Showing posts with label get a legal pad. Show all posts
Showing posts with label get a legal pad. Show all posts

Tuesday, February 14, 2012

Writing/Gaming - Character 101 - Part 6 - The Relationships

This is Part 6 of the Character 101 Series. The previous parts can be found here.

Here's a brief summary:

  • Characters exist within a world that defines possibilities and suggest challenges
  • Characters have a set of abilities that distinguish them within the world and makes the reader want to inject themselves into the story
  • Characters are on a path that leads them through more than the book-plot.
  • Characters are more than a physical description, they also have mental and emotional attributes worth depiction.
  • Characters have a defined morality and philosophy that influences actions and decision-making, in more than just the plot. 
Today, we could end Character 101 with this post. And it may end, if the recent traffic is any indication (either what I wrote was too deep or too boring), but let's give today a fair shake. 

The last element of Character 101 can be expressed like this:

The character has relationships of varying depths, complexities and degrees so that the reader can see the created-person in a more complete context, and can sympathize/empathize.

It's a little appropriate that it's Valentine's Day as I write this bit about relationships. Today is the day for making mention of your relationships, even though I am of the part of the population that believes that if you're happy with your relationship, every day is/can be Valentine's Day in a new and different way, and that to commercialize love is the lowest form of obnoxious sales tactics and money hungry manipulation. But that's coming from me, so consider your sources......

Characters don't exist in a vacuum, they aren't adrift in some Void-space, they aren't just blobs of ink on the page. (Even if you did hurtle your character into the Void, it's likely you'd still make them think or feel stuff, so there would be some kind of bridge built to other characters). It's about those bridges that I want to focus today.

I am notorious for burning bridges and salting the earth. In the last few weeks, I've been launching an aggressive program to clean that up, because a lot of it comes from this horrifically insecure place and it's all misdirected anger and fear blah blah blah.....but it's really made me take a look at my relationships to other people and see just how I built those connections. (Yes, I did make a chart, shut up. They help).

Some of those connections are great, and I do not want to burn them. Some of these connections are awful, and I should do all that I can to put the past behind me and get some Grand Canyons between me and them.  I say this not to bitch about my personal life, but to point out that through these relationships, you can get a sense of who I am and/or what I do and how I do it. 

Characters are no different. You can look at their relationships and get a sense of who and what they are. Go get a legal pad, let's make a chart.

The Character Relationship Chart
note: Yes, you can do this more visually in a web, but I'm just blogging here, so I'll work linearly

1. At the top of the page, put the character's name (we'll call him A)
2. Write the name of the other character in the relationship (we'll call him B)with them (then in parentheses, write down the type of relationship next to the name)
3. List then a few phrases, adjectives, quotes or ideas that demonstrate how the character (A) feels about the other. (B)

Skip a line and repeat steps 2 and 3 until you have the character's relationships mapped out. Here's an example:

Character: Gordon Jeremiah Nevins

Bryan Alfred Nevins (brother)
* "What the hell trouble has he gotten himself into this time?"
* "Stupid dumb naive kid, but he's all I got."
* Begrudingly over-protective
* Only acts tired of the relationship.

Wynona (woman he sleeps with)
* Loves her, can't commit to her
* Would take a bullet for her, but wouldn't tell her that, in case someone has a gun handy
* "You look good" = "I love you"

By mapping out the relationships characters have with each other, you're able to also test their philosophies and see their paths play out over the course of the work. If your characters' relationships don't undergo growth from beginning to end (at least ONE of the parties involved has to change a little, otherwise readers are going to feel like they've wasted time and effort getting invested), then the sandbox they play in isn't testing them sufficiently. 

Here's an example from my life:

When I was feeling very down, disputatious and grumpy I treated other people poorly, and gave many others the impression that I was in fact, a melo-dramatic asshole with delusions of grandeur. (Or something, I don't know, but it wasn't good). After a few rather intense conversations with people who actually gave a damn about me (rather than just giving a damn about the work I could do, or the benefits I could give them), I started to rehab my image and after some rather big-deal admissions of apology and truth, quite a few people came around. So, because I had a particular philosophy, the world I inhabited tested me a certain way, which lead me down a particular path, that brought me to certain experiences and plots. Only when I made an effort to change, to push myself and change my thinking, did I discover and occupy a new path, that led me to new experiences and plots. 

It is through your characters' relationships that readers/players/consumers/others are able to draw a complete picture of the character. Just giving them a description and abilities is nice, but very bland and generic. Even if you throw in a moral code and a path, it's amorphous without a set of relationships to see it explored and strengthened/altered.

The point I'm making here is that all the elements of Character 101 are INTER-RELATED. To make those strong characters for people to gravitate towards, you need lay out all the pieces and get your Frankenstein on (put.the.candle.back.) 

There's no doubt in mind that if you take care to go through each step in Character 101, your characters, big and small will exponentially intensify and be far more satisfying to both create and use. 

Enjoy your Valentine's Day. Happy writing.

Friday, February 3, 2012

Writing/Gaming - Character 101 - Part 4 - Morality

Good morning everyone. We're continuing Character 101 today, so if you need to catch up on the previous posts, go here and here and here.

Today's a little crunchy, so you might want to get a glass of water and read this a few times.

We've so far looked at what can best be described as external qualities. We've talked about the world, some character description and some character abilities. Let's get into this though, let's be serious about our craft and our characters and make these creations live and breathe. I mean, you don't have to, but I think it'll help you out.

Today's Character 101 rule can be expressed like this:

A clear and distinct morality, set of principles and philosophy that an audience can see tested and explained throughout the story

Keywords:
  • clear and distinct morality
  • set of principles and philosophy
  • audience sees it tested and explained THROUGHOUT the story


When I was a young writer, I was mentored and taught by a great man, fiercely brilliant, absolutely not governed at all by anything other than his own rules and one of the most encouraging teachers I've ever experienced. He's long dead now, but this lesson, and most of Character 101 is my homage to him.


We start with a quote of his.
"Characters have beliefs; even if they are not expressed by the author or conceived of in great detail there exists within each character a philosophy, even if that character is built with a single purpose or for a single instance. "


What I didn't understand about that quote, where the magic trick is in that quote is the idea that characters have beliefs even if I (the guy who wrote the character) didn't flesh them out.

Hearing that as a punk kid, that sounded stupid. Characters are things I made up, right? They occupy the spaces I give them, do what I tell them? Sure, they can do that. They can be puppets who follow scripts and linear actions like stiff automatons. And when you're a bit of a control freak, or scared to do anything other than express control, that's great for characters.

Move your chess pieces. Watch them dance on your strings.

Over time, with practice, with experience, with heartache, with passion, you don't have to control them. They're more than just extensions of a single part of your personality or just creations who follow some simple program. They are partly fueled by your imagination, and when you take that off the leash, you'll be amazed by what you can discover characters do.

I didn't get that when I younger. It sounded florid and spacy and I probably said it was "kinda gay". And then I grew up and learned that there's more to writing than sitting in place and typing for six hours, but also that there's nothing less than that too.

That quote clicked for me when I was reading a comic book. I was upset, I was alone, I was pissed off, and I was reading Batman. And for whatever reason, perhaps because it was a visual medium, there was more said in a look between characters than you can ever do in a block of text.

