Narrative Play in OVA
Posted: Mon Mar 26, 2012 7:41 am
Goal: a way for the GM to consistently share story-creation duties with the players. Please punch holes in my ideas and mayhap offer your own!
And now, to lessen the line between players and narrator...
Currently it seems OVA uses the GM-centered practice of the GM telling the players what's what, and player attempts either getting the go-ahead or a denial (a failed roll) on their action. Things can dead-end if (A) the GM runs out of things to tell the players, or if (B) the players fail and the failed roll stops the story. Never stop the story!
To address letter A, let's shift the GM-centric paradigm:
GM tells players what's what a little, then each player gets to say what's what a little. Any roll-worthy activity? If a roll succeeds, the roller gets to say what's what, but if the roller fails, the GM (our arbiter) gets to say what's what instead (something happens either way).
Example with more details:
The players all come having their character's story premise and attributes; the GM gets some ideas (they need not be complete ones) of what would be tangential to these folks and says three things that are so. 3 what's-whats; something simple, like:
1. You're in a space station.
2. You're all awaiting the same ship.
3. You hear the enemy force will arrive in days.
The players have questions; they take turns making the answers based on what their character can do and perceive (ie I'm supposed to be crew on this ship when it arrives, I see a mysterious girl with blue hair also here, I know the captain of the ship, the stationmaster tells me they have a lot of problems with space pirates, I've heard news the pirates are hindering the enemy force, etc) Nobody, not even the GM, may contradict anything previously said; they can only add onto what has been said.
Players want to do things; they do things. If the character takes some meaningful action that may affect another character or the plot, they roll for the ability to narrate it. They succeed: they narrate what happens. They lose: the GM narrates what happens. When the players are done, then it's the GM's turn again. Repeat.
Next letter B above: Failures are not dead-ends. Even if the character's roll fails, something comes of that failure. Not what they expect, perhaps, but stories can flourish in the unexpected. The GM can narrate a failure 2 ways:
1. The character could indeed fail the action their player wanted them to achieve, but stories don't end just because the main character lost their grip and were sucked into space. Some stories don't even end when the main character dies.
2. The character does achieve their task, but it's not what they expected: the winner of the tournament is selected for human sacrifice, the riches claimed come with a catch, the person to whom you confess your timid crush takes it completely the wrong way.
Never stop the story.
Character vs Character action is determined normally for OVA, their players narrating their own successful attacks and defenses (taking into account how badly their opponents other failed their roll).
If the GM can't decide on difficulty for a task, DN of 4 (Moderate) might work. If the GM likes it random, roll 2 dice (of course adding doubles) for the DN.
Reading:
John Wick's Blood & Honor: Samurai Tragedy in Old Japan RPG (I stole ideas shamelessly from here)
"Designing Storytelling Games That Encourage Narrative Play" by Alex Mitchell and Kevin McGee (online article; deals with more competitive narrative games)
Other OVA story-help threads:
What's a fledgling GM to do?
Youkai Kabuki Monogatari
And now, to lessen the line between players and narrator...
Currently it seems OVA uses the GM-centered practice of the GM telling the players what's what, and player attempts either getting the go-ahead or a denial (a failed roll) on their action. Things can dead-end if (A) the GM runs out of things to tell the players, or if (B) the players fail and the failed roll stops the story. Never stop the story!
To address letter A, let's shift the GM-centric paradigm:
GM tells players what's what a little, then each player gets to say what's what a little. Any roll-worthy activity? If a roll succeeds, the roller gets to say what's what, but if the roller fails, the GM (our arbiter) gets to say what's what instead (something happens either way).
Example with more details:
The players all come having their character's story premise and attributes; the GM gets some ideas (they need not be complete ones) of what would be tangential to these folks and says three things that are so. 3 what's-whats; something simple, like:
1. You're in a space station.
2. You're all awaiting the same ship.
3. You hear the enemy force will arrive in days.
The players have questions; they take turns making the answers based on what their character can do and perceive (ie I'm supposed to be crew on this ship when it arrives, I see a mysterious girl with blue hair also here, I know the captain of the ship, the stationmaster tells me they have a lot of problems with space pirates, I've heard news the pirates are hindering the enemy force, etc) Nobody, not even the GM, may contradict anything previously said; they can only add onto what has been said.
Players want to do things; they do things. If the character takes some meaningful action that may affect another character or the plot, they roll for the ability to narrate it. They succeed: they narrate what happens. They lose: the GM narrates what happens. When the players are done, then it's the GM's turn again. Repeat.
Next letter B above: Failures are not dead-ends. Even if the character's roll fails, something comes of that failure. Not what they expect, perhaps, but stories can flourish in the unexpected. The GM can narrate a failure 2 ways:
1. The character could indeed fail the action their player wanted them to achieve, but stories don't end just because the main character lost their grip and were sucked into space. Some stories don't even end when the main character dies.
2. The character does achieve their task, but it's not what they expected: the winner of the tournament is selected for human sacrifice, the riches claimed come with a catch, the person to whom you confess your timid crush takes it completely the wrong way.
Never stop the story.
Character vs Character action is determined normally for OVA, their players narrating their own successful attacks and defenses (taking into account how badly their opponents other failed their roll).
If the GM can't decide on difficulty for a task, DN of 4 (Moderate) might work. If the GM likes it random, roll 2 dice (of course adding doubles) for the DN.
Reading:
John Wick's Blood & Honor: Samurai Tragedy in Old Japan RPG (I stole ideas shamelessly from here)
"Designing Storytelling Games That Encourage Narrative Play" by Alex Mitchell and Kevin McGee (online article; deals with more competitive narrative games)
Other OVA story-help threads:
What's a fledgling GM to do?
Youkai Kabuki Monogatari