Latest / Pick Up and Deliver / Perils of Freeform Storytelling, a Frosthaven Lament
Transcript
- 0:00Welcome to Pick Up and Deliver, the podcast where I pick up my audio recorder as
- 0:07I step out of the post office and deliver an episode to you while I walk home.
- 0:11I'm Brendan Riley.
- 0:12While greeting listeners, it's a gloomy day here in suburban Chicago.
- 0:24We've got a light drizzle going.
- 0:26My glasses are getting some water on them.
- 0:28But not so bad that I can't do an episode of the podcast for you.
- 0:31So let's jump into it.
- 0:33So my family has made significant progress in playing Frosthaven.
- 0:38We are about 65 plays in.
- 0:42We have covered most of the three main storylines and we're running into a problem where we
- 0:48don't have enough to do.
- 0:50So I've been looking around online and we've discovered some places where we could or
- 0:54should have been doing other things than we did.
- 0:57Our things got revealed in a different way than we would have liked them too.
- 1:01And it leads me to this episode which I'm calling The Perils of Freeform Storytelling,
- 1:09a Frosthaven lament.
- 1:12Now I want to be clear first, I think Frosthaven is an incredible achievement.
- 1:18I think it's a remarkably good game.
- 1:20I've been really enjoying it, but the pathing system for giving scenarios is much less satisfying
- 1:33than I would like it to be.
- 1:35So I wanted to talk a little bit about the structure of the way the game is designed
- 1:40and where I think the choices that are made to enable freeform storytelling or enable
- 1:47storytelling that feels like it has a lot of agency make it difficult for players or make
- 1:53it difficult to ensure that the overall narrative experience is a positive one.
- 2:00So to start with, I want to be clear, I think Frosthaven is a really interesting, fun, exciting
- 2:05game.
- 2:06I've loved my time with it and I'm looking forward to playing it a lot more.
- 2:10I love that it has a very wide open play space.
- 2:13The idea of being able to explore things in a variety of different ways is really compelling.
- 2:19That's great.
- 2:20I love that there is a depth of possibility in the non-dungeons spaces.
- 2:24There's a lot of potential there for really interesting things.
- 2:27You have this town where you can build these buildings and you defend the town from monsters
- 2:32and different stuff happens.
- 2:34That's the, there's interesting possibilities there, potential for compelling experience.
- 2:40And there is a huge variety and mastery possibilities in the different types of characters.
- 2:45This too has been really compelling and I think leads to a lot of possibility in the experience
- 2:51of the game.
- 2:52The overall flow of Frosthaven is remarkable.
- 2:57I think that the skill that available in the characters is incredible.
- 3:03The design space that has been created with a variety of different characters is works really
- 3:10well.
- 3:11So broadly speaking, those are the things I like about Frosthaven.
- 3:13However, what I'm going to talk about for the rest of the episode are the places where
- 3:17I think that the choices they made which were designed to create open storytelling experiences.
- 3:25In fact, hamper our ability to enjoy those storytelling experiences by undermining them.
- 3:32Okay?
- 3:33But I'm, that's what I'm talking about here.
- 3:36I guess last warning, we haven't played the entirety of Frosthaven but we've played a lot
- 3:40of it and my plan here is to talk about the game without boundaries about spoilers.
- 3:46In order for me to talk in a freeform way without very careful planning, I'm just going to talk
- 3:50about the points that I've noted down and if I spoil something, well, I apologize for
- 3:55that.
- 3:56So if you are playing Frosthaven or you think you're going to anytime soon or you're
- 4:00concerned about having elements of it spoiled, maybe now is the time to search out another
- 4:05episode of Pickup and Deliver.
- 4:07There are 730 some episodes to choose from, but this one I am going to be talking about
- 4:13Frosthaven in detail.
- 4:15So start with, I want to pause it a question about what kind of storytelling Frosthaven
- 4:20wants to do.
