Thursday, March 17, 2011

Proof of Concept: Impressionistic Narrative Modules

This is a conceptual proof of a new form of RPG storytelling that is possible through a radical reconception of module layout and organizational style. Using the concepts laid out in this post, it is possible to build a prototype and eventually full production modules that far exceed the graphical quality that you will see here. Like a engineering prototype, this lacks the glitz and glam that you may expect from professional RPG products, or even from my other work. Focus on the possibilities instead.

This innovation is not protectable by copyright or patent, but regardless I want to clearly state that I am releasing this innovation into the public domain in the hope that is can be used to improve the hobby as a whole. This is my gift to you. Use it wisely.



Layout Design:

This is a two-column 8.5x11 portrait layout style consisting of chucks of text that start at large font sizes and then decline in subsequent lines to smaller font sizes. Each chunk is composed of roughly 4 to 6 descriptive lines, with a possible addendum on the bottom that contains slightly more text.

The left column is the Narrative Column. This text is always in BLACK color and serves as the primary narrative thread. This content should always be read to the players (using the narration style described below) and provides the baseline of the game.

The right column is the Event Column. These are events that can be added to the story at the GM's discretion. However, they are obviously suggested to be used at the moment of inclusion. Each chunk is offset down from the Narrative entry that it coincides with to indicate it's inclusion AFTER the primary narration. This text also contains several Font-Color combinations. Each combination serves as a visual cue to the GM regarding the nature of the content in that Event.

Combinations Present in this Proof:
- Red Lithos Font = Hostile Encounter
- Green Swift Font = Objects to Investigate
- Blue Barbedor Font = NPCs to Interact with
- Pink ZapfChancery Font = NPCs with possible romantic relationship

Additional combinations relevant to the story being told are possible and should be created by the module designer.

Here is an example starting page to serve as a reference (orange content is for clarification purposes only, not a part of the design). Click for full view!



The top line text of each chunk of text should form a rough outline of the events that are occuring on that page. As you can see, this page is about traveling down a dirt road across open terrain to a small village. There is a possibility of running into Two Orcs, a Stone Statue, or a Tough Guy. This is obvious just from glancing at the page and requires virtually no reading by the GM.

Narration Style:
The text is intended to be read in chunks. Each line of text serves as a cue for the GM to build narration upon. Subsequent lines provide detail for that narration.

Note the first element is "Dirt Road". At the table, the GM would glance at that line and then begin speaking about how "you are traveling along a dirt road." All that additional text is NOT contained within the document, and it's exclusion is essential. Providing the GM with only IMPRESSIONS allows them to narrate the game using their own personal style, merely being prompted by the impressions and not straightjacketed to them. They can add or subtract detail as they wish, so long as they maintain the core impression. They do not have to worry about READING, they can focus on NARRATING.

Text marked with Brackets [ ] is for the GM only and should NOT be narrated. These are cues for either navigation of the document or references to game concepts like skills to be checked. For example, you will see the Statue has an inscription that is marked as [Ancient Pernian]. The GM can read that and if nobody knows that language then they have no idea what the following text says. There are similar notes in the Tough Guy description that denote what skills would need to be used to access that additional information.

Using the above techniques, it should be possible for someone completely unfamiliar with the module to pick it up and use it at the table by building the supporting content imaginatively on the spot.The module is a guide for how to tell the story, the GM provides their own imagination to enhance the story.

Hyperlink Structure:

This design also makes extensive use of hyperlinks, possible through PDF or Web Implementation (ex. Wiki). The document can still be printed, as the links point to page numbers or sections of the text, which could be flipped to on a hard copy of the module. However, with the rising presence of laptops and tablets at the table (as well as games run completely online using services like Obsidian Portal), we cannot deny ourselves access to the advantages of the technology we have.