It was like the story was occurring even when I wasn't reading the comics. Like the characters had things happening while I was reading Superman, watching TV or wishing I was anywhere other than where I was.

Big click.

When that quote says“explained” it certainly does NOT mean that the simple statement of beliefs is given in exposition, although there are times when it can be advantageous, depending on style or nuance -- But you don't have to have some big block of text saying "THIS IS WHAT I BELIEVE IN" because you're supposed to be better than that.

Leave it for dialogue; leave it for the emotions and subtext. Making it too clear, too visible, when the story by nature does not support it, cheapens it. It turns characters, who you create to be as close or better than humans you co-exist with, into caricatures and parody. And in gaming for example, it makes you sound like one of those bad RPGs where people only can say things like "It is nice day here yes in City?" and other Engrish.

No genre is spared the necessity of characters with morals. Not even in the most lowbrow crude comedy is there a character devoid of ambition based on a belief, even if that belief is something as small and finite as “I’m going to lose my virginity before the end of the school year.”



Everyone believes in something. Figure out what, and you'll also discover how to express that belief to the audience.

So, the question then becomes, how do you create that morality? How do we develop philosophies for characters?

Here are two methods, described below:

Actions -> Reasons for Actions -> Philosophy
(What)      (Why Do The What)      (What Gets Believed)


&

Stated belief > Action in defense of position
(Say It)             (Do Something About It)

First we have an action-oriented approach, something that works best for characters of  small purpose or minimal import. By looking at their actions, we can develop reasons for the actions, and from those reasons, create a philosophy.

The guy/NPC/background mook who cheers on the heroes during a fight, does it because it shows that the heroes have support. The random person who tells the detective something in passing that resonates seven chapters later. That's an action provoked by a reason that in turn becomes a philosophy. 



This is a clear, causal relationship that we can understand especially when not all characters have more than one or two things to do or say.

However, as we add complexity and depth to the characters and situations those characters find themselves in, we must shift from the clear A to B progression and try the reverse: that a stated belief leads to an action.

While this is more complex in a writing capacity, it is more intuitive as people, because we interact with people based on their statements and pursuant to their actions.


You go out with the guy because he makes you laugh because he does what he says he does. You married your spouse because she made you feel something positive on a consistent basis. You hang out with those people because you all share a hobby or believe in the same principles. You think that librarian is great because they helped you when no one else would even give you ten seconds of attention.

You decide what you believe in, then you go do something about it. (Here again, we see Rule #1 - Writing Is The Act of Making Decisions) If you do it, the character(s) can do it.

To reach these decisions, you must BE the character, giving them full faculties and capabilities independent of the story and the context of the story. Yes, you can argue that it is the story that shapes them, therefore you must put them into context, HOWEVER you must divorce the character from the story and the plot when you create the character. The proximity to the current story, and the temptation to use current-story material is too great a risk for the writer: how easily our characters become malleable when viewed only in the current plot.

Because our characters are our reflections, shadows and desires put into text, we must make all efforts to see them as living breathing beings that only happen to exist in our minds. I am not advocating schizophrenia, but rather a full-fledged imaginative experience, creating an idea so complex and rich with detail that it exists for more reasons than a single plot warrants.

Remember: This is a cooperative process, a great contract you’ve entered into with your reader, so please, do your part and make your end as interesting and exciting as possible.


Gamers embody this in the most obvious of ways, assuming to even ACT as the characters to drive the interactions. I do think writers would be well-served to try a little role-play now and then...and if not, at least go talk to people who excite you about whatever you love. It's a lot easier to do this when you're fired up than when you're dreading it.


So what can you do about it? Have you ever tried writing down what you believe in? Get that legal pad, get to writing. Do the same thing for the big characters. Try to do it for the small characters, even if it's just one line (the politician wants to win the election at all costs, the grocer wants to retire happy) related to the plot. The more you can list, the richer that character becomes and the less 'like a character' they are.


I end today with another quote (Sid had great quotes)

"Characters, John, are what we have when we're not thinking about what WE can do but what WE want to make happen."


Happy writing. Enjoy your weekends.




Monday, January 23, 2012

Writing/Gaming: Character 101 - Part 1: Overview & 'The Sandbox'

Good morning. On this particularly sleety and craptastic morning (the ground and the sky are the same color. I'm not sure if that counts as a Lovecraft moment or not), I want to start the new series on this blog, Character 101.

This series will be in up to 8 parts....(definitely 6, but there are two additional components we can bring in later). Now some of you have heard me talk about the first 6 steps when I taught this as a workshop 2 years ago - but a lot has changed since then, so update your notes. And unlike those previous workshops I'm not going to cover the whole list up front and reference it in every post. (So pay attention, and ask questions/leave comments if you get lost)

Character 101 is a series of posts aimed at ANYONE doing ANYTHING involving characters. This applies to novelists, short story writers, screenwriters, game designers, module creators...even somewhat to board and card game people, (though not all parts would apply there).

Much like my previous post about characters not being awful, this is more a walk-through on how to specifically do that - and although I don't present the components in order of magnitude, every piece is an equal facet in making the gemstone that is your character.

Granted, if you're only making some secondary characters or NPCs or background fluff, you don't need to do all these steps. Maybe apply one or two. But if you want your main characters: your protagonists, antagonists, chief NPCs, mentors, sidekicks, love interests, bullies, your fan favorite characters to stand out and get some attention (like eye-popping, 'Wow' attention), then this whole series will benefit you.

Now, let's go make your characters better.

Character 101 - Part 1 - The Sandbox

The Sandbox rule can be written out as follows:

A set of boundaries and a playground within those boundaries that is at times limiting or limited, causing the character to be tested.

If you had to highlight the key parts for this rule, look at the beginning and end of the sentence:

  • set of boundaries
  • a playground
  • at times limiting or limited
  • causing the character to be tested
No character should exist in a vacuum. They don't just float aimlessly in Void-space, nor should they. They need to have some sort of area where they exist. Sometimes, this is a whole world, or on a more localized sense, this could just be the place(s) where the action occurs. 

If we're writing the classic Oscar the Grouch novel, then we're likely talking the trash can on Sesame Street and the surrounding areas. If you want to craft a game about masterless samurai in feudal Japan, then you'll probably want a province, a town or two and the surrounding forests. 

Basically, the 'playground' I'm talking about here is the world of the character. Even if that means the whole world, don't freak out and think that you have to create this monstrous real-time updating construct and deal with every living thing and every event on it all the time - you don't. You only need to concern yourself with the world of the character.

If I'm the character, then right now, all you'd be writing about is me in my immediate surroundings (the office in the house), my immediate goals (to write this post then go do laundry) and maybe my plans for later in the day (go out and meet new clients). Notice that you don't have to consider...the fate of a Sierra Leone diamond mine or the traffic in Acapulco when you're working with me as a character. Yes those things exist, but they're not in the scope of THIS character, and therefore not part of what you need to add to the recipe. 

Over time, you'll discover that the playground for a particular character doesn't have to be so large in order to be "good". 

Note: As I've said elsewhere, you're really going to do yourself a disservice the more you hang on to notions of "good" "right" "best" or "is it okay if..." as all those thoughts are subjective and contextual. Kill that doubt and move forward. If you need help, ask.

