Event Orientated Modding

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See Also Event Orientated Plotting and Goal Orientated Playing

Contents

[edit] Holistic View of Moderating

Holism is the theory that living matter or reality is made up of organic or unified wholes that are greater than the simple sum of their parts. Applied to the Tazlure Game System, it describes our firm belief that all threads in the game will interconnect in some way, be it critical, major, or even tertiary or minor. Every thread, event, and activity presented by the player character, will have repercussions of some nature elsewhere. In fact, this is the cornerstone of the "player driven content" that is the basis of the Tazlure Game System.

Weaving the Web is a mysterious and elusive term used to describe what made Tazlure so unique among fantasy Play by Post games. Seemingly loose strands of stories are woven together in one big tapestry effortlessly so that all of Tazlure is interconnected. What players do has an effect on others in a very marked way. What they observe and help create shapes the world around them. Gradually they see a larger picture emerging, while marvelling about all the details.

[edit] Definition of Event Orientated Modding

In a nutshell Event Orientated Modding means that the moderator presents the environment, the setting, the location, the NPCs as having an existence beyond the scene that the PC currently is in, with its own rational, its own events. The setting exists independently. It will react to what players do, but it will not follow the PC around. Stories that the PC's leave alone will continue in the background to surface at a later time. For each location the PC enters he makes a new thread (which is why you sometimes see the term locationbased modding used). The PC decides where to go and other PC's can always enter the thread at any time (which is facilitated by having separate threads per location).

The setting presents opportunities to players, but it never dictates a story. Even if a PC doesn't follow up on an event, that will have an impact on the setting, which will be presented to all players in the same area.

In general it means the PC has greater freedom to go anywhere and do anything, one of the premises of our game. There is no chance that a player will "destroy" a plotline, because the PC actions and reactions are merely input for the moderator to decide what impact it has on the environment and go forward from there.

The drawback is that players must be able to create their own plots and follow up on their own goals because the moderator is not directing the story.

[edit] Pro's and Con's

Pro

  • Moderators do not have to create stories and try to read the minds of players. Stories are based on player initiative, and thus are always what the player wishes for.
  • The setting gets a life of its own. It is easier to run the setting because it becomes a sense of the inner logic of the game.
  • It is easier to see how player characters impact the setting
  • Because of player initiative the mod input is less great and therefore the mod-player ratio can be bigger
  • The player has far greater freedom to go wherever they want to go

Con

  • Players must have a good idea where they are going and what initiatives to take
  • The experience can be less intense because background story may not be followed up unless a player takes the initiative to put it into play.

[edit] How It Works in Practice: Daily change

See Also Posting Rate

Event orientated modding is all about change. About players creating their own opportunities while moderators simply keep tabs on what happens where and confront the players with the events as they develop. A plotline is never finished, and in fact is continually updated as players have their own idea of what is logical behaviour. We sometimes describe predicting what PCs will do as "reading tealeaves". You are never quite sure what will happen and you learn to adapt.

[edit] Painting the Picture

See Also Writing Posts

A moderator uses every single sentence of his post to create a narrative, which points to the setting of the game and through that to the potential situation in crisis. The weather, fashions, products of trade, typical organizations with their logo's and motto's, NPC's that invite conversation or are overheard gossiping, particular words that are used that set an atmosphere. They are tools to submerge the PC quickly into the setting, telling about details the character might know, but the player is ignorant of. The more specific detail you are able to sketch, the more confident the player will be about his environment, moving forward pro actively.

[edit] Determining Game Reality

See Also Grant's Three-Word Snog Trick

If you have ever been a Game Master in a table top game you will recognize this moment as the point where the dice are used to make a judgement call, to be interpreted exclusively by the GM of course. After all the players put in what their PC is most likely to do, say, think.. it is up to you to decide what would be a successful course of action and what wouldn't be, and the endresult of the mix. In short you determine what actually happened.

It is always good to realize that as a moderator you are the final and only authority on what happened, no matter what players are putting forth as their version. We are nice but firm about it. If necessary content written by a player is "rolled back" to make sure of this.

Here is a list of things to consider when determining what should happen next

  • in what order do the actions happen?
  • which actions will influence each other?
  • what is the realistic thing to happen per action?
  • what would add an element of humor to it?
  • how would your NPCs react logically?
  • what direction do you want the plot to take from here on and how can you help that along?

