ascendance into a narrative godhood with tabletop roleplaying methods

by
Jaagup Irve

Background

Tabletop RPG player for 23 years
Gamemaster for 21

Lecturing at TUT

dragon.ee
Disco Elysium

(and an unnannounced hybrid cRPG)

@jaagupirve
jaagup.irve@gmail.com

Game Master




You prepare everything

Story of the loading-screen-man

emeritus game master



You avoid preparation

(Your preparation is the prior experience)

concept ARtist analogy




A good concept artist knows all the shortcuts

The best concept artist has no shame in using them

How about the best writer?


nobody cares about your methodology while they are having fun

Today

  • Random TTRPG rambling
  • Metaplots
  • A Worldbuilding game
  • A Plot building game
  • A Prep-Lite game
  • Proposals





How does tabletop work?




Usually:
Game Master describes something to base the game on

Players describe their actions

back and forth forever




The World fiction and rules
< >
The Player fiction and rules

Tabletop styles




Narrativist
Simulationist
Gamist

narrativist






STORY IS THE KING!

simulationist





Sandbox mode activate!

Gamist






Let's use our legal degrees to fight the orcs

core story



Rulesets are not made equal

Ruleset encourages a way of playing their "core story"

D&D





Kick down the door, kill monster, take loot

paranoia





You get an impossible task and try to fake making it whilst sabotaging the process and blaming other players

fiasco






You play an ambitious person with bad impulse control

analogy




Core Story 
vs
Game Loop

the big list of RPG PLOTS

(tvtropes before we had tropes)
S. John Ross

Example:
#32 Troublemakers: The bad guys are doing bad things, and the party must stop them.

Twists: The bad guys are wanted alive and unharmed. They have made preparations in case they got captured. The "bad guy" is a monster, a dangerous animal, or an intelligent creature everyone thinks is a monster. The bad guy has Good Publicity. The trouble is diplomatic or political, so the party has tomake peace, not war.

Archipelago III





Building the World

building the world



Decide on elements and their ownership

Draw a map (5 locations)

Some "Meta" rules apply

narration rules

This is not an impro session, you have "undo"


"Try a different way"
"Describe that in detail"
"That might not be so easy"
"I'd like an interlude"
"Harder"
"Help"

partial success






Or how to scare friends

a game I think about




Jason Morningstar

Travelling circus
Elements: family, crowds, money

gamedev




- enthusiasm
- money
- the reality

Fiasco






Building a Plot

phases of a fiasco



Decide or create playset
Create relations
Act I (set-up, each player gets 2 scenes)
Pause
Act II (fiasco, each player gets 2 scenes)
Aftermath

key skill


How to play a character that:

- Is spontaneous
- Is ambitioous
- Who can lose a lot
- Who will lose a lot
- Is a cooperative effort

Dungeon World

(or Apocalypse World, Blades in the Dark)




The meta-aware ruleset

note on the "why"


DW is not the "best" to play.
DW is "best" to understand as an analogy.

Apocalypse World is very raw, but is actually about sex

Blades in the Dark is very good game, but not universal

asymmetric ruleset




- Player moves

- Game Master moves

player moves



Hack and Slash
Volley
Defy Danger
Sprout Lore
Discern Realities
Parley
Aid or Interfere

gamemaster moves


Wait!

Gamemaster has an agenda:

- Portray a fantastic world
- Fill the characters' lives with adventure
- Play to find out what happens

gamemaster moves

Wait!

Gamemaster has principles:
Draw maps, leave blanks
Embrace the fantastic
Make move that follows
Never speak the name of your move
Give every monster life
Name every person
Ask questions, use answers
Be a fan of the characters
Think dangerous
....

gamemaster moves

Use a monster, danger or location move
Reveal an unwelcome truth
Show signs of an approaching threat
Deal damage
Use up their resources
Turn their move back on them
Separate them
Give an opportunity that fits a class' abilities
Show a downside of their class, race or equipment
Offer an opportunity with or without cost
Put someone in a spot
Tell them requirements or consequences and ask

omg! it hacks the gm brain





You discover that regular Dungeons and Dragons is just Dungeon World with extra steps

procedure


Play first session with a minimal prep
Just an action scene to start with

Spend hours in reflection
- Think who your characters and players became
- Draw the map
- Prepare the Fronts

Fronts?

Yes! The Fronts!

front-threat-intent

Front: Nazi party

Dangers:
Description, Cast, Moves
Grim portents:
- people wearing some symbols on the street
- persecution of minorities
- persecution of anyone opposing
- media control
- anschluss
Impending Doom: Tyranny
Stakes: will the Paladin join?

in practice



Bit dreamy

Partial failures leading to hard moves creates strange situations

XP delivered with failures promotes rolling

Choose your players well!

Bringing it all together





These are extra tools, they cannot replace any other work

start game-mastering now



Game mastering lets you experiment with plots

With immediate feedback of "what works"

How to guide players without them noticing?

Bad experience is good experience!

Up the iteration count

make a PbTA ruleset for your game




What are the player "moves"

What are the GM moves?

What are the fronts


maps are important



Map is memorization device
"This guy lives here" - remember the guy

Map is improvisation device
"What could happen next?" - remember the guy with intent

group improvisation is great




The exchange of experience will amaze you, never work alone!

Archipelago
Fiasco
Dungeon World

plot weave





It's a skill!

questions, comments, rants!






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GM XP from TTRPG to CRPG

By irve

GM XP from TTRPG to CRPG

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