- 4:22The genre that it explores and the kinds of things that the game's choices seem to aspire
- 4:29toward.
- 4:30It would best be described as role-playing game.
- 4:35Gloomhaven and Frosthaven feel like an adaptation of a Dungeons & Dragons style role-playing
- 4:43game where you have adventures that have skills, their skills get better over time, they gain
- 4:49equipment and they use that equipment to go do missions and gain experience and loot.
- 4:55You could get a long way describing Gloomhaven before people realized it was not a tabletop
- 4:59role-playing game but as in fact a Euro style puzzle game or it is a puzzle game anyway.
- 5:06It's fun and adventurous and everything but it is a puzzle game.
- 5:10It's about how to solve the puzzle of defeating the monsters, maximizing the efficiency
- 5:14of your characters and accomplishing some of your goals along the way.
- 5:18I think this desire, the narrative desire to create a role-playing experience and the
- 5:25desire to create a mechanically interesting algorithmic experience in the Dungeons call
- 5:32part of the game are inherently at odds with one another.
- 5:37Alright so I'm going to start with agency for players.
- 5:40In tabletop role-playing games, agency for players is always a tricky element because it is
- 5:46the core of what games like that are about.
- 5:49The idea is players have agency to decide or to explore what is going on in the world around
- 5:56them.
- 5:57The Dungeons Master or Storyteller or whatever title you have for them is providing a series
- 6:04of encounters for them and hopefully they feel engaged or enthusiastic about tackling those
- 6:13encounters.
- 6:15They should feel like they have some choice or some ability to explore those encounters
- 6:21but often the real heart of the magic in a tabletop role-playing game is the feeling that
- 6:28you decided what you're going to do and then you discovered this amazing story.
- 6:33There is a two way street here, right?
- 6:36Collaborative storytelling like Dungeons and Dragons often requires that players remember
- 6:41the rule at the heart of improv, yes and, the idea that I am going to hear what you're
- 6:47saying and I'm going to build upon it rather than reject it.
- 6:51Now in Dungeons and Dragons often the way that could happen is that the DM or GM will offer
- 7:01a couple different story hooks in the players will pick one of them to follow.
- 7:05The rejection part would be the GM offers a couple story hooks and the players instead
- 7:09choose to start building a farm or they just do something completely different from the
- 7:15rest of the story that had been planned.
- 7:17This is a common joke among GMs that you can make all these plans and your players will
- 7:21find the one detail that you will just threw in for flavor and they'll hone in on that
- 7:25and off they'll go into a completely different story and you'll have to roll with it.
- 7:30So the agency that allows for that kind of experience and the frustration GMs feel when
- 7:35they put a lot of planning into a story and then they don't get to use that story because
- 7:39players have decided to do something else is at the heart of this collaborative storytelling
- 7:43process that is Dungeons and Dragons.
- 7:45And when a tabletop game tries to replicate that experience there are some fundamental
- 7:50flaws.
- 7:51For one, the stories in this game in Gloomhaven or Frosthaven are all planned out already.
- 7:57There is no not doing the stories.
- 7:59For instance in Frosthaven in order to play the game you have to do a scenario.
- 8:04The scenarios are generated by the game and you have a variety of them available to you
- 8:09at any given time.
- 8:10You pick one and you go do it.
- 8:11I think the game makes the most sense if you stick to a storyline so you pick multiple
- 8:16games in a storyline and you follow that so that you can kind of keep track of what's
- 8:20going on.
- 8:21But the game does allow you to pursue multiple lines of inquiry at once.
- 8:25So the game has some openness to following different plot hooks but it isn't really open.
- 8:32You only can do the plot hooks that are available to you.
- 8:35Where Frosthaven feels like it's trying to offer an open world, it is not in fact offering
- 8:39one.
- 8:40And this is one of the challenges we have faced.
- 8:43As we've gotten to the point where we have finished two of the three storylines, it sort
- 8:48of looks like we're on the verge of finishing the third one.
