For a moment, I was tempted to call the new stuff "GM advice". But it's not advice. It's rules, it's system. It may not be about rolling dice and writing things on character sheets, but it is about things like:
- Who gets to start scenes.
- What information you can and can't add to a scene once a conflict has been declared.
- Who gets to declare a conflict.
- What the maximum stakes for a conflict are.
- How you prepare a scenario.
- How you share narrative control over NPCs.
- What arc the narrative development of an adventure follows.
My plan, then, was to play Trollbabe exactly as written and see what would happen. (Spoiler: it was a success! I'll be writing more posts about that in the future.)
Now one of the things that didn't change, and that I never got to work well in the previous edition, was starting a new adventure. The idea is very simple. There's a map of the world, and when the adventure starts, each non-GM player picks a location on the map where they want their trollbabe to currently be travelling. (These locations can be the same for all players, but they can also be on different sides on the world.) The GM then creates an adventure for that location.
The problem I had with this approach is that the player's choice felt completely arbitrary. Sure, you could choose an island, or a mountain range, or a forest ... but those aren't exactly interesting locations by themselves. And there wasn't anything more concrete on the map. Also, as a GM, the map location didn't inspire me. "An adventure in the mountains... hm ..." Nope, no immediate inspiration coming.
The book does contain two smaller maps with some place names, but those didn't inspire me either; and I've never had a player choose to be in one of these smaller maps anyway.
While waiting for the players to arrive, I suddenly had an idea: I should draw my own map! I literally never do that for an RPG, because I generally don't care about detailed geography in my stories. But I had decided to play Trollbabe as written, and it uses a map. Plus, I gathered that a map might be needed in this game to give the wandering character something tangible to wander through.
So I started drawing a map. Islands, rivers, swamps, forests, mountains, hills, villages, towns, some special sites. I didn't have much time, so a lot of the map remained white. But I did make sure to give some of the locations interesting names, names that made them places that I would be interested to explore. There was a weirdly coloured plane near the coast called "de kaalheid", which means "the baldness". There was a tiny island far out in the sea named "Hargans dwaasheid", that is "Hargan's folly". There was a big forest called "woud der verwachting", which means something like "forest of anticipation".
Then, when my two players -- Erik (van Maanen) en Michiel (Bouwhuis) -- arrived, I had them both choose spots on the map, and I gave them the opportunity to add one or two new named features. Both quickly made a choice. Erik wanted to be on the beach of "de kaalheid", while Michiel chose a spot near a famous old battle field and added "de trolford" to the nearby river. We also gave the river a name. Erik decided that "de kaalheid" contained huge skeletons of ancient animals.
This time, the map locations actually inspired me as the GM. The player's choice of a place on the map also felt like a real choice, especially when they added a few details.
Now Ron Edwards makes it very clear that Trollbabe is not a game where the players and the GM co-create the scenario. What is going on, who the NPCs are, and what they want, all of that is up to the GM and is prepared in advance. (Though not long in advance. And of course, things can quickly go into unanticipated directions.) Well, wasn't I breaking that by having the players add stuff to the map? I don't think so. GM preparation of a scenario happens after the players choose a spot on the map to be in. So as far as I'm concerned, that spot on the map is fair game for player interventions. It's only after that that the GM gets full control over the setting.
Okay, maybe I wasn't playing Trollbabe exactly as written. But it worked really well, and in fact, this may have been the best use of a map in any RPG I've ever GMed. Also, drawing a map was fun. And I really want to know what that forest is anticipating. And why Olaf the Black's ruin is a ruin. And what the people in New Stormholm think of the people in Stormholm. And what was so foolish about Hargan.
More about the game soon.