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Showing posts with label conflict. Show all posts
Showing posts with label conflict. Show all posts

Friday, 13 September 2019

The personal touch

Gamebook maven John Jones was in touch with the Fabled Lands team recently with an intriguing suggestion – indeed, a creative challenge – that occurred to him while watching Jessica Jones:
“What is interesting about the conflict between Jessica and Kilgrave is the personal nature of it. Unlike other villains, Kilgrave has only one very goal he wants to achieve and any effect he has on the larger world comes in service to that goal. At the same time Jessica has her own very personal goal. I mention this to contrast it with the main conflict in The Serpent King's Domain. To Namagal it's a very personal situation involving his death and/or humbling. To the viewpoint character playing the book, it is (or can be) little more than an item on a to-do list toward achieving a different goal. I make that contrast because one thing I'd like to see in The Lone and Level Sands or perhaps a later book is for an important quest to be personal and important to the viewpoint character.”
Of course, conflict is almost always more interesting when it’s personal. After a love story, perhaps the most compelling of narratives is a war in the family:


It only works when it’s earned, of course. Batman v Superman did nothing but lay popcorn-brained waste to the surprising-yet-inevitable showdown which in Frank Miller’s original story came at the endpoint of a difficult friendship that had struggled on against the odds for decades.

The point of the personal conflict is to up the stakes. The story has more bite, more pain, more inner struggle. We, the readers or viewers, feel more strongly involved. But writing rules are no substitute for commonsense. All those screenwriters who feel the need to make Robin the Sheriff of Nottingham’s half-brother, take note. And let’s also point an accusatory finger at the recent Harry Potterization of the 007 franchise, in which every adversary must be tied to Bond’s angsty childhood. Puh-lease. It’s more Charlie Higson than Ian Fleming.

The sharpening effect of personal conflict is why I don’t object to a little PvP in my roleplaying games. The civil war that happened in our Tekumel campaign was a classic tragedy in the making, with the player group splitting right down the middle. Jamie told his wife that the Tsolyani civil war was the most important thing in his life at the time. I can believe it. Think of any time you and somebody you care about have ended up on opposite sides on an issue of passionate importance. There’s a wrench in the gut that goes far beyond mere difference of opinion.

The Tsolyani example reminded me of a letter I got from Professor MAR Barker back in November 1985:
"Eyloa the Wizard of the Tlashte Heights, played by Mike Callahan, just discovered that the Pariah Deities' chief agent in his sector, Torsu, is in reality his own father. I was told later that this is a rip-off of the Star Wars plots, but then I have been running this particular campaign since before The Empire Strikes Back and all along the storyline has been the same."
So you can pull off the same trick between player and NPC. I must have been aiming for something like that in my second-ever gamebook, The Temple of Flame, which begins by establishing the backstory between the lead character and their former colleague Damontir the Mad, who is the book’s antagonist. Players of Heart of Ice have remarked that though the possible endings include saving the world and seizing ultimate power, nothing compares to meting out just deserts to the weaselly Kyle Boche. And even in Fabled Lands we have recurring adversaries like Talanexor the Fire Wizard and your persistent frenemy Lauria. You want to see more of them, don’t you?

Which brings us back to John Jones’s suggestion. I’m not going to reveal what he proposed because it was really cool and maybe Paul Gresty will want to run with it in future books. All I will say is that it made me think of Fritz Leiber Jr, and that’s never a bad thing.




Friday, 17 July 2015

Ties that bind


What keeps the characters in a role-playing game together? When I started gaming, it wasn’t something we thought about much. With no template for how we were ‘supposed’ to role-play, we took turns. Each player got 20 minutes with the umpire (‘GM’ to you non-wargamers) and it took a few sessions before we twigged that by banding together we’d all get more playing time.

Having come by that route to the whole notion of group play, we were lucky to have begun with the best: Empire of the Petal Throne. In EPT's rich social setting there are many ways that player-characters might be colleagues, united by family, clan, temple, legion, or political faction - and usually more than one of those at once.

In our non-Tekumel games, Tim Harford has given most thought to group cohesion in the campaigns he’s run. I’ve spoken before of the Company of Bronze, a group of mercenaries held together by long comradeship and the desire to avenge the massacre of the rest of the company. In Tim’s Spartans campaign, we’re all survivors of Thermopylae who grew up together through boua and Crypteia to phalanx – a stronger band of brothers you couldn’t find.

Both of those campaign set-ups could be characterized as ‘Starship Enterprise’ groups. The characters are first and foremost a team. There may be rivalries or close friendships, but nobody gets left behind. In Tim’s Redemption campaign, however, he brought us together with a shared need (the clue is in the campaign name) and a means to achieve it. But, although sent out with nominally a common goal, there was plenty of scope for the betrayals, alliances and disharmonious aspirations that make for an interestingly fraught drama.

The Redemption idea works well for a quest campaign. The characters are thrown together, usually en route to some geographical objective, so to a large extent they are held together just by that plot momentum. But how about campaigns that aren’t built around a single goal? In Jakalla or Lankhmar or Lyonesse Town, characters inhabit a fully realized social milieu. Why should they stick together?

As I mentioned above, the characters could be held in a group by membership of the same factions or institutions. In a 19th century British setting, for instance, they might have gone to the same public school. That helps to explain a friendship in later life, but it’s not a sufficient condition. Tom Brown may or may not have hung out with Harry Flashman in later life – stranger things have happened, but more likely they’d belong to different clubs, different social sets, and pass each other with but a faint curl of the lip going up Pall Mall.

Still, you’d prefer not to have everything sweetness and light in the group. Conflict and rivalry make for sparkier character dynamics and more interesting sessions. In Tim Savin’s upcoming Victorian campaign, there’s a gathering thunderhead of mutual antipathy between my own Anglo-Indian aesthete (Who's Who entry above) and Oliver Johnson’s bulldoggish hearty. It promises to be fun. But players should never have their characters act in way that simply serves the entertainment value of the ‘narrative’. For the really interesting and unexpected developments that make role-playing unique, you need to think entirely from inside the character. So why would my and Oliver’s characters not simply decide to have nothing to do with one another?

A useful pointer comes from Joss Whedon. Xander and Spike loathe each other, but both care about Buffy. If you have one character in the group who is a really good friend, relative or dependent of all the others, there’s the gluon that will hold them together. Ideally it should be a particularly well-liked player-character, but at a pinch you could make it an NPC. Affection for a sweet little mutual godchild might make even Holmes and Moriarty grit their teeth and shake hands.

With the gluon character, you can have as disparate and mutually hostile a bunch of characters as the players care to (or happen to) create. They can’t escape from each others’ orbit, so the tensions can freely crackle around the group and nobody gets to just shrug and walk away. And trust me, that kind of role-playing beats multi-classed thief-witch gnomes doing Detect Traps hands down.