[Twilight Time] Mission-based adventure planning
Heather Grove
heather at burningvoid.com
Fri Aug 27 07:05:59 EDT 2004
August 27, 2004 -- Mission-Based Adventure Planning
Volume 5, Issue 4
This is the Twilight Time zine, copyright 2004 by Burning Void
Publishing and Heather Grove, except where noted otherwise. You may
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Good afternoon!
As most of you know by now, a long and complex move to another state
caused a recent lack of zine issues and site articles. But we're
finally back! Also, the mailing list moved to a new server. The only
effect this should have on you is that the URL for the list now begins
with "seven.pairlist.net" instead of "two.pairlist.net". If you have
any links to the zine, please update them. Thank you!
I've been playing Alderac Entertainment's "Stargate SG-1" roleplaying
game lately (actually, playing in one game and GMing a second), so I've
had reason to experiment with the mission-based adventure format.
Because SG-1 is the game I've been using, I'll use it for example
purposes throughout this article. If you like the genre and haven't
checked out the game yet I highly recommend it! Despite the editing job
on the main rulebook (it looked like more errors were edited *into* the
book than were edited out of it), the game is incredibly fun.
Standard disclaimer: "Stargate SG-1" and related terms are copyrighted,
trademarked, etc. by other companies, and nothing in this article is
meant to challenge those rights. The game is simply being used for
example purposes. Official information on the SG-1 game can be found
at: http://www.stargatesg1rpg.com/
Have a great day,
Heather
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Mission-Based Adventure Planning
copyright 2004 by Heather Grove and Jeffrey Howard
There are many different sorts of adventures and plots in roleplaying
games, and the "mission" is only one. In mission-style plots the
characters are generally members of a team. Someone hires them or gives
them orders, assigning them a mission to complete. Military teams and
mercenary groups are common sorts of RPG teams. For military characters
the mission element of the game is particularly strong--military life
comes with restrictions and rigid rules that outside life doesn't.
Running a mission-style game allows a game master (GM) to do some
things he couldn't with other types of games, but it also requires him
to take into account other things that he normally wouldn't have to. It
throws our old topic of free will into a particularly odd light--in a
type of plot that's inherently narrow in focus and comparatively
linear, how do you make sure you're maintaining the free will of the
player characters (PCs)? With that in mind, we're going to get into
some of the differences and similarities between mission-style plots
and other types of plots.
Differences between mission plots and other plots:
1. The party is supposed to play by a certain set of rules.
Team members often operate under guidelines. They're expected to act in
a certain manner, handle situations in specific ways, and uphold
particular values. That doesn't mean they always will, but as a GM you
at least have a better idea of how the PCs will act in any given
situation than you would with a bunch of mismatched characters.
For example, military teams in "Stargate SG-1" (SG-1) are expected to
keep several goals in mind at all times. They're exploring new worlds,
collecting information that could be useful to humanity, looking for
interesting alien technologies, and trying to make peaceful contact
with any new civilizations they find. Thus the GM can reasonably expect
that a team will poke their noses into things they find interesting,
examine and possibly take any intriguing devices they find lying
around, and try to peaceably approach strangers. There will be
circumstances that cause these patterns to break, but the guidelines
still help as predictive tools.
2. The party knows the basic structure of the mission up-front.
While plot twists and events can shock and surprise (and even turn a
mission completely on its head), the party at least starts out knowing
what they've set out to do and what their orders are.
3. Mission-style plots are expected to be comparatively linear.
Missions are often expected to be more linear than other sorts of
plots. There's a mission, it's carried out in stages, and the team
fails or succeeds. This is an over-generalization; different sorts of
games and GMs allow a different amount of latitude when it comes to
*how* missions are carried out. But often a GM can get away with
planning things more linearly than he might in another style of game.
4. Characters in mission plots are held accountable for their actions.
Most teams that take on missions are held accountable by
someone--whether the person who hired them or their commander (this can
be true in other sorts of games, but it's particularly true for
mission-based games). That authority chastises them when they do
something "wrong", rewards them when they do something "right", and
gives them guidance as to how to carry out a mission. This can be used
to influence the manner in which a team behaves and carries out its
missions.
