Narrative Control

Narrative Control

By Sean Nittner, Justin EvansLeisureHobbies
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Narrative Control episodes

  • Narrative Control - Episode 15
    Hi, welcome to Narrative Control Episode 15. This week Justin and I tackle different resolution methods (task, conflict and scene), give a couple examples, talk about the strengths and weaknesses, and as always talk about ways we use them in our games. Hosts: Sean Nittner and Justin EvansLength: 24:00Show Notes[00:32] Introduction to the show. Task, Conflict and Scene resolution.[01:03] A lot of podcasts celebrating 2, 3 or even 4 years of syndication. Check them out at RPGPodcats.com[01:47] Brilliant Gameologists Promo[02:03] My New Years Resolutions… not[02:20] What are we talking about?[02:38] Task Resolution Definition by way of example.[05:13] Consequence of failure in task resolution.[06:22] Conflict Resolution defined by Justin.[07:13] Consequences of successes or failure in conflict resolution.[07:54] Player narration either way.[08:08] Settings stakes[10:45] Comparing Task and Conflict resolution.[11:40] 4th Edition Dungeons and Dragons skill challenge. A blend of the two.[12:27] Examples of systems that use conflict resolution. Wilderness of Mirrors, Shadows of Yesterday, Chalk Outlines.[14:47] Mixing the two. Games that aren't explicit about resolutions. Don't Rest Your Head, you can go either way.[15:14] Example of combining the two in a 4th Edition Dungeons and Dragons Pirate battle. Task resolution became too tedious. Macro vs. Micro mechanics.[18:16] Justin unveils it… Scene resolution. Ending each scene with a lead.[20:23] Task vs. Conflict resolution. Final Showdown![23:00] Closing. Let us know what you think. What have your experiences been?LinksRPGPodcats.comBrilliant GameologistsDungeons and DragonsWilderness of MirrorsShadows of YesterdayChalk OutlinesDon't Rest Your HeadPost Feedback Here: Comments
    24 min
  • Narrative Control - Episode 14

    Hi and welcome to Narrative Control, Episode 14.  This week Justin and I talk about bringing indie games to your table.  We share some of the resistance we've experienced as well as offer some advice for how to get your group to open up and try one out.

    Hosts: Sean Nittner, Justin Evans

    Length: 18:01

    Show Notes

    [00:28] Intro to the show. Bringing indie games to your kitchen table.[01:03] Give credit where it's due.  Thanks to you Mikael.[01:36] Battle of Wits cards. Sinstergame.com domain name down.  Backup URL: http://02af916.netsolhost.com/sinistergame/[02:07] Narrative Control Holiday Schedule. [02:45] RPG Podcast Promo[02:55] Sean's problem.  Cream is available.[03:16] Sean's other problem. I want to play indie games.[04:56] I'm missing cookies.  That must be the problem.[05:22] Perception of indie games. Lack of familiarity. This is something new. I don't know what that is.[05:52] More responsibility being placed in the hands of the players.[07:09] Traditional games don't have a mechanic for handing over narrative control.[08:20] Idea that Indie games are one-shot games.  This could discourage players who want to see long term games and character progression.[10:24] How I've been able to convince my group to try a game.[10:28] Lead by example.  Want to play a game? Run it![10:58] Focus on just the first session of a game.  Character creation or a pitch session.[12:28] Focus on the setting or genre of the game rather than the system.  [13:34] Justin's synopsis of my methods: be sneaky, sugar coat it. Thanks Justin.[13:48] Try to tailor games to the player's interest.[14:18] Are there any gateway games? Have I been gushing about Fate enough already?[15:15] Start with a gateway system or hack in indie elements into traditional games?[17:06] Request for feedback.  Let me know if you've had the same frustrations or if you have some other solutions.

