Narrative Control

Narrative Control

By Sean Nittner, Justin EvansLeisureHobbies
Download on the App Store

Narrative Control episodes

  • Narrative Control - Episode 65 - Unconventional Conflicts

    Welcome back to Narrative Control. As season two winds down Fattig and I are doing our last standard show (66 will be a bloopers and a discussion of the future).  This episode we’re talking about unconventional conflicts, like chases, heists, and escapes.  How to make those kick ass in RPGs as much as they do in fiction.

    Hosts: Sean Nittner and Eric Fattig

    Length 45:56

    Show Notes

    [00:30] Intro to the Show: Unconventional Conflicts.[01:04] In a movie unconventional conflicts are awesome, but many RPGs don’t do it well.[01:49] Inspired by a recent episode of Sharkbone, episode 48 with Leonard Balsera.

    Examples of awesome conflicts to bring into your game.

    [04:52] Escape – Running out of the collapsing temple[06:19] Heist – Steeling the scroll of Anuba[07:13] Environmental – Surviving the Fire Swamp[08:49] Chase Scene – The Fugitive fleeing from the law.[10:56] Fighting the Unbeatable Monster – Fighting the T-Rex or the Zombie Apocalypse

    Why don’t these unconventional conflicts work in RPGs

    [13:04] Poor mechanical support for non-fight conflicts[16:52] When the table doesn’t agree on what the conflict really is[19:39] The challenge that only engages one of the player characters

    Systems, components and Idea that help to bring the awesome…and how they work

    [22:16] System: FATE/Dresden – Unified Conflict System[25:33] System: Mouse Guard – Conflict System with changing skill sets and teamwork[26:31] Setting: Mouse Guard – The environment is the enemy![28:19] System: Dungeons & Dragons 4th Edition – Skill Challenges [30:19] System: Smallville – Stress in many forms (anger, exhaustion, etc) and raising tension.[33:27] System: Wushu – Principle of Narrative Truth and constant threats.

    Principles to derive from these games.

    [36:39] Teamwork – Making every player an integral part of the conflict.[37:35] A Hit Point system – Given every conflict a granular win/lose condition.[39:50] Both sides must threaten each other – The lock is messing with you![40:58] Offering Variety – changing up the conflict and changing the mechanics to suit.[42:11] Cool losing conditions - Sean’s tribute to an actor who is great a losing conflicts.

    [44:06] Last regular episode of Season 2. Bloopers up next.

    Continue the conversation…Here

    46 min
  • Narrative Control - Episode 64 - The Lennisode

    Welcome to a little Narrative Control experiment.  Three very short episodes on very small topics all released in short order.  This show is the Lennisode.  Two great ideas I ripped off from Leonard Balsera.Hosts: Sean Nittner and Eric FattigLength: 16:24Show Notes[00:25] Intro to the show.  Three minisodes.[01:00] Greetings Lenny? Leonard? The Lennisode, not the Jennisode (www.jennisode.com)[01:36] Based off two bits of advice Lenny gave out. Hack away.[02:20] The 15 Minute prep for games. Frame three scenes with punch![03:35] Example of trying this out: Dresden without prep.[09:01] Reward players for making decisions that have bad consequences either way.  From his LJ[14:14] Players will be more engaged in a choice they make.Continue the conversation…Here

    17 min
  • Narrative Control - Episode 63 - Making the bits compelling.

    Welcome to a little Narrative Control experiment.  Three very short episodes on very small topics all released in short order.  This show Fattig and I are talking about getting your players excited about the NPCs, places and things in your game.Hosts: Sean Nittner and Eric FattigLength: 15:59Show Notes[00:25] Intro to the show.  Three minisodes.[00:55] Situation: Players don’t care about the thing the GM created.[02:22] The point of the players caring is to give you ways to motivate the PCs.

    What are four possible ways that you can draw them in?

    [03:20] Make the thing actionable.  The players can make a difference.[06:08] Giving the players a compelling reason to care about the place or person. [07:44] Tying locations to the PCs.  Make them mirror the PCs.[12:38] Think in terms of terrain vs. background. Create assets that players can fight over.[15:24] Setting they can punch in the face!Continue the Converastion…Here.

    17 min
  • Narrative Control - Epsiode 62 - Retcon!

