I had the opportunity to playtest SiskNY's game "Ghost Hunters" the other day, and while I enjoyed the game, I mentioned to Steve that I felt it could benefit from a stronger "narrative" element. Steve has come up with some great changes that sound like they'll really increase the narrative tension in the game, and I hope to play it again with the revision.
However, this got me thinking about a way to introduce a "story" element to a game, and how difficult this is. I'm not simply talking about a game having a "story arc" as in a beginning, mid, and endgame, I'm talking about a game that specifically makes players feel like they're involved in a rich story. It seems that the difficulty contains at least two prongs.
The first is the "replay" element. One implementation that I've seen work quite well is that of "Sherlock Holmes Consulting Detective", where players are trying to solve a mystery and have a map of London with labeled locations. Going to that location involves turning to a corresponding entry in a book and reading the encounter. The theme evocation is absolutely beautiful, but...you can only play each adventure once (after that, you know the solution to the mystery!). So it seems that having a game with rich narrative but also high replayability is tough.
On the other hand, there's the "cohesiveness" element. You want the story to hang together, to feel like it's one, comprehensive story. The "entries in a book" model is great for that. But, such a solution, or a similar one, requires an "all wise" intelligence who "knows" the whole story and can tailor each encounter based on the overall story. For a game where no player wants to be a moderator, a game with components that lend replayability, like cards or tiles, must be placed in such a way that the game system at one location has "knowledge" of the elements at a different location.
This seems almost insurmountable, and I'm sure there are even other problems that I'm not foreseeing. (There's, of course, the "depth" element; Clue is highly replayable, and highly cohesive, but doesn't have a very rich "story" that you're taking part in...)
I propose an interesting solution to the dilemma, and I'm curious whether people have any impressions or comments. The idea would be that each player represents a specific "character", and is given a book describing encounters specific to that character. Then, there would also be a deck of cards, which in some way are drawn by each player, and which reference one of the entries in the active player's book. So, for example, there could be a card that says, "The telephone rings. Go to Entry 200 to answer it." Then, the active player goes to the indicated entry and depending on which character he's playing, you'll get a different outcome. And of course, the entry could correspondingly get some variability by requiring you to draw a card, eg "Entry 117: You uncover something in the basement. Draw a Discovery card."
That, combined with the order in which the cards come out, could provide a good amount of game-to-game variation while still getting the "narrative" element of the entries in the books. Of course, the kicker will be having narrative elements that are interchangable enough that they all "fit" together. In some sense, this just hangs on choosing the right kind of story where shuffling the events doesn't change anything material. In a "mystery"-style story, it would be just fine because the increasing tension comes from increasing levels of discovery, but it doesn't matter what order the facts come out in. But additionally, a way to pull this off would be to have the story elements relate to the game state in simple ways. For example, "Lightning strikes: the lights in the house are now OUT" and this affects the gameplay in some way.
The other hurdle, as I see it, is the difficulty of having some events forcing the story irrevocably down one path. For example, if the killer is revealed in one entry to be a woman, it shouldn't be possible for a different entry to contradict this fact. In some sense, this could be achieved by having the essential "facts" of the story being orthogonal. Or, by having certain events set up a chain that only allows certain other events to come out (though that's harder to rig0.
Anyone have any thoughts or reactions to this idea? Has such a thing been done? I think it's potentially a good compromise between using cards, which give good variety but poor cohesiveness, and "book entries", which give good cohesiveness but poor replayability.
I suspect actually designing a game like this will be the work of several years, but I may give it a go if I'm feeling ambitious! There's a game coming out from Avalon Hill called "Betrayal at House on the Hill" that sounds like it may have some similar ideas; we'll see how close they are to what I'm describing!
Thanks for any thoughts,
Jeff
Cool! I'm glad that Ghost Hunters brought out the desire for more and better narrative style games.
You got that right! Ghost Hunters is actually the second game of mine in which I set out to tackle a narrative feel. The first one (Sherlock Holmes/Great Detectives) started off when my brother and lamented (way back in 2000) that Clue simply didn't have the depth we wanted in a detection game. We went on from there to try and develop a system whereby players would gather clues and piece together the facts of the crime and then deduce the perpetrator. It started to break apart when we realized that we would not be able to rely on players making the right deductions regarding the clues we were giving (especially considering the Victorian setting). We moved the game more towards a non-deductive element which works more for replay and game simplicity, but is lacking in the richness of narrative that we originally wanted.
Later I created Ghost Hunters as a way to allow players to feel as though they were taking part in a tale of the supernatural. My main fear was the staleness of having the entire game be dependent on either a book to drive encounters (once the book was gone through, players would know waht to expect), or to rely on a game master to select encounters that fit into the growing narrative (I really didn't want a game master).
The end result, the random encounters version that you playtested in Albany, was the first step towards what I really wanted. The improved version will be better in that the difficulty level of the encounters will increase as the players move through the game. This will get me closer, but still not as "narrative" as I wanted. There will be specific narrative elements and encounters triggered at various game stages, but the bulk of the encounters are still random (though heavily themed).
I have had a very difficult time finding just the right balance. I think that the new direction I'm taking is a good balance for me personally, but there always feels like more that can be done to lend a narrative element.
Sort of like the old DragonQuest/TSR adventure books, but with multiple books and a deck of cards that all intertwine. It would be intersting to see it come together, though the whole concept of intertwining narrative elements (especially in the event of varying numbers of players) would be very complex to lay out. I would be interested inhelping out if I can. It would be a great game if it worked as you envision.