[edit] Use Events to bring strands together

See Also Event Orientated Plotting

Once in a while there should be a minor climax in the storyline, allowing several angles to meet, a new truth to emerge etc. Of course many more angles will spring from that. The occasional climax, with suitable rewards given, creates a sense of accomplishment and closure for players.

[edit] New Threads for New Events

It sounds so simple, but it is often forgotten. You can provide scenes, rather than waiting on players to provide them, by creating timestamped location threads. This might entice players to join. It also keeps the speed in the game because players become alerted to the fact that the rest of the game is moving forward.

[edit] Bluff!

Allow yourself enough flexibility to see where a thread goes, before pushing it towards a certain angle. Something interesting may come up that you can latch on to. Players themselves may have predetermined ideas that show in their posts. By allowing yourself brief episodes of "winging it" it may actually help you to suddenly see some interesting connections and start working on them. Of course, we pretend we planned it this way.

[edit] Players are the Heroes of your Story

See Also Rules of Realism and Allowing Player Success

A game thrives on player driven content. Therefore it is important to allow players to rise to leader roles and make them the center stage of the story. This means involving them in situations where they can actually make an impact instead of standing by as the audience of your fantastic writing. Some villains or situations are simply too high level for them to take on yet even if it sounds so epic. Don't wow your players. Make them wow themselves.

[edit] Applied Physics Enforced or Character Death

Applied Physics Enforced is the argument you use when a scene naturally evolves to a PC's fatality, a scene that you probably didn't plan to go fatal at all. But it did, and here comes the looming death, whether through the PC's immediate actions or the actions that came immediately before it in prior threads. It's always nice to warn your players with a note in a thread. Make it impassable "due to mortal threat", and PM the player that fatality is likely in their immediate futures...if you see it coming. But you'll notice that there's one powerful factor to notice here: never decide that a PC should die.

What? Don't make that decision? But how in the hell would it happen?!? Keep repeating it to yourself: Applied. Physics. Enforced. Just run the environment and the physics...and if they should be killed by them, so be it. It might be heartless, cold, inhuman and even cruel, but it's the best policy to have. Remember your literary detachment and write the scene as it was meant to unfold...and when the pc is slain as a result, sympathize, be compassionate, and mourn with them...but don't question the scene. Just end it with dignity and move on.

If you don't end the scene with compassion...if you make a game of it or allow a pc to live through the impossible or find some way to let them cheat death in too unusual a fashion...your players will notice and they won't respect you. Death is a powerful thing, and it's the thrill of risk and potential downfall that makes our site so interesting. A good PC death is easily the most important aspect of a good PC's life, and if the player has talent, they'll respect that and accept the scene as it stands. And the story will end for that character.

[edit] Don't Control your PC's

Just as the player should not attempt to control NPC's or the environment around him, the moderator should not exercise control over the characters thoughts, speech or reaction except in very special cases. Simply describe what is there to be seen, heard, smelled, felt and don't mention the player at all unless there is an action about to be inflicted on him/her.

There are many reasons for not taking over the players domain of actions. First - you can "assume" things about a character that aren't so and have him/her act in a manner that is not in harmony with how they see themselves. The second is... if you voice their reactions to things around them.. you leave them with little to do. Sometimes players struggle with what they should have their character do and we want to leave as many avenues open for them as we can. Plus, you take control away from a player and already they have little control over their world to begin with. It can be frustrating when even your actions are dictated to you.

Tell tale verbs that you should avoid in conjunction with a PC:

  • see
  • hear
  • think
  • understand

Trying not to exert too much Moderator control also means being willing to adapt a storyline if the players move in a different direction than you anticipated. It also means offering players means to escape a certain fate, creating options and alternatives for them to explore. Of course while still upholding our code IC actions have IC consequences, meaning that players will be faced with the consequences of what they have done even if this is gruesome. Characterdeath or imprisonment are but a few of many such plotline twists.

However.. always ask yourself.. what is the players primary goal? Will he or she enjoy this kind of plotline? Am I just applying the rules or do I think the player is somehow offensive and am I trying to put him or her in her place? What is the GOAL of the thread I'm currently running?

