carlonicora / obsidian-rpg-manager

RPG Manager is a tool to simplify the plot, run and track of role playing game campaigns, helping storytellers to run better campaigns in less time.
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How to improve the Clues #226

Closed carlonicora closed 1 year ago

carlonicora commented 1 year ago

Scope

The chain event/clues is easy to get lost in the current implementation. Clues are the cornerstone of investigative campaigns, but they are challenging to manage and they are elements which do not simplify a storyteller's life.

The current issue is that they are standalone, and they do not help the storyteller create a chain of possibilities that lead to the clues.

Describe the solution you'd like

In an ideal world, while plotting a campaign, the storyteller should lead the player characters to a specific clue. The clue should then provide an information to the player characters. In the Alexandrian, the three clue rule the idea is that the clues should lead to an information. At the moment RPG Manager uses clues as the information, but does not help to plot how the player characters can get to the clue. So, the first issue is that the clue in RPG Manager are actually information. Semantics aside, and back to the point, at the moment the structure required the storyteller to identify the clue and then position the clue itself in a plot, without any help.

What if... RPG Manager were to ask the storyteller:

  1. What is the clue you want the player characters to find? (identify the information)
  2. Who knows about the clue? (identify the non-player characters involved)
  3. Where can the clue be found? (identify the locations where the information can be found)
  4. Are there any clue that can lead to the clue? (identify alternative information that can lead to the main information)

So, the goal is to trace multiple paths that might lead to a specific clue in a simple way, with RPG Manager asking question to reach the goal of allowing the player characters to find the clue. The main objective is NOT to create a clue, but to create the trail to find the clue. This is the complicated part, not the creation of the clue itself, that is trivial.

These paths are an element on their own, they are a way to reach a clue. They have two separate parts to them:

  1. Creation of the paths
  2. Integration with the plot.

Path creation

This circle should create the paths

Path integration in the plot

Where do the clues come into play in an ABT/Story Circle plot? They are highly likely used in the second act ("AND" in the ABT Plot and "Go/Search" in the Story Circle plot). They may also be used in the later stage of the third act ("BUT" and "Take").

More than an integration, the use of paths should be the driving force behind the creation of the plots themselves. Let's consider an ABT plot.

  1. Make the player characters feel a NEED
  2. Plot what they can do to reach the PERCEIVED GOAL
  3. Make them pay a big price and realise the REAL GOAL
  4. TRIUMPH

To simplify its creation, the questions should be:

  1. What is the perceived goal of the adventure/act? (identify what the player characters think they need)
  2. What is the true goal of the adventure? (identify the resolution)
  3. How do they feel they need it? (identify the need)
  4. What is the clue to lead them there? (identify the clue)
  5. What happen when they reach perceived goal of the adventure? (how to touch the lowest part and identify the true goal)
  6. What is the clue to lead them to the real need? (identify the clue)
  7. How will they win the adventure? (finale)

The clue is transformed from a mere object to the driving force behind the creation of the plot, with the paths to be used in order to simplify the creation of the plot itself.

Let's say that I have created the structure through the help of the clues and RPG Manager helped me create the paths. RPG Manager can now help me link the paths to the plot.

A possible "Wizard Style" Plot creation

Let's consider the following steps as part of a "Guided Plot Creation", a sort of "Wizard Creator" for the plot:

  1. What is the current reality of the player characters? (You)
  2. What is the end goal of the adventure/act, the TRUE goal the player characters will TRIUMPH achieving? (Return)
  3. But what is the perceived goal of the adventure/act, the thing that they think they need? (Go)
  4. What is the clue to make them feel the need? (and its paths) (Need)
  5. When they decide to start looking for the perceived goal, what is the clue that will lead them there? (and its paths) (Search)
  6. When they find what they think they need, what is the price they pay? (Find)
  7. When they pay the price, what is the clue that will lead them to the TRUE goal? (and its paths) (Take)
  8. How are they going to triumph (Change)

A structure like this will mimic the Story Circle, but simplifying its creation, while at the same time creating the story elements in a simple, yet consistent way.

The Story Circle plot may be rewritten in the following form:

  1. Introduction (You)
  2. Paths to need (Need)
  3. Acceptance of adventure (Go)
  4. Paths to perceived goal (Search)
  5. Find of the perceived goal and payment of the price (Find)
  6. Paths to true goal (Take)
  7. Acceptance of the new life (Return)
  8. Triumph (Change)

Questions

Data Structure for Nerds

carlonicora commented 1 year ago

Plot Wizard Idea

for this example I will use a set of names I used in a Cyberpunk campaign, changing the plot in order to make it easier to understand.

Step 1: The player characters - YOU

The player characters have killed John D'amico, but Hina Matsushito, who controls the military operations of KenshaTech is still at large and waging war against the Three Wise Monkeys.

Step 2: What is the perceived goal of the adventure/act? - GO

Find where Hina is and kill her.

Step 3: What realisation the player characters have or price do they have to pay when they reach the perceived goal? - FIND

Realise that the freaks, children KenshaTech was experimenting on are mutants. They are a species on its own, and that the world is not ready to accept them yet.