So, to build the best world for your character, think about their routine. Think about where they live. Think about what they do. Your set up here is to be concrete initially. Facts and statements are ideal right now. Those basic Who/What/When/Where questions come in handy here (we leave off Why and How for the moment) 

Yes, you can easily get a legal pad and make a chart. 

Let's suppose I was going to make a character called....Timmy, so my chart starts like this:

Timmy the Character
  • Wakes up every morning at 8
  • Is currently a 'salad technician' at a restaurant
  • Is 18
  • Lives with his parents in a condo on 16th Street
No, I didn't prioritize those facts, I just listed the things that came to mind as I sat here. There really isn't a best order of magnitude, as this first column is just to list some of the pieces of Timmy's world.

So those are Timmy's facts, and in turn they are also boundaries. Timmy is 18, so he won't have the experiences of a 90 year old war veteran. He's male, so he won't know anything about the struggles of being a girl in middle school. He wakes up at 8, so he isn't going to have the same experiences as the crackhead who sleeps all day. Facts are good, and facts are boundaries. (Without these boundaries, Timmy is essentially an omnipotent, omnipresent, limitless deity).

Because Timmy is limited we've now planted the seeds for desire. Think of your own life here as well, you may be reading this at a job you no longer love, you may be reading this late at night because you're afraid what your spouse will say if you tell them you want to be a writer, you may be reading this thinking, "I could do a better job..." Whatever the reason you provide, there is a desire you can tether to the fact. 

Let's go back to Timmy and see if we can find some desires for him based on the facts we gave. (If you're making a chart, these desires are a second column)

Timmy the Character
  • Wakes up every morning at 8 >> Wants to sleep in longer
  • Is currently a 'salad technician' at a restaurant >>Wants to be a professional sculptor
  • Is 18 >> hates that people think he's a 'dumb kid'
  • Lives with his parents in a condo on 16th Street >> wants to move into his own apartment downtown, nearer to where he's seen college-age girls
Whenever you create limits on a character, you also plant the seed to exceed or overcome those limits. And yes, the character should want to overcome those limits (those conflicts are plot points) and the method the character goes about moving from his limitation toward his goal is essentially a plot unto itself. 

You could stop here with the chart, but you can also go one step further to see how each plot develops. (This would be a third column on your chart)

Timmy the Character
  • Wakes up every morning at 8 >> Wants to sleep in longer  >> Starts setting his alarm later and later, angering his mother
  • Is currently a 'salad technician' at a restaurant >>Wants to be a professional sculptor  >> Applies for a class in sculpting at night school
  • Is 18 >> hates that people think he's a 'dumb kid'  >> Spends all his free time reading college textbooks and trying to sound like a grad student.
  • Lives with his parents in a condo on 16th Street >> wants to move into his own apartment downtown, nearer to where he's seen college-age girls  >> Intentionally gets off at the wrong subway and bus stops so he can be around girls, hoping they notice him
We've built Timmy up pretty quickly, and given him a lot of different qualities and possibilities for our stories, games and wherever else we want to deploy him.

The key to that third column is that the plan the character undertakes to make the second column happen SHOULD NOT BE EASY. If it were easy, the character would have done it already, and they wouldn't be limited by it not-being-done. The challenge for the character is critical for the audience to emotionally invest in the character - we want to see him succeed (or not, if he's an antagonist), and we will only get to do that if we see the actions taking time and being done over the course of pages/chapters/sessions/etc. 

If a character's desire (also called a motivation) goes untested, then it isn't important enough for us to hear about. Having said that, let me also say that you don't need to detail EVERY motivation and develop them all before advancing your story. 

Remember Rule #1 of Writing - Writing is the act of making decisions. You decide what motivations to pursue, when, and to what degree. You decide how to express the desires and the plans and their consequences. 

The short formula for today's lesson:

1. The world of the character is the immediate facts and desires they experience/want
2. The desires are goals they've not yet realized and they will have to work (change their current state) to achieve them.
3. The plan they develop and engage to sate these desires is material for plot. 

Welcome to Character 101. 

In part 2 (due out later this week) we'll talk about character descriptions. 

Happy writing. 

(If you have questions or comments about today's lesson, leave some comments below. I would love to hear from you.)

Tuesday, January 17, 2012

Writing/Gaming: Making Your Characters Not Awful

I don't know if you've been outside lately, but it's the worst time of year. Everything is gray and soggy and looks like Mordor. Also, it's the only time of year I get sick. So do please imagine this blog post punctuated with sniffles and occasional sneezes and coughs.

Let's get to it.

For today's lesson, you're going to need a piece of paper and a pen. It's much easier to do this by hand than in something like Word or Google Docs, since there's time spent/lost in making the formatting work, rather than just getting to heart of the issue. Of course, I'll always tell you to use a legal pad, because it's got the real estate to spare and because they're pretty cheap in bulk. So go get something to write on (and write with), and we'll proceed.

There are loads of ways to develop characters, I teach three or four different methods in workshops and seminars, depending on my audience. And those methods can get complex and even a little deep (there is a difference), but more and more I get feedback saying that people want a faster plunge into rich development.

Now part of that is laziness on their part - expecting and wanting a formula that will spit out masterfully crafted characters so that they can just put the pieces into play. And part of that is because for all the teaching I can provide, the truest and most natural 'spark' of life comes not from the recipe of creation, but from what the author invests in each character.

Said another way: I can teach you how to build characters, but YOU breathe life into them. Without that investiture of imagination and passion, all I'm giving you is a new way to sort words on paper. And while they may be very awesome words, if your goal is to make those words mean something and stick into the heads and hearts of readers/consumers/game players/humans/etc, then you're going to need to pour out a little mind-juice into these stacks of words and concepts to make them zip along.

What I'm showing you here today is another level, a deeper level, of creation. Being deeper, it does require a base of something. You're going to need to have done some manner of development already for this to work for you. It doesn't matter what you've done - hell it could just be a name and a description, but the goal here is to add depth and velcro to your creation, so they fit into the composite of the world you've built.

Note: My next series will be Character 101, exploring different foundational elements in characters and how to craft good ones. Consider this your glimpse towards new territory.

Our goal today is make your characters better, so today, here's what we do.

1. Divide the paper into quarters.
2. Label them: Occupation, Possession, Name, Intention

Into these boxes you're going to write down sentences, phrases and words that describe, detail and develop what the particular quadrant is about. (Game people may recognize some of these things as 'Aspects', Novel people will see 'traits'). But this is NOT just a simple laundry list, this is designed to get you thinking about the arc your character is on when readers/players/people meet them, and how that arc progresses over the course of whatever material you're creating.

Let's look at each box in detail and I think you'll see what I mean.

I. Occupation - This is what the character does. In it's most basic form, it's a job title, but you can extrapolate out to describe why or how it gets done (the specifics of "why" go into Intention - you can be broad in box 1) Since no one else is going to see this, feel free to make heavy use of cliches and tropes if they help paint the picture. 2) This is the realistic side of the coin, so if this box is a little on the dry side, you're on the right track.


