"What
defines the depth, background and consistency of your invented
world?"
The
weight of things I can carry in my bag. About three to five kilos
back and forth to the Nerd
Cafe is the most I can move without it becoming a stress.
(A
factor in moving away from 4th is that the books just
physically weigh too much.)
So,
two LOTFP rulebooks, Realms
of Crawling Chaos, Vornheim,
Isle
of the Unknown, a folder
of one page dungeons and info to tie it all together. Dice, many
many pencils and a bottle of water. If it doesn’t fit in there then
it probably wont be forming a firm part of the game background.
"So
if you dropped the water bottle and took something else then the
world could become more dense by a measurable extent?"
Yes,
but that leads to another problem. Energy levels.
"Explain"
The
extent to which I can connect different parts of these sources as
meaningful aspects of the living game depends on my state of mind as
the game is being played. This is affected by the amount of food I
have eaten and how recently, how thirsty I am, how much caffeine I've
consumed and where I am on my depressed/maniacal cycle.
Caffeine
makes me more aggressive and intent, for about half an hour, then
leaves me more isolated and lethargic. Then I need to go to the
toilet. I'm pretty sure Mountain Dew got more than one character
killed when I was playing Cyberpunk. So when I was MC'ing Apocalypse
World games would peak in violence and danger as I got caffeinated,
then undergo a period of distance and ennui, then break for 5 mins
while I went for a piss. Like a Michael Bay film turning into a
Werner Herzog film, then just stopping for no reason.
I
try to moderate my caffeine intake to ride this wave.
Being
hungry makes me monomaniacal and emotional. Emotional in a bad way,
like a 13 year old girl who had a birthday party and no-one came.
Never DM hungry. Gives you decision
fatigue. (Though sometimes the impaired self-regulation can lead
you interesting places.
“What
about the weird shit that comes out when you run out of stuff to say
and just start free-styling?”
Some
of that comes from stuff I daydream about at work. So if the flow of
calls at Argos is low then the game should have more colour and
original incident. If its high then the game gets more derivative.
Other stuff is fragments of books I'm reading. Like Werner Herzog is
the grand Duke of the Isle of the Unknown because I was reading an
autobiography when I was putting together the tables. Other stuff is
just from dreams or the silent moments between events.
“When
does the Quantum
Ogre come out?”
Good
question. When does stuff get moved around behind the scenes? Only if
it can happen so quickly that even I can't think about it. Two or
possibly three seconds from conception to statement. Something else I
noticed MC'ing Apocalypse World is that if you invent something very
quickly and as part of a rapid interaction with one or more players
then it doesn’t feel* like railroading.
The
same thing goes for reincorporating stuff that’s already in the
game, or that came up in tables but that the players don't know
about. So one of the random NPC relationship tables is Scrodd, a
place the PC's are visiting, came up that one NPC wanted to consume
another one. This made no sense to me. But then one of the players
used the word 'vampire' and I remembered a dungeon I have with a
vampire in it. So it became part of the game. It happened very
quickly. It didn't feel like making something happen, it felt like
discovering something or allowing something. Iain
Mcgilchrist has a lot to say about that sort of thing.
But
if you think for longer than about 3 seconds, the nature of the
choice seems to change. Almost as if different parts of the mind were
coming online and trying to assume control of the situation. Forcing
it to make sense in a different way.
The
nice thing about dice is that they are a kind of gateway between the
parts of you that hunger for control and want everything to be
logically consistent and the parts of you that love to abandon
control and experience new and inconsistent things. So the whole
thing becomes a kind of continuous tennis match between the different
parts of yourself, and more than the parts that make it up.
A
DM gets to make more of those kind of choices than players which
might be why a good game leaves me with a vaguely ecstatic feeling.
“How
do you know if you are fucking the players out of a meaningful
choice?”
I
actually don't know. I believe that I'm not. But I wouldn't win a
public debate with myself on the issue. I trust to the silent parts
of my mind to arrange the patterns so that they remain true to
themselves
*Cue
Nerdstorm. Man obeys feelings. Betrays REALITY.
that was really cool
ReplyDeleteI'VE NOW SEEN BEHIND THE PATRICK VEIL. I WILL USE MY HIDDEN KNOWLEDGE FOR MATERIAL GAIN IN THE FORM OF GOLD PIECES AND XP.
ReplyDeleteMountain Dew didn't get your Cyberpunk character killed...I think that was just good, old-fashioned foolhardiness.