    Welcome to a little Narrative Control experiment.  Three very short episodes on very small topics all released in short order.  This show Fattig and I are talking about how to implement a Retcon in your game.  How to turn back the clock.Hosts: Sean Nittner and Eric FattigLength: 17:06Show Notes[00:25] Intro to the show.  Three minisodes. [00:55] The Recton. How to get a game back from over the edge.[01:16] Suggestion given to use by Alan Smithee[01:20] Example: Werewolf: The un-huntering.[05:09] When should you retcon? Your choice. We’re not telling you when to do this.[06:14] Alan’s suggestion on how to retcon.  Zoom back into a frame.[07:00] There is ALWAYS a frame in place, because we’re playing a game.[08:04] Returning back to the example: we got it wrong[08:36] Example: Three guys in a bar retelling a story.[09:23] Example: Ocean’s 11.  You see one thing, but it’s an illusion, then you see the “real” version.[10:07] Example: Film edition, cut out the junk[10:44] Example: XXXXtreme Street Luge. The game is played as a retelling of the action.  [12:47] Example: The Committee for the Exploration of Mysteries [13:18] We do this all the time as gamers. “Oh remember that time…”[13:30] Merlin movie. Told by very old Merlin. Some things can be fudged. [14:38] Players need to believe at the end of the day that what they do cannot be unwritten.[15:04] The retcon should be told in the style of the game.  Keep the story close to the original.[16:15] Thanks Alan for this idea.  Showing us how to save our bacon.Continue the converstaion...Here

    18 min
  • Narrative Control - Episode 61 - Embrace Your Doom

    Hi and welcome back to Narrative Control.  This week’s episode was inspired by this blog post by Karen Twelves http://twelves.wordpress.com/2010/12/21/dead-of-winter-2010/.  It’s kind of the analog to Episode 36 – Dare to be Stupid.  That episode assumes we’re all shooting for a heroic end, what if you’re shooting for tragedy?Length: 42:08Hosts: Sean Nittner and Karen TwelvesShow Notes:[00:24] Intro to the show. Something wasn’t quite right after Dead of Winter[00:50] Reading from the post:  http://twelves.wordpress.com/2010/12/21/dead-of-winter-2010/[01:23] Hello from Karen. Her blog and soon to be appearance on 2d6 Feet in a Random Direction[02:05] How this is going to sound like Episode 36 – Dare to Be Stupid. And how it’s different.[03:11] Playing one-off (one shot?) games. No investment in them surviving the game.[03:36] I didn’t get all my character can do if I didn’t destroy them by the end.[04:30] But…but…it may not be the game everyone is playing. Is this what everyone wants?[06:21] Emo porn is its own reward.[07:19] Bringing your own experience of loss or suffering to the game.[07:57] The other side of the spectrum of playing power fantasy games.[08:28] Characters are real when they have suffered. [09:17] If you know things are going to go badly, it’s a different mode of play.[09:37] But what about my agency?[10:27] The game needs enough elasticity to continue play even after horrible things happen.[10:59] Example: A character died in the first scene of Dread. [12:11] There are great games for exploring power fantasies as well.[13:37] How to do it? Make it fun to pursue doom for you and the others. [14:14] Add to your failures.  Complicate them.[14:55] Collaborate with the other players to find the best “worst” idea possible.[16:11] Spend all those Fate chips. Make sure you can’t refuse a compel. Another way to collaborate.[19:01] Looking at the Dread tower, it’s a perpetual sword over your head.  Pull those blocks![19:51] Working to sabotage your own efforts.  In Fiasco, keep trying to put the gun in your mouth.[20:36] In Cthulhu when the professor finds the alien texts, OF COURSE you will try to translate it![21:15] In a one off game, you don’t have time to make a conservative or stoic character interesting. Put on the ring.[22:48] A bit of proof.  Three examples of game that Karen was in where emo porn was awesome.[21:11] Carl’s Smallville Game – Breakfast League: Angsty teenagers with powers. [27:59] Ryan Macklin’s Dresden Game – Emissary of the Dragon making all the wrong moves.[31:07] Sean’s Apocalypse World Game – Heart of Darkness. A healer who had to decide who lives and who dies. [40:47] Wrap up. What it’s all about.