II. Possession - These are the things the character has that helps make the character who and what they are (in box 1). (If you didn't qualify it, this would just be inventory) We want specificity here, as possessions define and give context to a character (Batman's utility belt, Lone Ranger's mask, Superman's S on his chest). Yes, socialists, buddhists and hippies, we are totally shaped by the stuff we own. And while I really want to spiral us off into a discussion about how we leave as large an impression on what we own as it leaves on us, this isn't the place for that. Ideally in this box you've listed not just the item, but what it stands for or how it specifically aids the character's nature/skill/abilities/presence. (Batman's utility belt provides him access to supplies that make him prepared. The Doctor's sonic screwdriver is the physical surrogate for his intellect, etc)


Note: Yes, you can prioritize the items in Box 2 by frequency of use or importance or whatever figure you like, but it's not critical. It is, however, a great idea.


III. Name - This is not so much a rote entry of Dr/Mr/Mrs NAME HERE, this is how the character wants/has their name viewed by their peers. Optionally, divide this box in half and do half friends and half foes. For 'friends' this is how the character wants the specific other person (NPC, secondary character, love interest, etc) to view them. For 'foes' this is how the character sees the foe. 


Yes you can work this backwards and do a whole sheet (2 columns, friend and foe) of how these other people view the character, and we may well explore that exercise later this week.#notsosubtlehint


Intention - This is WHY the character does whatever they do, and only that. The specifics of how got answered up in Occupation, so here we effort to ascribe a reason to the action. And I cannot stress the importance of individual clarity enough. Boil it down as core as you like, concentrate it (tether it to a backstory event for maximum jaw droppage) but this intention is a tint on ALL things the character has done and will do.  


This should in theory start earlier than Page 1, but the audience/people/players is only meeting this at Page 1...which may or may not early in this Intention's existence. That's up to you, authors, to figure out how time relates to intention (here's a hint - more time equals more opportunity for intention)


If you find that some boxes are more packed with material than others, or that you've entirely neglected some facets of creation in light of others, I strongly encourage you to figure out why. Ask yourself why you didn't think in these terms at some point and why you've possibly resisted doing it. (Maybe you're still resisting it...)

Sort through the feast and famine first before you tackle the material in terms of 'boring' or 'I don't agree with it anymore, I'm changing it'. Remember, writing is the act of making decisions, and if you're unhappy with what you wrote, decide to do something different.

The goal here is to expand your character-icebergs so that they'll sink (astound) reader-Titanics. I use icebergs here deliberately, as there should be so much beneath the surface, so much unseen but felt/feared/craved/desired that we're propelled forward into inescapable collision and beyond (minus any freezing DiCaprio we have laying around)

Some notes of interest:

1. Yes I'm aware that in the most recent episode of Leverage, this was a prominent story concept.
2. Yes I'm aware that I talk a lot about characters, because characters make plot matter.
3. Yes I realize you can do this chart for any character (a villain) perhaps, and reverse-engineer a way for a hero to undo the badguy.
4. Yes, some characters won't warrant this detail - but I tend now to say that if you can do this for even a minor character (and not use it) then the characters where this is important become all the more spectacular

Okay, I'm going to get some lunch, then take a nap. If you're looking for me, find me on Twitter today.


Last minute addition - A lot of you have emailed me asking about my rates, and more specifically why they're not posted on this blog. There are a few reasons:


a) I'm not sure where I'd host the pdf.
b) My rates aren't as simple as a single list of tasks with numbers - they're not a wine list.
c) I have a whole multi-page kit of rates and explanations that don't format well here in this blog space.


So, if you want the pdf, email me or find me online (here or here or here) and let me know.

Happy writing.

Friday, January 6, 2012

The Beat Sheet Of Game Design


Oh man is today ever a great day to read a blog post. Now this is a long one, and it's dedicated entirely to game design, but I swear to you, this post is a gold mine for you designers out there.

Today I'm going to show you a complete system of game development, so that you can take your game, whatever it is, and work it through what I'm describing below so you can see where your holes and gaps are...and then fill them.

Before we get started, we have to go over the three rules I'll be referencing.

The Rules
Rule 1: Writing is the act of making decisions
Rule 2: Be easy on yourself
Rule 3: You always have options, there is always a way out, you're never trapped.

Critical here are Rule #1 and Rule #3. Rule #2 is there to remind you that you're not a failure or bad or stupid or wrong for not being perfect the first time, every time.

(Side note: You're also amazing, if you didn't know)

Before we get into the meat of this system, I have a little questionnaire for you, to help sort out the finer points of your game. Answers to these questions will be USPs (Unique Selling Points) that you can immediately use in your pitches. If you can't answer the question, or if your answer isn't one of the options listed, that's okay, it just means that your game is a little more niche and/or atypical.

Yes, absolutely, you should be writing the answers to these questions down, perhaps on a legal pad or in your 'Game Development Notebook' or wherever you store your ideas.

Question 1: Is this game about Character or about Plot? (Are you creating a linear game where people go from one place to another and do a single task to 'win', or is this a game where you create a character and they're pretty free to do whatever, within the confines of the world, and this game is their biography?)

Question 2: Is this game a single serving or can this be a long-term game? (Is this a game I can get into for a few hours on a rainy evening with a few friends, or is this game something that I can play over the course of many weeks and months?)

Question 3: Does this game get easier/better/more enjoyable by using previous knowledge or can anyone pick this up? (Is this a game where I have to know about something else going in, or can someone whose never seen a particular show, read a certain book or had a certain game experience still get the same level of enjoyment as someone who is better read/experienced?)

Question 4: Do the characters matter in this world? (If players eliminate or disempower a major quest-giver or chain of events, do their actions resonate 'locally' or'globally' or not at all? Or are the characters fighting a Sisyphean battle, with huge odds stacked against them?)

Question 5: Is this game about the experience or about winning and losing? (Does this game have specific 'winning conditions' or is this game to be played just to play and enjoy the company of your friends and have a specific experience along the way?)

Got your answers? Lets go meet the driving force of this design system.

Beats!
Previously, I talked a little about "Beats", the moments and particular scenes that act as signposts from your project's Point A to wherever you end up at Point B or Q or F or whatever. Now, some types of beat-layout and even some beats are optional, but in game design, there are three unavoidable beats, and they act as large umbrellas for sections of the game.

The Opening
The Mid-Game
The End Game

The Opening introduces the players to their characters and the world, as well as gives them a baseline of mechanics to operate within the world. Near the end of the Opening, you introduce them to the plot, as you'll see and play intensifies from there.

The Mid-Game (or mid-Session, if your game is a long-play) develops and expands on what the players and
characters already know. They discover and use more mechanics, they receive more information about plot, and they advance themselves experientially. Near the end of the mid-game/session, they propel forward into end-game/session which is generally a moment of significance for them.

The End Game/Session is where the experience and development accomplished so far pays off. Armed with
material and knowledge, the characters and players are able to take significant actions and headway for or
against the plot, resolving it in some cases (situationally) and either concluding their development, or launching them forward toward another cycle of the same beats.

Now under those three big umbrellas sit a host of other smaller beats. Let's break them down, one umbrella at a time. I should point out that although I'm expressing these beats numerically, your game doesn't have to. You can adjust the order of these beats within these umbrellas as you like or need to. Further, you may omit
or relocate a beat to serve your purposes.