- 8:51And there's a whole bunch of content we haven't accessed yet.
- 8:53And this leads to the element that comes out of a role playing game which is that as the
- 8:59GM you could nudge your players back onto the path.
- 9:02In some context people might call this "rail-roading" it's described as bad being a bad GM because
- 9:07you're forcing players to follow a story that they didn't want to follow.
- 9:11They say we're going to leave town and you say the gates to the town are closed you can't
- 9:16leave.
- 9:17But there's a party happening at the pub, right?
- 9:19Like you come up with a narrative reason they have to do the one thing you prepot you
- 9:23plant.
- 9:24I would say a good GM plan would be okay you leave, they go on to the road in the woods
- 9:28as they're going through the woods they encounter a troop of travelers who are having a party
- 9:33and you just move the party in the pub that you'd planned to be in this clearing in the
- 9:38woods.
- 9:39You don't have to tell the players that that's what you did.
- 9:41But if you have a story you want them to encounter you can shift it around try to be nimble
- 9:45in your storytelling.
- 9:46Frost haven't really have that.
- 9:48But in making it appear that it does I think we actually lose narrative coherence.
- 9:52One of the challenges we had because we would shift around from story to story because
- 9:57the game kind of said you could you can pick any of the open stories.
- 10:00We didn't really follow the story lines as close as you should and often we forgot what
- 10:04was going on.
- 10:05So sometimes we'd have to go back and read stuff from previous adventures or we'd have
- 10:08to remind ourselves or we just play and the narrative wouldn't make as much sense as
- 10:12it should.
- 10:13Now I think this is entirely Frost haven's fault certainly is ours for not proceeding
- 10:16in a logical manner.
- 10:18But one of the things I'm feeling now is that given how far we've gotten and it's clear
- 10:22we missed some things. There's this puzzle book that you need to kind of solve in a timely
- 10:27fashion in order to produce, proceed things.
- 10:30And then there are these challenges which feel optional in our in fact optional but they
- 10:34unlock a ton of content.
- 10:36And because we didn't do these challenges we were finding ourselves behind the gun in
- 10:40terms of finishing other kinds of content.
- 10:43So those are two of the gameplay elements in Frost haven that feel as though the game
- 10:50would have worked better, had it been a little more strict about okay here's your next adventure.
- 10:55Had the adventures been much more in a straight line or like once we start down a narrative
- 11:01path you have to do this whole narrative path.
- 11:03The other challenge is that the game is built up around retirement.
- 11:07The main thing that you get when you retire a character is access to more buildings and
- 11:12the buildings often have links to other adventures or they open up other narrative story possibilities.
- 11:17Well we had trouble at one point in our game where we were having trouble retiring a character.
- 11:23I played a character all the way up to level 9 because I couldn't retire it.
- 11:27The retirement goal that I got was just really excessive and for me to get it I basically
- 11:32would have had to be a much more selfish player than I am.
- 11:35So for me to make progress on my personal goal I would have had to have less fun.
- 11:39I've talked about the challenge of Dead of Winter for me is that in order to create
- 11:44cover for the potential trader in the game each player gets a personal goal that they're
- 11:49not allowed to talk about so they can't collaborate with other players on it and that in order
- 11:54to accomplish it they have to play selfishly.
- 11:57I would say Gloomhaven also has this problem.
- 11:59You have a lifetime goal that you're not supposed to talk about with the other players and
- 12:04it allows you it encourages you to play selfishly.
- 12:07Well Gloomhaven is a game of cooperation.
- 12:09You're supposed to be a team and I get like narratively somewhere at the core there are the
- 12:13ideas you are these selfish mercenaries who are working together for your own purposes.
- 12:19Which is kind of the style of Dungeons and Dragons but the play counters that.
- 12:25The way that Gloomhaven or Frosthaven are fun for us is to work together to talk about
- 12:31I think I'm going to be able to go early.
- 12:32I can help you with this.
- 12:33I can boost that.
