Skip to main content

TTRPG Tuesday: Experience-First Scenario Design

Well well well, if it isn’t TTRPG Tuesday.  Didn’t think you’d have the guts to show your face around these parts again.  Siddown, have a drink.  You old sunuvabitch - how the Hell have you been?

I promised at the end of my last TTRPGT post to stop, take a look at the DOLLIE Extraction as a whole, figure out what kind of experience I want to craft, and work backwards from there.  So okay.  I’m going to try and cover both sides of the experience; the player’s side, as well as the GM.

So, for the player side: I think that the premise itself has some baked-in horror, but that it doesn’t necessarily have the associations of dread that your Cosmic Horror or Alien or Deep Sea stuff has.  The darkness is inherently frightening; the void; the depths; madness.  So where should the chills come from? I want to create an experience where the on-the-ground situation is different from the mission briefing.  I want the coup-in-progress to make things eerily easier at first than the players expect, but for them to fairly quickly encounter some Frames, in order to really drive home the shock of the body horror, the perversion, the cruelty, the exploitativeness of the Corp.  I want to combine the nervousness of not being able to trust the plan, with the repulsion for the clones; I want them to feel like there’s enough time perhaps to execute the mission parameters, but that The Real Story is happening all too close but tantalizingly far away.  Resulting press-your-luck tension; I want to create circumstances for the players to get into an argument about how much fatal initiative they should take.  In the second half, I want them to feel overwhelmed, swarmed, severely outclassed.  Encounters with Shepherdesses should feel like the Devil herself just made eye contact with you.  I’d also like to build in some betrayals; perhaps when they establish the hacking connection, they receive revised orders.  Provide the player with that jolt of “Change of plans”.  Run the players ragged, never let them feel safe or informed; Use the clones of the Employees to cap things off on a profane/despair note.

From the GM side, I’m looking to create a rich but manageable story.  The sense that they have a full suite of tools but will only get to show off a couple of their toys.  A chance to flex a little improvisation for painting the scene and giving voice to some more human characters.  A pantheonic sense too though, like you’re playing with mythic characters that are far from the mundane, more operatic and invested with the spark of true dread/horror/chaos.  I want them to walk away pleased with the work they did but lamenting the things they didn’t get to do.  I want this to be a scenario they’d happily run at least twice more.

Ok! I think I’ll need to sit with this for a while before I can process some tangible things to write, but it’s a good thing to articulate and return to as I mull over things to add.  I can ask of each prospect: how does this serve the target experience? Good stuff.

Alright, got that in under the wire, have a good week, don’t forget to tip your service industry people there’s a goddamn pandemic on.

Comments

Popular posts from this blog

TTRPG Tuesday: Three Means Of Resolving

Hi it’s another TTRPG Tuesday! First of the year.  Let’s get right into it. Saw a challenge on Twitter to make some resolution mechanics.  I can do those! Here we go: Hand to Hand The player performing the action and the person running the game or otherwise opposing the action both put their dominant fists toward one another, bounce them three times to get a rhythm, and reveal a number with their fingers, 0-5.  Sum the two numbers, and if the number is greater than 5, subtract six, so that the final number is always between 0 and 5.  On a 0, the action fails catastrophically, on a 1-2 it fails, 3-4 it succeeds, on a 5 it succeeds spectacularly.  The player taking the action starts the game with all five fingers up on their non-dominant hand; after an attempt, they may lower fingers on that hand to add to the sum of the attempt. Ex. Alice attempts to seduce Cat’s character over to the coup conspirators.  They put their dominant hands together (right for Alice, left for Cat) and thro

TTRPG Tuesday: Beliefs as Roles

  Hello from high above the Rockies, as I make my way back to Chicago from Big Bad Con 2023.     This was my first con in five years, and only my second ever.     I had a better time at it than I did at GenCon, which I understand derives largely from this being an industry con vs a consumer show.     I made a modest number of purchases but it was easy to stick to the constraints of my limited luggage space, which was fine; shopping and new releases were not the attraction here.     Gaming, panels, and (as I soon learned) networking were. This con was certainly less overwhelming and I think my expectations were clearer and my FOMO much lighter, but I’ll readily admit that I had a lot to learn.    I misunderstood or made mistakes regarding almost every event I signed up for, including happy accidents like sitting in on the wrong panel only to learn a ton, or expecting a mending workshop to be about fixing one’s writing when the application was rather more literal, which was a fascinat

TTRPG Tuesday: Minimum Viable Product for WWDW?

Hello and welcome back to TTRPG Tuesday! I’ve put together a barebones introductory document for We Won, Didn’t We? and, well, I think it speaks for itself.  Check it out HERE ! This introduces the skeleton of the game, as well as walking through the steps; I’d say next up is a rudimentary character sheet, and maybe I can bring this to a Playtest Zero session and see what folks think of character creation within one of the starting Bulbs.  I’ve opened the doc up for comments, so if you have thoughts dear reader, fire away.  Brain fried, go read the doc, til next time!