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DragnaCarta
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Dragna's Blog: Tension, Agency & Scaffolding the Werewolf Den

As a DM, I like it when my players surprise me.

Not “surprise” as in “going entirely off the rails,” mind you (though that can be fun in the right circumstances). No, I mean when players control the pace of the game - when they can poke and prod in different directions, and I just get to sit back and respond to what they’re doing. When I can react, instead of act.

Unfortunately, as my (homebrew campaign) players made their way down the road toward their latest destination - the fishing village of Ambler’s Cove - I felt as though their journey had been anything but. They’d had four or five encounters along the way, each time fueled more by me forcing them to react (e.g., due to combat) or by me asking them to act (e.g., due to an NPC waving them down).

It all felt stilted - inorganic - like my players were sitting on one of those haunted house rides and each time they entered a new area I would dress up in a new costume and go BOO and they would scream and maybe laugh and then we’d move onto the next room.

So I took a step back and tried to figure out what was going on - and how I could change it. After some brainstorming, I realized that there are, fundamentally, two ways to look at scenes: the players’ agency outside of the scene and the players’ agency within the scene.

Outside the scene, DMs have three basic options: (1) the scene has nothing to do with the players’ current goals (the scene is optional); (2) the scene hinders the players’ current goals (the scene is mandatory); and (3) the scene progresses the players’ goals (the scene is desirable).

Within the scene, DMs have three basic options: (1) the players have meaningful choices to make within the scene (the scene is nondeterministic - that is, there are multiple ways the scene might unfold, depending on the players’ choices); (2) the players don’t have meaningful choices to make within the scene (the scene is deterministic - that is, there’s only one way the scene might unfold); and (3) the players must find their own choices to make within the scene (the scene is emergent).

By combining these options, we get nine different types of scenes:

  1. A nondeterministic optional scene, in which the scene is unrelated to the players’ goals and the players have meaningful choices to make within it. Call this a  “detour” scene. (For example, a delightful traveling merchant appears and invites the players to peruse his wares.) Detour scenes are high-agency, low-tension.
  2. A nondeterministic mandatory scene, in which the scene hinders the players’ goals but the players have meaningful choices to make within it. Call this a “challenge” scene. (For example, the players are arrested and brought to trial, and have to find a way to defend themselves from the charges.) Challenge scenes are high-agency, high-tension.
  3. A nondeterministic desirable scene, in which the scene progresses the players’ goals and the players have meaningful choices to make within it. Call this an “adventure” scene. (For example, the players are investigating a murder scene for clues.) Adventure scenes are high-agency, mid-tension.
  4. A deterministic optional scene, in which the scene is unrelated to the players’ goals and the players don’t have meaningful choices to make within it. Call this a “distraction” scene. (For example, a troubadour begins telling a story on a market street.) Distraction scenes are mid-agency, low-tension.
  5. A deterministic mandatory scene, in which the scene hinders the players’ goals and the players don’t have meaningful choices to make within it. Call this a “tax” scene. (For example, a noble begins lecturing the players on proper behavior.) Tax scenes are low-agency, low-tension.
  6. A deterministic desirable scene, in which the scene progresses the players’ goals but the players don’t have meaningful choices to make within it. Call this a “gateway” scene. (For example, the players must speak with a particular guard to learn the location of a goblin hideout.) Gateway scenes are low-agency, low-tension.
  7. An emergent optional scene, in which the players are ambivalent toward whether the scene occurs and must create that scene’s content themselves. Call this a “sandbox” scene. (For example, a traveling companion invites the players to share stories about themselves.) Sandbox scenes are high-agency, low-tension.
  8. An emergent mandatory scene, in which the players don’t want the scene to happen but must create that scene’s content themselves. (This is oxymoronic, and exists only in theory.)
  9. An emergent desirable scene, in which the players want the scene to happen and must create that scene’s content themselves. Call this a “garden” scene. (For example, a player tries to romance a traveling companion.) Garden scenes are high-agency, low-tension.

Plotting out my players’ journey in their most recent session, they’d encountered:

In other words, the sequence had been:

  1. mandatory deterministic
  2. desirable deterministic
  3. optional nondeterministic
  4. optional emergent
  5. mandatory deterministic
  6. mandatory nondeterministic

In other words: three out of six scenes had been mandatory. The fourth scene had no meaningful choices to make. The fifth scene was emergent (i.e., I had no content for them to explore). The sixth scene had meaningful choices, but was optional and didn’t actually progress anything they cared about.

In the Patreon Discord, I’ve recently talked a bit about what I’ve started to consider the three pillars of good storytelling: premise (what makes you start reading), tension (what makes you turn the page), and resonance (what makes you read the next chapter). But D&D isn’t just a story - it’s also (and, I would argue, mostly) a game.

In an older devblog, I talked about the pillars of good gameplay:

Let’s call these stakes, fairness, depth, and optionality, respectively. For the sake of simplicity, we can further consolidate these into a single pillar called “agency”: the players have meaningful choices, and these meaningful choices can lead to their desired outcomes.