The Opening
I. The Introduction of Characters - Sometimes this includes character creation, sometimes this doesn't (and
therefore considers that creation to be separate from play), but this beat commences the minute the first character does something in-character in-game. In older games, this is the 'you all meet in a tavern' moment, where suddenly and randomly a fighter, a healer, a thief and a wizard just happen to sit together at their local
restaurant. In plot-driven games, the reason this is done is because the plot gets explained here. "You're sitting at the tavern, having answered the summons for adventurers..." In more open-ended plot games, possible plots are teased here, by way of what characters see (this is where flavor text helps develop and enrich the world, by showing the players what's possible).

II. The Introduction of Conflict - For the more structured (read: less flexible) gamer, this is the beat that answers, "Why are we doing this?" This beat comes most often as a box of prepared module-esque text that
somehow you've asked your GM to make interesting, without a lot of dice rolling or random inflection. Here the characters learn about the conflict they face within the world. It may be pretty straight forward (Mario, go rescue the princess) or it can be far more layered (resolve the conspiracy, defeat the terrorists, save the hostages).

Time and experience pass and the characters learn more about the conflict and themselves. There are a few simpler beats to hit in the Opening:

III. First Combat/Mechanical Trial - Thanks to a particular circumstance (bandits in the road, a locked
door, etc), the characters must make use of the mechanics to resolve problems. Key in this beat are the 'ease of play' (how straightforward the experience is) and 'depth of play' (how this trial and resolution feel...not so much in terms of accuracy, but in terms of enjoyment). In some games, this trial is expressed as a mini-game (game within a game) and other times as a series of contested rolls and expressed actions (you rolled a 15 against a 3, you hit).

IV. The Disbelief Point - Up until this moment, what the players have done is fairly elementary statistical exercise: roll some dice, record the numbers in little boxes on a sheet, tell a shared fairy tale. But there comes a point within the opening third of the game where the story and character(s) grabs them, and involves them. Going forward from this point, the player is immersed. Now, yes, every player has a different disbelief point, acting via free will to suspend their disbelief and engage their imagination at whatever point they like. Perhaps Player 3 got involved during combat when she totally shot that guy in the face, and perhaps player 8 really liked the way the setting was described when he sat down at the table. Every player has one, and while no game can specifically address every player, a game designer can put together the best components within the product and remember Rule #2.

The Opening Ends with...

V. Launch Into Mid-Game/Session - Here, the players have completed whatever basics need be done, and they have discovered some element(s) of the plot. They may be suitably armed (physically, mentally and otherwise) and they often are (thanks to flavor text) relocated from one place to another, a physical migration to start this movement (they leave the tavern, they board the train, they go somewhere else, etc). Further, the characters have a purpose, a mission to do and a reason to do it.

The Mid-Game/Session
The Mid-Game is characterized by expansion. Everything gets bigger here, quantifiably more than qualitatively. Characters advance in level(s), gain more material and knowledge and the playing "field" (perhaps a board or the collaborative environment) is impacted by their growth and decisions (yes, Rule #1 is in effect even for players)

The Mid Beats all focus on moving things (people/places/plot) forward.

VI. Setback/Obstacle, Smaller - At some point, as the characters advance, the GM will want to add a wrinkle to the best laid plans. This is done through obstacles. Granted, some obstacles are opponents in combat, but Obstacles are not only combat constructs. Any impediment to some type of advancement (combat, social, plot, in-party) counts here.

Obstacles are designed to improve the character(s) involved without sidelining them too long from the actual
objective. The locked door, the puzzle in the room, the guard that needs to be persuaded, these are at best speed bumps on the road.

Now this isn't to say the GM shouldn't take delight in letting players overthink, but from a design level,
remember Rule #3 and plan for what they do after the obstacle. An obstacle is only as good as the action that follows it. It means less if it's just a passing idea.

VII. Setback/Obstacle, Larger - These are the obstacles that will really teach two things: 1. Some character advancement or ability (in video games, these are the side quests that unlock new gear) 2. That the antagonists are bigger badasses than first realized. This is done because the larger setbacks run parallel and
concurrent to the main plot, without actually being the plot. Consider them practically sub-plots if you like, as
they can be involved and consume quite a lot of design/creation space.

A note about setbacks: They have to matter, and they have to provide knowledge. The bigger something is, the more steps involved and the more the pay-off should be.

Get out of the dungeon by picking a lock? Small success
Uncover the plot to smuggle a bomb in the fuel tanks of the plane before the peace treaty? Bigger success.

The bigger they are, the more open-ended they should be. If it's a subplot, or something that adds context to the game world (an RP seed), then it doesn't need anything more than a hook to snare players and a start of the path to head them on. Let the players resolve the issue in their own way, everyone will feel more rewarded.

VIII. Things In Danger - There comes a point in play where the characters are suitably powered and capable to defeat plenty of challenges, and the only way to up that scale is to raise the intensity of challenges. And while following a scalar model is a good thing in most games, sometimes you can't race the players forward too quickly (often for the sake of plot). So what can you do?

Just before you launch them forward towards the end-game, give them one more reason or reminder to help galvanize them towards resolution (because it's likely at this point they've spent a lot of time away from the reason that brought them this far).

Challenging the safety of something they care about shows the extent the antagonists/opposition will go, as well as remind the players that what they're doing matters.

IX. Reconfirmation - This beat can be as short as a shared group look and nod, or as long as a Normandy
invasion planning session. Here, the players apply what they've learned to date, with what they hope to
experience to create their strategy for the endgame. The benefit here is that they're not actually IN the endgame yet, and the GM is free to raid their ideas as well as ideas provided in the design to work with and against (a good measure of each) the players in the actual endgame.

Good design hinges on this beat by offering a lot of options that all converge towards resolution, in sort of
a "no matter how you got here, this is where things stand" moment.

From here we launch into the third act...End Game!

End Game
X. The Big Huge Setup and Execution - Carrying forward from the previous beat, here's where the planning of Act 2 goes forward and begins to be resolved. If there's a fight to be had, this is getting all the pieces in place before the fight begins. This is also the last chance for the game to make offerings outside the plot for a while, as what follows will be more strictly tied to the plot than at any other time in the game's progression.

XI. The Loss is a Gain - As things ramp up towards the Big Battle, along the way there can and should be casualties. It's difficult to avoid telegraphing this, but a good game can obfuscate it by creating options (which can be reinforced as being likely or unlikely in Act 2 with subplots). The goal here is to take away a key asset from the players but not deprive them of whatever knowledge or power it offered (Before you fight the guy in the black suit, your vaunted British actor has to get chopped in half by the lightsaber).

In one regard, the asset was just a tangible item or person, but as a teaching tool, RP element, magical device or wisdom, the asset can flourish to deeper levels (the wise teacher killed in Season 1 had a warehouse of material for Season 2....) and at this point, it's time you remove any and all crutches you've given the players to date.

Of course, removing too many crutches too quickly does not have the impact of a systematic and deliberately tense extinction of resources, but it does have the benefit of strongly marking lines between pro- and antagonists.

XII. The Big Huge Battle (Climax!) - So, at some point, the players have done all they can and the only bridge to advancement is battle. (We can look at this in a micro level as a battle on an immediate scale or in the macro as part of the overall campaign/game design)

Here, the players should have to risk everything to gain the largest rewards available at the moment. And likewise, the opposition should be as strong or even a hair stronger for the fight to feel satisfying to everyone involved.

