Anyone remember the DGP "nuggets" system? It was back when GDW had handed over most of the development of their Traveller game to Joe Fugate and crew of DGP. They had been thinking on adventure design a bit. The result was that they designed adventures in the format of "nuggest", which were self contained scenes. I wrote about them once before in relation to campaign play of Battletech. Now I'm thinking of them again, for organizing your scenario in a more general sense.
Each nugget had some thing that would happen, some NPC you could talk to and a place to visit. The new thing was that DGP had sorted these in order, and told you which nugget had to go after the other. It was kind of like the solos, where you had forks in the road where you had to choose were to take the plot. I always thought these nuggets were a sweet idea, but I also never felt they worked as promised.
In Trail of Cthulhu the authors write about how to structure your adventure along a "spine" and then have branches off that tree. Core clues, those that are crucial for the mystery, are forming the spine of the adventure. I have not yet played much ToC, so I have no solid opinion on how well that works. It doesn't read like it would work that well, but maybe it just puts into words what we have been doing all along. The thing is, this is what the nuggets DGP used reminds me of. I guess nobody is surprised that this idea was old.
Now I feel like pulling out some of those old Traveller books and taking a look at them with ToC in the back of my mind. For those who are interested in adventure design, it might be something worth studying. Identifying where you have choke points is very crucial if you want to make sure you don't limit your players, and maybe structuring your scenario in nuggets like that is a good way to find out the logical structure of your design? If you do that, you can then design where to break up the rails, and where to leave them in. I for one am going to take a look at those old nuggets again.
Showing posts with label DGP. Show all posts
Showing posts with label DGP. Show all posts
Friday, September 27, 2013
Saturday, April 30, 2011
How to present your game - like Habro?
I was listening to The Walking Eye podcast, and they were talking about Drifting. Drifting is a term from the Forge terminology, that usually entail changing the rules of the game in play to better fit the feel of the game you want to play.
In the podcast they talked about the futility of trying to design a game to limit drifting, to get the idea of your vision across. Somebody mentioned how the D&D Essentials could be an attempt to do just that, nail it all down. Then it was replied that we mustn't confuse design and marketing. It's a marketing move, to try to sell the same experience to all gamers.
So, is that a good idea? If you are into marketing your "old school" game, could you learn something from Hasbro when it comes to marketing? Can you do it without descending into the "a rule for everything" morass? Maybe. I'm thinking that maybe there is a way to learn something here, even if it's not marketing.
We all love the idea of having a game where the excellent DM adapts the game to perfectly fit the group. Maybe it's the sandbox or "fly by the seat of your pants" school of game mastering. But, do you do it?
Zak have, in Vornheim, brought the idea forward of using the graphical design of the game to be utilitarian. You have that chart in front of you, roll the dice on top of it and read the results! That is, in a small way, a way to have a framework on how to use the rules. Compare that to the "delve format" in modern day 4th ed D&D. You have the same layout, the battle map prepared and the same details there on the page, a full spread with everything you need, right in front of you. Sameness, not of experience, but of usage.
Nothing here is all new, I have already mentioned how Zak have done. But, maybe understating and leaving things out, like in some monster or spell descriptions, are not the only way to foster the loose "old style" play. Maybe it's not even sure that's what you want. Maybe you just want better, or "easier to access" play.
I'm starting to think that maybe rules can be presented with something like the "delve format". Things you need to grasp at first, ways to expand upon the rule, why this piece is here, another rule for this and maybe a table or three to summarize or generate new content from the rule. This not as much a way to make sure the rules are learned, as much as it is a way to present why it is that way - at the same time. Am I overthinking it?
I know how some people have tried to have a uniform format for adventure modules, with boxed text and stat blocks and maybe a "at first glance" text. I love to see experiments like that. DGP had their "nugget" system for their Traveller adventures, which showed critical "encounters" and how they related to each other. It was thought that it made it easier to improvise and run the scenario when you knew how the pieces fitted together.
Thinking on that, drifting and the idea of making use of graphical design I also think there are opportunities here to work with the text of the rules. If you think this sounds kind of vague, that is because it is kind of vague! Exactly how to do it, I'm not sure yet.
In the podcast they talked about the futility of trying to design a game to limit drifting, to get the idea of your vision across. Somebody mentioned how the D&D Essentials could be an attempt to do just that, nail it all down. Then it was replied that we mustn't confuse design and marketing. It's a marketing move, to try to sell the same experience to all gamers.
So, is that a good idea? If you are into marketing your "old school" game, could you learn something from Hasbro when it comes to marketing? Can you do it without descending into the "a rule for everything" morass? Maybe. I'm thinking that maybe there is a way to learn something here, even if it's not marketing.
We all love the idea of having a game where the excellent DM adapts the game to perfectly fit the group. Maybe it's the sandbox or "fly by the seat of your pants" school of game mastering. But, do you do it?
Zak have, in Vornheim, brought the idea forward of using the graphical design of the game to be utilitarian. You have that chart in front of you, roll the dice on top of it and read the results! That is, in a small way, a way to have a framework on how to use the rules. Compare that to the "delve format" in modern day 4th ed D&D. You have the same layout, the battle map prepared and the same details there on the page, a full spread with everything you need, right in front of you. Sameness, not of experience, but of usage.
Nothing here is all new, I have already mentioned how Zak have done. But, maybe understating and leaving things out, like in some monster or spell descriptions, are not the only way to foster the loose "old style" play. Maybe it's not even sure that's what you want. Maybe you just want better, or "easier to access" play.
I'm starting to think that maybe rules can be presented with something like the "delve format". Things you need to grasp at first, ways to expand upon the rule, why this piece is here, another rule for this and maybe a table or three to summarize or generate new content from the rule. This not as much a way to make sure the rules are learned, as much as it is a way to present why it is that way - at the same time. Am I overthinking it?
I know how some people have tried to have a uniform format for adventure modules, with boxed text and stat blocks and maybe a "at first glance" text. I love to see experiments like that. DGP had their "nugget" system for their Traveller adventures, which showed critical "encounters" and how they related to each other. It was thought that it made it easier to improvise and run the scenario when you knew how the pieces fitted together.
Thinking on that, drifting and the idea of making use of graphical design I also think there are opportunities here to work with the text of the rules. If you think this sounds kind of vague, that is because it is kind of vague! Exactly how to do it, I'm not sure yet.
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