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The Dresden Files => DFRPG => Topic started by: bibliophile20 on January 25, 2011, 03:27:43 PM

Title: Starting In Media Res
Post by: bibliophile20 on January 25, 2011, 03:27:43 PM
Has anyone started a Dresden scenario in media res? (even a Batman Cold Open counts).  I'm looking for advice on do's and don'ts. 
Title: Re: Starting In Media Res
Post by: TheMouse on January 25, 2011, 04:35:51 PM
"Hey guys, I'm going to start you right in the middle of trouble. So consider this a sort of blanket Compel that starts you in the scenario 1 FP higher than normal."

Reward complications and manage expectations.
Title: Re: Starting In Media Res
Post by: Papa Gruff on January 25, 2011, 05:25:56 PM
"Hey guys, I'm going to start you right in the middle of trouble. So consider this a sort of blanket Compel that starts you in the scenario 1 FP higher than normal."

Reward complications and manage expectations.

Yeah... that's the way to go.

I'd be extra cautious though. You should have a reasonable explanation ready why the PC are currently in the "OH SHIT" situation. Some players tend to get a little skittish when the GM puts their PC in a situation they think he/she shouldn't/wouldn't end up in. Be fair, explain, give FP and try to get the awesomeness of the imagined scene across to them.
Title: Re: Starting In Media Res
Post by: bibliophile20 on January 25, 2011, 09:42:31 PM
The situation (spoilered in case any of my PCs stop by) Batman Cold Open (http://tvtropes.org/pmwiki/pmwiki.php/Main/BatmanColdOpen);
(click to show/hide)
Title: Re: Starting In Media Res
Post by: Papa Gruff on January 25, 2011, 10:44:26 PM
The situation (spoilered in case any of my PCs stop by) Batman Cold Open (http://tvtropes.org/pmwiki/pmwiki.php/Main/BatmanColdOpen);
(click to show/hide)

I'd pretty much start it up as you have just described. You obviously have a pretty cool scene in mind witch doesn't seem to need much more flesh. My advice: look at the aspects of your characters. Do as the book says and draw some reasonable conjectures between fitting aspects and I guarantee you that you'll be able to come up with a nice reason why your PC are in a spectacular car chase with the evil warlock speed racer (*hums cartoon theme*).

The entry is totally Dresden Files so your players will probably dig it if they are fans. Explain as little as you have to about the reasons behind it and see how your players react. Or even better: have a short talk with them about the reasons behind the chase. The DFRPG is all about collective storytelling anyways.
Title: Re: Starting In Media Res
Post by: Wyrdrune on January 26, 2011, 09:15:03 AM
I am often tempted to try something, but I fear that it ends with some of my players arguing "Why am i here? What am I doing here?"

And having an argument that isn't that necessary eats to much of game time which is more worth to me.

But maybe I'll try it with pre-session compels and giving out more FP, as one suggested above.
Title: Re: Starting In Media Res
Post by: admiralducksauce on January 26, 2011, 02:17:08 PM
I haven't done it in DFRPG yet, but I've started my group off in the middle of a chase or combat before in previous campaigns and it worked well.  It depends on the group I guess, but I'd think a lot of players wouldn't mind kicking off a game session with some balls out action, and that's before you bribe them with Fate Points.  :)
Title: Re: Starting In Media Res
Post by: bibliophile20 on January 26, 2011, 02:35:31 PM
I think, setup-wise, I'm going to try the following setup (not recommended for all groups, but my players are all college freshmen, and they trust my judgment as 'senior geek' for some odd reason ::)):

At the beginning of the session, I'm going to had out a bunch of stacks of index cards and fate point chips; the cards will say "don't flip until the GM says so."  On the reverse of the cards is essentially a short line-by-line--one line per card--intro script for the situation ("Must go faster, must go faster!!" "Gregor, there's a dead fire elemental on your trunk again" "Don't worry, it'll go away at the next glacier!" etc) that'll cover enough exposition that they'll be able to follow past those few interchanges.  