When it's over, there should be quantifiable consequences and results.

XIV. Consequences! - If the climax was large enough, and the battle ferocious enough, and the danger great enough, the players should have really pushed themselves, the mechanics and their abilities to the limit here. But they're not off the hook just for defeating the opponent - now there are ramifications for what happened. Did they just blow up a building? Look at the victims. Did they just crash a ship into a spaceport? Won't someone go after them? Did one just use godlike powers to unmake something? I'm not sure a god would be pleased about that....

The point here is that in order to keep the players grounded, you have to provide consequences with tangible results that counterbalance the size and scale of the climax. Big tense climax? Big intense consequence. Don't judge this solely by the specifical literal action, do consider the impact on the created world. Since the characters don't live and operate in a vacuum, consequences should lead to a change in action, which springs us forward further...

XV. What's Next? - Following the consequences, players should have more questions than answers. Yes, they should have answers for what they asked initially (did the badguy kidnap the girl, did the supervillain almost blow up Time?) but there should be other questions being asked. You can plant these seeds as early as Act 2 subplots if you want, or more traditionally lace them into the framework leading up to and throughout Act 3.

This is a cycle, don't forget. Even at its most linear, this is a parabolic curve, arcing slightly towards more questions, more buildups and more payoffs.

In this system, even if the book ends, play and potential play shouldn't. At worst the book is a self-contained experience, at best, it is a launching point for further cycles of development and character expression.

* * *

Now what I want you to do is take your game, and lay it out over this template. Adjust both until you get a snug fit (move some beats around, fatten up your game as needed, etc) and then tell me about it. Leave a comment below, send me an email...but let's talk about your game. Nothing fancy, nothing forcibly professional, just some conversation.

You can do this, you're awesome, and I most definitely wish you,

Happy writing.

Thursday, December 29, 2011

Pitch 101, Part 2 - Styles & Components

This is Part 2 of Pitch 101.

Previously we talked about the Mindset and principal ingredients of the pitching. Today, we're going deeper. Not quite Inception deeper, but definitely more intensive with our exploration of pitching.

What I have for you today is 3 kinds of pitches and what they're made of. There are in fact more than 3 types of pitches, but I thought it easier to explain these three rather than just dummy up five or six examples and pick them apart. I would rather you learn to build your own than just learn how to knock down existing structures.

Type I: The Emotional Pitch
Designed to answer the question "Why should I pick up this product over a competitor/alternate choice?" The emotional pitch deals more in emotion and sweeping the listening audience into a feeling or state of interest by using more evocative rather than declarative language.

A Sample Emotional Pitch
"Superman is a movie where the character is...super. Fighting for truth, justice and the American way, we follow the nearly impervious Man of Tomorrow as he goes toe-to-toe with Lex Luthor his greatest opponent. With every leap and flight into the air, you'll believe again in what makes good versus evil so compelling."

Yes, that's not my best pitch. It's sort of last minute, as I was originally going to pitch you a product that isn't on shelves yet, then decided it's probably not a good idea to reveal it, since it's not actually my product.

But let's take a look at the above paragraph and see what we have. Whenever you want to build a pitch (or deconstruct one) look for USPs (Unique Selling Points, we talked about them in Part 1). In an Emotional Pitch, also look for the 'appeal to the audience' and the 'emotional language'.

The 'appeal to the audience' is where the pitch either talks directly to the audience or makes a claim that satisfies a presumed audience need.

The 'emotional language' is usually the adjectives or phrases that make the audience feel something. The 'something' is deliberately chosen (Happy language makes you feel happy....etc) and is most often a stumbling block in pitch construction because authors/creators think a sentence or phrase conveys one feeling, when in fact, it says something different.

So, what do we have here?

USPs

  • Fighting for truth, justice, the American way
  • nearly impervious alien character, Superman
  • has an arch-nemesis, Lex Luthor
  • Superman leaps and flies
Appeal to the Audience
  • "WE follow"
  • "You'll believe"
Emotional Language
  • "You'll believe again in what makes good versus evil so compelling"
  • Fighting for truth justice and the American way presumes those things aren't present enough in society
  • An alien character leads us to project onto him our deeper desires and interests - we'll humanize him
An emotional pitch is great for getting people to pick up your product over a competitor's, or for demonstrating that you're passionate about the product, without having to expose any sense that maybe you're not comfortable talking about 'what's under the hood'. You don't need a deeper level of mechanical understanding to operate an Emotional pitch successfully. Passion wins. 

Type II. The Mechanical (or Practical) Pitch
Designed to go into the substance of the product, the Mechanical Pitch extols the facts of the product as USPs. It answers the question, "What does this product have that other products like it (or other products I'll see later) don't have?" and it indirectly answers, "Why should I own this product?"

This is most often the pitch used for selling now or used cars (for example), because it's easier to construct than an Emotional pitch and allows the creator some distance between themselves and the audience. 

A Sample Mechanical Pitch
"The Pyromatic 6000 is the tool of the future, the indispensable device that will reduce yard work to a fraction of the time spent by harnessing man's oldest invention: fire! By projecting concentrated jets of super-charged plasma, you'll remove the weeds in your sidewalk, the dead limbs off trees, the old piles of tires and leaves the clutter your precious greenspace. With a revolutionary water-cooled nuclear engine, the Pyromatic 6000 is recharged by a glass, yes that's right, ONE glass of water! Order yours today."

The components of the Mechanical Pitch don't really change. You retain USPs, probably using a lot more of them. Absent is the appeal to the audience (remember, this pitch puts distance between speaker and listener) but it replaced with "claims of use". Gone too is some of the emotional language, swapped out with a "sense of scarcity or urgency". 

"Claims of Use" detail the specific functions or options of the product, giving the audience insight into how it works or where it can be used. The danger is creating hyperbole, which a listener may construe as fact, and then disappointment when your product isn't actually "the greatest thing since sliced bread".

The "Sense of Scarcity or Urgency" is present in a pitch to encourage people to not wait on making a decision. Scarcity and urgency are tools of a "Call to Action", which is the part of salescopy or presentation that (in the words of the guy who taught me this) "gets people off their asses and makes them hand you money for whatever you've done." (Note: Near the end of his life, he stopped saying it was a 'call to action' and starting calling it the 'Fuck you, pay me' moment of writing and presenting. I miss him dearly.)

When a consumer believes a product is hard to find, or that there are few of them and they may miss out, this may lead them to purchase the item sooner rather than later. The danger here is many-fold. You, creator, can assume that they'll run right to your product, and they may not. They may assume they have more time to wait and decide. You may decide that you're not spurring them fast enough because you're impatient or crushingly near-sighted and you've forgotten which one of you is 'in charge' of this buyer-seller relationship (here's a tip: Neither of you is 'in charge', it's a collaborative, cooperative relationship).

Scarcity and Urgency are potential red flags for products, and I urge you to be cautious in using language to suggest or imply quicker consumer decisions. If your product won't actually hold up to scrutiny, why are you rushing? The money, I swear to you, will come. Take the time to make the best product possible, and do whatever is within your budget to prevent having to get underhanded with scare tactics. 

