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NormalVision (part 4), Taking it Farther

First, NormalVision thus far:

NormalVision (part 1)
NormalVision (part 2), When Should I Use It?
NormalVision (part 3), Preparing a Scene

Now let's look at a few ways to take it even farther.

Making a Difference

NormalVision characters are usually more witnesses than prime movers. They stare out across the deck of the ship in horror as the monster first rises from the waves, but their function is to react in horror not think of a way to defeat the creature. That's where the PCs come in later. But you can design games so that actions taken by the NormalVision characters (NVCs) affect the rest of the game.

The simplest is the Choice. The NVCs are faced with some decision. All results lead to the rest of the game, but the specific choice matters. The difference may be cosmetic or it may be critical.

Sometimes the Choice is the result of a struggle between the NVCs. The die-hard captain orders a frontal charge on the bunker, but the more liberal lieutenant thinks it's a suicide attack that will waste the lives of all his men. Who prevails? How far do they go? It's a critical moment either way, but is it a flashback about a bloody tragedy or a secret moment of cowardice and betrayal? The players decide, maybe without realizing it.

Naturally if there's only one choice that really fits the genre it's not a choice at all. Of course the ambitious archaeologist is going to break the seal on the pharaoh's tomb regardless of local superstition. The player knows it's a bad idea even if the NVC is blinded by visions of fame, but that's why it's NormalVision.

Generally the Choice works best if the decision is firmly rooted in the personalities of the NVCs and not in a tactical decision by the players.

Another option is the Candidate. One of the NVCs is going to do something, or have something done to them. Who it turns out to be will affect the rest of the game. Kids playing in the woods find an inert giant robot. The players don't know it, but the first one to screw up their courage and touch it will be able to control it permanently (“Giant robot, attack!”). The scenario that follows will be quite different if it's the neighborhood bully who gets his own giant robot rather than the nice shy kid with the comic book collection.

VillainVision

It is a common dramatic convention to show the audience what the bad guys are doing behind the heroes' backs. This prepares us for the events that follow and gives context to the conflict. An unexpected or misunderstood conflict is an unappreciated conflict.

VillainVision is a variant of NormalVision in which the players take on the role of their own enemies. The main differences between VillainVision and ordinary NormalVision is that the players will be running ongoing characters (the villains) and they will have the power to influence events if they chose. Just like in NormalVision the goal is to give the players information first hand, not let them determine the course of the action via characters they have no vested interest in. This makes VillainVision a little trickier, and demands greater cooperation from the players. You have to set the scope of VillainVision scenes more carefully. An ideal VillainVision scene is one in which the villains are doing something predictable or talking about something predictable. You can cheat and accomplish this by leaving the ringleader villain in GM control, using that character as a mouthpiece for the revelations.

On the plus side, players will chomp at the bit to roleplay their favorite nemesi. It's an existing character so the goal is to match the character's established personality, not create something different, but that can be fun in and of itself. Seasoned roleplayers will relish the chance to try out all those snide comments the antagonists have been making _at_ them all this time.

Example: Unbeknownst to the PCs the mastermind Dr Null is gathering supervillains to take over the city. Players are given a list of supervillains to choose from to play in this VillainVision scene. Most of the supervillains are old enemies of the PCs, so the players understand their characters and have sufficient information to play them in-character. The scene is a meeting of the new supervillain league in which Dr Null welcomes his new comrades and lays out the goals of the new group. Hints are given about his real masterplan, but complete revelation is withheld. Dr Null is played by the GM, and as the ringleader and chairman of the meeting this leaves control of the scene in the GM's hand. Villains controlled by the players can gloat, object, question, pick fights with other villains, etc.

RollingVision

Why limit players to consistent characters at all? Why not have players keep shifting characters as the story progresses, maybe never going back to old characters at all?

Imagine roleplaying a saga spanning decades or centuries, like the Old Testament or the Silmarillion. Each scene could be hundreds of years apart, with players assuming new characters constantly since their previous ones would be long dead.

In the first scene it's a dark age of man, and a small group of travelers witness a bright light falling from the sky. The next scene is hundreds of years later, and those first characters are venerated prophets, founding fathers of a young religion. The new characters are idealistic heroes of the crusading army, spreading the faith. The third scene is centuries farther in the future, when the now stagnant theocracy starts to crumble from within. Are the players rebels seeking a return to the original ideals of the prophets, or inquisitors routing out heresy? All the players know that the prophets had feet of clay (having played them), but their characters should have fervent and outraged debate. The players see their own characters' myth grow down through history, spiraling into something either far darker or far nobler than the source. If you want you can wrap it up with a “what really happened” second half of the first scene, putting the centuries of myth that follow in humble perspective.

