Narrative Control

Narrative Control - Episode 52 - Indirect Effects


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Hi and welcome back to Narrative Control.  This week Fattig and I are responding to a blog post and follow up email from Loyd Case.  The topic: Indirect Effects.  Also, I’ve got some news about Neoncon, notably that I’m attending AND that I’ve started up a new show “This Just in… From Neconcon”.  Also, check out the official Iron GM.  The regional qualifiers tournament will be hosted at Neoncon.

Hosts: Sean Nittner and Eric Fattig

Length: 30:16

Show Notes

[00:26] Introduction to the show – Indirect Effects from Improbable Insights. [00:46] I’m going to Neoncon and I’ve got a show to go with it. This Just in…. From Neoncon.  [01:00] First show is an interview with Rone Barton about Iron GM.  The contest is still open.  If you’re going to NeconCon, sign up![01:52] Who is Loyd Case? How I met him?[05:50] A reading from Loyd’s blog post. Or… where the show begins.[06:33] We’ll be talking about indirect effects in terms of conflicts were number of actions is limited. (Combat rounds, scene economy, etc)[08:10] Reminiscent of the Teamwork episode when we talked about the combo move merits.Examples of Indirect Effects[09:03] Burning Wheel – Linked Tests[10:34] Fate – Blocks and Maneuvers[12:26] Combat maneuvers common to many systems – Disarm, Grapple, Knockdown[14:29] Dungeons & Dragons 4E – Conditions and movement.[17:01] The appeal to the Indirect Effect. Richer fiction, more player collaboration, the fun of plan coming together. [19:27] Indirect effects that change the playing field, open up new options, close off others or change the cost and benefit of existing options.[20:26] A board game example: Attack cards in Dominion.[22:42] Pitfals of indirect effects.  Delaying the awesome.  The moves not amounting to much.  Or the effect doing too much.[27:04] GMs need to be mindful of intent with indirect effects.

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Narrative ControlBy Sean Nittner, Justin Evans