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    19 min
  • Narrative Control - Episode 13
    Hi, and welcome back to Narrative Control. This is my 13th episode, my 4th show on the Dresden Files RPG, but my first... numero uno interview. Fred Hicks, from Evil Hat was kind enough to share one of his afternoons talking to me about Dresden files, reviewing our experiences as play testers and share a little behind the scenes look at creation of his games. I had a great time talking to Fred and I hope you enjoy the conversation.Hosts: Sean Nittner, interviewing Fred HicksLength: 31:13Show Notes[00:29] Intro to the Show – Interview with Fred Hicks[00:51] Links to Battle of Wits not resolving. Email us for a copy: [email protected][01:24] Show was recorded with Skype and PowerGramo – How did it sound?[01:54] This Modern Death Promo[02:31] Welcome to _a_ Fred Hicks[03:03] First Question from a listener Mikael – Talk about Points of Tension[03:10] Fred has discussed this before with Ryan Macklin at Master Plan, Episode 33[03:46] Points of tension start around resource management, always wanting more.[05:10] This should move the character from a static state and tilt them in one direction[06:10] In Dresden Files RPG this is expressed in trading Free Will for Power.[07:15] Which is more important? System or Setting? Neither and Both![09:20] Structure of the aspects also affects this. The "Theme" aspect in particular drives the conflicts.[10:45] The Character Sheet is a lover letter to the GM. I love you, but do these things and I'll love you even more.[11:37] Don't Rest Your Head created to some extent to bring the level of character pain Fred had been looking for.[12:00] Where did the idea of a love letter to the GM come from? [12:56] What you want is on the character sheet. Giving weight to the soft want.[14:34] The Kirk effect! [15:38] Second Question - Anticipated format of the game. Dresden Files is pitched as a campaign game.[17:38] Advancement system is going to center around major story arcs as a unit of time. [18:43] Major milestones - Raising Refresh (new powers!) and joining a new weight class.[19:02] Minor advancement - Gaining a few skill points or parts of character evolution, shuffling skills and aspects.[19:47] Characters changing is interesting, not necessarily getting more powerful. Change is cheap. Growth takes a long time.[21:23] Third Question - Changes from SoTC. Stunts and Damage system![22:10] Stunt creation is now explicit. Empowering players to create their own.[24:20] Supernatural Stunts are where the system really enforces the feeling of the Dresdenverse.[26:02] Fred's goal is to publish a game sticks close to canon but leaves doors up.[27:00] Damage System. Getting hit HURTS![28:00] Consequences are so proximate that you're always fearing them coming on.[29:07] Broken, Bruised, Bleeding, Demoralized and Scared as Hell - The way a Dresden fight should end.[29:50] An example of social conflict: Harry in the car with Marcone the first time they meet.LinksEvil HatDresden Files RPGThis Modern DeathMaster Plan PodcastPost Feedback Here: Comments
    32 min
  • Narrative Control - Episode 12
    Hi and welcome back to Narrative Control, Episode 12. This week Justin and I talk about players characters taking actions that disrupt the group, either by upsetting another player or by removing their character from the scope of the game.Hosts: Sean Nittner and Justin EvansLength: 22:36Liner Notes[00:28] Intro to the show. Player characters taking actions that step on other players fun.[00:49] Battle of Wits, the card system based on the Duel of Wits from Burning Wheel at Sinistergame.com[01:35] RPGPodcasts.com Promo [01:55] "That's what my character would do" – We borrowed this topic from Episode 55 of Son's of Kryos. [02:51] Definition: Players taking actions that upset other players or take actions that remove their character from the story.[04:05] Preventative Methods: Come to an agreement about what the game is going to be about ahead of time.[04:26] One element to hash out: Situation. What is going on? [04:42] Yeah, we found this one in Prime Time Adventures as well in the pitch session. This will define the theme of the game, the genre, and the characters or character archetypes.[05:22] Example pitch session: Ch-osh-kys. Clerks meets Office Space. [06:13] Concessions we made to include all the elements we wanted: Hardware plus food.[06:45] Situation: The two stores have just been purchased and are merging together.[06:54] Characters: The Lifer, the snotty kid and the kiss ass manager.[07:20] Sets: Reinforces where conflicts will occur. Keeps things in the story.