RPG Theory: Creating conflicts

A band of adventurers armed with sword and spell venture underground to kill monsters and claim treasure. That was the original dungeons and dragons concept and it’s propelled the hobby for the subsequent forty years. But games don’t have to be about violence, and, there are lots more ways to set up a good conflict.

The good news is any kind of conflict, whether it involves violence or not can be summarised in the following form

  • I want …
  • I can’t have it because …  and …
  • If I succeed… but if I fail…

The appeal of violence in role-playing games is straightforward, a fight provides the essential narrative elements in condensed form. You’ve got a conflict, you’ve got stakes, you’ve got motivation, all of it right there in the time it takes to say ‘there are five goblins in the room’. If your story isn’t going to feature violence it still needs those things. So let’s look at them one at a time.

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DriveThru RPG Metal Tiers

Since Amazing Tales has now earned all the various ‘best selling’ metal badges from Drive Thru RPG, and since I see questions about this pop up from time to time I thought it might be useful to explain exactly how they work.

The metal badges are based on how many copies your game has sold. That does include products sold at a discount, but it doesn’t include products sold for free or ‘at cost’. So the dozen copies you bought for yourself to send to reviewers aren’t included.

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Amazing Tales’ big day out

About a month ago my friend Juliette asked if I’d like to give a talk about Amazing Tales at the company where she works. I said yes, not just because I like talking about Amazing Tales, and because Juliette is a great friend, but because Juliette works for Lego.

lego-logo.jpg

The brief was simple. Come along, be inspiring, tell us stuff about playing with kids that we don’t know.

Note: Simple is not the same as easy.

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Experience, don’t show

Traditional communications advice is ‘show, don’t tell’. That’s because we’re much more likely to believe things we’ve seen than things we’re just told about. In role-playing games we can go a step further. Our players can experience the things we want to communicate. And that insight can help us create better adventures.

Magical Fight

In Amazing Tales I describe a ‘play to find out what happens’ approach to storytelling. But if you have got specific goals for a story that might need adjusting. These goals could be educational – ‘Learn that the vikings were great sailors and explorers and the first Europeans to reach Canada’; or they could be about introducing part of your game world – ‘learn that the land beyond the mountains is populated by ogres’; or it could be about moving a big piece of plot forward, ‘Learn that the Temple of Solitude is governed by the same cult that also controls the king’.

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Illustrating Amazing Tales

I love the Amazing Tales artwork, and I hear that other people do too. Getting the artwork right was a big part of the process of creating the book. This post describes the process we went through to do that, and shows how it evolved over time.

Step zero: Find an illustrator

Iris and I had worked together before she was an illustrator. And I knew that since going her own way to pursue a freelance career with Irisistible Design she’d done the illustrations for the wonderful book ‘The Mooncandy Rebellion‘. So before going to the trouble of checking portfolios, assembling shortlists and the like I asked Iris if she’d be interested. And she was. Which I think was probably one of the most important moments in the history of Amazing Tales.

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RPG A Day 1-5

1. What published RPG do you wish you were playing right now?

Well Amazing Tales isn’t out yet, so I can’t choose that. For me gaming has always been more about the people than the system. I like systems that fade into the background and don’t get in the way of the story. I like worlds that are good to discover, but for me that’s always been more about the quality of the GM than the depth of the source material.

The game I’ve felt most intrigued by lately is Night’s Black Agents. I use it as the system for my own Delta Green game. But I’d love to play in a game where the GM had fleshed out some of the ideas in the book, and really got to grips with the system. I don’t use mechanics much when I GM, but I’d love to experience Night’s Black Agents being run by someone who really knew what they were doing.

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RPG a Day, 6-10

6. You can game every day for a week, describe what you’d do

Every now and then I get to do this. In the summer holidays we go away, typically for a week or two, and fitted around our holiday activities we make up a story. That means the kids and I play Amazing Tales and Mum takes a break. Usually characters in Amazing Tales don’t last very long before the kids get bored with them, two or three sessions at most, but on our summer holidays we can stick with characters and a plot for a week or more at a stretch.

These are the only Amazing Tales games I do any real preparation for, and it’s not much. I’ve found it’s helpful to draw a map for the game. Once I’ve sketched out some landmarks I invite the kids to name them, and to suggest more. Over the course of the week we’ll make sure their characters visit them all.

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RPG a Day 11-15

11. Which ‘dead’ RPG would you like to see reborn?

To my mind RPGs don’t die. If you can find a copy of a game you can play it. That’s one of the joys of the hobby. But I think what this is really about is community. Games do best when there are players around the world having new ideas and sharing them.

Stormbringer. That might be a good one to have more people thinking about. I’d quite like to see the revival of Top Secret work out well too. I don’t think I’ve ever played a straight forward espionage game.

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