So that brings us to our five pillars of TTRPGs: premise, tension, resonance, and agency. Put another way, a good TTRPG campaign: has an eye-grabbing premise, enough tension to keep things unpredictable, enough resonance to make the players care about what happens next, and enough agency to challenge and engage the players.

Now, not all of these pillars are relevant to our scene types. Any scene can have a good premise or strong resonance. But when we get down to our last two pillars - tension and agency - we can see that the scenes we choose have an outsized impact on the presence of these pillars in our sessions. For example:

You can see that there are often tradeoffs here between tension and agency. Applying this to my travel session:

Summing it all together, the overall session had:

In other words, this was a session with lots of tension, and not much agency - more like a story than like a game.

(this is obviously not a rigorous or valid mathematical process in the slightest and i would not recommend using it on any regular basis, but I think it helps illustrate the point)

Let’s compare this to the current travel sequence from Tser Pool to Vallaki in Reloaded:

Summing it up, a hypothetical session featuring these scenes has:

In other words, this was a session with lots of agency and not much tension - more like a game than like a story.

Now, D&D is both a game and a story - but when you get right down to it, it’s a game first, story second. (Otherwise, they’d be called “listeners,” not “players.”) While, in general, you want a session that has both high tension and high agency, there’s nothing necessarily wrong with having an interlude session (like a travel sequence) that’s got more agency and little tension, so long as your players are fine with it. Especially in situations where your players know they can’t fail, the game becomes, quite literally, about the journey and not the destination.

Into the Werewolf Den

As luck would have it, shortly after I first coined this scene taxonomy, I started work on the players’ infiltration of the werewolf den in Arc M: The Den of Wolves in Reloaded. However, I faced a problem: unlike most other arcs I’d worked on, I really had nothing from RAW to work with, and nothing in particular I already wanted to add. The Den was, functionally, a blank slate.

So, I started designing from the bottom-up, figuring out what kinds of scenes I wanted to include and in what sequence. Because passage from one room to the next makes for an easy narrative transition, I assigned each room within the den a scene.

The Den’s structure is as follows:

RAW, the Den contains the following encounters: two werewolves lurk at the Guard Post; an old werewolf named Skennis sits with nine wolves in the Wolf Den; two adult werewolves and a young werewolf rest in the Deep Caves; and an additional werewolf (Zuleika, Emil Toranescu’s mate/wife) is in the Shrine of Mother Night, which also contains some imprisoned children.

As you might imagine, the RAW Den is a bit of a slaughterfest - the players enter a new room, some (were)wolves attack them, the players kill them, the players move on. Not only was this absolutely at odds with the tenor I wanted to create in the Den (a stealthy infiltration/heist while Kiril and the pack are away), it also conflicted with the narrative I was developing (in which Kiril had seized power and ruled the pack with an iron fist, embittering several of his packmates, including his wife, Bianca).

So I started from an absolute blank slate: ignoring the existing encounters (but incorporating their characters wherever possible), how should the players’ first foray into the Den unfold? Here’s what I came up with:

Factoring in the encounter with Bianca at Lake Baratok (optional + nondeterministic) and the campfire tales with Ezmerelda in the Svalich Woods (optional + nondeterministic), this meant the overall progression of the arc would look like this:

  1. Lake Baratok (Detour)
  2. Campfire Tales (Detour)
  3. Cave Mouth (Adventure)
  4. Underground Spring (Detour) / Wolf Den (Challenge)
  5. Deep Caves (Adventure)
  6. Meeting Zuleika (Gateway)
  7. Bianca’s Challenge (Challenge)
  8. Kiril’s Return (Challenge)

You can see how the tension increases throughout the arc, starting low, spiking as we approach and enter the cave, decreasing to a midpoint as the players delve deeper into the cave, and then hitting a maximum right at the end. That’s pretty much the exact kind of cinematic progression we’re looking for - and, importantly, save for the players’ interrogation of Ilya and Zuleika, player agency stays high the whole time. (And even that is primarily player-driven, both because the players are seeking it out and because the players are the ones asking the questions.)

This arc was a great test-run for this new, more formalized approach to structuring arcs and scaffolding the scenes within them. I’m excited to experimenting more with it in Arc N: Argynvost’s Beacon (another blank-slate arc for me to explore) and, especially, in Arc Q: Ravenloft Heist (which has so many different angles and paths to develop that I’m salivating at working with it).

In the meantime, though, I’d love to hear your thoughts on how I’ve approached this arc, as well as any questions you might have about how to apply this tension/agency framework. Hope this blog has been helpful to you, and I look forward to reading your comments!

Comments

Glad you enjoyed! And that's where tension and agency come in - so long as there's sufficient narrative tension surrounding the scene (i.e., a clear dramatic question) and the players have a clear method of gameplay to interact with the scene (e.g., exploration/investigation/social interaction), you can sit back and let them take the driver's seat without concern 😉

DragnaCarta

Really cool. I do have faced this feeling of the Players just trodding along instead of activelly DOING things. I suppose there is always a fear in me that my players will get bored if I'm not throwing stuff at them every second to immediatelly react to.

Fer


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