5. The team is the focus.
In other sorts of games, you'd probably consider the PCs to be the main
characters. In a mission-oriented game, it could be said that the team
as a whole is the main character. This does *not* mean that there can't
be conflict, betrayal or disagreement within the team, and it doesn't
mean there isn't room for individual personal plots. But it does mean
that these things tend to be viewed through a lens of how they affect
the team as a whole, and they tend to be less of a focus.
Similarities between mission-style games and other games:
1. Free will is important.
The PCs should be able to make their own choices. They should have a
real impact on the outcome of the plot. They should be able to fail or
succeed on their own merits. There may be a narrower range of choices
for them to make, and free will may come in different forms, but it's
still important. See the separate section on free will, below, for some
specifics on how to go about this; you might also find the following
previous Twilight Time article useful:
http://seven.pairlist.net/pipermail/twilighttime/2004/000032.html
2. Surprises and twists matter.
Even if the mission itself is understood from the start, there should
be complications, surprises and twists--this keeps things interesting
and exciting. It's also important to vary the structure of the game now
and then to keep things fresh. Take the TV show version of "Stargate
SG-1" for a moment. The characters aren't always assigned a
mission--sometimes they're responding to events that happen. Even when
they are assigned a mission, sometimes they get swept up in entirely
different events, or they find out that their mission isn't what it
seemed at all. This helps to keep the format from becoming stale and
predictable.
3. Story matters.
It's still important to tell a good story (assuming your gaming group
cares about that at all). Think about mission-based TV shows for a
moment--the good ones are exciting and dramatic. They involve
compelling characters doing interesting things, with outcomes that
matter.
4. Characters are important.
Not all mission-based games rely as heavily on character interaction
and personality as some other games, but characters are still
important. Thinking about the TV show again, part of the reason it's in
its eighth season now is that people love the main characters. When one
left the show, fans set up an entire web site to try to get him back.
There are entire fan-fiction sites devoted to various character
interactions relating to the show. The show doesn't spend entire scenes
dwelling on deeply angstful interactions generally, but there's always
that touch of personality to make it compelling and involving. (And
sometimes those personal interactions can be all the *more* compelling
for being so brief.)
Advantages to mission-style plots:
1. The PCs know where to start.
When the PCs have a mission they're usually told explicitly where to
start. This can be helpful if you have passive players or inexperienced
players who aren't sure of what they're doing.
However, it's possible to sabotage yourself here. Mission plot hooks
should ride a balance between being too open ("we're supposed to
assassinate someone, but we don't even know where to start looking for
him? Just great") and too closed ("jeez, every last thing has been
planned out *for* us. Wake me when I have to roll some dice"). PCs
should have enough information to get them moving, but they should also
get to plan things for themselves.
2. The PCs have some guidance.
There tends to be a ready way to provide aid and guidance for players
who are frustrated, confused, inexperienced, or lost. The detail level
of orders, mission guidelines and resources can be tailored to the
ability level of the players and PCs. Players/PCs that like to come up
with their own ideas can be given the loosest of guidelines and the
barest of mission outlines and oversight. Players/PCs who aren't sure
of what they're doing can be given specific orders and closer oversight
(this can even be used to turn passive PCs into more active PCs with a
little care, by very gradually easing back on the level of detail and
aid).
Caution: think carefully about the kind of guidance the PCs have ready
access to. They shouldn't just be able to call home and get the magic
answers to all their questions. (See point #5 of disadvantages, below.)
3. The GM can predict actions and outcomes more readily.
When you know what guidelines the PCs are acting under, you can predict
their actions with greater accuracy. Don't let this make you
complacent--you should still think about all the other things they
might try, however unlikely. But at least it does tell you which
possibilities you should spend proportionally more of your time on.
4. The GM can shape and influence the plot more readily.
You can shape and influence the direction of the plot(s) through
orders, mission guidelines, and the reactions of superiors. This has
the same benefits as #3 (it helps you to predict outcomes), but it also
helps you to actively shape the direction a specific plot or plots will
take. For instance, a team has been ordered to report back to their
commander in seven hours. This will strongly affect how the PCs respond
to time-critical situations, and can impact pacing, tension and drama.
Warning: there must always be a believable reason behind any order the
team receives. Last night we watched a movie in which a military
character carrying out a mission wasn't told about a second half of the
mission that his teammate was supposed to carry out. While this
complicated the plot and created tension and drama, we never were able
to figure out why on earth he would have been left out of the
loop--there seemed to be no good reason for it, and plenty of reasons
why it shouldn't have been done.