These links can be in the form of Icons, like the link on the page above that goes to Combat Stats. Clicking on the icon would take the GM to another page where combat stats (appropriate for the system being used) would be described. There would be a companion link on that page pointing back to this original location so the GM would not lose their place in the story. In addition to Icons, properly marked Text can serve as a link as well.

Here is a second page, accessed by clicking on the [Go To Great House: 2] link on the first page.



As you can see, the structure is similar. There is a companion link at the bottom which points back to page 1. This page also shows how it is possible for the designer to illustrate narrative timing to the GM. The party goes into the building, possible finds a ledger with some interesting information in it, and then someone walks in from the outside. The designer can show the GM what order to present these interactions for maximum effect.

Lets go back outside and continue down the road.



You can now start to see the beginnings of plot. There was a book in the great house that said this woman was deliquent on her taxes, now you meet her boy who is sad about his father dying. Note that there is no mention of where he died or what the child is doing by the small boulder. This is an opportunity for the GM to add some content of their own to the story to add versimilitude. You move on and discover the wife, obviously going through some rough times. Again, the GM can add content here or leave her as an end-point of a short tragedy.

And the story would continue on. By using hyperlinks, you can create strands of links that spread outward like the branches of a tree, illuminating a huge number of possible paths to explore.

Not illustrated in these examples is the inclusion of a regional map, with an icon on certain pages as appropriate for the design, that allows the GM to switch to a map view if the players say they want to leave the road and just head west into the forest. The baseline structure of the module is there to assist the GM, not constrain the game.

To head off the inevitable counter point of "this is a railroad", hyperlinks allow the construction of enormously varied pathways. As you can see in the examples, there is a plot about the woman's hardship that doesn't have to occur in any order. There are clues that point the players towards the nobleman, but they are not obligated to do so. With sufficient effort, a module could be developed that is very "sandbox" in design. The "pick-a-path" model that underlies this style is inherently about giving the GM and the Players choice. People can head off in whatever direction they want and the module can support that.

Additional Innovation:

This is merely the beginning, the base structure, upon which an infinite range of possibilities can be built. I fully anticipate that people will find ways to improve upon this model. I welcome that. Graphically, this is fairly sparse. I know people can design great looking icons and better text styles for this. As I said at the beginning, this is my gift to you. Use it! Make modules in this design!

A word of warning, for a long time I struggled with having a lot of options on the screen. Remember that the point of the module is to cut down the work on the GM and having too many links or too open a structure can be a drawback as well. My original design was three column in a landscape layout. It just didn't work that way and I had trouble accomplishing the objectives with that setup. That said, if you can make it work in another format, by all means do so.

My next step is to build a working prototype of my own design, a fully function module using Errant as the baseline system. Due to the OSR components in the Errant design, that module should be portable to virtually any other OSR system with minimal problems. If I design it well, any D&D or D&D inspired system like Pathfinder should be able to use it.

What do you think?

Is this really a no-prep gaming solution? A new exciting way to articulate how you play your games to others? A method for great GMs to pass on their wisdom to others? A form of training wheels for new GMs who are overwhelmed by traditional modules? Is this really a revolution or just my pipe dream?

EDIT:
I figured out a way to do it in landscape that I think looks better and still accomplishes the same things.
http://errantgame.blogspot.com/2011/03/landscape-version-impressionistic.html

25 comments:

  1. Well presented, thank you!

    Glad I got my post in when I did on your previous blog entry, though.

    > Is this really a revolution or just my pipe dream?

    As you've preempted, potential linearity is still an issue (well, to me, anyhow) which requires to be worked around, hence my somewhat more hybridized approach within the overall game world simulation.
    A "forking paths" approach can certainly work well, too, when applied beyond the confines a gamebook. :)

    aside: compare also with the timelined narrative thread approach used in the old Gamelords Thieves' Guild series.

    Cheers,
    David.

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  2. I would not call it revolutionary. All of these elements have existed for a time. I think the value is whether the elements are arranged in a more useful way. I haven't decided the answer to that question yet, but I am going to seriously think about it. I will want to use any lesson I can learn in my own work.