    Continue the convestaion... Here

    43 min
  • Narrative Control - Episode 60 - The LOST Episode

    Welcome to the LOST EPISODE.  The one that should have come before, but didn’t. Because sometimes there are things lost between the GM and Player.  We’re talking about that communication.Hosts: Sean Nittner and Joe HarneyLength: 32:38Show Notes[00:24] Welcome Joe Harney.  The Lost Episode[00:45] When things are lost between the players and GMs.[01:13] GM as the window to the world. [1:40] You walk into a cargo bay.  What image in evoked?[01:58] The cargo bay of Serenity.[02:30] Value of a license setting. Establishes setting, tropes, situations,etc.[02:58] Challenge: License settings are great… assuming you know them! [03:28] Licensed settings require that you get everyone to a baseline understanding. [03:45] The Battletech universe. Over 100 books. Outside our normal scope of understanding.[04:20] Medieval Fantasy – more commonly understood setting and topes.[05:08] Using a setting with reflexive knowledge.[05:54] The strength of the World of Darkness settings.[06:25] The Tolkien Syndrome – Detailed descriptions that bore the players.[07:14] And effort to “show not tell”.[07:48] Focus on what the scene is about.[08:12] The opening scene from CSI – Displaying a lot of information.[09:00] Announce what a scene is about.  You enter the scene to do X.[09:37] Players trusting the GM to give them the information they need.  GMs trusting players to take information and push forward in with it, not…[10:02] “I attack the gazebo”[10:34] We’re not all looking to tell the same story, but we want our stories to be compatible.[11:12] Discrepancies about what is actually happening in a game.[11:42] Be willing to back up a step, if necessary.[12:35] All the work GMs put in to their games, sad if it doesn’t come to fruition.[13:16] Benefit of not planning a game.  Nothing holding you to a plan if things change.[13:40] Middle ground: Planning a game based off flags presented by the players.[14:09] Discrepancy in expectations of consequences.  A bugbear to untangle[15:25] GMing Seminar with Robin Laws and John Wick on what happens when GM and Players have different expectations of consequences.[16:41] Easier to undo a calamity before it happens.[17:10] The mood of the game can also shift into a different space if not held in check[18:04] This isn’t the game I thought I was playing.[18:18] Inspiration for this episode: A LiveJournal post.  Stakes not agreed upon in advance.  [19:15] Sacred cow turned into sacred-cow-burger[19:42] Why are we here? What is this game about.   Are we playing to tell a cool story? Are we playing to win?[20:46] Are those goals tied to game styles (traditional – narrative games)?[21:43] Games that have specific mechanics to add story elements: Fiasco plot twists.[22:36] Joe does some brain surgery.[22:54] Win conditions, however, are easier to mechanize[23:20]Agree about what the game is focused on.  Can I trust the GM to make mistakes.[24:35] Secrets.  Do you trust the GM to expose them?  Burned players.[25:28] They downward spiral of mistrust.[26:01] GM afraid to offer up game elements that the players will “break”.[27:46] The Superman metaphor[28:18] Tangingting… again.  Player fulfilling power fantasies.[29:32] Know where you are on the spectrum of “do you want win?”[30:41] Hording the cool.  Afraid that the cool will be lost if you spend it.[31:15] Wrap up.  Thanks Joe!The conversation continues... Here!

    33 min
  • Narrative Control - Episode 59 - Player vs. Player Awesome

    Welcome to episode 59.  Fattig and I are talking about Player versus Player awesomeness in games.  We’ve got fears, trepidations and we talk about how we’ve overcome then and the amazing stories we’ve seen come out of doing so.

    Hosts: Sean Nittner and Eric Fattig

    Length: 54:58 (yep, sorry another long one, but it is worth it)

    Show Notes

    [00:22] I stab your character in the back… Well I stab YOU in the face![01:17] Intro to the show: Player vs. Player [01:26] Player vs. Player baggage.  Lots of bad experiences.[04:11] But… pvp can make for the most awesome experiences in the game.

    Examples of great PVP.

    [05:06] Example the one: L5R – Al-Saleen and Tso Lou discuss balancing love on the edge of a blade.[09:02] Example the two: L5R – Rei and Tso Lou opposite sides of empire building.

    Why player versus player is awesome.

    [14:26] Knowing that players are your antagonists raises the stakes and the tension at the table.  Players are more alert and attentive throughout.[15:59] Players can do more when they have meaningful interactions between the other PCs because they aren’t limited to the GMs bandwidth.[17:06] PVP gives the GM a chance to step back from center stage and manage the game.  Gives the GM a chance to see the bigger picture.[19:03] It is more fun for the GM if he or she doesn’t have to be the only source of antagonism.[19:24] Players make the BEST antagonists! NPCs take a lot of work to portray and players can easily dismiss them.