5. Parameters are predictable.
You and the players all know what to expect from a mission-driven plot,
at least to a certain extent. It will often be easier to predict the
length of a mission than that of some other types of plot. The players
probably know something about what they're getting themselves into (how
dangerous the missions tend to be, what sort of missions the team
usually takes, the kinds of people who would be on such a team), and
thus they're less likely to have incorrect assumptions that cause them
to develop characters that are inappropriate to the game, or strike off
in undesired directions.
It's also easier to swap players in and out, or to have a player be
away for an episode or two, because missions tend to be of limited
duration. It's easier to keep a party of PCs together because they're
required to work together (however, there's still room to allow them to
do things separately).
6. Simplicity.
Mission-style games usually have fewer plot threads going on at the
same time. This tends to keep things simpler, which some people prefer.
However, those who desire complex, interwoven plot threads *can* still
work them into a mission-style game, it's just that the game will start
having more plots in it that aren't strictly missions.
Disadvantages:
1. Restricted format.
If you're playing with mission-style plots, well... you're playing with
mission-style plots. Although you can still vary the plot style, by and
large most of your plots will be of a certain limited format. Not
everyone enjoys this. Make sure your players understand what the game
will be like and are happy with the idea ahead of time.
2. Restricted character choices.
Although there can be a range of choices when playing a member of a
team assigned to a mission, there will always be choices that are
inappropriate. For instance, in a game of SG-1 where the characters are
all members of an SG team, they must be smart enough, competent enough,
ethical enough, fit enough, and responsible enough that the government
would feel comfortable hiring them for such a sensitive post. This
might not sound so bad, but there are a lot of choices these
requirements eliminate. And while it's possible to come up with reasons
why the government would ignore or not know about deficiencies in one
or two of these areas, there's a limit to your flexibility.
If everyone is interested in playing the appropriate sort of character,
and players are willing to put some creativity into making their ideas
and characters fit the game, this is fine. But not everyone wants to be
that limited in character choice, and it can also make character
creation difficult--if a player rolls particularly low attribute
scores, for instance, it can be hard to justify how this character
would end up on an SG team.
3. Restricted character actions.
Depending on the genre, a team's actions may be severely restricted.
Again, there's the example of the US military. There are many rules and
regulations that should govern characters' actions, and plenty of
people will chafe at that. You can find ways to make things less strict
(for example, the characters are considered so valuable that they're
allowed some latitude), or you can make sure your players are
comfortable with those restrictions. Sometimes it can be exciting to
try to play a game within such guidelines, but it isn't everyone's idea
of fun.
4. Research, in some cases.
Again, SG-1 makes a good example. If you're going to GM a game
involving lots of military missions, you really should have some idea
of how the military operates--its culture, its structure, its rules and
regulations, its traditions, and so on. These things should have a
large effect on how characters act and behave, and they're a large part
of the feel and atmosphere of such a game. The players should also have
some understanding of these things.
This can take some research and reading; for instance, in order to play
an Air Force officer in an SG-1 game a player might read the "Air Force
Officer's Guide." This can make a real difference in your understanding
of a character, or of how a mission might be carried out. In most
mission-based games--even those that don't involve real-life
organizations--you'll want to have a good idea of how the organization
operates and what it means to be a member of it (and so will your
players). We have a beginning list of military research books to play
with:
http://www.burningvoid.com/bookstore/wrresearch.php#mil
5. Resources vs. game balance.
One of the difficulties of running a game in which characters have
access to the resources of an organization is knowing how and when to
limit those resources. In SG-1, mechanics such as "gear picks" and
"resource points" help to limit resources, as does the lack of
gratuitous manpower (not to mention budget issues). In many games it
can be difficult to justify why the organization in question doesn't
have a particular item or piece of information to give to the
characters. If you don't take this into consideration, it becomes tough
to justify why the PCs can't solve a plot by walking into the supply
room and grabbing the right piece of equipment. After all, shouldn't
their superiors *want* to give them the supplies to do the job well?
You need limitations on resources. Scarcity is one limitation; almost
any TV show involving team-based missions introduces budget troubles as
a limiting factor. This doesn't have to mean the organization is
poor--they just have to be very careful with the equipment they have. A
team that routinely requisitions excess equipment and brings it back
damaged (or not at all) will probably lose some of its ability to
requisition things in the future. The culture of an organization is
another possibility; it could be a matter of pride and competitiveness
that teams do a job with as few resources as possible. Practicality is
another limiting factor: if you're going someplace you have to walk to,
there's a limit to what you can carry on your back.