[07:50] More traditional format. GM presents a situation but the players still make an agreement about how their characters will interact with the situation.[08:57] Avoid throwing out ideas that will remove characters from the game unless that is presented as a conflict to overcome.[09:45] Fear the Boot (Episode 2) talks about Group Templates for creating characters. [10:00] Another example. A gladiator game that was about being gladiators slaves, not escaping. [11:18] Justin's Game set in Cadwallon: Outside the city the world is at war, the "game" however takes place within the city walls as the character act on the behalf of the duke.[11:52] How to bring some of those "out of game" elements into the game for the players behalf and to make the story richer.[13:25] Corrective measures: What happens if player characters breath the forth wall anyway?[13:47] Possibly this is the time for the character to leave the game. Maybe this is a good time for their story to end? [14:25] Escalate the conflict around that decision. Make it a hard choice to leave the game. Also, you could give the character and easy out if the player wants to keep the character in the game, but can't figure out how.[15:19] Alternatives to allow for characters to leave the story:[15:28] Granting a solo session to a player. Justin and Sean disagree on this. [16:33] Use the Living City technique and have the other players take the roles of NPCs in the character's spotlight scene. This can also work well with simmering scenes.[17:52] What about players stomping on each others fun?[18:43] Create a cliff hanger moment. Pause the game and ask the offending player how they see this playing out? What direction do they think this will take their character in. [19:40] Ask the potential "victim" how they feel about this.[20:22] Set stakes for the conflict. Stakes have to be agreed on by both characters. This allows both players to know what worst case scenario and how the character relationship might change.[21:29] Feedback. Let us know how if this is come up in your games. How has your group dealt with it?LinksBurning WheelSinistergame.comRPGPodcasts.comSon's of KryosPrime Time AdventuresFear the Boot) CadwallonPost Feedback Here:Comments
    23 min
  • Narrative Control - Episode 11
    Hi, and welcome back to Narrative Control, episode 11. Justin and I are back to talk about framing scenes. Why and how to do it. Hosts: Sean Nittner and Justin Evans Length: 20:08 Liner Notes [00:29] Show Intro – Scene Framing [00:40] Special thanks to listeners William, Mikael, and Robin for correcting us (er Justin). We did in indeed steal previews from Prime Time Adventures. [00:56] This Modern Death Promo [01:33] Your in a 10’ corridor! [02:13] That is what a game without scene framing feels like. [02:52] Definition of scene framing: Location, who is present, and what is going on. [04:08] Why do we frame scenes? To avoid the tedium and get right to the action. [06:01] Scene framing described well in Prime Time Adventures. Something else in PTA as well. [06:54] In a Wicked Age – Driven strongly by scene framing. Nothing happens outside of a scene. [07:07] Scene Framing in Panty Explosion in 5 parts: Location, Mood, Action, Who’s There and Supernatural Activity [07:33] Strategies for framing a scene. Start a scene at the last possible moment. [08:34] To montage or not to montage? [08:54] Justin’s campaign. Nothing happens out of a scene. Much of the mundane is skipped. [09:22] Strategy for moving from one scene to the next. Ending with tension. [10:02] How to bring this to the table? Make the scenes personal to the characters. Each scene should matter. Take cues from the characters (aspects, keys, beliefs, virtues). Start them with a direction based on those cues. [11:43] Simmering scenes. Borrowed from Sons of Kryos and Ron Edwards. [13:10] Weaving. Bring up elements from one character’s personality or background in other character’s scenes. [14:00] Weaving us used constantly in My Life with Master. This prompted a lot of character interaction. [14:55] Situation Sheets from Full Light, Full Steam. Players writing a document of what kinds of scenes they would like to see. [15:56] Thematic Batteries. Require scenes that will charge these batteries. [16:49] Questions to ask your self in the scene: What happens if nobody intervenes? Who might profit or suffer from the conflict? Setting some stakes in advance. [18:26] Wrap up and recap of scene framing. Links: This Modern DeathPrime Time AdventuresIn a Wicked AgePanty ExplosionSons of KryosRon EdwardsFull Light, Full SteamPost Feedback Here: Comments
    21 min
  • Narrative Control - Episode 10

