Valthalion wrote:
Some questions:
And none easily answered.
Valthalion wrote:
1. When you play at the table do you narrate the story like the threads we see?
Basically yes. There is one major difference, though, a constraint I found placed on me/us by online play: To have the story move along more fluidly, what I
write in one piece is more than I would
say in one piece. Around the table, it is much more the usual back-and-forth, and players who have no characters involved in the current scene do also speak up, encouraging, cheering, suggesting.
With players familiar with that style it is also more frequently them and not me who call for some roll, but the scope of the rolls is very similar online and tabletop. I try for the outcome of every single check to have a lot of impact and either gain the character something substantial, tangible or else hurt him in some way that matters. In online play, and with players unfamiliar with this style, I have set the “stakes†of every roll myself (as for instance in Pac Utal’s negotiation with Maz Cipac where I had laid out how, depending on the outcome of the contest, Pac Utal might either fully achieve his object or in the worst case give away his bartering chip basically for free), but with my usual group, this can be the object of some counteroffer of stakes (“can my character not loose
this instead if he fails?â€) or minor haggling.
Valthalion wrote:
2. When you play at the table anyone can influence one player's focus time, right?
Do you mean that anybody can use Director Stance and/or Drama Points to influence another’s character’s scene or call for having the focus switched to his own character?
If the former the answer would be no, we don’t allow direct influence, but suggestions are fine. As characters are so often not together and players thus “reduced†to being spectators for quite some lenth of time, I consider it important that players are interested in each others’ characters and stories – generating this interest is another reason for doing character creation communally and encouraging suggestions to each other’s character concept. If your buddy’s character leaves you cold, you don’t want to watch his story.
If you meant the latter, the answer would be that I usually try to go around the table frm player to player and try to give everbody equal focus time. This doesn’t always quite work out and there will often be spans of the story when some players’ characters are mor active and thus more in the limelight than others’, but it often evens out in the long run.
What I try to do, though, is having short scenes – it’s one thing being spectator of another character for short stretches or for hours on end. That’s another reason why I like to keep the actual “roleâ€-playing, the acting out of your character’s personality through lots and lots of in-character dialogue, to a minimum. I know that some players love this aspect of gaming, but it just doesn't work well with my style. A player may love taking half an hour to act out his character’s interactions with the scullery woman, but watching this is quite a bore for those players who are not involved.
Valthalion wrote:
3. You have constructed a bang that will influence several players, that seems desireable to me. Should the characters stories move toward each others if possible?
I would say yes, but don’t force it. Normally, if you and your group have meshed the backstories of your characters, their paths will interesect soon anyhow, all that’s needed is a bit of ordering hand.
Look at how Ghost Jaguar and Itzcoatl have become antagonists – the point of conact (Camasoz requesting the theft of the Shoatli) was concerted by me, but that could have gone either way; Ghost Jaguar might just as well have tried to tell Itzcoatl about the offer and ally with him. Or take Pc Utal and Punchau – I established Palaluca as point of contact by making her a friend and indeed accomplice as mound monkey of Pac Utal’s sister; they have become temporary allies. And now, wih Pac Utal’s brother P’Tarn having just been seized by the Servitors, it seems likely that Pac Utal will finally be drawn into the events surounding the God’s death, especially if Itzcoatl should turn out as knowing his line of business as poisoner…
Finding junctions where you can link one character into another character’s story is usually not difficult,
provided that NPCs have been created for them who can serve as links. That’s the main reason why I demand that players create a few NPC sketches of friends, relations, loved ones, rivals or enemies for their characters.
Valthalion wrote:
4. I assume you have a relationship map. Is it necessary to bring all the characters into contact with all the others?
Absolutely not. I have played games where no PC was initially linked to any other PC but where their paths did cross anyhow. The relationship map is nothing but a snapshot of one tension-filled moment in the existence of a basically very dynamic pattern of interrelations, and both the tension inherent in it and the combined actions of the PCs will change the face of the relationship map very quickly. As a referee you merely need to be on the lookout for opening opportunities in the pattern of the map – opportunities to bring the PCs into contact or to fire a Bang; often, one turns out to be closely linked to the other.
Look for instance at how Itzcoatl learned that the Shoatli has been stolen by Ghost Jaguar and that Ghost Jaguar has done this at Layanna’s bidding. Now that was a Bang for the character, even if I myself did merely set it up and not fire it myself. The Bang did not only modify the relation between Itzcoatl and Layanna, but it did more importantly also change the relation between Itzcoatl and Ghost Jaguar. Previously, the two PCs had been loosely linked – a master and servant link might seem strong, but from a story perspective it’s actually weak, as it is infused with little emotional content and thus dramatic potential for both protagonists; they are free to wander off and engage themselves elsewhere. Only once Ghost Jaguar had severed the real-world bond of servitude and stabbed Itzcoatl potentially fatally into the back (if Layanna actually gets the Shoati, Itzcoatl would be undone, and he knows it), the dramatic bond between the characters has become truly strong – enmity is a strong bond. The characters are at each other’s throats, and unless something as yet unforseen happens, one of them will have to give…
