The
Power of History
Creating
a Richer MU* Environment
One
of the things players want to experience when they step onto a MUSH is the
sensation that they’ve entered the world.
That’s part of RP in general.
People want to feel like they’ve stepped into the pages of the books
they admire, or up onto the movie screen, or into an entirely new experience
altogether. That’s why we spend hours
putting painstaking descriptions together and putting up the newsfiles that will guide our players into seamless
integration. It is also why we run tinyplots at all.
Some
games don’t do a very good job of creating that experience however. RP takes place largely in a void. Events seem disconnected. A tinyplot run in
March has no bearing on a tinyplot run in December
and will have no bearing on a tinyplot run next
year. Characters themselves seem to grow
and change and have history, but the game itself does not in actually achieve
that effect.
However,
history is part of the world. It’s part
of world building. The game has to have
history. The new player should be able
to come in, and be able to start asking around and piecing together what has
gone before. Players and RP should be
continuous enough to make this sort of digging possible. For example, on Hogwarts Express, two very
dedicated players got themselves into the Order of the Phoenix, which was a
player-invite only organization. They
did not do it by approaching the wizards and saying they wanted to get in. Rather, they began asking questions about all
the past events. They went to other
players and started really digging into what happened in past tinyplots. It helped
that we had a tool for certain characters to file their “case reports,” in the
MLE, for they were able to scour those as well.
Without any prompting from any wizard, they found all the holes, lies,
and inconsistencies…and went to confront the person they were tracking in this
way:
“We
know you’re up to something. We know you’re
doing it for a good reason. Whatever it
is, we want in.”
And
they got in.
But
this wouldn’t have been possible if there weren’t continuity. That’s really the key word here. Continuity is what separates a true immersion
experience from a flat, 2 dimensional roleplay environment. If a tinyplot had just sort of been run and everyone had
forgotten about it and moved on without it having any actual bearing on today’s
events.
Continuity
lets players feel like the world is doing interesting things even when they’re
not directly impacting it, meaning they feel part of a richer environment.
Continuity
gives you ideas for tinyplots where you might normally
be running dry.
Continuity
allows you to have knowledge at your fingertips should a player want to go
looking at microfiche of newspaper files from last IC year—and what allows that
action to matter, at all.
How
do you achieve continuity though? Well,
never fear. Rane
is here with tips and tricks for players and staff alike.
Trick
#1: Recordkeeping
If
anyone is part of any IC organization which has to keep records, such as law
enforcement, military personnel, legal people, etc., and that organization
contains more than 4 people, it helps to have a livejournal
or other forum to post up reports in-character.
This can’t be the bbs, because those things
have to get cleaned out eventually, and players are historically bad at reading
them. My theory on why is that if they
have 16 of their friends paging them when they first log on, they forget all
about those announcement things, but they’ll click over to the website between
poses because it doesn’t spam the crap out of their log.
Why
does this help? First, it helps everyone
stay informed. Second, it helps everyone
keep their facts straight. Third, if a
character wants to lie or conceal facts, it gives them an IC forum to do so in
black and white. When another character
walks by to question those things, they can go ask PCs who were there, then compare what’s said to the notes in character. This is very useful for creating RP all on it’s own. Imagine you create a new character who is a
rabid internal affairs investigator at local law enforcement. You’re brand new to the game. You don’t know anyone. You click open these files and you read and
see that a detective has put up some awful sketchy notes in some places on a
file where the criminal was ultimately shot in the back of the head. Your IA guy starts coming up with some questions. Now you can take note of every name of every
person in the file, do a quick +finger to figure out who is still active and
playing—and have a reason to schedule RP with each and every one of them that
not a single GM or RPGen had to hand you. By the time you’re done RPing
with those 5 people or so, your character is fully introduced. People know who you are. They’re trying to figure out what to do about
you. You’re in the RP.
That’s
why those sorts of records are so helpful.
History is a source of many, many plots, and it’s more than just the
stuff you find in books.
Trick
#2: Loose Ends
Always,
always, always let some loose ends dangle from your tinyplots. A villain gets away. Maybe not the main villain,
but the villain’s sideman or apprentice.
A question goes unanswered, “But we never did learn who he was working
for.” An item remains unfound. “But we never did find the key to the vault,
and so the treasure remains untouched to this day.” Maybe someone is left who didn’t get their
comeuppance: “But that skuzzy defense lawyer arranged it so he could walk home
free…” Maybe a criminal is still around,
in prison. Or perhaps a beloved NPC
remains hurt. Laura is still in the mental
hospital, rocking herself to sleep every night and heavily sedated over the
events of that night. Maybe some
mysterious, weird element gets thrown in.
“When we got there, there’s this baby sitting there. I guess it was his kid. Weird birthmark on her arm though…”
You
don’t have to know a thing about what that element is. You don’t have to know the answer. The point is that question is there. Take note of it, somewhere, if you can’t hold
it in your head. Do another plot that
has nothing to do with it. Then a plot
or two down the line, whip it back out.