    Hi, and welcome to Narrative Control, episode 10. We're back on the Dresden Files RPG. This time Kevan and I review the roll of compelling aspects in the game.

    Hosts: Sean Nittner and Kevan Forbes

    Length: 20:19

    Liner Notes

    [00:28] Show Introduction: Returning to the Dresden Files RPG. [00:45] Introduction to Kevan Forbes a Good Omens GM in Sacramento. [01:19] This episode is a reflection of our play, specifically compelling aspects. [02:13] Thanks to everyone who has given us feedback over email or on the forum. You guys rock! [02:50] This Modern Death Bumper [03:28] Greetings from Sean and Kevan [03:54] The Compel Mechanic! [04:07] Explanation of aspects from Fate and how compels work with them. [04:54] Fate chips are much more precious in Dresden RPG. [05:24] Comparison to compelling in Spirit of the Century. [05:45] Example of a tough compel and the price to pay it off. [06:38] How to use a compel #1: Plot Hooks [07:49] How to use a compel #2: Binding the characters to the story. [08:13] Example of a compel: The Vodou priest wakes up with blood on his hands. [08:55] How to use a compel #3: The toolbox for adventure creation. [09:40] How to use a compel #4: An alternative to the standard conflict resolution. [11:40] Comparing compels to other games that give out cookies for game play (7th Sea, Buffy, Exalted, etc). [12:43] I miss the reward system from other games when the players are performing exceptionally. [13:17] Compelling, however, brings the characters deeper into the story. [14:17] Keeping the fate chip currency moving with compels. An example from play. [14:56] Fate chip economy! [15:15] How to use a compel #5: Players compelling other characters [15:38] How to use a compel #6: Moving the story along when players don't want to budge. [16:47] A reward for good role-playing? [18:11] Accidental Survivors Bumper. [18:51] Review of the show. Disappointed with the audio quality. [19:20] Request for feedback.

    Links:

    Dresden Files RPG Good Omens Games Evil Hat This Modern Death Accidental Survivors

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    21 min
  • Narrative Control - Episode 9

    Hi, and welcome to Narrative Control. This week's episode has two segments. The first half covers using previews to prime your next game. The second section is a review of my experience running Good Omens Con. I review all the steps and hopefully offer up some useful advice.

    Hosts: Sean Nittner and Justin Evans

    Length: 23:48

    Liner Notes

    [00:28] Show Introduction: Previews and Running Conventions. [01:32] RPGpodcasts.com Bumper [01:54] Part 1. Definitions of Preivews [02:04] Okay, the real Definition of Previews [02:14] Justin's Bleeding Edge Stuff [02:57] Modeled after previews to TV shows, designed to get players excited about the next game. [03:48] How Justin uses it in his game. Players create brief (vague) scenes for the next game. [04:35] Incorporating them into the next game. [05:08] Can be difficult if you don't know how long the game will be. [05:48] The players end up giving you fuel for the games. [05:59] What if you can't find a place to fit the preview in? Does it feel forced? [07:48] What about players framing their scenes including the preview? [08:50] Allowing the players to fill in the details. [09:58] Sean has requested scenes in advance form players. Mixed results. Do previews ever have these troubles? [11:03] Keep the previews short and vague. [11:33] Authoring other player's characters into your previews? [12:30] Players enjoy the spotlight being put on them. [12:51] Sean's superior math skills [13:05] RPGpodcasts.com Bumper [13:12] Part 2. Good Omens Con [13:42] Stats: 60 attendees, 14 games, and a Guest GM: Carl Rigney [14:16] Covered by 2d6Feet.com [14:28] Instant Pre-Order for Don't Loose your Mind [15:30] The History of Good Omens Con [15:48] Both Cons were Chartiy Events: Alemeday Food Bank [16:49] First starting thinking about this early 2005 [17:38] Location. Find a place to host the con. EndGame hosted our con. They Rock! [19:12] Date: Pick a date where there aren't other convetions going on [19:42] Round up GMs. [20:26] Coordinante the game sign ups. [21:12] Feeing of running a con is great. A chance to give back to the gamer community. [21:20] Sean's Mantras - Scratch someone elses back first.and "Free is Good!" Links:

