Thursday, 23 April 2015

Developmental Update [April 2015]

Hello World,

It is with great excitement that I announce that on April 19th, Trials of the Magi was successfully Kickstarted with $4006, allowing us to even reach one of our stretch goals. Thank you to everone who backed and supported the project, it is with your help that this dream can be made a reality.



While the past few weeks have been slow on the development front due primarily to the overlap of the Kickstarter campaign and my engineering exams. We will be moving ahead at full speed over the following months. School is out, allowing us to dedicate a greater amount of our time to the project, ensuring that we can meet all of this summer’s deadlines.

The first of these deadlines will be hosting a table at Anime North in Toronto Canada on May 22nd – 25th. Within this convention we will be running a number open playtests for Trials of the Magi, as well as handing out sample versions of the game. In addition, I will also be hosting a panel about the basics of game design and getting started in the industry. Supporting me with this presentation will be a close friend of mine and video game developer, Jord Farrell. Between the two of us we should be able to provide a good view of the industry.



From here we will be supporting our good friends at Third Eye Games with their table at Gen Con in Indianapolis on the July 31st weekend. During the convention however I will also be looking to run a few more playtests for Trials of the Magi. This will most likely be down the conventions games on demand service, allowing new players to easily pick up and play the game.



With so much on the horizon, you can look forward to plenty of updates and progress over the upcoming months,

Thanks for reading,


-Patrick Lapienis

Thursday, 2 April 2015

Narrative Consistency

Hello World,

With the Trials of the Magi Kickstarter still running strong, I have decided to do something a bit different on the blog. Rather than doing a developmental update or discussing game design theory, I have decided to center this post on a bit of GM advice. More specifically, about keeping narrative consistency within your game.

Narrative consistency is how well the actions and events within the fiction of the game gel together. This consistency is damaged when outcomes contradict the norm of the fiction. An example of this could be when a very powerful character gets a string of bad rolls and has a lot of difficulty when facing an opponent that should be no hassle.

“I have sealed away the evil necromancer and saved the kingdom, but why can I not kill this one goblin!”

At the best of times this narrative variability is comedic and creates an enjoyable situation for the group. There are even games like All Outta Bubblegum or my own Planet Crashers which aims to use this ridiculousness to its full advantage. At the same time however, situations that aim to be somber or story driven can be completely destroyed by these inconsistencies. In order to maintain the fiction in these types of situations the Game Master my try to modify the fiction to fit the actions.

“As you fight the you notice a faint glow can be seen  coming from the goblin's eyes, as it appears to be possessed by someone or something..."

This fixes the problem, but there will always be situations where it is difficult to justify the outcomes, and characters can only get lucky so many times before it becomes silly. One method I found very helpful, especially with critical successes is to give the player what they want, but in a method they weren’t expecting. The player will be satisfied with achieving their desired outcome, but you can change its delivery so that narrative consistency can be maintained.

The best example of this I have ever seen was in an In-Nomine campaign I was playing in a number of years ago. In this game of angels and demon’s my character needed to get information out of a succubus. Not having the funds to play for it, my character tried to use the best tool in his arsenal, Charisma. To add a small layer of comedic effect to the scene, I worded it as he was trying to seduce the succubus, as seemingly impossible feet [As I wasn’t expecting victory either way]. I roll  the dice to reveal a critical success, meaning that I would automatically overcome the obstacle. The Game Master’s response to this was perfect. The succubus laughed, she thought that my attempt at romance was adorable, and because she hadn’t had a laugh like that in ages, she decided give me a little bit of info on the house and encouraged me to come back again.

This worked out so well because I got what I wanted, which was her information, but at the same time consistency was maintained by altering the method of delivery. If I were to succeed in wooing the succubus it would ruin her character. diminishing her from the powerful information broker she is meant to be to a weak and insignificant one-off character.

Hopefully this helps you run more immersive games in the future, and as always thanks for reading.

-Patrick Lapienis