It doesn’t even have to directly relate to the problem that came before,
but it can. Here’s
some examples.
·
The Villain’s Apprentice, all grown up,
comes back to seek revenge on the man who killed his mentor. Not yet strong enough to take him on all at
once, he concocts a scheme to get stronger, and this scheme starts to threaten
lives.
·
The Villain’s Employer comes back for
round two, and throws a new problem into the mix, and this time enough
reference is made back to the previous plot that the players get to find out
that not only is EvilCorp causing THIS problem, but
they were also behind the LAST problem.
·
As we researched the problem of the
Swirling Doom Vortex, we learned that the only thing that could possibly help
was the Crystal Dragon Jesus Statue held in the Unopenable
Vault. Now the fate of the world relied
on finding that very key which we could not find the first time—and fast.
·
Another criminal has been caught, and
the Skuzzy Defense Lawyer is back. This
time we’d better have an airtight case, or he’s going to eat us for lunch.
·
Shanker
Jim? We need information on him
fast. “Well, remember how we just caught
the Faustian Sniper? They were cellmates in prison. We’d better get down there and ask him some
questions.”
·
Laura’s voice is shaky on the other end
of the telephone. “There’s something
going on here. They’re doing something
terrible here at the mental hospital.”
Suddenly, the line goes dead.
·
The ninja said he was looking for a
baby. He drew a mark, like this, before
he disappeared. “Oh god. That mark was on the arm of the baby that the
Dogooders brought home. We’ve got to warn them!”
And so forth. If you’re doing this right, you’ll have run a
plot or two between these two plots, where you lay down more questions and
random elements. Or maybe a oneshot or two where you put
something weird down and just let the question be answered later. By the time you’re five or six plots in, you
have this intricate world history, full of unanswered questions and threads for
characters to pick up on and explore. If
you have some truly proactive player, they might even come right onto scene,
read over this, and do something like this:
·
I’m going to play the Prosecutor who has
vowed to take Skuzzy Defense Lawyer to the mat.
·
But we never found out what happened to Villain’s Apprentice? I’m going to use my underworld contacts to
start asking some questions.
·
Hmm, maybe I’d like to play Laura’s
psychologist…
They’ll do this knowing
that eventually you will probably bring these unanswered questions back around
to haunt them, meaning they’ll get a chance for some cool RP eventually. Not only that, but if someone has a history
with Laura, they’ve got a reason to RP with Laura’s doctor. If there’s an idealistic young Prosecutor
trying to take on the world by storm, the Cynical Cop has reason to take the
guy out for a cup of coffee. Or whatever. It’s all
about providing reasons to RP with each other as well as providing ways in
which the world stays immersive.
Tip
#3: Treat the NPCs like Real Characters
Some people just
sort of do redshirts. If they need a
cop, it’s a different cop all the time.
The cop says their extra-ish lines, or the
paramedic melts away with the injured guy, and they’re never heard from again. A lot of the time this shorthand is useful
and necessary. But there’s an
alternative, and the alternative is a fantastic way to introduce more RP.
For
example, let’s say two players decide to RP getting into a car wreck and they
need an officer on duty. So they emit unnamed
Officer. You’ve been
needing a plain old patrolman NPC for awhile, so you look back and see
the interaction. To drop a big plot
hint, you later have the officer pull over another player. You name him Officer Snarky, have him zip off
one-liners that would do Will Smith proud, and have him mention the car
accident in passing. The players now are
cued in that Officer Snarky was that NPC.
Now Officer Snarky has history. Maybe you start using Officer Snarky again and
again, until everybody on the game knows he’s the wisecracking, ticket happy
cop. Then maybe the next time you need
NPCs to get shot at, you have Officer Snarky…at the playground, off duty, with
his daughter. He spends the whole scene
covering his daughter with his own body so the PCs can shine—maybe not the coplike reaction but definitely the Dadlike
one. The next time the PC who saved his
life and his daughter’s life needs a ticket fixed, the PC says, “I’ll call
Officer Snarky.” And it works. They then know who this NPC is and what he
represents and what he’s been doing. If you need to kill him off this will have impact. If you need to introduce a villain maybe it
was Officer Snarky all along. Suddenly
random people aren’t just floating into and out of the PC’s world: people they’ve known all along and seen all
along are interacting with the world in ways both expected and unexpected. It’s even better if some sort of list of who
these NPCs are and who can control them is accessible and available, so that
when people hear names dropped and can’t find them with a +finger they’re not
entirely confused.
To
say this all takes a lot more work, especially for the Admin, is an
understatement. But if you’re going to
take the time to do this, why not take the time to do it in a way that’s going
to provide lasting enjoyment for you and your players and give the experience
that you tacitly promised by opening up a MUSH in the first place?