Step 4: What is the end goal of the adventure/act? - CHANGE

Help the freaks moving to a safe location, where they can hide from the world.

Step 5: Why should the player characters feel the need to act? - NEED

When exposed, Hina will drop small atomic bombs over London

Step 6: What is the clue that will lead the player characters to their perceived goal? - SEARCH

Find where Hina is hidden The hiding place of Hina (clue): Hina is hiding in plain sight in the Warwick Avenue Underground Station in London

  • Mark (non-player character): he knows where Hina is hidden
  • Emily (non-player character): she knows where Mark is, and she knows Mark knows how to get to Hina
  • The Black Market for Medicines and Gas Masks (event): The player characters witness a spike in the black market for strange medicines against radioactivity and gas masks. They are paid in cash and to be delivered to Warwick Avenue Underground Station

Step 7: When they pay the price, what is the clue that will lead them to the TRUE goal? - TAKE

The player characters need to find the best place to hide the freaks The best place to hide (clue): Realise that the best place for the freaks to hide is Barquisimeto in Venezuela. The place where the freaks were created, abandoned by KenshaTech and under control of the Cartel and the AI Vee, who have helped the player characters in the past

  • Lucia (non-player character): She wants to bring her daughter (one of the Freaks) home, and the Cartel she leads can offer protection for the children
  • Aiden (non-player character)_: Wants to go and meet Vee to have a proper conversation with the AI and considers retiring in Barquisimeto as it is a solitary area now that the corporations are retiring from there.
  • Warwick Avenue Underground Station (location)_: A tactical map shows how Hina has decided to abandon Barquisimeto as the opposing Corporation left and Vee is making KenshaTech life too hard to have an operation there

Step 8: How are they going to triumph? - RETURN

Take all the freaks, Lucia and Aiden and go to Barquisimeto to allow them to start a new life

How would RPG Manager translate this into a Story Circle Plot?

Plot Stage Description
YOU The player characters have killed John D'amico, but Hina Matsushito, who controls the military operations of KenshaTech is still at large and waging war against the Three Wise Monkeys.
NEED When exposed, Hina will drop small atomic bombs over London
GO Find where Hina is and kill her.
SEARCH Find where Hina is hidden (Find The best place to hide that can be found through Mark, Emily or the black market)
FIND Realise that the freaks, children KenshaTech was experimenting on are mutants. They are a species on its own, and that the world is not ready to accept them yet.
TAKE The player characters need to find the best place to hide the freaks (Find The best place to hide through Lucia, Aiden or Warwick Avenue Underground Station)
CHANGE Help the freaks moving to a safe location, where they can hide from the world.
RETURN Take all the freaks, Lucia and Aiden and go to Barquisimeto to allow them to start a new life

Notes

The clues can be reached through paths, that link the clue to non-player characters, events and locations. The paths must be used in two specific part of the Story Circle: SEARCH and TAKE. The paths are the important element, because RPG Manager should remind the storyteller to place the paths in those specific stages during the creation of the scenes or act.

The structure can be used in both Adventures and Acts, in order to simplify the creation of the children Acts or Scenes.

cjolson commented 1 year ago

If it’s helpful, this is how I’ve used Clues so far. I’m currently running a campaign that heavily uses the Alexandrian Three Clue Rule as well. A lot of my clues are notes/handouts/documents the party can find – though there are a few exceptions.

For each Clue, I define:

Based on how I set it up, a parent/child relationship may make sense. For me, the hierarchy goes: Source > Clue > Learnings:

For my “Sources” I keep a checklist in a Subplot note that tracks which sources my players have already cleared or visited. This is just so I can easily identify all the Sources they haven’t encountered yet and I can choose one I might point them toward at the start of a session.

I haven’t found a particular need to tie clues into the ABT structure (yet). It might be because I’m running the Alexandrian’s Remix of Dragon Heist which comes with a bunch of clues and paths up front (so I don’t need to plan that many during my game prep).

sigrunixia commented 1 year ago

I'll chime in real quick. I'll have more on the weekend but wanted to get some things done today. :)

So I was using clues as objectives for subplots (and treating subplots as kinda like a quest). Followed with if/then situations or breadcrumbs.

If X happened, then clue was revealed, else clue did this.

However, I incorporated what I notated as "Unavoidable" into it. Meaning by a certain points in the story, the clue would trigger and be revealed, whether it was hindsight or direct....

Clue: Purple Dragon Scale Trigger: "After the [[Purging of the Knaves]] and the [[Victory of Blades]], the party finds a lone, purple dragon's scale." Synopsis (Hidden until Clue is fully revealed): The Purple Dragon's scale vibrates as sulfur and ozone emanate from it; the holster burns away in a flash.

Revelation

At the bottom of the note, underneath RPGManagerID, I made a new heading called "Conditions" and "Leads To" which I embed in the appropriate subplots.

Conditions of Revelation

Leads-To

[[Part of the Hoard]] [[Sarkantu, The Arbiter of Fate]]

. So yeah... I was using it way different.. Oops