    [24:00] How do we do the good and not the bad

    [25:50] Ensure there is never a one-sidededness between PCs, they must always have a chance and always have something to lose.[26:50] Creating constraints.  Players need a sandbox that will demonstrate what are appropriate actions and consequences.[29:35] Plenty of external threats to make the player conflicts precious and dangerous. [30:44] Use a system where players can bounce back from defeat.  Apocalypse World: Player vs. Player moves.   Burning Wheel: Explicit stake settings that are negotiated.  Smallville stress just ups the ante and makes the conflicts more intense.  Dogs in the Vineyard relationships can move from problematic (d4) to beneficial (d6+) as the result of fallout. [38:38] Player versus player conflict should not be a zero-sum game.  We can give and take different things that we value differently.[43:29] Examples of games that bring player versus player action.[43:43] The Gift[46:54] Duneville[50:15] So much awesome that can come out of player conflict.  The game doesn’t need to be about PVP, just make a safe space for it to happen and watch the magic.

    [51:30] News of the !

    [52:17] Dundracon coming up! – You can be a god in my game![52:50] Good Omens 10 year anniversary[53:01] GM Seminar in March at EndGame.[53:33] EndGame Minicon April 9th – 5th anniversary of Minicons

    Continue the conversation... Here

    55 min
  • Narrative Control - Episode 58 - Social Antagonists

    Welcome back to Narrative Control in 2011.  After a break for the holidays we're back and talking about Social Antagonits.  How to make them work and why the are so awesome.

    Hosts: Sean Nittner and Eric Fattig

    Length: 54:07

    Inspired by Ryan Macklin's article on Making Sypathetic Antagonists

    Show Notes

    [00:22] Intro to the show.  Happy New Year![00:38] Topic: Social Antagonists

    News of the Episode

    [00:59] What just happened?  Dead of Winter[02:35] EndGame Minicon[03:19] Pimping Duneville.  Check out Smallville[05:17] Big Bad Con  Book Rooms here: Hilton Oakland Airport[05:59] Gazebo Deathmatch[06:56] RPG Crosstalk – A shared Podcasting Forum [09:04] Finding Ryan Macklin’s post on sympathetic antagonists via twitter.[11:14] A reading from Macklin’ post.  His three reasons for sympathetic antagonists![12:39] Our discussion drifted to Social Antagonists.  People you can’t punch in the face.[13:20] The recurring villain you don’t have to sell.  Conflicts bind the characters together rather than splitting them apart. 

    Examples of social antagonists

    [14:57] Uther Lightbringer: The moral authority. [15:79] Tsuruchi Nadu. Our lord and commander in L5R.  A terrible leader.

    Characteristics of good social antagonists

    [24:25] The social antagonist is part of the same rigid organization that the players are (your boss, your lord, your co-worker, your schoolmate, your business partner, your family, etc).[27:07] The social antagonist is not secretly EVIL.[33:31] The social antagonists needs a sympathetic drive.  A reason to exist that is legitimate.[35:13] Social antagonists can do more interesting damage.  Turning you friend against you, steal your money, demote you, attacking your other relationships, etc.[38:09] Social healing is also more interesting.  Repairing from a cut is pretty boring.  Repairing a relationship is fun and makes for more exciting interactions.   One persons’ gain is the others’ loss.[39:44] The conflicts with social antagonists are ones we can relate to.   We’ve all been in conflicts like these.[42:59] Sometimes you work together.  Social antagonist that are “on the same side” or have the same goal that is really important.  [49:56] Social antagonist can escalate conflicts and then de-escalate. [52:24] PCs can fill these roles.  The players can be each others’ social antagonists.[53:26] Go discuss it… on RPG Crosstalk

    Continue the conversation... Here

     

    55 min
  • Narrative Control - Episode 57 - Apocalypse World

    This episode I've got Rob Donoghue and Judd Karlman on skype talking about the NewHotSexy Apocalypse World.

    Hosts: Sean Nittner, Rob Donoghue and Judd Karlman

    Length: 46:35

    Show Notes

    [00:27] Sean sits down with Judd Karlman and Rob Donoghue to talk about Apocalypse World.  

