Tuesday, April 2, 2019

Storium Theory: Inaction In Action

Sometimes, I see players make comments in a game, explaining why they haven't made a move in a challenge so far:

"I don't think this is something my character knows how to deal with."

"I'm not sure she cares about this."

"I think he's just kind of stunned right now.

"She doesn't know what to do."

Sometimes these are indications of a problem in the story - if all of a narrator's players are telling him their characters don't care about the current situation, it is probably time to revise the situation and figure out how to better relate it to the story at hand.

But...more often, they're a statement that is actually pointing directly at a very interesting opportunity for the character: A chance to make inaction your action.

When you're writing the story of a challenge, things are happening, whether your character is acting on them or not. Each move drives the timeline of the challenge forward. When a card is played, something happens, and the challenge moves positively or negatively, or just towards the end of its story.

So...if your character, for instance, doesn't know how to deal with something, and chooses not to act...that's a choice. And that's his "action" for that moment in the tale.

So let it be an action! Make your move! Show your character's uncertainty or confusion about what to do! Show how your character hasn't cared about the situation, if that's the case, and chooses to ignore it! Show how the situation has left your character stunned, or how he's tired and needs rest, or how his injuries prevent him from joining the battle!

Sometimes, those things are treated as reasons not to make a move, but...that's not what they should be. They are, in fact, excellent opportunities to make moves.

Especially...especially...if you have either Weakness cards to play, or a Subplot.

I'm stunned. I'm confused. I'm shell-shocked. I'm injured. I'm exhausted. I just plain don't care about this.

Those are all excellent weakness plays.

When a situation is ongoing and your character chooses not to do anything about it, that's a great opportunity to show what starts going wrong with the situation because your character is not preventing it. Philosophically, there's nothing really different here from if things start to go wrong and your character tries to prevent it and fails because of a Weakness, right? Something goes wrong either way. The difference is just that your character, in this case, didn't do something to stop it instead of doing something but getting it wrong.

What about Subplots? Well, Subplots are great for these situations too! When a character is shocked into inaction, when she finds something she doesn't care about, when he struggles to understand what he's supposed to do in a situation...those are great times to explore the other mysteries in a character's life or the things the character does care about. There are some excellent subplot moves available that show how the character withdraws into themselves, or starts thinking about how all this ties in with their personal problems, or tries to examine where they are right now...and because of all that, something starts to happen in the current situation, and they're not really sure what to do in the face of it...or even if they should do something.

A subplot isn't a weakness play, mind, so chances are nothing ends up going outright wrong right away, but you can certainly hint that something will! While your character is distracted by his own thoughts, or full of self-doubt, or struggling with what he's supposed to do, or disinterested in what is happening, how does the situation evolve?

If your character doesn't seem certain of what's going on, or doesn't know what to do, or just plain doesn't care...don't just drop out of the challenge. Use that to advance the challenge.

Now...one more point on this. Especially in the case of a character that "doesn't care" about a challenge, this can actually be a great way to figure out what would make them care, and therefore explain how a Strength comes into play, or at least how they get involved in the challenge despite their feelings. If you find yourself thinking that your character just wouldn't get involved for some reason or another, put a little time into thinking about what might happen because of that decision.

Then, write a move based on that...and maybe, maybe midway through the move, you'll realize the character now does know what to do, or does care about the situation, as she sees what is about to happen, or starts watching something she does care about slip away.

Maybe that leads to the character using a Strength and turning things around after all. Or maybe the character ends up doubling down on fear or uncertainty, or just takes the wrong action, using a Weakness. Or maybe, the character's Subplot drives him forward, making him engage with the challenge now that he's seen what it could mean if he doesn't.

Now...this isn't something you need to pull in all the time. (And to be clear, if you find yourself constantly trying to figure out why your character would get involved in something, it may be time to talk to the narrator about how to make your character mesh better with the story.) But there are times when an inability to think about something that your character would do can itself be precisely what drives the story forward and makes an interesting situation.

Don't overuse this, but...keep it in the toolbox. It's a handy trick to pull out and it can lead to some astonishingly interesting moments for a character if used properly.

Remember Spider-Man and Uncle Ben...sometimes, when your character doesn't take action, that ends up driving his story more than anything else.

The Argument Hour, With Seth And TC

I listen to a lot of game industry podcasts. 

Many of them are just people talking about games they like, or games they're looking forward to. There's never been a lot of design focused podcasts... a few have cropped up over the years, some better than others. I listen to the following pretty regularly that actually talk about the design of games:

Ludology

Board Game Design Lab
Building the Game
Game Designers of North Carolina

There are a few others as well, but I still always thought there was room for designers talking about the nitty-gritty of game design. I've always wanted to participate in something like that, but I didn't want to figure out how to do hosting and editing myself, and I would have wanted another voice to talk to (rather than just monologueing).

I mentioned something about this on social media a couple of months ago, and I got some interest from game designer, podcaster, and boardgame twitter personality, T.C. Petty III. Then Isaac Shalev of On Board Games contacted us, offering to edit and host such a podcast on On Board Games, should T.C. and I decide to record one.

And so was born The Argument Hour, with Seth and TC

The Argument Hour is a segment I've started doing with TC Petty III on the On Board Games podcast, where T.C. and I pick a topic related to board game design, and we basically argue about it for while. Then we do our twist on a game review. I don't like the idea of unilaterally saying whether a game is good or bad, so our reviews are more of a mechanical look at the game in question, and then our opinion on what kind of player that game would be good for.

We've done two episodes so far, and then went on a hiatus while I spent 6 weeks in the hospital while my new baby boy was in the ICU, but I hope we can get together again soon to record another one.

Episode 1 dealt with the "Alpha Player Problem" (whether it even exists), and included a brief review of Kingdomino.

Episode 2 was all about honing/returning to the well/designers revisiting ideas. The review that time was The Voyages of Marco Polo.

So if you read this blog, maybe you'd be interested in this. Give them a listen and enjoy!Leave a note here with comments and suggestions...

Monday, April 1, 2019

11009, Crypts Of Chaos!

After a short delay, I am back with Crypts of Chaos by 20th Century Fox. A fine dungeon crawler if I do say so (and I do), a genre that is underrepresented on the Atari 2600. Coming up next is the arcade port Kangaroo by Atari. If you have feedback for this game, please send it to 2600gamebygame@gmail.com by end of day October 18th, and the show will be out on the 21st. So he says.

I am playing for Extra Life again this year, but I am going to split it between November 3rd and 10th. I am old and I can't stay up that long anymore, it's really the thought that counts. I will be playing once again for the Children's Hospital of Philadelphia. Please donate at the link below, thank you for your support! And I thank you as always for listening.

Please donate to my Extra Life campaign!
Sean's Extra Life page
Andrew's Extra Life page
Crypts of Chaos on Random Terrain
Michael Rideout's CoC maps on Atari Age
John WS Marvin's Dread Unicorn Games site
Cyberroach interview with John WS Marvin
John WS Marvin on Iconic Podcast
John WS Marvin on Game Master's Journey Podcast
John WS Marvin on GM Intrusions Podcast
James Dowlen's web site
James Dowlen on The Computer Chronicles
Florian's Atari Age thread about Sun Science 
Weird Levi's commercial
No Swear Gamer 198 - Crypts of Chaos