This is an article related to the creation of gamebooks
but it applies equally to other mediums for interactive storytelling.
Locational Mapping and Timed Events
Locational mapping is a technique used to describe a
geographical region, like a dungeon divided into rooms or a set of forest clearings
connected by paths. The style exists to allow free, repeatable exploration of the
area’s locations.
In locational mapping, the player may repeatedly read the
same entries to simulate navigating back and forth between locations. Veneers parse
the one-time events local to each location, so that returning to a location doesn’t
feel like entering a time loop.
To talk about timed events in locational mapping, we must
first revisit the concept of veneers.
VENEERS
If a one-time event can occur in a location, the first entry
for that location is a veneer that checks the state of that room (asks for an
event code) and directs the player to whichever entry describes the correct state
of that location.
Example. The protagonist is in a room with Four
Doors.
By going east, the protagonist reaches the intervening East
Door Veneer that checks for an event code. The player hasn’t noted that
event code so is routed to the Pre-Fight East Room, where an ambush
occurs. The protagonist fights the monster and gets the room’s event code. After
the fight, the protagonist can explore (the Post-Fight East Room), then
return to the intersection of Four Doors.
Later, the protagonist returns to the room with Four Doors
and goes east again. This time, when the East Door Veneer asks for the event
code, the player has it noted; the veneer now points to the Post-Fight East
Room, skipping the fight.
TIMED EVENTS
Locational mapping has difficulty with timed events. This problem
appears in several ways and has several possible solutions.
Imagine this scenario. Wandering through a woodland, the sun
sets when the protagonist reaches an entry representing the middle of the
forest. However, the area’s locational mapping layout means the protagonist may
leave and later revisit that location. Because the location’s entry describes a
sunset, the sun sets each time the protagonist goes there.
A player might ignore the repetition if the sunset only has
a story effect. Sure, the rising tension is diffused by the repeated
experience, but story timing in locational mapping inherently bows to the
player’s chosen pace of exploration. Bigger problems occur when the player must
deal with an important story event or a mechanical change.
For example, if the sun sets, the protagonist must thereafter
deal with mechanics related to darkness. If the protagonist returns to the
earlier locations of the forest, does darkness apply? Should it only be
nighttime in half the forest?
Solution 1: No Timed Events
If the story isn’t one with a deadline, you can completely
omit the notion of time passing, putting such events before the story
transitions into locational mapping or after it transitions back from
locational mapping. The protagonist isn’t trying to catch up with a kidnapper
and has no one waiting on the far side of the forest; it doesn’t matter how
long things take.
The drawback here is that unlimited time is non-immersive,
and exploration without timing lacks an essential tension. It also reduces
replayability; the player has already seen every location in the area.
Because I write for D&D characters, I’m also concerned
about balancing difficulty when the protagonist has unlimited resting potential.
To some degree, I can balance unlimited rests with a chance for a random
encounter; resting has a chance to be counter-productive.
Solution 2: Bottleneck
Halfway through the forest, the sun sets at a “bottleneck”
location. This entry serves as a one-way door separating the earlier locations
from the later locations. No post-bottleneck location gives an option to return
to any pre-bottleneck location (or to the bottleneck itself). With the sun
having set, the post-bottleneck locations all have darkness penalties.
The disadvantage of this method is that the protagonist can
no longer return to earlier areas. Many players want to see as much as
possible, exploring every room, and may not like stumbling past an arbitrary
point of no return. Therefore, the bottleneck should include a one-way environment
the player can choose to engage with. Climbing down a cliff, getting on a raft
and going downriver, or passing through a door that has no handle on the other
side are good examples. There should be some signal that the player won’t be
able to explore areas that were left behind.
Solution 3: Brute Force
The adventure tracks time separately. For example, the
player is instructed to make a hashmark each time a location is entered, until 15
marks are tallied, after which the sun sets and darkness mechanics apply
everywhere. This instruction occurs at the start of the locational area and
requires the player to apply the mechanics without being prompted by each
location’s text.