- 12:34I can move him there.
- 12:35I'll go here.
- 12:36Are you going to where are you going to go?
- 12:37The planning of the attack is part of what's fun about the game.
- 12:41And so to create circumstances where to progress the game you have to play in a way that's counter
- 12:46to the fun of the game feels like a problem for me.
- 12:50And then finally the third thing I guess I wanted to bring up about the Frosthaven experience
- 12:56is the Overland map more and more just feels like a bookkeeping.
- 13:01It doesn't feel like an engaging development of story.
- 13:04The story is happening in the prelude and the conclusion to the adventures.
- 13:10But the stuff in the village itself really just isn't as compelling.
- 13:14And I think that the overall experience of it is harmed because we are finding ourselves
- 13:20getting the point where it doesn't feel like there's much left to do narratively, but
- 13:23we have a ton left to do from a character perspective.
- 13:26We all are only on our third characters I think.
- 13:30And there are three or four different characters that we haven't played at all.
- 13:34That doesn't feel fun to get to the end of the game and have a bunch of content you
- 13:38just haven't even touched.
- 13:39There are also a whole bunch of scenarios that we haven't played or can't play because
- 13:44of narrative choices, right?
- 13:46So there's a couple of scenarios where you choose A or B. And when you choose A, you have
- 13:52these six scenarios and when you choose B, you have those six.
- 13:54So now we have six scenarios out of like the hundred that we aren't going to get to play.
- 13:58And there's a couple different places like that in the game.
- 14:01Again, when you're running on a stuff to play, that part doesn't feel fun.
- 14:05We are also running into the problem of like the game feels like we should be advancing
- 14:08the town more than we actually are.
- 14:10And again, all of these things feel like they come from the goal of making this feel like
- 14:15an open world in contrast to the narrative requirements of having a story that moves
- 14:20along at a reasonable pace in which the players can understand how to move it forward.
- 14:25And I think that's the place where we are running into a lot of trouble is that a lot
- 14:30of what happens in the game is randomized.
- 14:32There are these encounter cards that can give you things, but you don't get to pick which
- 14:36encounter cards you encounter and the game isn't on a timeline in the same way that we would
- 14:40like it to be.
- 14:41So I think overall the gameplay of Frosthaven has been incredible, but the elements that
- 14:46were added to make the game feel more like a role-playing game have in fact hampered the
- 14:52experience for us.
- 14:53But I think had the game been closer to Gloomhaven in its approach and its style in the kinds
- 14:59of things that it did, we probably would have enjoyed it more.
- 15:03Or we wouldn't be frustrated now, we would just be continuing to play adventures.
- 15:07Of course I acknowledge that any game like this is a mix of different choices and goals
- 15:14and sometimes it's about choosing to privilege one kind of play over another.
- 15:21That's part of game design and sure.
- 15:24But for us the kinds of game play that they privileged don't work, we would enjoy them
- 15:31if they worked, but they don't work or they're not foolproof and we are the fools.
- 15:35There is my lament about Frosthaven.
- 15:37I do want to point out that the Haven games are near the top of my top 50, I don't remember
- 15:41exactly where, but I think they're in the top 10.
- 15:43I really like them a lot and I've enjoyed playing them hours and hours and hours and hours
- 15:47and we're still playing almost once a week, not quite once a week, but almost.
- 15:50So I've not given up on Frosthaven yet, but I wish that it were a little smoother.
- 15:56So that is my take on Frosthaven and the nature of its open story time.
- 16:02What do you think?
- 16:03Have you played Frosthaven?
- 16:04What do you think about the way that it construct stories?
- 16:06Head over to boardgamegeek guild 3269 and share your thoughts there.
- 16:09Love to hear them.
- 16:10In the meantime, thanks for joining me in my walk.
- 16:12I hope your next walk is supposed to be my noise.
- 16:14Bye bye.
- 16:15Brought to you by Rattlebox Games.
- 16:39[MUSIC]