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Robin D. Laws - Pass/Fail Or Hope/Fear?
October 15th, 2009
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Pass/Fail Or Hope/Fear?
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I started the process of breaking down Hamlet by calling it a turning point analysis. Now that it's finished, I find myself revisiting my terminology. Many of the story units that clearly present themselves when you study the text for narrative movement aren't necessarily branch points in the storyline. Instead they're modulations of tension and release. Every time Claudius schemes against Hamlet, we mark it as an emotional down moment, because our fears for our protagonist have taken momentary precedence over our hopes for him. Claudius is not necessarily taking a new decision each time. He's not moving the plot in a new direction, but redirecting it back toward one of its established or implicit possible outcomes.

Most narratives present an opposed pair of possible outcomes: Hamlet succeeds in avenging his father, or fails. Benjamin Braddock finds a meaningful future for himself, or fails. The crew of the Enterprise comes together and defeats Nero, or the Federation is destroyed. The adventurers kill the monsters and take their stuff, or suffer a TPK. Simple narratives focus all of our attention on a single throughline: one hope, one fear. Complex or episodic structures frequently change up the focus of our hopes and fears from one scene or sequence to the next. An episode of Mad Men or a Robert Altman-style ensemble drama cycles unpredictably through a large set of hope/fear pairings.

The beats we've been looking at in Hamlet are oscillations between likely outcomes. True turning points that spin a story in a completely different direction are rare. What we've been looking at with Hamlet might then better be termed beat analysis. (For consistency’s sake, I'm going to keep using the turning points LJ tag to mark the posts in this series.)

Our primary hope and fear as we experience a narrative may be orthogonal. These allow for mixed endings. We hope that Hamlet will kill Claudius and fear that Claudius will kill him. In the end, both come to pass. Shakespeare gives us a tragedy with a happy ending or, as I now prefer to see it, a doomed hero story.

Popular adventure storytelling threatens us with a negative outcome, making us believe that the hero might fail, then ultimately delivers victory in a surprising or otherwise satisfying way. Each procedural up beat takes us closer to our desired ending. Each procedural down beat takes us closer to our feared ending.

The emotional direction of a procedural narrative is often called the pass/fail cycle, a term I've borrowed for games like HeroQuest 2. What this analysis suggests, however, is that it might be better termed a hope/fear cycle.

In a roleplaying context, this distinction shows us that not every down beat corresponds to a failed roll on the part of the PCs. Any revelation, piece of description or other narrative event that increases tension can also be considered an emotional down beat. Our fear for Hamlet when we see Claudius and Laertes scheme against him increases. However, his “player” hasn't failed a roll. (In a game, of course, you'd typically ratchet that sense of threat in a player-facing way, rather than than showing NPCs interacting without the PCs’ knowledge.)

When deciding difficulties or making other narrative choices based on our players' position on the hope/fear cycle, we might factor in emotional down beats that aren't failed rolls. If the players are feeling oppressed simply by your description of their circumstances, even though they've been succeeding at their rolls, you might still want to lighten up the opposition to increase the chances of an emotional up moment. And if they've been failing left and right but are still feeling invulnerable, it will likely prove emotionally satisfying to keep cranking up the difficulties until they finally raise a sweat.

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From:[info]lightcastle
Date:October 15th, 2009 01:27 pm (UTC)
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I like "Hope/Fear" cycle.

I think it does capture the essence of the beats more strongly than "Pass/Fail".

I think this also helps explain some of those times when the Pass/Fail cycle in HQ2 feels "off" - we're reacting to these beats that aren't connected to rolls.
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From:[info]gbsteve
Date:October 15th, 2009 01:31 pm (UTC)
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Is this what is called closure, either on the plot or emotional level?
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From:[info]wordwill
Date:October 15th, 2009 03:38 pm (UTC)
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I like Hope/Dread, and I certainly think the beat analogy is more apt than "turning points," since beats are easily applied to both ludological and narrative stories in a way that "turning points" (which strikes me as being too like "decision point" or something involving branching, except there's no branching in Hamlet) doesn't so much. Also, for whatever reason, I think beats are more clearly something that can be riffed on during story creation, played with, and are more subject to whims and immediate need.

Plus, any time a turning point leads in the same general direction as the previous one, I don't think that's a "turn," that's another beat of the same sort — a turning point is when up turns to down, and vice versa.

The other thing, and this is tricky, is that Hope/Fear is not just more player facing, it depends on an actual input (passive or active) from the player. I mean, the Pass/Fail is objective, but I'm not sure that's beneficial in an RPG for modeling what you're modeling here. The players, as audience and co-creators, shouldn't just be observing Pass/Fail, they should be actively experiencing the Hope/Dread dynamic.

I like where this is going.
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From:[info]armadillo_king
Date:October 15th, 2009 07:22 pm (UTC)
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I still like Pass/Fail. Though, I've also been thinking about this, and what you seem to be working to account for is a Raising of the Stakes. When Claudius schemes against Hamlet, it more often makes us aware of the risks that Hamlet has taken - and how isolated he is - than portraying a procedural defeat. Each time the stakes are raised, there could be an up arrow. This may better facilitate a graph of the rising dramatic tension.
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From:[info]armadillo_king
Date:October 15th, 2009 07:31 pm (UTC)

A GUMSHOE/Trail Q

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Speaking of rising dramatic tension (or a lack thereof), I ran into a problem in my Trail of Cthulhu game last night. The PCs had tracked down the cultists to their ritual site. Only, they let the cultists leave the site and went in later to investigate. Inside, the PCs found a mythos entity, then they promptly went to the police.

This brought the game to a stumbling conclusion as I portrayed the foot-dragging police and attempted to steer the players back toward the cultists (which was only fair as the PCs only had circumstantial evidence and the police had a suspect who they had beaten into confessing). I'm not sure whether I hadn't given the players enough clues or whether it was just getting late.

Do you have any tips for how to guide players back into an investigation and confrontation with the Big Bad when they want to just let the police handle it?
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From:[info]robin_d_laws
Date:October 15th, 2009 08:12 pm (UTC)

Re: A GUMSHOE/Trail Q

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That's what Drives are for. Whenever it looks like the investigators are unready to behave like proper horror protagonists, mercilessly use their Drives to keep them in genre.
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From:[info]armadillo_king
Date:October 16th, 2009 05:49 pm (UTC)

Re: A GUMSHOE/Trail Q

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D'oh! And I was just reading about Drives before the game.

Thanks!
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From:[info]tcpip
Date:October 16th, 2009 01:52 am (UTC)
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Our primary hope and fear as we experience a narrative may be orthogonal. These allow for mixed endings.

Because hope/fear are orthogonal, I don't see how this allows for mixed endings. Surely multiple non-orthogonal vectors is what gives mixed endings.
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From:[info]tcpip
Date:October 16th, 2009 01:54 am (UTC)
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Actually ignore the above. I am wrong and your original comment was right.
From:(Anonymous)
Date:October 24th, 2009 08:55 pm (UTC)

Sources

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Now that you're finished with Hamlet it's time for a question that has been bugging me:
What are the sources for your model of story analysis? Is it your personal creation? Where you inspired by any books or whatever? Which?

Sergio

PS I'm sorry if you already mentionned this somewhere but I did't find that reference in the LiveJournal or in any of your games.
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