I'm only taking that approach and thinking it'll work because my players are all newbies, will little to none roleplay experience (the most experienced only has a few years of rollplay experience) and a universal belief in their lack of polished rp skills, especially dialogue, most especially witty dialogue, which is something I've been trying to fix (yes, the NPCs have sadly gotten all of the good one liners).  So this approach will serve as both exposition and banter training.  
Title: Re: Starting In Media Res
Post by: devonapple on January 26, 2011, 04:05:55 PM
I am often tempted to try something, but I fear that it ends with some of my players arguing "Why am i here? What am I doing here?"
And having an argument that isn't that necessary eats to much of game time which is more worth to me.

I have seen those arguments, too, but they were because the players forgot what happened last session, or why the bad guy is calling them.
Title: Re: Starting In Media Res
Post by: Ren on January 26, 2011, 05:13:44 PM
I've done something similar in other systems but its kind of tough to pull off. might be easier in DFRPG though and yes it very much fits in with the Dresden way of things. I mean heck, one of the books opens with almost the exact same scenario; Harry being chased though a high school by poo-flinging flying purple monkeys! Granted it wasn't entirely relevant to the main plot, but you kind of get the point.
I like the idea for you scenario, let us know how it turns out.  

This also works well with "You wake up in a sinking ship with NO idea how you got there..." scenario. The rest of the session having to do with figuring out how you got there and how to get out of it...
Title: Re: Starting In Media Res
Post by: TheMouse on January 26, 2011, 05:19:49 PM
I am often tempted to try something, but I fear that it ends with some of my players arguing "Why am i here? What am I doing here?"

"You're here because I bribed you with fate points to be here. You're chasing the guy I bribed you to chase. Let's play."
Title: Re: Starting In Media Res
Post by: Sanctaphrax on January 26, 2011, 06:29:58 PM
Sounds like fun. What locations are you planning to use?
Title: Re: Starting In Media Res
Post by: bibliophile20 on January 26, 2011, 09:34:46 PM
Thanks for the support, guys.  Knowing that I'm only partially insane helps alot.  ;D

Sounds like fun. What locations are you planning to use?

I'm still figuring that out.  But I do plan on having the entire route and attendant complications (http://www.colugo.org/jmcmurra/generators/index.php?pageId=2&pageType=1) plotted out beforehand so I can spend my time and effort during the game on adjudicating what will undoubtedly be a chaotic batch of lunacy.  

As for locations I want to subject them to, more or less in order: (Scene Aspect: A Stern Chase Is A Long Chase)
An Icelandic glacier (complete with jumping off an ice cliff into the Nevernever portal before it closes)
A place in the fields of Winter.
St. Petersburg, Russia
A Goblin Market
A Bazaar (either the Khan Market or Chandri Chowk) in Dehli, India
A Nevernever jungle in Summer, inhabited by a plant that's a cross between kudzu, poison ivy and a venus fly trap.
The Phoenix Desert Botanical Garden
The Deserts Of The Crystal Pyramids
Either the Australian Outback near Uluru (Ayers Rock) or the Egyptian Sahara near Giza.
Then the capture and the "Um.... how are we going to get home?"
Title: Re: Starting In Media Res
Post by: Sanctaphrax on January 26, 2011, 10:21:03 PM
Not bad. So, how are you going to handle this mechanically?

I admit I'm slightly disappointed to see neither The Library or The Iron Spires on the list, but I suppose there are limits to what you can drive a car through.

PS: Why not put some of these locations on the wiki?
PPS: Great generator, although it's a little too hard on pedestrians for my taste. How do you intend to convert it from Storyteller to Fate?
Title: Re: Starting In Media Res
Post by: bibliophile20 on January 26, 2011, 10:35:58 PM
Mechanically, it's going to be a race extended conflict; each time the PCs get too close to the warlock, he's going to open another portal.  Complicating matters are going to be obstacles taken from the above generator with a certain difficulty all its own; if the PCs don't manage to make it, then they will suffer the appropriate consequences (in answer to the PPS, I'm using the generator for ideas and inspiration, which I will then consider from scratch in the Fate system).  I'm not going to make the obstacles too numerous (no more than one hard one or two lesser ones per location), but at the same time, they'll certainly add a bit of spice to the proceedings. 

As for the the Library, I thought about it, but I've stated that the only Ways in to the Library are through deep concentrations of learning--and the image of driving a sports car into the elevator at the university is absurd.  As for the Spires, it's a thought, but nobody in the party drives 4 wheel drive, which means that's just murder. 

