Yesterday I went to a London RPG Meetup and played a session of Archipelago, a game whose name I'd heard but which wasn't familiar to me. It was pitched as a tale for telling Earthsea; style stories - a collaborative world-building tool with a story back-end. From the game introduction:
Archipelago is a story/role-playing game where each player
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Do you have a sense of how many of the players had played the game before? Certainly as someone who has played a bunch of narrative games like that, that setup seems weak. I can't think of too many of my fellow story gamers being excited about a setting that none of the players were able to articulate. With 90 minutes of setup, I would have thought you'd have a better idea of what the table was thinking about the setting.
The game I've played that derived from Archipelago is Love in the Time of Seið, which was excellent. (And your account throws a lot of light on one of the comments in that blog post!)
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Nevertheless, I think the things that weren't going well for me were symptomatic of a more general divergence in what's important to know about a story at the outset; I think I would have struggled with most blank-slate games...
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"Play to find out" works best (only?) when the genre and setting are clear.
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Man, a lot of this rings familiar to me as someone who's just read through Archipelago, never played it. There's so much I want to love about the game - the kind of whimsical way everyone's just-about-related, the ritual phrasing and conflict resolution, the per-player ownership of the game world - and so much that I look at and go, "Surely that's going to lead to a bunch of bumbling about, working what should happen? Perhaps the magic of the game will sort it all out." Interesting to hear that (at least in a convention situation) it plays out how I fear it would play out.
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A lot of the Archipelago hacks I've played/read ditch this bit of the game almost immediately. For example, in Society of Dreamers (which also immediately gives you a nice scenario/setting/drive/etc.) you're all part of the same tight-knit group of freelance occultists, while Dream Askew (which is PbtA Archipelago, basically) has you as members of the same hold. Sure, you may never all going to be in the scene (someone is usually ( ... )
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1. Most people don't know what they want
2. Most people will be too polite to ask for what they want if they happen to stumble on it
So in terms of "frameworks" - Archipelago provides basically nothing for having a fruitful discussion about what should happen in the game, or what the game should be about. Without having seen a hack of it, not sure I can go any further with that.
Along those lines, I think the focus that games like Apocalypse World and Archipelago put on drawing a physical map is unhelpful, inasmuch as it assumes people will successfully insert thematic synecdoches, where most people (and me more than most) are incapable of making that leap unless it's completely obvious. e.g. I think if someone inserted "Rotting Gothic Mansion" into ( ... )
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1.
Unless a setting element is super-important in the premise of the game, I've found it's better to leave it until you're playing to decide who has ownership over something. The conversation usually goes like this:
"I cast a spell to bind the demon."
"How does magic work in this world?"
"No idea. Anyone want to take ownership of it?"
2.
Jamie Fristrom's In a Wicked Archipelago hack solves all my problems (similar to yours) with Archipelago's soft premises and non-intersecting characters. It uses Archiplego's resolution system but uses In A Wicked Age's oracles and best interests to establish a situation and character relationships.
It's available here: https://docs.google.com/document/d/1a-s0pzd2ECeohysfpEJDhU38JUfSlCJEriBfH5jV9Y4/edit?pli=1#
I've never had a bad game using this set-up. I tend to play it with Ivan and Karen when we get a chance.
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