As usual, this was in response to something. I was reading old posts, reading about mechanical advancement in some campaign play, when some neurons fired and got to thinking about building a campaign around advancement – just not mechanical advancement.
I brought up this idea in a recent conversation, and I realized I wasn’t sure what I meant by this idea. The more I spewed, the more I started comparing to various things that may not be what I’m looking for.
Videogames
It occurred to me that my use of the term “unlocking” campaign content sounds very much like how videogames expose more content only after making particular achievements. Maybe this is worth doing even with my squeamishness around making RPG play more like videogames.
The Angry GM suggests looking to videogames for how to structure RPG play (over books and movies) because videogames are designed as games and designed to align with human nature to provide utility.
I stopped playing videogames ages ago. I’m not up on a host of great games. Still, moving locations based off of achievement, enabling taking on bosses based on achievement, upgrading your stuff, upgrading because of your stuff (only the boomerang allows bypassing this challenge to get to next). That all sounds fine. I’m likely a terrible person to try to emulate videogames given how much more others play them.
Titles
I like titles. Sure, I don’t care about being an Emerald Magistrate in L5R play because it’s so common. But, I’ve never gotten to be clan champion or some jeweled champion. Come to think of it, I tend to end up being an ambassador … even starting as an ambassador in D&D play.
Anyway, within the L5R context, questing to get appointed to some major title makes a lot of sense. The point of Glory is that PCs are supposed to be ambitious. Note how I’m changing things slightly – instead of unlocking content through achievements, *winning* through achievements.
So, is this concept just a quest to be appointed a demigod? Or, is it that getting to be a demigod means you get to do other cool stuff?
RuneQuest, certainly our play of it, was all about leveling up to Rune Lord or Rune Priest so that could unlock god plane adventuring. I never achieved either, so I don’t know what would have happened. While the process of getting to Rune Lord was awful, maybe this is an existing model. I own RuneQuest materials, not the version we were playing but I’m guessing the concepts are the same between editions.
Achievements
Speaking of Glory, Glory is a mechanic. While I’m not opposed to the idea that some achievements would relate to things like Renown, Fame, Glory, Reputation, or whatever mechanic some game already has, that’s not what I have in mind.
What I have in mind is a checklist. When you check off all of the items, you unlock next phase of campaign. An item could be “Being forced to beg for food.” or whatever that is a story element that could be neutral or bad.
Now, there’s a problem with this. Metagaming. If the goal of the campaign is to win through checking off story elements and story elements aren’t as objectively determined as character sheet numbers, then players are going to either too easily or not easily enough check off items (in their minds). Puts more pressure on GM.
What if you hide the checklist from the players? This seems counterproductive. First, some players can try to make a game more fun by balancing winning against interesting things happening. Second, if the players don’t know what unlocks next campaign phase, then why should they pay any attention to this campaign model?
Campaign Model Contrast
How is this any different from stuff that already happens in campaigns?
Well, the sequencing is different or the emphasis is different or both. This is a very storyteller way to play. Emergent story should occur no matter how a group plays, but this isn’t emergent – it’s predetermined. In a one-shot, can just force people to unlock the endgame by making sure the rails run through the right stations. One-shot play is routinely linear and largely predetermined.
Here, trying to sell the players on, “I know zero to hero is normal or Saiyan to Super Saiyan or whatever where powering up is the way to unlock facing monsters with more hit points, but this campaign is going to be about accomplishing a basket of story elements leading up to facing monsters with different story elements.”
Storypathing
Another model that came to mind while trying to define the experience I’m looking for was choose your own adventure stories. But, is this the opposite? You aren’t choosing what you get to do but choosing to do things that might get you to do something different. Okay, maybe not opposite.
In order to board the train, need a ticket. To get the ticket, need to jump through the hoops the GM comes up with. But, those hoops may be obvious, just that there’s a cost to jumping backwards through one and not another.
Is there a way to force players to choose or don’t to advance their paths? Maybe being elected mayor is on your checklist, and you come across plague town where it would be easy to be mayor if you let the current one and heir die of the plague but would miss out if one of them survives.
What if players don’t want to change what they are doing? Is that a campaign fail even if the players are enjoying playing? How does this relate to having a more fun campaign? Don’t campaigns already open up new activity when old activity is stale just by fiat and not by getting a notary to verify your forms? What if the early stuff is boring and people want to move on but can’t?
Thematics, Thematics, Thematics
The parlor LARPs I did came to mind as having a similar feel to what I’m seeking. Sure, having secret goals different from other players’ secret goals is always a good idea in RPGs or LARPs, so it’s not the same. It’s much more about getting away from the campaign changing due to mechanics rather than through doing esoteric things.
Is it better to have someone beg for food because of stuff that happens during play or to have begging for food be part of a script that moves a PC on to a future act?
It’s never necessary to force story, though it seems necessary to force activity so that story results. So, why?
I don’t know … yet. I don’t quite know what this idea is. Maybe it’s ripping off videogame structure. Maybe the checklists are vague. Maybe you only do three out of five things. There are modules structured like this where you have to do certain activities to win the mod. Not just solve some riddles or Courtier some courtiers or fetch some ingredients but …
… hmmm. How different are those sorts of activities from what I’m thinking of? Feels like those are a subset of what I’m thinking of. Instead of doing XYZ to solve a specific problem, do any of X1, X2, X3 and Y1, Y2, Y3, and Z1, Z2, Z3 to open a new vista in a campaign.
Of course, this idea exists outside of videogames and someone could maybe point me to another blogger or whatever who defines this better than I have. Maybe Angry has something like this on his site and I just didn’t see it (I haven’t read a bunch of older stuff).
If you have read Master of the Five Magics, that is structured along these lines. Any sort of mythological story of becoming king after performing certain deeds. Arthur has to yank Excalibur to unlock kinging. Rand does the Prophecies of the Dragon stuff, though it never feels like that actually matters as it’s much more “Oh, oh. He just did #15 that has not yet been mentioned at all in these books. Way to go Dragon Reborn … that the reader knows is the Dragon Reborn.”
Maybe this shouldn’t be overemphasized. It could be an element to a campaign that is always in the background … up until triple 7 shows up and clink, clink, clink. That fits better with not forcing players to do things they don’t want to do (either by not letting them move on from grinding goblins or by forcing them to no longer grind goblins).
The beauty of making this stuff up as I go along – I’ve played in a campaign that had this feature. 20 Goblin Winter campaign. We ground (through multiple TPKs) through monster slaying until we could become Crab samurai. And, it never worked well. The Shadowlands stuff was tedious. The Crab stuff lacked any relationship to our PCs, so we didn’t really care. Would that have been better ending on Crabifying? That’s a different game, and there is a better campaign out there than just racking up points killing monsters [ssshhh].