    [01:03] What about Apocalypse World sparked interest? [01:28] Short answer: Vincent Baker, the author of Apocalypse World.   [02:55] On Vincent's writing style and how it informs the game.   [04:30] Enumerating your tools so you can use them better. [05:39] Judd feels Vincent moves share a kinship with Bangs from Sorcerer.   [06:17] These principles work in other games as well.   [08:35] It's OK to ponder what happens next as the MC. [08:55] Judd and Rob compare Apocalypse World to Dogs in the Vineyard, Vincent Baker's previous game.    [10:36] Using examples in game text. [11:10] Examples of not only how to do things right, but how things might go wrong.   [12:30] Writing for player versus player.   [13:33] The Apocalypse World character dynamic: "We're not talking about a party" [15:30] Rather than attacking the character directly, assaulting their interests.  [18:04] The Apocalypse World conflict system.  Greater costs means every conflict matters.   [20:05] A core conceit of Apocalypse World: playing your character like a real person.   [21:33] Curing indifference through giving players stuff.   [22:08] Relationships emerging in Judd's game [23:13] Encouraging the MC to ask probing questions. [24:39] Two player trends: Focusing on the narrative versus focusing on the moves.  [27:59] Some of the vagaries of the system: highlighting certain moves for experience.   [29:13] "The ability to change what's the focus of the character that session is huge." [30:15] The process of choosing what stats get highlighted.   [31:22] The legend of Ryan Macklin.  Thirty XP! [33:49] Visible experience makes it easy to identify which players have had the spotlight for a while and which need more love. [36:43] A D&D example: negotiating a truce with an enemy army.  "Well we defeated them.  So we want their XP" [37:16] Apocalypse World avoids XP shenanigans by making every roll count.   [40:36] Some final tips from Rob and Judd for running Apocalypse World. 

    Continue the Conversation... Here

    47 min
  • Narrative Control - Episode 56 - Can't Touch This
    Hi and welcome back to Narrative Control.  This week we're talking about the sacred cows at the gaming table. What are the things that a player doesn't want to see changed about their character.  Brought to you by a conversation between Sean and Leonard Balsera.  

    Length: 38:59

    [00:27] Welcome back to the show.  We talk about the RPGGeek's GoldenGeek Award.  We didn't win, but congratulations to YSDC: Cthulhu Podcast [01:28] Shout out to Leonard Balsera of Evil Hat, lead system designer of the Dresden Files RPG and assistant designer of Spirit of the Century.   [02:05] High stakes gambling in Vegas! Wagering on RPG minutiae at Neoncon. [03:37] The crux of the episode: What changes result in the character not being fun anymore [03:48] Advancement versus change [04:04] Examples of change in Golden Geek winner Dresden Files and in Dogs in the Vineyard. [05:28] Changing a core concept of a character.  Does it break the character? [06:27] What is fixed and what's open to change.  Fred Hicks' concept of "the character sheet as a love letter to the GM" [07:10] Beliefs in Burning Wheel; more about what is your character going to do.   [08:11] An example of a persistent trouble: Alcoholism in Iron Man.   [08:42] An example of a more evolving trouble.   [09:10] Fattig's favorite foibles.  [11:52] Why would we change a persistent character element. [12:26] Dresden example: A compelling plot twist that makes sense.  But it affects the character to the detriment of the characters fun.   [13:47] Mage game.  Changing a character element that doesn't break the character.  On the contrary, it drives the character forward.   [15:34] Sean drives a player bonkers in Silver Age Sentinels [18:05] Players want to change on their own terms.  [18:25] Finding the untouchable elements on your own character sheet. [20:29] Make no mistake though, change is critical.   [21:02] Communicate with your GM.  Let them know what is core that you don't want to let go of.   [21:29] The character sheet won't tell you what the character wants to change versus what they want to hold onto.  [22:27] As a GM, pay attention to the brainstorming sessions, and ask questions. [24:28] "Just because your characters really good at something, may not be what they're about.  It may be about not doing it." [25:15] The Odd Couple: a recurring problem.   [26:38] Reading into a player's favorite issues based on tone [27:25] What to do when communication fails, and a sacred cow gets trampled in play. [29:40] A core concept changed in play in a moment from Burning Wheel.   [31:28] Recognize that something's gone wrong, and talk about it afterwards.   [35:59] If you do change something about the character as the GM, give the player options.

     

    Continue the Conversation.... Here

     

    39 min

About Narrative Control

From the publisher's feed

Narrative control is a podcast to reflect on the gaming experiences on Sean Nittner and his co-hosts. We present our reactions to game sessions, conventions, and other game theory. In turn, we're…