Now let's break this down:

USPs
  • The name, Pyromatic 6000, sounds cool
  • Reduces the amount of yard work someone has to do
  • Shoots concentrated jets of plasma
  • Removes weeds
  • Repairs trees
  • Reduces yard clutter
  • Nuclear-engine
  • Powered by 1 glass of water
Claims of Use
  • Reduces the amount of yard work someone has to do
  • Shoots concentrated jets of plasma
  • Removes weeds
  • Repairs trees
  • Reduces yard clutter
Hyperbole
  • "Indispensable"
  • "tool of the future"
  • Reduce yardwork to "a fraction of the time"
Interest-Building
  • Order yours today!
Type III. The Thematic Pitch
Combining material of the above two pitches, we conclude today with a Thematic pitch. Designed to answer the question "What experience am I going to have with your product?" or "How does the combination of creator and product interest me?", a Thematic pitch takes the best components from the above pitches and turns them all the way to eleven. Or twelve. Or if you're really cool, infinity plus one. 

A thematic pitch uses a combination of USPs, hyperbole, appeals to the audience and a new element "product tone" to grab the audience securely and keep them paying attention. 

"Product tone" is the mood/feel/vibe of your product. Usually an adjective or string of adjectives it's your theme, honed now into a commercial hook. 

A Sample Thematic Pitch, (this one's for Jenn)
"Are you tired of typical games where it's all about rolling a lot of dice and announcing that you'll use a broadsword plus-your mom to kill the dragon that will likely eat you? Are you tired of having to keep quiet about your plans for world domination? Then this is the solution for you. Project Ninja Panda Taco. As a Mastermind ready to dominate the planet, you and a team of minions race towards success, with only player democracy and other Masterminds between you and sweet glorious victory. In this intensely fun collaborative game for up to six, you can make your fondest desires of despotism come true. Pre-orders available soon, stay tuned to Jennisodes.com for more information."

Here, a good presenter brings all skills to bear. Appealing to audience in a conversational, but not oil-slick way and creating interest by evoking desired emotion or experience. These emotions are supported by USPs and validated through more audience appeal, which prompts more USP generation, and everything cycles forward.

The breakdown:

USPs
  • Not a lot of dice rolling
  • Not a 'typical game'
  • This game is pro-world domination
  • A fun game for up to 6 players
  • There are Masterminds and Minions
  • It is a collaborative game
  • Information is available at Jennisodes.com
Appeals to the Audience
  • "Are you tired"
  • "you'll use a broadsword plus-your mom"
  • "this is the solution for you"
  • "you can make your fondest desires come true"
Product Tone
  • Fun, collaborative, atypical game of world conquest
Claims of Use
  • Collaboration, implied without many limits on invention
  • This game is fun for up to six players
  • You get to be a Mastermind, bent on winning
Hyperbole
  • "broadsword-plus your mom"
  • "typical games"
  • "sweet glorious victory"
  • "intensely fun collaborative game"
Interest-Building
  • "Pre-orders available soon"
Wow, that's a lot of information. But a good pitch has a lot of components available for dissection, and not of them vestigial. 

What I recommend you do is write out your pitch, even if you're not done developing the product, and start breaking down the components as I've done here. You'll give yourself a nice road map of what you like and don't like and where you need to go. 

It will be annoying, sometimes, but hard work is always rewarded. And yes, before you say anything else, yes you can do this. Honest.

In part 3, (up after the holiday), we'll look at some sample pitches and we'll talk about what the audience hears/reads/interprets from them.

Happy writing, and enjoy your holiday weekend. Unless you're a jerk or something, but if that's the case, then we're not talking. 

Rock on.

Tuesday, December 13, 2011

Game Design Equation, Part 2

YOUR GAME = Desired Emotion / Experience + Mechanics + Theme/Setting

You're going to want a legal pad by your side when you go through this post. It's meaty.

Today we're going to explore game design at it's core, because in order to understand something, you have to get down to it's most basic unit. We can't talk science without atoms, we can't talk writing without words, and we can't gaming without emotion, mechanics and theme.

When you're designing a game, whether that's a card-trading game, or a board game or a structured tabletop RPG using licensed characters and cinematic plots or something home-brewed, there sits at the heart of it a desired experience. You want the players, and you (presumably as its first GM) have an experience in mind - you want your game to be a certain way, you want the time you spent playing to feel a certain way.

Part I: Desired Emotion & Experience
Because game design is a practical task, take that legal pad next to you and write down some words, concepts or phrases to describe this desired experience. Ask yourself the question, "How do I want the game to be?"

Maybe you've written down things like:

  • Fun and easy
  • just like [insert favorite movie title here]
  • fast-paced
  • my players want to do it again
You want to stay away from the mechanics and setting here, because we'll get to those next. For now, think only of the experience of people around the table while playing. The better you can detail this experience, the easier it is for you to put your finger on it, the more evocative and expressive the game will turn out. 

Add to this list, or in a second column, a list of emotions you want the players to experience while playing. This is just a list, you don't have to tie emotions to things you've already written. Do your best to have more 'player' feelings than 'GM' feelings, but don't exclude the GM side of play either. 

I should point out now that there's no 'wrong' length to any of the lists we'll create, and if you only have one item on it, that's fine, in time you can always expand it later. What matters is that you've put something down on paper. 

Your list may have things like:
  • excited during combat
  • nervous during suspense
  • happy to play at all
Now stop and congratulate yourself because you're one-third of the way done with the first draft of this game. Onto part 2.

Part II: Mechanics
Games can live and die by their mechanics, since it is lifeblood of play. Mechanics are the practical application of creative desire, and should be relatively codified in such a way as to answer basic questions and promote imagination about future issues. 

Basically - mechanics should be 'how' the things you want to do get done but they aren't meant to be everything to everyone. Remember that play is a collaborative event, and no game is ever going to be able to account for all the potential things a player can do (or not do, depending). No game should be a Swiss Army knife, constantly trying to do everything, as that sounds and feels desperate, like a child begging a parent to pay attention to them. Don't be a desperate designer. 

Likewise, don't swing the pendulum the other way and over-specialize. Your game might do one thing well, it may have one or two strong building blocks at the base, but by no means is your game just about the rolling of dice or the playing of one specific card in one specific context is it? Yes, the game can be driven/railroaded towards that situation time and again, but there's a decided lack of emotion and fun in always going back to rolling that die just because it's the only part of the game that you know works. 

When talking and thinking about your game, those elements you get really excited about, or the ideas you want other people to be excited about should have mechanics. Also, if your game is "about" something, that "about"ness should be mechanized too. It's really hard to have a game where players are police who catch robbers if there's no way for them to find and/or catch robbers. 

But how much is too much? Does EVERYTHING need a rule? No. You have to let the game be collaborative, remember? You have to trust those GMs and players to take what you've given them, and use it their way...so long as their way doesn't absolute ruin your intention...but if it does, so what? You cannot ultimately control that. All you can do is provide them a skeleton with some meat on the bones, and it's up to them to Frankenstein it to life.

Your best mechanics should be the clearest to understand, not the most convoluted. And you should be able to distill explanations of mechanics down to easy-to-grasp sentences. To practice this (and develop the critical skill of being able to explain your game), get that legal pad again, and write out first the mechanic and then an explanation.

