Sunday, January 17, 2021

What will it look like? Future or games as we have better Tools and Access.

 As we increase in understanding and have that understanding accessible - thanks to games like kerbal and world building and history modeling tools - What does fiction and story telling look like? What do games look like when people capitalize this knowledge? 


Authors develop a way to visualize the world in their storytelling, GMs and its audience now have a better model of something complex. Many Authors create many competing concepts and Tribes of models compete which is best - the tribe that can communicate the best is the most popular - even if its not the most accurate. ACCESSIBILITY is what determines if its popular. 


Material - Shows, Games, and other Books that are inspired by this Imperfectly communicate these concepts. These concepts Compete with older and established concepts that have so much Inertia to be changed. 


Finishing Edith Hamilton's MYthology and Comparing them to my Author notes of Keneth Hite, Stephen King, etc...  What changes is our ability to Manage the Attention of the Audience - to tell a story focusing on REVENGE, relationships, conflicts, virtues etc... 


Future fiction (scifi, historical, and fantasy) will have DATA that probably Exists now - told in stories that few can tell a layman audience. 


You learn HEMA and now the Biomechanics of a Fight but the Italian terms for Various Biomechanic Forms and movements will be lost on the Audience, you draw from Physical Therapy and Generic Exercise forms. 


You learn Logistics and Mechanics of the Roman, Indus, Greek (through Alexander and Xenophon), and Chinese Warfare and extrapolate the warfare of Assyrians, Medes, Achaemenids, Ur, Babylonians, Akkadian etc..  


You learn marvelous concepts - but they are all useless if you cannot Engage your audience and give them the tools to understand the logic and APPLY it. 


As an Author or GM you learn to apply the logic - by letting your players predict and see if their predictions are correct. An author does this with repeated Hooks and Conflict/Tension throughout the story (mini-games) to see if the Audience can almost predict the course of the story. The GM is easier, allowing the PCs to apply and test their abilities and understanding of the system. 


What it will look like 5 to 10 years from now will be very different. What it will look like 3-4 months from now as GM and Author world builds in a Budget of time will add only so much as not to alienate the audience with something so different. Something very different and profound happens when we accommodate more people to be able to enjoy the work. 




Friday, January 8, 2021

GMing and Writing - Identify Stakeholder and Collect Requirements

 Everyday I review my PMBOK with ANKI. 

I realize that 

  1. Players are the Stakeholders - End Users of the TRPG. 
  2. Applying PMBOK - thus we identify the players and what makes them Enjoy the game. 
  3. What makes them enjoy the Game are the Requirements. 
  4. Don't forget the GM. he's also a Stakeholder and should also enjoy the Game. 
  5. Lets simplify things: The GM can only juggle so many strategies to make the players enjoy the game. Let's Say 2-3 strategies. We want to limit the strategies because the GM's job is a lot. 
  6. of the 2-3 strategies you have to: Categorize them, and you have to ALIGN them with the Stakeholders. 
    1. CATEGORIZE STRATEGIES
      1. Let's try ACTION Combat. let's say this is narrative pacing where the Players and the GM improvise. There is the Hook and an Immediate Feedback/ACtion from the Player, then the GM feedback/Escalates. I would recommend WORKING with your storytelling metrics - how much bandwidth does the GM have to plan out and "ANIMATE" the scenario. the GM's ability to ANIMATE scenario - his improvisation, his knowledge of scenarios, his ability to ESCALATE and DE-ESCALATE, his ability to create Conflict or Tension and to be able to release this tension (Catharsis). 
        1. Whats special about ACTION storytelling is the ABILITY of the player to ACT. You don't have to think - emotion and its catharsis. "he attacks, you hit him back." EMOTION + CATHARSIS. Throw consistency out the window until you get a hang of what presses your player's buttons. 
        2. Not limited to Combat - it can be SOCIAL, Technical, etc... if the PLAYER can respond instantly with an action that makes them feel catharsis then its working. 
      2. Lets say PUZZLES. Let's say this is narrative pacing where the Players can Look at DATA and process it. they have the Opportunity to Look for an Angle. The ability of the PLAYERS to apply their PERSONAL skills and intelligence on a problem. 
        This also includes TALKING points and Interactions. 
        1. It can be planning the Ship Rout in Traveller, SHOPPING, preparing for an Encounter, social puzzles/mysteries, etc... 
        2. Give the Player DATA that his strengths will complement. Like ACTION but a slower burn.  
      3. Role-Playing - Interacting with REALITY and being SOMEONE else. reinforcing the WORLD and reality the PCs exist in for the Player's immersion. 
    2. ALIGN.
      1. WHO enjoys what. Lets try a SURVEY using https://en.wikipedia.org/wiki/Ranked_voting Players All give RANKING to the various things the GM can offer: Puzzles, Role-playing,  (after learning about RANKED voting - and how it works I LIKE it for most DEMOCRATIC decision making)
      2. NEGOTIATE, CHANGE/MODIFY, and ADAPT. Interview and feedback with the players - negotiate what they ENJOY and how they expect to use their time. 
  7. Prepare and Plan Accordingly. MINIMUM VIABLE PRODUCT. have X scenarios that are employed with the Strategies. At my 40s I can run probably 2-3 hours. I'm exhausted and dizzy after that.