Storifying Mage: the Ascension (Part 5) - Some More Arcana and a Bit of Theory
In my vector theory of roleplaying, story follows a straight path until
it faces a decision point. Such points may be injected into the narrative by
the GM, by players or by mechanisms inherent within the system. Once it reaches
one of those points, the specific game mechanisms governing the decision take
over and divert the story on a new path. Some games use a consistent set of
mechanisms to govern all of their decision points, other games use different
sets of mechanisms to control different types of decisions. With that in mind,
I’ll explain a bit more of the rationale behind my decisions in the development
of this system.
Successes and failures are outcomes from decision points; a success
seems like a decision allowing a character to continue on their intended path,
while a failure seems like a road block. These are the typical decision points
that a traditional system of roleplaying game rules will offer. Games with
rules for multiple successes might refine this into failure (road block), minor
success (proceed with caution), or major success (full speed ahead). When a
system like the Storyteller System (as used in Mage) adds a ‘botch’ option,
this can be viewed like a temporary reverse in the story…. “No we can’t go any
further in this direction ad if we want to make progress again we have to back
up ad overcome the issue that just got in our way”. From the raw mechanisms presented in the rule
text, the “botch and multiple degree of success” system is a lot more
interesting and offer more options for decision point outcomes, but it’s still pretty
linear. Do you proceed on the intended story path, or do you get deviate from
the intended path, in which case you’ll need to back track and find the right
course of action that will allow you to proceed?
Many inexperienced GMs only see a single path, more experienced GMs may
see multiple paths leading to a goal point, and some may not even have a
distinct goal point at all. This last group allow the game mechanisms to
control the velocity of the story while human intervention controls the
direction.
A different way to look at mechanisms is through the lens of agency.
Consider the story to be a perpetual game of tug-of-war. In this scenario, the rules
govern who has the upper hand in pulling the story their intended direction. A skill
roll failure hands agency to the GM (who may describe the result of the failure
and how this manipulates the story), a success hands agency to the player (who
proceeds in their intended direction with the story). Some controlling GMs use a
technique derogatively referred to as railroading, because they always maintain
agency regardless of success or failure (player fails, no progress on the
railroad, GM describes the blockage…player succeeds. Progress on the railroad,
GM describes the progress). I really addressed all of this when I designed
FUBAR, where multiple dice are rolled, then three of these dice are allocated
to Success (which determines progress toward story completion, or acquisition
of traits to pick up the story pace), Sacrifice (which determines elements that
get in the way of the characters and new twists in the narrative), and Story (which
determines who gets agency regarding the descriptions emerging from this
particular decision point). This current project is not my attempt to redesign
FUBAR.
In this project, the aim is to pull some of that decision making out of
the hands of the GM and the players, and inject it back into the system. The
decisions are still present, but there is an incentive within the system to push
more interesting narrative choices.
It might not make a lot of sense to have the ands and buts modifying
difficulties while they already apply a narrative twist to the outcome, but
bear with me. In this system, every decision point has two outcomes axes one defines
level of success and one determines a quirky direction taken by the story (the “ands”
and “buts”). If the story is a linear path, then the success mechanism determines
the speed along that path, while the “and+but” mechanism deviates from the
expected path, an “and” result directs the story forward in a random direction,
while a “but” directs the story backward in a random direction. I don’t want
the “but” results to completely upset the story momentum, that’s one of the
reasons why I’ve thrown the modifiers in. If a player takes the “but” result,
things have more likelihood of moving forward (due to the modifier), but there is
some kind of unexpected issue that needs to be overcome and the player loses a
degree of their agency in exchange for the added forward momentum. If a player
takes the “and” result, things have less likelihood of moving forward (due to
the modifier), but there is some kind of unexpected benefit gained from the turn
of events; the player gains agency in exchange for the reduction in momentum.
A second metagame element has been in the back of my mind while
developing this mechanism. There will always be players to try to game the
system, a lot of those players won’t be drawn to this sort of game with story
focus over minutiae of interconnected mechanisms that can be manipulated to the
nth degree. I considered the idea of randomly determining “ands” and “buts”
distinct from the success mechanism, perhaps literally playing them upright or
reversed depending on how they were dealt from the deck, but if a hand is dealt
to a player before they choose which cards to keep it might be hard to prevent
a player from switching all of their major arcana to “ands” (upright), when
half of them should have been “buts” (reversed). This could be circumvented by
playing the cards openly on a table, but many of the groups I’ve played with
over the years have sat around on lounges rather than around a table. Applying
the modifiers incentivizes the selection of “but” results. Another way to do it
might be through allocating experience/upgrade points to the
attribute/ability/sphere/etc. being used when a “but” result is chosen, or the
mechanism might flip the nature of the major arcana card based on the lowest
card in the hand used (evens = upright, odds = reversed). At this stage, I’m
preferring the idea of letting players control a bit more of the decision
making process.