    RPGpodcasts.com Good Omens Games 2d6Feet.com Don't Loose your Mind EndGame Post Feedback Here: Comments

    24 min
  • Narrative Control - Episode 8

    Pacing in games. Justin and I talk about mechanics and techniques we have used for pacing our games. These range from dice mechanics, to actual timers and at the end a discussion of player created urgency in the Sons of Liberty.

    Hosts: Sean Nittner and Justin Evans

    Length: 30:20 Minutes

    Liner Notes

    [00:30] Show Introduction - Pacing Mechanics. [01:24] RPGpodcast.com bumper [01:42] Definition of Pacing. A couple useless ones first. [02:00] Controlling the urgency in the game upping the stakes. [03:19] Preventing analysis paralysis and encouraging immersion. [03:47] Pacing built into most games, usually in combat systems. Something we are all familiar with. [04:32] The same hit point system most gamers are familiar with from Dungeons and Dragons are used in Burning Empires to represent Disposition. [05:47] Situation: Disarming a bomb in Spirit of the Century. Creating pacing for a non-combat conflict to create urgency. [07:48] Another SotC mechanic extended skill challenge. [08:15] How Justin used an extended skill challenge in a Firefly game to represent the race to find an outlaw before he was caught by a bounty hunter. [10:42] Using props as a visual aid to represent margin of success and chance of failure. [11:11] Skill Challenges in 4th Edition Dungeons and Dragons are very similar. [12:10] This form of pacing comes form game mechanics. [13:00] Bringing in outside elements. Sand timers, egg timers. Not giving players enough time to analyze all the information available. [13:50] Introducing a mini game as a spotlight moment. [14:45] How Justin escalated things even further, causing distractions. [15:58] Potential backfire? Does this still work if the characters fail? [16:37] Using a timer in My Life with Joker to trigger random events. [18:24] Ding! Ding! Ding! A bank blows up! [18:57] An extreme example in John Wick's Play Dirty. [19:44] Applying the mechanics as in game effects. In a Matrix game "Time is always against you." [20:49] Doom in Roanoke. Affects narration of end game. [21:42] Sean was disappointed there wasn't more doom. [21:52] Pace set by the players in Sons of Liberty [28:54] Pacing is game agnostic. Try it out. [29:04] Another RPGPodcasts.com bumper [29:09] Show Recap [29:50] Let us know what you think: [email protected]

    Links

    RPGpodcast.com Dungeons and Dragons Burning Empires Spirit of the Century My Life with Master Play Dirty Roanoke Sons of Liberty Post Feedback Here: Comments

    31 min
  • Narrative Control - Episode 7

    Hi, welcome to Narrative Control. This episode Justin and I talk about high prep vs. low games and the advantages and pitfalls of both.