The disadvantages here are several. The player must meticulously
track time, must notice when the timing threshold is reached, and must remember
(or have noted) the new mechanical effects. It’s a lot of note-taking.
BLENDED APPROACH
The following approach is a version that incorporates multiple
techniques. It’s from an upcoming book in the Eight Petals Argent
adventure set. [Map by Dyson Logos, with some alterations.]
The map below is color-coded. If you can’t distinguish these, the northwest-clustered routes are blue, the north-central-clustered routes are purple, and the southern-clustered routes are red. The green northeast cluster is the smallest (destination) cluster.
The protagonist is leading a column of mercenaries and
supply wagons east through a jungle. The only river crossing is on the far side
of an abandoned, overgrow city. The protagonist will enter from the northwest (blue
route cluster) or from the south (red route cluster), depending on a major
split chosen in the prior chapter. The goal is to reach the river-crossing in
the northeast corner of the city. An army of zombies is slowly sweeping
eastward after the group.
The initial roadways can be explored freely within their
clusters (red or blue). However, at any intersection that transitions into the purple
cluster, the description of that area includes a clear view of the approaching
zombies. The threat is still distant but it justifies me not giving the option
to return to the earlier cluster, back toward the undead. The caravan must
progress toward the bridge to stay ahead of the threat.
No Timed Events: I don’t use descriptions mid-area to
describe timed events. The sun doesn’t set at any point, nor is the city
overwhelmed by the approaching zombies. The zombies don’t take the city until
the protagonist is over the river and out of the locationally-mapped area.
To maintain some tension, I still describe the approaching undead.
But these descriptions are vague. The real events won’t occur while the
protagonist is inside the locationally-mapped area.
Bottlenecks: I don’t let the player return to an
entry cluster after getting to the purple routes. These intersections aren’t
technically bottlenecks. The protagonist doesn’t necessarily have to visit a
particular one of them and can revisit those intersections. However, I do use
those points to prevent backward travel. Instead of timed events adding tension,
the player can see the zombies while in those intersections, looking down the
long streets of the city. There is a repeatable reminder of the threat there. However,
the zombies are always approaching, never arriving. I simply use these
transition points to omit the option to go backward toward the threat.
Tracking Time: I don’t track time, per se. But the
protagonist has a limited number of soldiers. Ambushes occur on some roads,
costing soldiers. Although the column can return along some of those roads
safely (using veneers), each loss of soldiers represents a countdown until the mercenary
company is depleted to a minimum number that is checked periodically. Excessive
exploration means more encounters and fewer soldiers. Reaching the minimum company
size ends the chapter immediately in an unfavorable way.
CONCLUSION
Locational mapping allows the protagonist to choose the
order of exploration, perhaps missing some areas, thus granting greater agency
to the player. The right tools let us provide this experience in ways that don’t
read as redundant or risk the protagonist falling into a time loop. Although it
can be harder to create, locational exploration is one of the joyous parts of a
good gamebook. It should be embraced whenever and however you can make it work.
This is terrific. I'm a player, not a GM, but it's just so wonderful to see such thought being brought to the process.
ReplyDeleteI found you through your AMAZING Expanded Metamagic Manual, which I bought yesterday on DMs Guild. I've been trying to homebrew a slightly buffed sorcerer with more metamagics and have been going bonkers because all of the homebrew metamagics I've seen are qualitatively different in some way from the official metamagics, but I couldn't figure out how, so I couldn't fix them. You're the first person to do new metamagics who seems to understand what makes them them. (I say this not understanding myself what makes them them but being able to recognize it when I see it.)
I'd love to ask you a couple questions about them, but I can't find a contact email for you here or in the manual. I also don't want to ask you to put your email in a public comment, so—if you're willing to exchange a couple messages about your amazing work, would you mind emailing me at joel@joelderfner.com?
Thanks so much—and, again, congratulations and THANK YOU.