And I will put some of these locations up on the wiki... after that session.  My players have gotten into the habit of monitoring the "Recent Edits" page on the wikis I run. 
Title: Re: Starting In Media Res
Post by: UmbraLux on January 26, 2011, 11:30:25 PM
Looking at the title I wondered what could possibly be problematic about starting in media res...seeing this, I think I understand your concern. 
I'm still figuring that out.  But I do plan on having the entire route and attendant complications (http://www.colugo.org/jmcmurra/generators/index.php?pageId=2&pageType=1) plotted out beforehand so I can spend my time and effort during the game on adjudicating what will undoubtedly be a chaotic batch of lunacy.  
This appears to go beyond starting in the middle of the action to scripting the action.  Not necessarily 'bad', but it does require more buy-in from the players than simply starting out with something going on.  You're asking the players to follow your script and avoid any choices which might lead away from or prevent access to any of the sites you plan the chase through.  I recommend telling them up front you'd like to script the beginning and ask them to play along with your script.  Let them know when they're off script and free to make other decisions.

Quote
As for locations I want to subject them to, more or less in order: (Scene Aspect: A Stern Chase Is A Long Chase)
An Icelandic glacier (complete with jumping off an ice cliff into the Nevernever portal before it closes)
A place in the fields of Winter.
St. Petersburg, Russia
A Goblin Market
A Bazaar (either the Khan Market or Chandri Chowk) in Dehli, India
A Nevernever jungle in Summer, inhabited by a plant that's a cross between kudzu, poison ivy and a venus fly trap.
The Phoenix Desert Botanical Garden
The Deserts Of The Crystal Pyramids
Either the Australian Outback near Uluru (Ayers Rock) or the Egyptian Sahara near Giza.
Then the capture and the "Um.... how are we going to get home?"
It does look like an interesting set of locations!  Even better, several have the potential to add complications if they're there for long.  :)
Title: Re: Starting In Media Res
Post by: bibliophile20 on January 27, 2011, 12:04:50 AM
Looking at the title I wondered what could possibly be problematic about starting in media res...seeing this, I think I understand your concern.  This appears to go beyond starting in the middle of the action to scripting the action.  Not necessarily 'bad', but it does require more buy-in from the players than simply starting out with something going on.  You're asking the players to follow your script and avoid any choices which might lead away from or prevent access to any of the sites you plan the chase through.  I recommend telling them up front you'd like to script the beginning and ask them to play along with your script.  Let them know when they're off script and free to make other decisions.
The "script" index cards are going to be my method of initial exposition, and I'm only going to have a very short script--if the master script is more than half a page long, I'm doing something wrong.  After that, the only thing plotted out are what events they will encounter along the route--and that's only plotted out so I don't have to come up with them on the fly, which would take time, effort and concentration away from the PCs.

(and one thing I'm going to do--to incentive myself, as well as the PCs--is put between each card a fate point chip; they get chips to spend on their chase without touching their normal refresh, and I'm encouraged to be brief)

Quote
It does look like an interesting set of locations!  Even better, several have the potential to add complications if they're there for long.  :)
:D  I will hopefully avoid stranding a PC anywhere where survival is a doubt... however, there are a few where an international incident is certainly possible fallout.  Of course, if anyone has any sufficiently entertaining suggestions, I'm more than open to hearing them (I'm not going to be running this scenario for at least a month, so I've got time)
Title: Re: Starting In Media Res
Post by: UmbraLux on January 27, 2011, 01:03:03 AM
The "script" index cards are going to be my method of initial exposition...
It's not scripted because you're using note cards, it's scripted because you have "...the entire route and attendant complications plotted out beforehand..."  That's what I recommend seeking player agreement on. 

As for potentially entertaining complications, language and (mis)translation potential abounds.  You could add gardeners to some of the plant scenes.  You have a couple environments they may not be dressed for and the goblin market could be selling anything or even anyone
Title: Re: Starting In Media Res
Post by: bibliophile20 on January 27, 2011, 01:31:53 AM
It's not scripted because you're using note cards, it's scripted because you have "...the entire route and attendant complications plotted out beforehand..."  That's what I recommend seeking player agreement on. 
Ah.  I see what you mean.  Okay, my notes are going to look like this:
Quote
St. Petersburg, Russia
Finish Line for this segment: 8
Heavy Traffic; +2 difficulty to most Driving rolls; increase to difficulties factored in below.