Or if you don't want to span history, how about a “million stories in the naked city” scenario made up of nothing but apparently unrelated vignettes bound by some overarching thread invisible to the characters.

The characters within the different RollingVision scenes could be aware of the events from the other scenes or not. Heroes continuing a century old saga could know the events of the past, but in the “million stories” example the characters would probably know nothing. Maybe like the religious saga above, the new characters know only half-truths or myths. In either case, the players see the overall story even if the characters don't. The players are the audience, they get to appreciate the big picture.

If you use the Making A Difference option, each scene outcome determines the premise of the next scene. In the century-spanning saga example above, if the players lose the war in one scene, the next scene might be the rising resistance a generation later. If they won, it could be the burdens of rulership their heirs inherit. Be warned, this could lead to a game with many possible branches to prepare for.

A downside of RollingVision is that players will lack connection to their characters since they are constantly changing and there is no main character to relate to. A player may really like a character in one scene and be sorry when they have to leave that character and start with a brand new one.

NormalVision (part 3), Preparing a Scene

So you've decided to include a NormalVision scene in your game. What do you need to know before you run it?

First and foremost make sure you need to use NormalVision at all. Then decide what you intend the scene to reveal. All that was covered in part 2, so go read it!

Players should not make characters until you spring the NormalVision scene on them in the middle of the game. NormalVision PCs don't need as much detail as a normal character. Skip the stats entirely, just focus on personality, name and a generic description. Ideally you'll want the players to come up with characters in 15 minutes or less (sometimes 5 minutes or less) so keep it simple. Here are some things you'll want to tell the players so they can make appropriate characters:

1) What types of characters are required to fit in the scene? It should be a simple description for the players to work from. Late night hospital staff optionally with some players as patients, people who would be on a cruise ship, people who would be at a seance. This may reveal the something about the scene to the players or it may not.

2) Is there a particular personality trait the players should think about in creating their character, a trait that is particularly pertinent to the scene? In a NormalVision scene set in a seance, a key trait would be how skeptical the character is. A character could be very skeptical or very believing, but identifying where they fall on that spectrum is critical to understanding how they will behave in this particular scene. By identifying a key trait you also provide a focus for players to quickly establish their characters' personality.

3) Is there an intended tone or genre for the scene? Are the characters supposed to be serious, or is there room for some comic relief? Given the opportunity to suddenly play a whole new “throw away” character, some players will want to veer into the eccentric to make their characters interesting. Too eccentric and suddenly the characters aren't very normal at all. Setting the tone also helps the players get on the same page quickly.

So you might tell your players “Okay, we're going to do a NormalVision scene here. All the characters are medieval pilgrims, and think of the personal reasons your character has for making this pilgrimage. This should be a serious scene, devote religious thinkers, nothing whacky.” And then you let them talk theology around the campfire for a while before hitting them with the UFO, illustrating the contents of the strange 11th Century writings the modern day protagonists just discovered in a library.

Like all character creation processes you will want the players to cooperate so their characters are compatible or have conflicts that work for the scene and don't overlap in odd ways. You can also force roles on the players when necessary, or mix free roles with forced roles. Three players start as kids sneaking into a closed amusement park (free roles, they can be any kind of kid), then a third player is introduced part way through as the guard who catches them (forced role, he can only be the guard).

You also need to decide what will signal the end of your NormalVision scene. In some cases this will be obvious (the monster eats the ship the crew is on, end of scene) other times not. Look back at what your scene is intended to reveal in the first place. Once that revelation has run its course, your NormalVision scene has probably used up its usefulness. Resist the urge to just keep following the lives of the NormalVision characters. They may live to get married and grow old, but you've got main characters to get back to so get going.

It may sound like prepping a NormalVision is complicated, but actually it's quite easy once you get the hang of it. Even if you haven't prepared at all, you might decide in the middle of a game that a quick NormalVision scene is just what you need. Take a moment and follow the steps above (do you really need NormalVision, what's the revelation, what are the character parameters) and you'll be ready to go.

Last but not least, NormalVision (part 4), taking it farther.

NormalVision (part 2), When Should I Use It?

Once the genie is out of the bottle, it may seem like almost any situation is an opportunity for a NormalVision scene. After all, they're fun, right?