    Hosts: Sean Nittner and Justin Evans

    Length: 29:33 Minutes

    Liner Notes

    [0:27] Introduction to the show. Zero prep vs. high prep games. [0:55] Rpgpodcasts.com bumper [1:16] Cage Match! We want two winners [1:32] Definitions: Zero Prep games. [2:21] Example of a zero prep game: Spirit of the Century. Pickup or zero prep? The same thing? [4:40] Even less prep: In a Wicked Age using oracles. [6:51] Story starts being developed during character/setting creation. Creates situation and conflict for the GM to use. [8:10] Definition: High Prep game [9:57] May create different player motivations. Instead of directing plot, pursue developing character or find a reason to connect to the existing plot. [11:00] Foster antagonism between the GM and players? [12:40] Listening to Have Games will Travel: For a Few Games More. Paul talks about different types of stories. [14 :44] More examples of low prep games: Universalis. Players sit down with a blank slate and bit on story elements to include. [15:35] Prime Time Adventures. Pitch session is zero prep. From then on, low prep. [17:07] Games that include a mechanic to push the story forward. Shab-al-Hiri Roach and Sons of Liberty and Polaris [18:54] Show Notes (not schnotes, just in case you thought you heard me wrong but didn't) [19:32] High prep games examples. Dungeons and Dragons, White Wolf games, Call of Cthulhu and Shadowrun. [20:04] John Wick's method for combining low prep mechanics in high prep games: Dirty Dungeon. Method from Wilderness of Mirrors [21:11] Win and Fail of low and zero prep games. [21:23] Win! Low prep games offer a great time savings. [22:42] Win! Player Buy in. They like it because they built it. [23:35] Fail. The game could be potentially less coherent. Different players with different ideas about what the game is about. [24:45] Fail and Win! Investment in the game for both GM and players. [25:00] Win! Less pressure on the part of the GM. [27:04] What happens if someone isn't exited about a game? [28:33] Try swapping back and forth. Spice it up! [28:44] Closing notes. Lets us know what you think at forum.narrativecontrol.com or email [email protected]

    Links Rpgpodcasts.com Spirit of the Century In a Wicked Age Have Games will Travel: For a Few Games More Universalis Prime Time Adventures Shab-al-Hiri Roach Sons of Liberty Polaris Dirty Dungeon Wilderness of Mirrors

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    30 min
  • Narrative Control - Episode 6

    Hi and welcome to Narrative Control. This week's episode is an actual play report from a Burning Wheel game that I played in with the guys from This Modern Death. The game setting is heavily inspired by the HBO show Deadwood and it rocked hard. Warning, as per fitting with the genre, this show has an explicit tag, though truthfully I don't think we were nearly as bad as we could have been.

    Length: 22:47

    Hosts: Sean Nittner, Shaun Hayworth, Kristin Sullivan, and Randy Davenport

    Liner Notes

    [0:30] Thanks for the feedback from last episode [0:53] Burning Las Vegas got me thinking about Burning Wheel [1:21] Experimenting with actual play reports [1:45] RPGpodcats.com Bumper [1:52] Introduction to the hosts [2:34] What is Burning Deadwood? [2:58] Discussion of the show Deadwood [3:40] Deadwood isn't setting, its situation [4:40] Orks be here! [4:50] Game defined by the character's motivations [5:26] A group of players looking to be screwed with [5:50] Brief background on the game. [6:11] Levi, the fire and brimstone priest of Zoltek [6:50] Player vs. Player conflicts built into beliefs: "The wizard must burn!" [7:02] Role of religion in westerns [7:48] Woops, the wizard botched his spell and turns a forest to crystal [8:27] Gunning for a Dual of Wits with a torch in hand. [8:55] The story is driven by the players but we all got suprised a few times. [10:00] Seans's strategy: Rally the congregation against the Wizard! [11:04] Converting the mother of the son to turn against her child. Evil priest! [12:00] Oddly anti-climatic ending that was very satisfying [13:20] Pet peave of Sean's: Players don't recognize authority figures. How does it play out differently when they are controlled by the GM vs. another player? [14:28] Group dynamic. These are people climbing the food chain, not the heroes of the dawn. [15:06] The mechanics support this. NPCs have some serious weight to throw around. [16:06] NPCs and PCs use the same tactics, and death is easy. [16:58] Separate plots advancing during the game. [17:44] Players opting to screw themselves over made the game rock. [18:58] Opening scene as a foreshadowing for the themes of the session. [19:13] Character driven story meant we could split up and move the story forward [19:37] A very restricted geography keeps the characters running into each other. [20:58] Burning Wheel mechanics make it unnecessary to have a story scripted, everything moves forward from a starting condition. [21:39] Thanks to Shaun, Kristin and Randy.

    Links

    RPGPodcats.com This Modern Death Burning Wheel Deadwood

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    23 min

About Narrative Control

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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…