    One of my first thoughts is this: with all the linking, this idea could possibly work even better as an eBook, where ePub is an open format. You would need to define some custom styles, but it could be done and would be easily viewable on a host of devices.

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  3. @ Viz

    I am only thinking that the arrangement/layout is revolutionary, not the individual elements.

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  4. I need to mull it over a bit as well. It comes down to information architecture. Is there more value in a geographic structure (traditional) or narrative?

    I'm projecting that your approach will simplify the game table but doubles the work for the publisher.

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  5. Who better to do the work, Beedo?

    The GM or the module designer

    I vote for module designer. :)

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  6. I certainly can see the advantages for narrative play. I like the clean style as, though a fast reader, I can't read quick enough from a module. What you have presented however is a word based DM note approach. I was exploring a map based DM note approach in my recent KotB sessions. http://jovialpriest.blogspot.com/2011/03/dm-notes-how-do-you-do-it.html

    Not that I am trying to detract from your idea, turn it into a module and I will buy it. I hope Raggi, Curtis and other module publishes will offer comment.

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  7. Thanks Jovial,

    But if I turn it into a module it will be free. Have no doubt about that. Adding a price to my work turns it from a hobby into a job and I don't need 2 jobs. :)

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  8. This is how I'd want to see modules presented. This is clean, simple and easy to follow, and will allow me, as the GM, to look at the players most of the time, not at the module text.

    Including hyperlinking is a must, I believe. All of my gaming notes are now on my laptop. I don't kill trees to enjoy my fun, not when I have my laptop with me.

    On that note, I'd suggest that a landscape layout might be more appropriate. Computer screens are more wide than they are tall, so, it would be helpful to be able to see an entire single page on the screen, without having to scroll.

    I am going to adopt this as the way to present the modules I make for the game I'm working on publishing, as well as planning games I run as a GM. I would bill this as not just a template for module design, but a pretty kick-ass template for session planning, as well.

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  9. Thanks Devon!

    Like you, I felt like being able to look at the players was extremely important. I hope you can get landscape layout to work for you, I just couldnt. I will stay tuned to your podcast to watch for any future developments that you can do with this design.

    I wish I had the free time to do session planning these days. I spend all my time writing stuff for the web rather than my game group. poor bastards. ;)

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  10. This looks pretty awesome. I'll definitely be keeping my eye on this. I don't buy "modules," but this can definitely be useful for me planning and keeping notes for a game.

    Awesome stuff!

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  11. This has a lot of potential. The examples really brought it out. I'm gonna chew on this for a bit. Thanks for the link.

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  12. If you did landscape view, you could have three columns, with the third col including stat blocks, fiddly optional stuff, and illustrations, or whitespace for GM prep and/or journaling. I like to have stats visually juxtaposed with my other encounter notes, without having to flip.

    I can see this being *very* useful for a certain style of play. I seldom have events in mind before coming to the table, though-- events that go off in my games are almost without exception based on the immediate actions of player characters and playing NPCs to the hilt. Trying to anticipate that mayhem, and plan events based on it, never works out for me. I guess I like GMing by the seat of my pants.

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  13. You've read what I think. This is important.

    The gist of my understanding though is getting on for the opposite of Beedo's. The GM may not need to do much work, but the publisher does need to give less quantity, quality unchanged, so the overall workload is less. While they could use the extra capacity to add quality to the module itself, they could also use it to explore new areas of gaming.

    Visual prompts are not excluded of course. If the fear really is that geographical presentation will suffer, that this approach is too linear or there is too little sandbox, perhaps the word-based approach could take a branching form. As one possible means of doing this, the columns could split into subcolumns when a clear route out of the narrative appears. Using the great house as an example, entries for other floors or the grounds could be inserted just below the main entry, with a smaller font size to fit in the narrower space.