One of the most offensive things a player can do is simply not getting your plotline and doing things that you as a mod judge illogical or even worse, as a form of twinking or powerplaying. If you see your carefully planned storyline go awry it can be very difficult and the temptation is there to force the plotline down somebody's throat by putting the player in a situation that can only go one way. Remember that

  • Players are not aware of your storyline and may not see what is obvious to you so they are not consciously annoying you.
  • Players may not care for your storyline. Though Cookies... for you! It is up to you to find something else that does interest the player, while maintaining a realistic storyline.
  • We do not punish players, ever. We only apply the dogma IC actions have IC consequences. Keeping PC's locked into something boring is a subtle form of punishment.

[edit] Concerns Players May Raise

1. Plot Direction - Players may ask where to go to next for their plot. Or passively wait for you to create the chapter. However, in Event Orientated Modding the moderator doesn't know the answer. Your pc can pursue what plots that involve him or her in whatever fashion he or she wishes. That's your responsibility as a player and part of what makes the TGS such fun. This also means that we are not out to get you. Plots have no predetermined OOC goal of causing trouble or providing challenge. They just are. If you want a moderator to help you with the direction your PC is taking you can brainstorm in your compendium. Suggestions may be given in a general way. We can tell you how to get in touch with lawenforcement for instance, or what the requirements are to become a member of an organization.

2. Following Content You Don't Want - Simply stop following it. If you don't like the story you are in, simply turn around and abandon it, or change its course. The player is in complete control, the moderator merely reacts.

3. Mortality - This is a big issue for a lot of players...probably because they grow quite attached to their pcs. Yes, your pcs can die, but it is never preplanned or plotted, it is never a predetermined outcome and so it is avoidable.

4. Location Development - wondering how a storyline well end up? So are the moderators. Event Orientated Modding means that the start of a plotline is known, but not the end. We can't predict what all the PC's will do and how the NPC's will react to them. We try and predict it by reading the tealeaves but that is all we can do.

5. Power Modding - This is an accusation that that is sometimes levels when players are unable to see what alternatives are available to them or when they feel they have no control over what happens to them. First, ask yourself if you are not making things too obtuse, too difficult. Are you forcing things upon players? If you are sure there very reasonable alternatives and escapes, talk to the player and coach them to see those opportunities too.

[edit] Concerns You May Have With Players

Keep your cool with players. Often there are standard mistakes that especially newbies will make.

[edit] Passive Players

When faced with a player that will push no content at all...that pursues no goal or scene for him/herself, that won't follow any potential plot leads or pursue any grand agenda on their own...do absolutely, positively nothing. It is not a moderator's job, it is not fun to do and it will only lead to recriminations later for you will never do it right. Remember that a moderator is not here solely to entertain you. We are here to entertain each other.

[edit] Assuming Control over NPCs

This mistake is caused by the fact that in many free form games without moderators there are so called shared NPCs which the players create and control together. They are also allowed a much larger freedom in what they can determine about their environment. The challenge for them is to accept the joy of the unknown with a moderator. Higher level PC's can be allowed control of their servants, soldiers etc as long as they avoid assuming critical success. Dealing with it: Start with the assumption of simple ignorance. Politely explain why what a PC is doing is against the Tazlure Game System. If the assumption is not too horrid go with the flow but tell them not to do it again.

[edit] Determining the outcome of actions

Ocassionaly, in the heat of posting even senior players might go on to assume a thing or to, usually to add to the confusion and comedy at the cost of their own PC. If it is any fun, and fitting in the plotline the mod usually goes with the flow. Note that player can go a long way by posting what he is trying without actually determining success. You'll see veteran players do that a lot and it adds to the speed and enjoyment of a thread. Dealing with it: Judge it on its merits and politely step in and explain the PC's mistake if he takes the assumption too far. Make sure you re-establish what DID happen. We usually ask players to edit their post instead of editing it for them.

[edit] Short posts that lack enough detail to work with

Players who are used to fast games (in chat or table top) will tend to write one paragraph max. Often they are also very passive, waiting for the moderator to add the action and pleasure. Dealing with it: Address the problem in a PM to the player. Explain that you find the story slow going due to this behavior, that it doesn't inspire you and that the story could take months to resolve. Tell the player what you expect of him and assure him that this will be more fun for both of you. Be sure to sugar coat this message. If this seems to be a problem of a lack of understanding of the English language get some GD help. Perhaps this player (who may well be an American teenager instead of a non-native speaker) must be removed from the game if he doesn't shape up.

