Showing posts with label player characters. Show all posts
Showing posts with label player characters. Show all posts

Monday, 23 February 2026

Player-led narrative of Chuubos - the key mechanic to running low prep sandbox games

There are a lot of people that want to run a sandbox, player-driven games, but it always ends up being a struggle. It takes a lot of skill to be able to improvise any kind of scene on the spot and create interesting narratives when players tend to go wild on the world, and on the flip side being able to do anything means you don't know what you want to do since you don't know which direction to head towards. But I think we recently found a system with some good foundations for tackling such mode of gameplay - the Chuubo's Marvelous Wish-Granting Engine.

The title, it's a mouthful...

Our group's GM has recently gone deep into playing I Was A Teenage Exocolonist, a life sim about growing up on an alien planet, and he wanted to run a game in the setting. Something more pastoral and laid back, so we settled on Chuubos. While the system is a lot to get into (we bounced off of it about three times before) once you get into the flow of it it does a lot of neat things.

The most important part of that system for our discussion is its Arcs and Quest system. Basically, every character picks a narrative they are a part of - the journey their character is taking through the story. If you are fed up with your mundane life and want to become someone you go on a Knight Arc. If you want to understake a spiritual journey and connect with a higher power, that's a Mystic Arc, while if you are training to overcome some personal limitation, that would be an Aspect Arc, etc. Every character's Arc will be developing in parallel as they play more and more of the game. It's basically your Hero's journey.

We've all seen it, we all know it, the wheeeeeeel...

But a character Arc is a big structure, something that will take you an equivalent of an entire season of a TV show or more to go through. You need something smaller and more concrete, and those are the Quests - the steps on the Hero's journey. Something you engage with every session for a few sessions with concrete scenes in mind. For example, if you just so happen to want to blackmail your dog into learning martial arts, it might look like this:

A totally normal thing for a person to be doing, honestly!

Each of the Major Goals is something you would focus your part of a session on, at least a full scene devoted to it. The Quest Flavor on the other hand is just that - a bit of flavouring you sprinkle in whenever you want to remind everyone that you are indeed still blackmailing your dog into learning martial arts.

And with this structure we have our key for running low prep sandbox games - giving players a structure for their character's story to follow and key events they want to happen. Then each session all you need to ask the players is what scenes they'd like to happen to their characters and you have a good chunk of the session already accounted for. Similarly, since the characters are on an Arc that keeps the story directed towards a coherent resolution - maybe you start off the story by being defeated by a rival dog dojo, then you blackmail your dog into learning martial arts, and you finish it with an epic martial arts showdown... in which you realise that the real treasure is the time you spent with your dog and you don't need to perpetuate this bloody fued between your dog dojos... Or something.

Of course, this works only as well as the Quests themselves. Chuubos is a chonky book with a lot of them, but there is certainly room for improvements and eventually you find yourself wanting to make your own Quests, which just means you are actually doing prep for your low prep game. But on the plus side - that can be split amongst all of the players!

Another way you can engage with the system is by creating Group Quests - bigger things the player characters participate in and events that unfold around them. These work similarly - you have Major Goals that dictate bigger scenes that happen, and Quest Flavor that happens way more often. Here is where you can put the more traditional narrative of what the group is struggling against - perhaps dealing with a famine, or establishing themselves as a group of adventurers, etc.

So far, we have about 25 sessions of Chuubos under our belt and the structure has worked pretty well for us. Before each session we talk about what kind of scenes we want to happen based on what Major Goals we want to accomplish and that accounts for most of the session prep. Sometimes we go with the flow based on how the various scenes play out sometimes derailing our plans, but often it still flows naturally from one scene to the other. So far in our Exocolonist game we haven't had much of GM-led plot happen besides a few key events from the videogame being mirrored. Of course you still need to put in the legwork of preparing the cast of NPCs for players to interact with and the world for them to inhabit, but that's much easier with an established setting like this one.

And this kind of mirrors what we have experienced running our other sandbox games, like our epic Exalted campaign. A lot of that game was figuring what are the big goals the players want to accomplish and giving them a neat structure to follow along that journey. We had entire sessions driven by players like me coming in with a set of tasks to do and banging them out as a baseline of the story. On the flip side the harder part was trying to motivate or help guide the players that didn't know what to do next sicne they didn't have a handy checklist of things to point to...

So it seems the key to running a lower prep game is to offload the prep onto game designers and the players to shape the narrative their characters will be on and then enabling them to follow that path into a hopefully satisfying journey, Chuubos style!

Tuesday, 14 November 2023

Starting backstory bonuses - solving character buy-in

Sometimes RPG groups have a problem with getting the right kind of characters together for an adventure. Whether it's people wanting to play lone wolves that are too cool to care, someone making a chaotic neutral character that will just go goblin mode, or just a PC that doesn't know how to tie their backstory to what's going on, it can be a challenge for the group and the GM to tie everyone together to just go and do what they planned for the adventure to be. But, there is a neat solution to that - starting backstory bonuses!


Recently, our GM started a new EvWoD game with us - To Build a Fyre (which will probably air sometime in 2024, here is the rough game pitch). It was a modern game set in a dome city deep in the antarctic ocean. The game had a lot of moving parts, key NPCs and big mysteries to investigate. But in order to ensure that the PCs were actually invested in the premise and were proactive about looking into those mysteries, everyone had to have hooks and leads to follow out of their own volition. They needed reasons to go on a multi-year contract to the Antarctic, to interact with various NPCs, to care about what's going on. The game didn't have space for lone wolves, wallflowers or some really out there concepts like a benevolent cult leader demon that is building a figurative Noah's Arc to let their followers Heaven's Gate into a peaceful afterlife.

So our GM came up with a clever solution to it - starting backstory bonuses. Basically, the game came with 11 different hooks and plots to choose from that would define some part of the character's backstory, give them a lead to follow, as well as give them a bonus to their starting character based on that backstory. You could for example been invited to Atlantis Zero by the Conspiracy of the Lotus, a shadowy organisation that is trying to exert more control over the city. Your starting bonus would be a minor magical artefact they gifted you, and your first order of business would be to reach out to them and get initiated into the society proper to learn what schemes they expect you to help them with. Or you could have been a part of a PMC group sent by a billionnaire to extract his son from the Atlantis Zero prison, but you got attacked on the ice shelf and are the only survivor of your squad - you have a good deal of military gear, but now you have to figure out how to get that kid out by yourself. Or maybe you were helping a three letter organisation and their alien friend find their missing counterpart that has crash landed in the area. Now you have an alien to help you infiltrate the facility, but you also need to take care of them.

Since everyone needs to take one of those backstories, you will know everyone will have some kind of hook to the place right at the start and by having those backstories inform the characters being made you know you will at least have some kind of PC that fits the setting. Plus, players always like getting a little bit extra, so they will be glad to take the bonuses that come with these!

If you run the same adventure / module / etc. for multiple groups, you can also plan your stories knowing where the players will be coming in from. You might not have every backstory represented, but if every one of them leads into your story proper or to the other stories, you will be able to pick up and play that adventure more easily without having to figure out yet another reason to tie your new PCs into the story.