Nekromanti Flera dimensioner av osäkerhet

APM

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9 Jul 2015
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Genesis;n248368 said:
Jag vill mena att ALLA kategorierna handlar om content.
Där sa du något! Jag håller med och har tänkt om lite. Nu blev det istället såhär.

Uncertainty in two directions. Future content (relating to the situation that the characters face) and past content (the setting in which this situation takes place). Each has sub categories that specify the ways that the uncertainty can be created.

* How the story unfolds. Creating and establishing not yet existing content (of the future) through:
  • The outcome of randomized resolution mechanics (controlled by the game system).
  • The outcome from giving participants narrative control (controlled by the game system).
* Under what circumstances the story takes place (content of the past). During play we establish:
  • Unknown (existing but hidden) content.
  • Undetermined (not yet existing) content.
För att koppla an till GNS:
Finding out how the story unfolds is a way of exploring situation and character. In finding out the outcome of randomized resolution mechanics there can be a more prominent focus on exploring the system (in addition to situation and character). Finding out the outcome from giving the participants narrative control can be more about exploring color (in addition to situation and character).

Finding out under what circumstances the story takes place is a way of exploring setting and character. In finding out the unknown content there can be a more prominent focus on exploring situation (in addition to setting and character). Finding out undetermined content can be more about color (in addition to setting and character).


MEN det är här i nästa steg som jag tycker att det knyter an till dina tankar (fast jag är fortfarande inte helt säker). Jag inbillar mig att det du talar om är det som finns som underkategorier här, som jag skrev ovan; sätt som osäkerheten skapas. Så för att illustrera detta slänger jag upp lite exempel som jag tycker passar in under de olika kategorierna.

How the story unfolds: What the player characters do, say, feel, think. Their decisions and the consequences that follow. What they become involved in involuntarily as well as the mess they put themselves in. How they interact with the world and each other. And so on.

Randomized resolution mechanics: Failure/success, random event tables, insanity checks, skill checks, combat systems, conflict resolution, task resolution, et c.

Narrative control: The traditional GM's monopoly of narrative control, conflict/scene resolution that allow for player narration, improvisation, giving the players interesting and important trade-offs/choices, translating/interpreting game system outcomes into effects in the fictional world, players drawing the world map, players playing the NPCs, et c.

Under what circumstances the story takes place: Backstory, locations, people, available technology, societal structures and expectations, common knowledge, relationships, objects, meta physics, the mystery, the components of a sandbox-adventure, et c.

Unknown content: Secrets between characters, the GM's plot, pre-planned events / Bangs, clues to a mystery, player cards on hand / other similar hidden resources, combat cards (to illustrate combat-moves), locations for random events, et c.

Undetermined content: The possible random events, "leaving blanks", asking the players to fill in the blanks, keeping the players on a need-to-know-basis (letting them imagine the rest), allowing players to introduce content of their character's surrondings/past, speculations about the antagonist's motifs, creating towns on the fly / collaboratively, retconning what equipment the player characters brought, keeping it open for several possible parallel truths about the story, improvising without pre-determining the underlying motifs of what happens. And so on.

Så, vad tycker du? Börjar vi återvända till det du egentligen ville prata om eller ska jag sluta försöka? ;) Jag hade för övrigt gärna velat höra något mer exempel som inte passar in här, bara för att se ifall modellen håller!

PS. Jag släppte helt kopplingen till 8 types of fun eftersom jag insåg att narrative, discovery, expression (och ev. challenge) mer eller mindre är vad alla rollspel handlar om - men kanske i olika utsträckning.
 
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