The Story Inherent in the Story Game
When I think of a story game, I tend to think of a game that
produces a specific type of story. It may be a war story, from the perspective
of children forced to confront horrors that they reall shouldn’t be emotionally
able to handle (Grey Ranks), it could be a ritualised fantasy (Polaris), a tale
of confronting one’s identity as a servant to a monster (literally or
figuratively) (My Life with Master), a teen metaphysical angst drama thinly
veiled by supernatural stereotypes (Monsterhearts). Each type of story game weaves
a specific type of narrative consistently. Usually I prefer to mix things up in
my campaign games, so I’ve found most games of this nature don’t hold my
attention for long… “we’ve already told
variations of that story a half dozen times, can’t we do something else now?”
The kinds of stories I’d be interested in revisiting time
and again don’t necessarily work well with this type of game…actually, in all
honesty, there might be some awesome games out there that fit my criteria, and
I’m just not aware of them… I’m looking at heist games. I’m aware of the “Leverage”
RPG, but haven’t played it. Unlike that game, I’m actually think more along the
lines of replicating an early Tarantino or Guy Ritchie movie (Pulp Fiction,
Jackie Brown, Lock Stock and Two Smoking Barrels, or Snatch). The use of
twisting temporal narrative means elements of the magic system in Mage, such as
the spheres Entropy and Time, become far more interesting and fun to play with.
I’m thinking of setting up a basic timeline where a week
worth of scenes are played out in a non-linear order…but an order that builds
up conflict and craziness as the session unfolds, before a final round of scenes
either collapses everything into a coherent narrative or wipes everything out
in a tidal wave of paradox.
Instead of a single mark that needs to be taken down, the
game would revolve around a number of macguffins highly desired by various
factions within the setting, where the characters may work with one another to
keep them out of the hand of one group or another, but more likely the
characters will be in a state of flux with regard to their allegiances to one
another and to the outside forces in the setting. It’s the way most of my games
tend to turn out anyway.
I’d foresee a game campaign beginning with every character
choosing a faction to whom they vaguely ally themselves, and another faction
with whom they do not get along. In addition to these, every mage would be
assumed to ally with the tradition/convention/craft from whom their mystic
knowledge is studied. The two factions might be written down secretly, as the
GM writes two more factions of their own. The GM would quickly look at all of
the notes written, and any appearing more than once would be definite fodder
for the game. Perhaps a setting might be
collaboratively developed first, ending up with a number of prominent factions
(natural and supernatural), this might then produce a checklist that players
can choose their ally and enemy from. For these groups I’d look to inspiration
from noteworthy gangs, clique-driven subcultures, religious groups, subtypes of
supernatural creatures (specific vampire clans, werewolf tribes, etc.), or
politically minded business affiliated groups. It all depends on the specific
tale being told, and as certain groups are eliminated during a session, l
others might rise up to take their place in future sessions while the majority
of groups remain unchanged. The beginning power of a group might be directly
linked to how many players have indicated an alliance or enmity towards it.
During the game, players take turns where their character is
the dominant one in a scene (while other characters may be supporting roles for
that scene). The objective of the scene will be one of the macguffins, either
being stolen from one group, traded to another group, or somehow being manipulated.
Gradually over the course of the game, the events of the week are revealed. One
group might prove to have “macguffin B” on the Thursday, but it might be
revealed during a later scene that their “macguffin B” was actually a fake
because it had been switched out for a counterfeit on the Tuesday. If it is revealed
during the course of play that a certain group had “macguffin D” on Wednesday,
and another group had “macguffin D” on Friday, then the group might need to
play a Thursday scene to show how the macguffin changed hands, how a
counterfeit was made, or how it was revealed that “macguffin D” was actually “macguffin
B” in disguise all the way along.
The catch here is to make a coherent timeline, tracking what
we as the audience “know” about the Macguffins, and things like injuries that
might linger from one day to the next. Perhaps players might earn some kind of
narrative bonus points if they begin a scene with some kind of penalty which
can be explained in a later scene (which occurred chronologically earlier),
like a limp, a concussion, a vehicle that should be a part of their equipment
damaged or stolen, it could be anything…conversely, they could spend narrative
points to begin scenes with some kind of advantage that will need to be
explained in a later scene.
I’m not sure of the best way to handle this. I know in my
head how I’d like it to play out, but trying to get a formula for play down on
paper is tricky.
I guess one of the good things about Mage is the fact that
anything that doesn’t work out can always be explained away through paradox,
but that just feels like a cop out. Magic can also be used to overcome non-aggravated
injuries pretty easily, so it could be feasible for a character to start a
scene uninjured, only to play the immediately preceding scene later and reveal
they should have been injured in that later scene (perhaps they’ll need to call
in outside favours to be repaid at a later date if this ever occurs).
If this is confusing now, don’t worry. I’m expecting the
middle of these games to get as confusing as hell, but hoping that the latter
half of the games will pull things back into line as the full timeline is
populated with events. Similarly, I’m hoping that my next few posts will help
clarify things.
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