It might look like this:

* Roll Fudge Dice and add your [Attribute] to the result.
* Roll Fudge Dice and count the plusses. To this number, add your [Attribute] score. The end number is the number used for [whatever mechanical issue we're talking about].

Or maybe this:

*Roll d100, subtract X% for difficulty.
* A percentile die is rolled, and from the result a penalty is assessed. The result is the percent chance of [whatever mechanical issue we're talking about]

Yes, it's going to be clunky if you're new to thinking this way. Yes, it's not going to be pretty writing. But that's why the world has editors (Hello. My 2012 calendar open, and we should talk.) But just like all your other favorite skills and habits, you got better at it over time with practice. 

Mechanics are dictated by the story and they also dictate the story ahead. The GM will take the players through the imagined/created story and at some point will turn to the mechanics because the story got them there. If we're telling the story of conquistadors encountering natives, then at some point, we're likely going to have mechanical instances of combat. The story has brought the players and GM to that experience, and the mechanics will walk us through the parts of the experience where chance/risk/luck/The Force plays a role.  

Also, the resolution of those mechanical situations will shape the story going forward. In the above conquistadors versus natives example, if the conquistadors get walloped by the indians, then the story will advance differently than if both parties fought to a standstill or if one side ran away. The story will ALWAYS move forward, it may not move forward in a way that you or the GM intended. But adaptability is a good thing. Both designer and GM need some amount of adaptability in their thinking, because it will have profound and positive impacts on the experience of play. (Note: If the game is supposed to have a certain situation go a specific way, it should be narrative, not mechanical)

We end now with the top of the pyramid.

Part III: Theme/Setting
I've talked previously about finding your theme. You're going to want to do that exercise now before going further. Now let's look at what the theme can do. 

Theme and Setting (which is the theme objectified) are where the meal that is your emotion and mechanics are eaten. Up until this point, your game is nebulous and can occur anywhere. This is where you place a firm stamp on where the game occurs, how it occurs and to a deeper level, why it must occur. 

A game's setting dictates parameters for the players. A game that occurs in 1492 won't have planes in it. A game that occurs in deep space likely won't have American politics at its core. The setting gives you a playground to explore, and the mechanics are the swingset thereupon. The theme is the...lax supervision that allows you to run from the slide to the monkey bars and tease that one kid for his pants falling down. (Not that I'm bitter about my pants falling down, but I was sensitive and stuck on those damn bars for five minutes until you were done laughing) Theme cooperates with emotion you want to express to cohere the mechanics and setting together into a game. 

Likewise theme gives you a different axis of parameters for players. A "serious thrilling" game should not have too many moments of slapstick humor. A "fun rainy day" board game should not result in arguments about the nation's death penalty. Codifying and expressing your theme are critical if you want your game to feel unified. 

Note: We're going to talk more about this soon

But that's enough for now. Happy writing.

Sunday, December 4, 2011

More Game Design Goodies: A B structure

I originally taught this with note cards, but have found you can also do this in two columns on a piece of paper. Designate one column (or card) 'A' and the other 'B'.  (Or some cards 'A' and some 'B') Put them aside.

Now, the theory - for creating shorter (and slightly more intensive) direct experiences, there is a basic mechanic at work. It can be expressed and explained in three variations. I will detail them below.

Note: All of these can situationally operate 'backwards' as B:A B/A and B-A

A / B
Here we have two tracks of action, an A and B, and they work oppositionally. Time is not necessarily a factor here, but this is best expressed as 'nearly simultaneous'. Conceptually, this means that while A acts, so does B. While the good guys act, so do the bad guys. Their agendas need not mesh, although at some point, they should intersect (at plot climax ideally). This setup works best in larger scale campaigns, where players (often A) can operate under a wide variety of designs and are only vaguely aware of B's actions. (If that is the case, this is called a 'Blind A' or 'Blind B' scenario). Taken a step further, you may even withhold the existence of the one side from the other, although that tends to rob the players of the satisfaction of knowing the stakes they face and therefore projecting possible reward/praise.

Note: The majority of game experiences fall under 'Blind A' conditions, as the party operates mostly unaware of what their foes are directly doing (even though they might know about the goals). 

A:B
This is more a traditional cause-and-effect situation, and is stated as "If A, therefore B" In this case, A and B need not be opposing sides, they could be action and consequence, move and counter-move, or any like-bonded pair. The majority of two player board games operate under this theory. (If he moves his pawn, I will move my knight -- if the rogue checks for traps, I will guard the door, etc) In multiplayer contexts, this serves a lot masters - individual characters follow cause-and-effect, players have an expectation of having their actions 'A' have in-world consequences 'B', and NPCs assume that 'B' is the reward for their plot. In this model, the tension surrounding "what will happen next" serves the desire to move things forward, as players will naturally want to know "what happens next". 

A-B (-C)
This is the most open-ended and often most subtle expression of the structure, and is stated as 'A to B'. This is not a direct relationship (that's A:B), this is more about the option of the path from one item to the next. In a linear context, this is going from a quest giver to a location, or moving from one room to the next. What is not stated here is 'C', which is often defined as a larger goal (clear out the dungeon, win the election, do my errands, etc) and that 'A' and 'B' are items on a to-do list or instructional template that lead towards C's realization. 

Now, let's see how they all blend together. Let's assume you have two players (the actual number doesn't matter), and that you're starting them in a room with a body.

1. Two players are in a room, with a body. (It is natural that they will want to explore/examine both the room and the body, although more likely the body, as they will assume it possesses more potential) [A-B]
2. Two players will speculate as to who they are and why they are here [A:B]
3. While this is occurring, the world exists OUTSIDE this room [A/B]
4. The players will discover some plot elements (they have to, else the game stalls out) [B:A]
5. The players must cooperate to leave the room [A-B]

Ideally yes, the whole game should blend together these elements on a moment-by-moment scale, and yes, in theory you should be able to chart the 'beats' (the scenes, the 'things') by this shorthand. 

Now as an overall game experience, we can see a larger A and B relationship. In two-session play, the first session is 'A', and the second 'B'. The variation in relationship is dependent upon the way the sessions link together, which is an expression of the desired plot (either via game or via GM). Likewise, you may designate the players 'A' and the antagonist 'B' and determine their relationship accordingly. Going further, you may see all PCs (heroes and villains) as 'A' and the world they operate in as 'B'. 

Return to your paper or note cards. On 'A' list the appropriate beats or characters. Number them as well, so that you can cross reference. Do the same for 'B'. See below

A
1. The players are in a room with a body
2. Gary, player #1, has an Aspect of 'Don't Take Me For Granted'
3. The villain buys the election.

B. 
1. The players must cooperate to escape.
2. Engineer the situation so that Gary is compelled.
3. Therefore, he's set to become comptroller in two months. 

(Using note cards is easier, since you can create note card pairs like A-1 & B-1, but side-by-side columns are effective if you have space for them)


In game design (as in storycraft of a novel) you should be able to chart out even the most open-ended experiences (hi Skyrim!) because the opportunities need not be linear, but they can be plotted (If the story/characters go to Location #1, that's an A:B, at Location #19 that's B-A).


I hope this sets some creative fires burning.


Happy writing.


Note: I realize that I make use of the term "beats" so perhaps I'll do a second post about what those beats are....