The Relationship-crawl: Part 1, In search of a citycrawl
I recently read an interesting blog series about city-crawls and why they don't really work.
The basic argument, as I understand it, is that cities are rarely suitable for spatial exploration mechanics. As cities are generally safe, and the activities that take place there are typically supplemental to the more exciting activities of delving dungeons and exploring wildernesses, it's just not generally desirable to employ a procedure for walking two blocks and hooking a left down an alley to be assailed by thugs on your way to buy extra rope.
This argument really piqued my interest and got me thinking though: if a city is not suitable for exploring in terms of it's spatial qualities, might there be some other sense in which a city can be generically "crawled"? Can you crawl a settlement in a less physical sense?
The epiphany: can you crawl a social network?
And would that even be fun?
Crawling through graphs
Defining the relationship-crawl
- it is made up of many "nodes", each presenting their own aesthetics/set-dressing (the personalities of the NPCs) and obstacles (the personal problems, inter-personal conflicts, and openness of the NPCs)
- each node has one or more connections to other nodes which can be discovered and explored (in the case of the social network, familiar relationships with other NPCs)
- not all nodes are immediately accessible; you may have to "traverse" the graph by making intermediate contacts (how is this guy connected to Kevin Bacon?)
- some paths in a dungeon may be locked behind certain keys; social connections may likewise be "locked" by the nature of the relationships at play (e.g. two individuals have fallen out, and so the social connection is revealing, but does not actually open the way for a meeting), or by trust-building exercises (e.g. the NPC won't introduce you to their faction contact until you prove your trustworthiness first)
- "discoveries" in one part of a social network can open the way to navigation of other parts of a social network (e.g. one NPC might have some useful gossip about another NPC that makes it easier to ply them for what you want)
- some paths in the network may be hidden; an NPC might have a useful contact that they will not volunteer to you, but which may be discovered by other means, or which they might reveal to one who has gained their trust
- there may be far more "entrances" to the network than a typical dungeon; many NPCs may be "accessible" in some form the moment you walk into town, for example
- there is seldom any need to "re-trace" your steps in a social network: once you know someone, you know them, and may therefore no longer have any need to move "through" the person who first introduced you
- the types of encounters, challenges, and rewards are generally different from that of a dungeon, at a fundamental level
- a social network is more fluid than the typical dungeon. This has two ramifications: first, a social network can be built up entirely as needed, adding new connections as players "delve" more deeply (where a dungeon often requires some special justification for doing the same); second, a social network can readily change, with new connections being forged, or old connections being broken or soured (where, again, only a certain kind of dungeon can do such a thing)
Rewards in a relationship-crawl
- Rumors. Broadly, this is just any kind of information about what's going on in this area. To keep it distinct from subsequent resources, let's cap it at generic, base-level awareness of things to do in the vicinity of the settlement (e.g. "people have been disappearing on the road to Strudelsberg"). Rumors reward engagement with further leads and affordances for gameplay.
- Quests. There are a couple ways to look at this: either this is the "main hook" in this area (or something like it), and this NPC is "the quest giver", or--my preference--in a more side-quest sense like that of a videogame, this NPC needs something and the only way to get it is by leaving the safety of the town and delving a dungeon or exploring a wilderness (e.g. "I'm looking for some rare lizard-gizzards to make my grandma's famous pie"). Conventionally, the reward for a quest is some money or something, but for the purposes of a relationship-crawl, a more suitable reward for this sense of "quest" might be the increased trust of the NPC, and greater access to their help or other contacts (e.g. perhaps an NPC is not willing to introduce you to more interesting individuals unless you scratch their back a bit first.)
I particularly like this lens because it creates the opportunity for secondary goals in a local wilderness or dungeon: we might be here looking for a McGuffin, or to solve a local problem, but while we're here let's not forget to collect some rare lizard-gizzards.
