around the net. The tool is meant to
create resistance or "pushback"
by challenging a player’s fictional positioning. This tool attempts to
approximate the feeling of resistance provided by another player that
challenges what you are trying to insert into the fiction.
The way the tool
attempts to do this is by interrupting the player’s flow with a set of directives
that I unimaginatively call Fictional Alterations, along with a set of Random
Keywords meant to help with inspiration. Your job then is to ask, “What is the
tool trying to change, and how?” The “what” should generally be the last piece
of fiction that was set down. Think of it as the tool saying, “Hold up one
second. It’s not exactly like that.” The “how” depends on how you interpret the
Alterations and Keywords.
A note on
interpretation: Give yourself wide latitude in your interpretations, and also feel
free to ignore any and all keywords if it speeds things up. However, do keep in
mind that the tool is trying to provide resistance, so don’t shy away from
interpretations that add wrinkles or obstacles.
Once you’ve made
sense of the Alteration and Keywords, you have two options: Go along with the
change (‘say yes’ to the ‘GM’, haha), or declare a conflict. How the conflict
is played through depends on what type of conflict system the RPG you are
playing has. If the conflict system handles narrative control, the conflict
will likely be about what goes into the fiction. If the conflict system is less
explicitly about narrative control, (say a system that only allows you to alter
the fiction through attributes and skills), you might have to deal with the
Alteration AFTER it enters the fiction. **
**Say, for
example, that the tool seems to suggest that an enemy attacks you and wounds you.
If the conflict system is more heavily about narrative control, you may be
contesting the very fact that the enemy enters the picture. If the conflict
system is less explicit about narrative control, you may not be able to contest
that fact, but you may still be able to avoid the attack, via say a high “Charisma”
attribute, or a high skill in combat.
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