When designing a mission take resources into account. Think about
supplies and information the team might have access to. Decide what
they can and can't get or find out, and WHY. Have an overall picture of
just how powerful and resourceful this organization is, and what its
individual members have access to.
Where does free will fit in?
As already mentioned, plot focus in a mission-style game will be
narrower. The GM will have a greater influence on PC actions and plots
are likely to be more linear than usual. On the one hand this is fine,
as it's expected. It's a part of the genre. You can't have a mission
plot without having a mission! On the other hand, there are still many
elements of free will that can, and should, be worked into the game.
1. The PCs should have some autonomy.
Orders should leave room for the PCs to make their own plans. The level
of freedom can be tailored to your players, with more experienced and
proactive players receiving broader and more vague instructions. For
instance, orders might consist only of "acquire item X from warehouse
Y," leaving the team to decide how--a stealthy nighttime raid? An
all-out attack? A con game? A slick plan involving disguise and
forgery? This allows for more creativity and freedom, and it allows the
PCs to create their own consequences by how they choose to achieve a
goal. The PCs should *always* have at least some autonomy to carry
things out in their own way.
2. PC decisions should have a real impact on the outcome of the plot.
The actions and decisions of the PCs shouldn't be irrelevant to the
outcome of the plot (except in rare instances where that's meant to be
an interesting and dramatic aspect to the plot). Don't make their
decisions irrelevant in order to make sure the mission ends the way you
want it to. Along the same vein, don't just pass the PCs off from
important NPC to important NPC, always telling them exactly what to do
and how, or always having them sit back and watch someone else be the
hero.
It's important for the PCs to be active participants in the world who
help to shape it, rather than passive watchers who get led around by
the nose. You aren't writing a novel or a short story here--you're
helping to create a fun and enjoyable *interactive* experience for your
players.
3. Both failure and success should be possible.
It should be possible for the mission to fail or succeed. This is
really an aspect of point 2, but we think it deserves separate mention,
as people often don't realize it's an aspect of point 2. If the outcome
of the plot is pre-determined, then the PCs aren't being allowed to
truly influence it. To definitively state, "this *will* happen, no
matter what the PCs do," is to deny any possibility that they might try
something totally unexpected that should upset those plans of yours.
This doesn't mean you can't try to plan out the ending of a plot. You
can plan for what should or probably will happen, and you can try to
shape things to create a good story. You can even write up that nifty
ending scene you're hoping to accomplish. But it's important to realize
that if the PCs come up with something that counteracts your plans, you
need to respond to that rather than simply disallowing it in order to
keep your desired outcome intact.
4. Don't fall into the "think like the GM" trap.
Some GMs present obstacles and problems in a game that boil down to
"think like the GM or lose." This happens when a GM assumes a certain
tactic will be used, action will be taken, choice will be made, skill
will be used, etc. and bases the survival or success of the party on
that one assumption. This works fine if the team does what the GM
expects, but tends to be extremely frustrating for them if they don't.
Especially because what the GM sees as the obvious or only solution to
a problem is often something that's heavily based in personal
preference, and thus unlikely to be seen the same way by all other
gamers. This way of writing up plots inherently punishes players for
being creative in any way that the GM hasn't already thought of, and
usually leaves the GM feeling that he must force the PCs to carry out
the plot in a certain way.
This is a particularly easy trap to fall into with mission-based games.
Because many people think about missions in a very linear manner, GMs
are likely to make assumptions about how a problem or obstacle should
or will be solved. In order to avoid this:
- Go through your adventure write-up and list out the obstacles to be
overcome, problems to be solved, etc.
- Write out any assumptions you've made about how they'll be solved.
- Brainstorm at least two other ways to overcome each obstacle (look
through PC character sheets to see if you can work in some character
interests and abilities). If you can't think of any, then work more
resources into the game that can be used to come up with alternate
solutions. Make notes on what might happen if the PCs take these
alternate routes through the plot.
- If you feel you must present such a choice, make certain that failing
to try your one specific solution doesn't result in automatic death or
catastrophic failure. (See point #5.)
