Welcome back to Narrative Control. Fattig and I are back this episode talking about creative constraints. We went old school on this one, back to an episode of Have Games Will Travel in 2006 where two of my favorite Pauls were talking about it. Well, before I get a head of myself, listen to the show!
Hosts: Sean Nittner and Eric Fattig
Length: 28:50
[00:27] Intro to the show. Two cons you should go to if you can: DresdenCon – July 10th at EndGame in Oakland: http://www.endgameoakland.com/dresdacon/ Good Omens Con 4 – July 17th also at EndGame in Oakland: http://www.goodomensgames.com/gocon
[02:01] Boom! You’re in a room with nothing to do. Of course Fattig figures something out!
[03:00] Creative constraints the stimulus to give your game texture and context.
[03:39] The conversation we’re continuing. An interview with Paul Tevis and Paul Czege: http://www.havegameswilltravel.net/index.php?post_id=79107
[05:33] Why constraints? How are they going to help you game?
[06:24] Why I’m afraid of games without constraints? If nobody has a say in your character they don’t care about it.
[08:28] My experience with what happens when we start embracing those constraints. Here’s the games that we’re playing that have put some constraints on us and made the game more fun because of it!
[09:47] Dresden Files! Yes, it is real, go buy it NOW: http://www.dresdenfilesrpg.com/ We talk about the novels and compels (big shock)
[15:07] Changeling – Harvesting emotions cause the players to reinforce the themes of the game. http://www.white-wolf.com/changeling/index.php?line=intro
[18:21] Flagship Atlantis – A con game where play style was put under pressure by external card mechanics added to the game: http://seannittner.livejournal.com/tag/flagship%20atlantis
[22:56] Lady Blackbird – PLAY THIS GAME! It’s free and it’s gorgeous: http://www.onesevendesign.com/ladyblackbird/ Keys that point you in different directions, forcing characters to choose what they really care about.
Direct download: NC_Episode_044.mp3
Great Ep. I like all the examples...and I'm excited to go check out Changeling.
A game that uses creative constraints AS its mechanic is The Black Spot by Mark Silcox:
http://www.rpgnow.com/product_info.php?products_id=68884
(It was also part of the Haiti Relief Bundle that RPG Now was offering.)
In that game, during your turn, you flip over a card that gives you a creative constraint to work into your scene. Something like an item you've found, a phrase you have to say or a cue to talk about your back story. As a pickup game that mechanic works great. In once sense its a creative challenge to work those specific elements into the ongoing story, at the same time it keeps the game going because you always know what you need to do during your turn.
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