Issues
Majorly Bad Potholes
Difficulty Of Great (+4) to avoid potholes and other cars entirely
Average to Good results in penalty to other actions such as Guns rolls.
Mediocre or below results in damage to car from hitting ALL the potholes at speed; apply "Bent Axle" or "Distended Tire" as appropriate. 

Lady Pushing Baby Carriage Across Road
Difficulty of Good to avoid
Roll of Fair to Average results in hitting the mother.
Roll of Mediocre or below results in hitting both.

Finish Line Reached: Warlock opens another Nevernever portal; Difficulty of Superb to shoulder other cars aside and prevent them from entering.  Great to Fair results in a few civilian cars going through the opening before it closes.  Average or below results in civilian cars going through the portal, which closes before the PCs pass through. 
So, while, yes, it's technically a script, for certain definitions of the word, to me, it's more notes on "where are we now?" and "uh-oh/oh... CRAP" possibilities decided out beforehand so I can focus on what's truly important--keeping up with the unpredictable antics of half-a-dozen college freshmen. 
Title: Re: Starting In Media Res
Post by: Ranma1558 on January 28, 2011, 06:28:06 AM
In media res is a great attention grabber, the most important part is to still have 3 acts to your adventure, the start of the adventure is obviously on act two, the rising conflict. The most important thing to do is fill act 1, the build up, preferably before you finish the first action sequence. You can handle this in a few ways:
Font load background dump: You tell what they did before hand. "You've been chasing person X for hours, finally you corner him in a parking garage where you both jacked two cars, the race is on." ect. This method is quick and easy but might leave your players feeling like they have little control of their characters.

Rear end background dump: You finish the action then give all the information about how they got here in one large dialog, you can incorporate what they said and did during the action into your narrative.

Time rewind: they finish the action, are about to interrogate the baddy or fall into a worse situation then you pull it back to the start of adventure and let them play themselves into the conflict. This is similar to how the Odyssey is told.

Small tastes of background: write note cards with bits of background pertaining to certain players "Joan you're ticked at Nathan for letting the warlock slip through your trap at the baseball field." "Frank, you lost your gun during the struggle with the demon he summoned." Give them to your players if they bring up a complimentary point or you want some more conversation rolling. The players "feed" each other background as you continue the action.

Leading question backdrop: My personal favorite method for this type of gaming, ask your players details about the background that keeps your narrative mostly unchanged. "Joan who's fault was it your trap for the warlock failed?"  "Frank, your gun is gone, how the hell did that happen?"
Maybe Frank's player suggests the demon on his own... suddenly its no longer a two man race you add in the warlocks demon coming up from the rear.... you get your players to play their characters, keep your story, and maybe add awesome things your players come up with you never thought of.
Title: Re: Starting In Media Res
Post by: Arcteryx on January 28, 2011, 03:20:19 PM
Not that I've anything against a car chase, but... why wouldn't the warlock just hex any car they are in?
Title: Re: Starting In Media Res
Post by: bibliophile20 on January 28, 2011, 03:58:15 PM
Not that I've anything against a car chase, but... why wouldn't the warlock just hex any car they are in?
Rule of Cool?  Rule of Plot?  ...  He's driving a well-maintained, frequently maintained, high-quality piece of German engineering? ...  Maybe that's what finally enables the PCs to catch up with him--he pushes to hard and the engine quits on him. 
Title: Re: Starting In Media Res
Post by: admiralducksauce on January 28, 2011, 04:56:26 PM
Well, it cuts both ways, right?  The warlock can intentionally hex the PCs' car, and the PCs can compel the warlock's High Concept to have him hex his own car.

I figure it'll be a scenario where the table either agrees that they want a car chase or it devolves into a foot chase quickly.  Or copious FP are spent buying off hex-related compels. :)
Title: Re: Starting In Media Res
Post by: bibliophile20 on February 25, 2011, 11:36:27 PM
Session for this is starting in half-an-hour.  I'll let you guys know how it goes.  :D