Take a deep breath. Now stop and consider that for the NormalVision scene (and, er, any scene) to have a point, it has to have a point. Here are some guides for deciding when to use NormalVision:

1) If there's no information to impart, skip it. A NormalVision scene let's the players see things their characters would not normally witness by letting them temporarily play other characters. That definition alone tells you that there has to be something to see or learn. If it's just an action sequence but with different characters, it may be a fun change of pace but it isn't serving the same purpose as NormalVision. Know what the scene is supposed to reveal.

2) Consider whether there really is a dramatic advantage to having the players participate “first hand.” NormalVision scenes take game time to set up and run, so if learning the information through conventional means like third-person reports or background narrative is just as good, stick with that. Do the players really need to play citizens fleeing from the giant monster stomping through town, or can they just see it on the news?

3) There must be time for the players to actually “get” their roles before the inevitable conclusion. A NormalVision scene where the police officers are just attacked by the monster is not good enough. The players need time to play their new characters, even if it's just to talk about how much they are looking forward to their retirement (“only two more weeks and I'll be sailing around the world in my new boat…”) before being eaten by giant ants. The characters should be given time to interact. The shorter the NormalVision scene is, the more likely it will be pointless.

4) The characters should get to participate instead of merely witness events. Otherwise it would just be NarratorVision – no good. The characters might not change the outcome (in fact they probably won't) but they should be part of it. They should experience what happens even if that experience is just interacting with each other while something vast in scope happens around them, a small human drama played out against a grand backdrop. Two teenager sweethearts clutching each other in terror as Mecha Leviathan crushes the city are not physically interacting with the menace, but their role-playing is a reaction to the situation. In some ways this relies on the players to play into the scene, not merely observe mutely. Parameters you set on the scene can influence this (as discussed next time).

What's the worst that happens when you misuse or overuse NormalVision? It won't necessarily be a disaster, but players will probably have less fun. The scene may seem pointless and the NormalVision characters forgettable. Players like their main characters, so taking them away from those characters is always a gamble. The stakes are game time and player interest.

Next up, NormalVision (part 3), Preparing the Scene.

NormalVision (part 1)

What's the difference between role-playing games and other mediums? The audience is the same as the actors. The players fill both roles. But for the players to face interesting challenges they are usually kept in the dark about more things than a passive audience needs to be. An audience at a movie can know who the murderer is from the start and sit in suspense as the protagonist unwittingly turns their back on the killer. If the players knew that from the start they wouldn't have much of a challenge solving the mystery.

In a movie or story other information is revealed to the audience to give the story perspective, even if the protagonists don't see it. The audience sees the night watchman get pounced on from the shadows, revealing that all is not well in this small town. The audience sees the comet impact outside town, heralding the arrival of the alien zombie virus. But players have a first-person perspective through the eyes of their characters so by definition they only see things that their characters see. They are never shown background action that would put the story in perspective or foreshadow events.

One alternative is to manipulate the scene unnaturally so the PCs are participants or observers in these situations, which defies internal logic, or to have the events reported by a third party NPC, which… would be… boring.

A better solution is NormalVision: players temporary take on the roles of characters who would normally be inconsequential NPCs. By playing these mundane characters, the players get to participate in events that their main characters would never see first-hand.

NormalVision characters are not heroes or protagonists. They are extras, red-shirts, background characters in the great scheme of things. They are the doomed nightwatchmen, the curious teens at look-out point, the native graverobbers who disturb a tomb that should not be disturbed. In other words, they are normal people (except perhaps for the circumstances they find themselves in), and the players see the world through their eyes, at least for a little while.

NormalVision is a departure from ordinary play because the players are not expected to be the ones setting the direction of the scene. They should not be trying to change the course of the action. This might be hard for some players (or GMs) to get.

By definition, NormalVision characters may be doomed from the start. If the players are taking on the role of a freighter's crew far out to sea, and the point of the scene is to reveal that some mysterious menance is destroying ships, the NormalVision PCs are not likely to survive when their vessel is attacked. They won't even be able to put up a fight. The scene can pretty much fade to black as soon as the unseen terror strikes from beneath the waves, except for a cut screen of the sinking ship.

An advantage of NormalVision is specifically that it delivers information to the players not the characters. The players may know that something strange is afoot, but since they know their characters do not they can comfortably continue to not expect the unexpected. It clarifies the boundaries of metagaming, freeing up the players to manuever their characters in a way that fits the theme of the game but still enjoy their ignorance.

As a role-playing exercise NormalVision can be challenging and fun. It lets the players experiment with a new role for a short time. They get to improv and try new ideas with no long term repercussions. The change of pace can be quite refreshing, shaking players out of their regular roles.

Coming Soon, NormalVision (part 2), When Should I Use It?