- Make sure you've put in enough background information (NPC
information, plot background, setting information) that you can respond
and adapt to unexpected solutions the PCs might try, so that you don't
have to effectively say, "you didn't read my mind, so you fail."
5. Most important choices shouldn't be binary.
Binary choices are those that result only in failure or success, yes or
no--particularly if the outcomes are complete success vs. catastrophic
failure. They tend to mean that choosing the wrong course of action
(failing to think like the GM, point #4) or having a bad roll of the
die (oops, rolled low, we all blow up and die) can screw over an entire
plot or get the entire team killed. This tends to be pretty
anti-climactic.
This isn't to say that all choices must be equal, nor that binary
choices are entirely bad. It's perfectly fine for one choice to have a
much better chance of success than another, or for binary outcomes to
have an effect on the plot. But you still have to be willing to throw
out or change pretty much anything pre-prepared if it becomes
necessary. Because choices that you see as obvious will be seen
differently by other gamers, binary choices can end up being the
equivalent of telling someone, "roll a die. Odds you win, evens you
lose." Most people play RPGs because they're looking for something more
than that.
Some starting suggestions:
1. Limit speeches and description.
Usually we recommend against writing much in the way of specific
speeches, conversations, and descriptions. The longer, looser, and more
complex your game, the less you can predict how things will proceed,
and the more likely such fragile material is to become obsolete. All it
takes is a PC asking one unexpected question to throw an entire
pre-prepared conversation out the window.
We're going to alter this recommendation for mission-based games,
however. Here you should just restrict yourself to small amounts of
conversation and description that you can easily pick and choose from
and alter as necessary. If you must write a passage of description,
then summarize important bits in bullet-point form as well (thus if
something makes the pre-prepared description partially irrelevant, you
don't have to search through full text to find material to improvise
new descriptions from--you just have to glance at a bullet-point or
two).
2. Use tone to keep things interesting.
While pre-prepared speeches and descriptions make things a lot easier,
particularly if you aren't so good at improvisation, they also tend to
sound "canned" and stiff, which can cause players to tune out.
Although we prefer to solve this by improvising, sometimes it's just
handier to have something pre-written. Try to write material that will
sound as it would if you were successfully improvising it. Sentences
should be comparatively short and simple, and it might help to use a
conversational tone. Read the description aloud a few times and alter
it until it sounds natural--things that look good on the page often
don't sound right out loud.
3. Keep scenes flexible.
Try to restrict yourself to loose descriptions of scenes and encounters
with notes about how you might handle different PC actions and
decisions. You can think of it as being a cross between a tool-kit and
one of those old "choose your own adventure" books. It's like having a
box in which you've laid out the tools you're likely to need
(background info, NPCs, stats, encounters, potential scenes,
descriptions, etc.), as well as notes on what to do when the PCs do x,
y, or z ("if the PCs attack the creatures, the creatures will defend
themselves [look up the pre-prepared stats and start combat]. If the
PCs try to approach the creatures, the creatures will stand their
ground and try to scare the PCs away without attacking them. If the PCs
leave, the creatures will bide their time for now. They don't want to
have to fight the full force of the team--they'd rather pick them off
one by one").
Mission-based plots can be a lot of fun. They have their own advantages
and a couple of disadvantages as well. They allow for more precise
planning, but you have to remain flexible and open-minded with respect
to PC actions. Missions can provide an exciting sense of purpose and
drive to a game, and are particularly appropriate to action-oriented
genres, but they aren't right for everyone.
What's Your Opinion?:
Comments on this issue's topic? Suggestions? Tips? Special topic
requests? Drop me a line. If I pass any of your suggestions on (either
through the newsletter or the RPG resources page), I'll attribute them
to you. Be sure to tell me if you don't want me to use your name and/or
comments!
+++++++++++++++++++++++++++++++++++++++++++++
SITE UPDATE:
Burning Void: resources for roleplayers and writers
http://www.burningvoid.com/
We just put up a section for articles related to the "Stargate SG-1
Roleplaying Game":
http://www.burningvoid.com/rpg/worldsg1.php
First up is a mission design template:
http://www.burningvoid.com/rpg/2004/sg1missiontemplate.php
It's also available in PDF and .doc formats (see the article for
links). If you found this article useful you might also find it
interesting to look through the template; it should demonstrate some of
how we go about carrying out the above ideas.
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