Quests reward players with additional goals, and increased access to the personal resources of an NPC. - Factions. This NPC is either a member of a local faction, or in some way associated with them. Perhaps the Faction is difficult to find, requiring someone to set up a meeting, or perhaps they are simply mistrustful, and you'll need someone to vouch for you if you want to make any headway. Faction contacts reward players with greater influence in the region, and the resources of the faction.
- Lore. Distinct from rumors, I view this as the specific kinds of information that provides an advantage. (e.g. we're about to enter a local dungeon, and this NPC has an idea of the sort of threat we'll face, or even a way to directly mitigate that threat). Lore rewards players with alternative strategies for overcoming regional challenges.
- Gossip. In the context of the relationship-crawl, this is any useful information about the social network itself. Gossip rewards players with alternative strategies for navigating the social-network itself.
- Assistance. This is a little more half-baked, but I imagine that some NPCs are in a position to give special help. Either they have useful, unusual tools available to them, or will provide special services (or hey, discounts!) to skillful players. If nothing else, it's neat if every service-oriented NPC has a free-tier of service they offer to everyone, and a premium-friends-and-family-discount for the special folks that have wiggled their way into their good graces.
- Training. Another possible avenue is that this NPC possesses certain skills, and can teach those skills to your players. Training rewards players with enhanced capabilities and differentiating characteristics that make them more unique.
Challenges in a relationship-crawl
- Negotiation. This is probably the only bit of social-interaction in these kinds of games that is well recognized in traditional play. The NPC has something you want, and they aren't giving it up for free. This is where bargaining and charisma checks and all of that kind of stuff can get involved. It's probably the definitive, atomic event within a relationship-network in the same way that combat is one of the basic events in a dungeoncrawl.
- Discovery. This is the basic addition of the relationship-crawl itself. As alluded to earlier, perhaps what we want is to make contact with a local faction or find that certain somebody who knows that certain something. Traditionally, that certain somebody may just be "the innkeeper", but I think it's far more authentic and at least moderately interesting if that person is not one of the entry-points of the network. Why would the innkeeper or the blacksmith be personally acquainted with the threats of the local dungeon? They're busy! They're probably a good place to start though. Finally, we may just want to find out what things these people know that we don't.
- Trust. This is where I think the potential of a relationship-crawl begins to shine. What if negotiating wasn't enough? What if bribery or charisma simply aren't going to cut it? How does one overcome this obstacle? Well, the structure of the relationship-crawl provides another avenue: where a simple bribe wasn't enough before, a referral from a trusted associate may be the key to progress. Granted, maybe that's too much of a "hard-lock"; I'm not necessarily suggesting that progress through the social-network should be gated behind a bunch of fetch quests. Instead, we might regard the aggregated trust of the network as a resource that bestows advantages. In other words, the trust of adjacent members of the community (by a general rise in your reputation, or because you were directly introduced by another member of the community, rather than approaching this NPC cold) is the factor that moves this challenge from "impossible" to "possible", or from "possible" to "no need to roll". That sort of thing.
Of course, there's a flip side to this, too: negative interactions with NPCs may make future interactions with their acquaintances more difficult, turning a routine-stakes negotiation into a very difficult prospect instead. - Navigation. This is going to be a bit abstract until I start fleshing out more relationship-crawl concepts in the next post, but I want to at least address the concept here because I think it's interesting: what if the obstacle in making progress with a specific NPC was who introduced you. In other words, you may be trying to get in cozy with X, and you know that you can make that contact via Y and Z, but you discover that Y is on bad terms with X. So, if you were to approach X with a metaphorical letter of recommendation from Y, that would actually hinder you in your objective. Instead, you need to make in's with Z who has a more friendly acquaintance with X. Does that make sense? We all know lots of people. We don't like them all.
Conclusion and next steps
- spatial city-crawls may be more tedious than they're worth
- an abstract relationship-crawl is "crawlable" in a similar sense
- there are many interesting rewards and challenges that could be embedded in a crawl of social relationships
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