[edit] Twinkle, Twinkle, little star

Wearing the most magnificent dress, arriving in such a way that you simply cannot miss the entrance.. immature players like to call attention to themselves, sometimes inspired by the many anime series on the television. It is not so much wrong as it is... distasteful. It edges on a violation of the Realism Rules, but this form of powerplaying is often a newbie mistake. Dealing with it: Mods tend to retaliate with an IC actions have IC consequences kind of post, where the wealthy looking are robbed or otherwise meet their their doom. This is not something that is dealt with easily in PM, since players will be quick to take offense.

[edit] OOC talk in IC threads

A little OOC remark here or there doesn't hurt, but large paragraphs should be taken to specially dedicated threads. It interrupts the flow of the writing. This is a very common mistake as people get distracted in their enthusiasm. Dealing with it: Don't react harshly, but facilitate by starting an OOC thread specifically for your own thread. Copy paste the OOC so far and remove it from the IC thread.

[edit] Players that get under your skin

  • Players using language that jars the eyes: speaking in second person, using abbreviations, chat codes, bad grammar etc

This situation is often solved simply by a small PM pointing out how the player could improve her writing style. If you put this as a gentle suggestion instead of a command and without any derisive remarks you will find that 80% of the time compliance is swift as it often is ignorance more than anything else. Remember we aim to teach newbies how this game is played!

  • Players ignoring requests to change something in their charactersheet

Determine if this is really vital enough to make an issue out of it. Putting your foot down over really small issues is not the way to go and could be viewed as an abuse of your moderating powers. If it is a vital issue send the player a PM with a cc to your coordinator. Only halt the players threads until they have answered as a very last resort as it also holds up other players. Note that yes, moderators CAN ask players to modify their charactersheet, even if they have been approved.

A lack of a firm grasp of English can be the cause of many of these problems. The gentle way is to adress this with the player and explain that you think he will not enjoy the game so much right now, because it is about storytelling and creative writing. Nine times out of ten these are teens who do not have English as their native language. Encourage them to lurk and come back as player when they are a bit further in their English Class. As a rule of thumb foreigners should have had at least 4 years of English to keep up with the standard of the game.

Don't be surprised if the person you are assuming is a non-native speaker, suddenly turns out to be an American teenager who is still in Junior High. Some of them seem to lack the maturity to put in an effort to write well, or indeed are lacking writing skills. Try telling them tactfully they will not be enjoying the game since so much depends on writing well.

  • Players that violate our rating

Are you sure you are not facing a situation where your player is making you uncomfortable? Be sure your comfortzone is listed in your profile and gently explain the limits you will be following in your plotlines. When some select words are jarring your eyes again, give a gentle reminder. This concerns both erotica and graphic violence. If you and the player are not a good match (and this happens to all of us from time to time) discuss with your fellow mods who can take over the player.

  • Players doing things IC that you think are stupid, are not helping your plotline etc

Players can be such annoying little critters. Here you have come up with this brilliant little plotline and they are running the other way. There is only one solution: live with it ! Consider if you have been so driven by your own plotline that you have not given the player enough room to act upon her own will. Is the direction you want to take the thread really necessary or has the player opened a new and exciting window? Controlling players can be a nasty habit that moderators acquire over time.

If the players choice may lead the PC into extreme danger that you think the player is not aware of, point these IC consequences out in an OOC line to your IC post. This is especially recommended when the IC consequences include possible death of the PC.

Of course there is still the possibility that players are ignorant of what would proof a better course of action. Try and catch your player in chat or email and ask for her opinion and what her goals are in this particular thread. Without giving away any winning clues, you could hint at what a possible course of action could be..

If players are posting totally non-functional posts, only drawing attention to themselves, ignoring other players etc. you would be wise to address that behaviour in a PM (saying it in the thread will make the player more likely to act defensively). Don't go into incidents so much, but talk about how others may perceive this players posting habits.

  • Players that refuse to conform to your IC organization

Take IC consequences to their logical conclusion. They may turn their back on your organisation but that may be better for this PC. Do consider the points above. Are you sure that what is bothering you is not your lack of control over this player? Be sure to point out any FAQ sheets that are available for background information.