Chariot
Upright (and): Control, will power, victory, assertion, determination
Physical: …and you do it
without any problems at all.
Social: …and you assert you
control over the situation.
Mental: …and you understand more
about the situation than you were expecting to.
Combat: …and you demoralise
your opponent in the process.
Magic: …and any attempts to
reverse this effect are harder.
Reversed (but): Lack of control and direction, aggression
Physical: …but you cause significant
collateral damage in the attempt.
Social: …but they don’t quite do
it in the way you expect.
Mental: …but it makes you angry
and irrational.
Combat: …but an innocent is
injured in the process.
Magic: …but side effects
manifest as you lose control of the core effect.
Strength
Upright (and): Strength, courage, patience, control, compassion
Physical: …and you feel
invigorated by the attempt.
Social: …and it feels like
everything is under control at this stage.
Mental: …and with a little more
time, everything should fall into place.
Combat: …and it looks like they
have lost any strategic advantages they may have had.
Magic: …and you feel calm and focused
for your next action.
Reversed (but): Weakness, self-doubt, lack of self-discipline
Physical: …but you’ve reached
your limit and can’t continue.
Social: …but you aren’t sure
how to proceed further in this conversation.
Mental: …but you’re sure
there’s something about this that you haven’t accounted for.
Combat: …but you think combat
might not be the best solution.
Magic: …but as soon as you do
it, you feel like it might have been a mistake.
Hermit
Upright (and): Soul-searching, introspection, being alone, inner guidance
Physical: …and you maintain the
edge compared to everyone around you.
Social: …and their words give
you a good idea for how to make your own contribution.
Mental: …and this gives you
significant advantage over the others around you.
Combat: …and you set yourself
up for an awesome follow up.
Magic: …and you learn something
about yourself in the process.
Reversed (but): Isolation, loneliness, withdrawal
Physical: …but you’ll need to
do it on your own to continue.
Social: …but you feel the urge
to never speak to this person again.
Mental: …but you need more time
to concentrate, away from the distractions of others.
Combat: …but any of your allies
in the area just get in the way.
Magic: …but reality seems to
fade away from you.
Wheel of Fortune
Upright (and): Good
luck, karma, life cycles, destiny, a turning point
Physical: …and the success from
an earlier results help contribute to this action in some way.
Social: …and you discover a beneficial
connection with them that you didn’t realise.
Mental: …and you also find a
clue that will surely be of use in the near future.
Combat: …and they seriously
consider turning around to avoid further conflict.
Magic: …and it has a coincidental
beneficial side effect.
Reversed (but): Bad luck, negative external forces, out of control
Physical: …but you injure
yourself in the process.
Social: …but a previous failure
comes back to haunt you.
Mental: …but it suddenly
becomes clear that there are more random forces you can’t control here.
Combat: …but more opponents
join them.
Magic: …but it comes with a
price you weren’t expecting.
Justice
Upright (and): Justice, fairness, truth, cause and effect, law
Physical: …and you are immediately
respected by those who see the attempt
Social: …and they know it’s the
right thing to do.
Mental: …and you immediately
understand the ramifications of your action.
Combat: …and assistance arrives
for you.
Magic: …and this has drained
magical energy from the area, making things harder for your target.
Reversed (but): Unfairness, lack of accountability, dishonesty
Physical: …but there is a new obstacle that
you hadn’t noticed before.
Social: …but you discover their
treachery too late.
Mental: …but you realise that
some of the “facts” you’ve been working with are false.
Combat: …but their
reinforcements arrive.
Magic: …but a certain element of
the effect backfires, and has an effect opposite that intended.
Hanged Man
Upright (and): Suspension, restriction, letting go, sacrifice
Physical: …and any attempts to
stop you are hampered.
Social: …and any negative
consequences that have been holding things back are negated.
Mental: …and you risk pays off.
Combat: …and if you’re willing
to take a hit, you might do even more damage.
Magic: …and reality holds no
bounds for you as an influx of energy infuses the effect.
Reversed (but): Martyrdom, indecision, delay
Physical: …but you may need to
weigh your options before going further.
Social: …but your indecision
temporarily paralyses you.
Mental: …but there is a delay
that may cost you dearly.
Combat: …but they get the drop
on you.
Magic: …but you can feel that something
nasty will come back to you as a result of this.
Death
Upright (and): Endings, beginnings, change, transformation, transition
Physical: …and everything is
now different.
Social: …and it looks like a
chance for a new beginning.
Mental: …and new thoughts
arise.
Combat: …and that phase of the
combat is over.
Magic: …and things collapse so
that something new can be created.
Reversed (but): Resistance to change, unable to move on
Physical: …but something prevents you from moving ahead.
Social: …but they still hold
their opinion of you.
Mental: …but you just can’t get
past certain elements of the situation.
Combat: …but you just can’t breach
their defences at this time.
Magic: …but the more things
change the more they stay the same.
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