Collaborative Storytelling System
Posted: Sat Jan 04, 2014 4:35 am
This post describes a general system for collaborative storytelling with elements of roleplaying. It is compatible with many different story settings.
An Action Log lists the actions for the story in the order they began. Each line of an Action Log looks like this:
Action Number | Action Name | Expected Outcome | Approximate Duration | Affected Actions | Start Time and Location | Reason for Expected Outcome | Final Outcome
Many fields are optional. Here's an example:
34 | the Clown steals the emerald locket | success | seconds | _ | Fairgrounds, afternoon | the clown got close by looking innocent | success
35 | Dave fights the Clown | Dave wins | a few seconds | 34 | _ | Dave's combat (3) vs. clown's combat (1) | clown escapes
36 | the Clown throws a smoke bomb to escape | Success (clown escapes with locket) | a second | 35 | _ | Clown's Stealth (3) vs Dave's Speed (2) |
To create a collaborative story, players propose, discuss, and record lines in the Action Log.
Steps to Record a New Action
A Word on Consensus
These instructions often require "the group" to determine the answer to some question. If your group is close knit enough that this is no problem, good. But for mortals who have disagreements, here is a consensus process to resolve them. Players take turns presenting their case without interruption (use a talking stick if you want). They can discuss back and forth a couple times, moderated by the GM (Game Master). Players should maintain respect for each other during the debate - never insult or interrupt someone just because they disagree. Then, all players indicate their vote. If there is not unanimous consensus, the decision falls to the GM.
Upcoming
An Action Log lists the actions for the story in the order they began. Each line of an Action Log looks like this:
Action Number | Action Name | Expected Outcome | Approximate Duration | Affected Actions | Start Time and Location | Reason for Expected Outcome | Final Outcome
Many fields are optional. Here's an example:
34 | the Clown steals the emerald locket | success | seconds | _ | Fairgrounds, afternoon | the clown got close by looking innocent | success
35 | Dave fights the Clown | Dave wins | a few seconds | 34 | _ | Dave's combat (3) vs. clown's combat (1) | clown escapes
36 | the Clown throws a smoke bomb to escape | Success (clown escapes with locket) | a second | 35 | _ | Clown's Stealth (3) vs Dave's Speed (2) |
To create a collaborative story, players propose, discuss, and record lines in the Action Log.
Steps to Record a New Action
- STATEMENT: say what you want to have happen. This can be something your character does (throw the beetle into the lock mechanism) or something that happens to your character (the police show up).
- OBJECTION: Players discuss whether the action will begin at all.
- Does another player want to propose an action that starts before this one?
- Should another action finish before this one starts?
- Is the action against the character's personality?
- Is the character still busy with something else?
- Does the character lack items needed to perform the action?
- Is there any other reason the action cannot begin?
- RECORDING: Assuming the action is OK with the other players, the player who proposed the action records it in the Action Log. At this stage he should fill in at least Action Number and Action Name. Action Number should increase sequentially. If it's not obvious from context, the player also fills in Approximate Duration and/or Start Time and Location. If the action interrupts or continues some other action or actions, fill in the Affected Actions field.
- REVISION: Players may now want to revise aspects of the action.
- Should the action have a different Approximate Duration?
- Should the action have a different Start Time or Location?
- Is the Affected Actions field correct?
- Is there now a reason to object to the action? (as in step 2).
- OUTCOME: Players decide on the expected or likely outcome of the action. This outcome is not set in stone; later actions may interrupt this action and change its outcome. Fill in the Expected Outcome field. If you want to be specific, also record the Reason for Expected Outcome field.
- Easy actions such as loading a rifle are expected to succeed.
- Hard actions such as winning a race against strong opposition are expected to fail.
- Many actions can be viewed as a contest between two stats. A fight might involve the Combat stats of each fighter. The higher stat wins, but players may argue why one stat should get a bonus or penalty in the specific circumstance. If the stats are equal, it can be a stalemate with neither side winning, or flip a coin.
- Optionally, players may agree to roll a 6-sided die for intermediately difficult actions. Players can vote on the minimum required roll to succeed. Use the median of the votes, then roll the die.
- STATEMENT: Pick an action previously begun and recorded in the Action Log, which is now due to finish and give a final result.
- OBJECTION: Are there any other actions other players want to begin or finish before this action finishes? If so, the action does not finish yet.
- FINAL OUTCOME: Take into account all actions that affected this action. Use these to determine the Final Outcome of the action, and record this on the line for the action. If the Final Outcome of the action is the same as the Expected Outcome, you can just abbreviate it with an equal sign (=) for the Final Outcome.
- AFFECTED ACTIONS: Look over the action log and verbally reiterate which other pending actions were affected by this action's completion. Record this action as affecting the other actions, if that's not already recorded.
A Word on Consensus
These instructions often require "the group" to determine the answer to some question. If your group is close knit enough that this is no problem, good. But for mortals who have disagreements, here is a consensus process to resolve them. Players take turns presenting their case without interruption (use a talking stick if you want). They can discuss back and forth a couple times, moderated by the GM (Game Master). Players should maintain respect for each other during the debate - never insult or interrupt someone just because they disagree. Then, all players indicate their vote. If there is not unanimous consensus, the decision falls to the GM.
Upcoming
- Full explanation of a stats system meant to be used with the Action Log
- The concept of Plot Devices: actions which are unlikely and ordinarily would fail, but succeed for the good of the story, due to a character's Destiny.