    I'd say Gaptooth makes a good point re landscape and scope for additional details. Having the third column needn't be a distraction if anyone wanted to try it, as the eye would stay to the left when concentrating on narrative.

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  14. I like this approach. As a game designer how many GMs would use it? Very creative indeed!

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  15. Sorry, but I'm not understanding this or your previous post.

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  16. I'm certainly going to use it as a GM and designer. But, I think the linear argument can be resolved by making the narrative flow a scene flow. They can be scenes that may, or may not, occur in the story, with whatever events happen from them. There's no reason to lock it into A follows B follows C.

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  17. @ DVUS

    Oh, you can definitely have it organized by scene, with branching paths that may actually be designed to never overlap, and avoid the A -> B -> C mode of though.

    A simple example, you could have someone walk into a building and then walk out into an ambush, but if they never go into the building and just move on by, no combat scene.

    Obviously, you could get MUCH more complex than that. But it definitely doesnt have to be a linear stream

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  18. I don't see an issue of linearity, unless it's a badly planned module. The hyperlinks thing fixes all that - in fact any module could lay in extra "dead" links for the GM to fill in.

    I think like a good character sheet, the key is in laying it out to be easy to use and flow well. I also think as an iPad app it would be awesome. Especially if it could be linked to a general gaming app, so links called up stats and dice rolls, in addition to the adventure ideas.

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  19. (Second time I've tried this - damned computer errors.)

    This is an interesting concept in theory but I want to see it tested.

    I am all for a loose style of play and as I keep harping on in my posts, the rules and scenarios are only as rigid as the group and GM make them. When I run a scenario, I work to keep the pace and energy up.

    Also, I have been reading old modules a lot lately and the presentation of material is vastly better in new modules than in old. In the old ones, the text is almost impenetrable. Compared to that the new material is considerably better, starting with how it is graphically presented.

    In any event, while I support this idea you describe above I want to see it tested by fire so to speak.

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  20. I have thought often about how to take modules into the digital realm.

    What you have proposed is basically a way to make module content work on a printed page and a webpage. I think that's likely a dead end.

    All this proposal really does is expand the printing cost of a module by 5 or 10 fold, which translates into a massive increase in the consumer price. Nobody will accept that, so on the printed page model this is not a commercially viable option.

    On a digital device there is no need to have "pages". A digital module should present items atomically with hyperlinks. Each encounter would be a root page and the GM would access additional information as necessary via links. Rather than being a linear structure (ala a paper document) a digital module would be a matrix hub & spoke document.

    RyanD

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  21. @ Ryan

    Thanks for commenting. I don't really envision this being a printed product at all, I just think there could be some notations so that it could be printed if someone wanted to. I agree that printing costs would be high.

    I had thought that you could make an App where the information is presented in this style, but that requires programming skill beyond my capabilities. Do you feel that those programming costs would exceed layout design costs to do the same with a PDF? Or phrased differently; do you think it would be cheaper to pay a layout designer to create a PDF that works this way OR do you think it would be cheaper to have a programmer design an App?

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  22. @ Grumpy Celt

    I also feel like designs have slowly improved over time, but it is very slow.

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  23. I figured out a way to do it in landscape that I think looks better and still accomplishes the same things.

    http://errantgame.blogspot.com/2011/03/landscape-version-impressionistic.html

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  24. This is pretty similar to what I do. My experience has been kind of mixed, but overall better than other models.

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  25. Beautiful design and a great use of different fonts and colours to mark different types of information.

    In my experiments with designs like this I always hit a problem with column mismatches. Where one column has little or nothing it but the other has a lot. This generates a lot of blank space and when columns go over a page break it can get confusing the reader.

    There may also be problems with position maps, images, stat blocks and other irregular items that either force a break in the standard layout or require a sub-optimum use of space.

    On hard copy adventures the wasted space can also make the adventure expensive but with this is becoming less of a problem as we switch to digital media.

    Can't wait to see how you address these problems and look forward to reading the first adventure in this style.

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