Task List RPGs
Sep. 21st, 2022 03:43 pmAs I mentioned, I wanted to write up some of my thought process and learned experience from writing a couple of RPG one-shot adventures for conventions that feel fairly unique in their structure.
The fundamental feature of both Zoo Adventure and Carting Wars is the Task List. In Zoo Adventure, there are two task lists, one a list of tasks to be performed at particular times, and one a list of tasks that can be performed at any time. In Carting Wars, there is a single task list, the Cargo Board that the party can bid on jobs from, but I have some flexibility to add additional jobs or even alternate job boards. In both cases, the task list is the first thing they're given once they've introduced their characters. It is the essential setup for the adventure.
The Task List is a counterintuitive move for a oneshot, I think, because the general imperative of a oneshot adventure is simplifying the storytelling, and for most people, that means simplifying the biggest choices. It's also, I think, a generally counterintuitive move, oneshots aside, because it puts more of the DM's cards on the table at the start than is typical. The expectation of a story is that as you go through it, you will learn more and make new decisions. The Task List telegraphs what's going to happen.
These two counterintuitive things cancel out! It turns out that the telegraphing what's going to happen part means that even though there are more upfront choices, they're clear choices the players don't have to spend time decoding, simplifying the narrative. And it turns out that the multitude of choices means that even when you telegraph the overall shape of the story, there's still a lot of space for surprises, both in the choices themselves and in the way they interact with each other.
The strategy definitely requires either a significant amount of preparation, or significantly good improvisational skills, because lots of choices means it's harder to predict what your players will do and focus your prep. But I tend to cheat towards the middle, and to me that is the true genius of the Task List- if you design really good story hooks into your Task List, it gives you a good idea of where and how you will need to improvise. I'll confess that when I look over the task list from Zoo Adventure, I only remember about half of the story ideas I originally used when I ran the adventure, but the prompts it presents for storytelling are rich enough that I can easily make up new story ideas for the same tasks. Fundamentally, I am a lazy DM and things that let me flesh ideas out from very small seeds are my favorite.
Here are some secrets of the Task List:
All the tasks are hiding something, except the tasks that are not.
For the mechanism to work right, it has to have some sense of fairness. If the task board simply said TASK A, TASK B, TASK C, and TASK D, pick one to do, that's not an interesting or meaningful choice in this context because without context there's no basis for making choices. The tasks need to communicate some information about the activities the players will be undertaking and what they will involve. What they do not necessarily communicate are the non-immediate consequences of success or failure. A given cargo might say that it's a simple grain shipment to a nearby city, and the players will be able to work out distances and weights and routes from the information provided and their knowledge, but it won't necessarily advertise that the grain shipment is contaminated with a bioweapon, or that the grain shipment is an attempt to break a monopoly, or resolve a food shortage. (Those things may or may not be deducible with a little work, Knowledge rolls or Lore rolls or Insight rolls, or conversation or investigation may provide the players with insights, but some of those answers may not be available until the players start down a path.) The consequences are what make the task interesting, they're what imbue it with story. But if all of the tasks are actually hidden story hooks, this is not a Task List game, it's a menu of different adventures for the players to choose. There's nothing wrong with that, but what makes a Task List game interesting to me is that sometimes a grain shipment is just a grain shipment. All the players need to do is pick up the cargo, deliver it to its destination, and get paid.
That doesn't mean there is no challenge to the straightforward tasks. I still make players describe what they're going to do to complete the task, and if they are doing something that could fail, I make them roll. In Carting Wars, I made them describe how they were loading the grain on the truck, and if they were just planning to lift it, that's a strength check. But it does mean that the failure only results in delays and loss of resources, not any direct impact on the overall story.
On the other hand, it means that instantly, before any investigation of those non-immediate story consequences, there are tactical consequences to evaluate, and tactical choices. If the players want to tackle more than one task, they need to evaluate which tasks they can accomplish and the best order in which to approach them. They need to evaluate if they need any additional equipment or labor or authorizations or maps to complete tasks. Having tasks that are 'just' filler tasks that don't have any story gives players a lot more knobs to work with, a lot more choices. This leads to the next secret of the Task List.
Intraparty conflict is the lifeblood of the game
Intraparty conflict doesn't need to mean Paranoia-style backstabbing. It just needs to mean the players disagree about what the best course of action is, and they need to work out those conflicts through the mechanisms of the game. In a traditional oneshot RPG session, the players are faced with a single narrative throughline. There are usually choices along the way, but those choices emerge as the players progress along their initial path and discover facts about the world. But in a Task List game, choices appear from the start, and they are real choices that can be evaluated with both objective and subjective metrics. So the players are forced to talk to each other and decide how they want to proceed, from the very first minute of the game. And that is a good thing, parties that disagree with each other are more engaged in the game when it's not their turn, because other players' actions affect them more.
I typically encourage this by, after providing the task list to the players, physically withdrawing to give them space to interact. I don't necessarily leave the table, as I want to hear their discussion and make use of it, but at minimum I lean back and cede the central position at the table in order to let them have the space to debate their options without pressure to make an immediate decision. I want it to be clear to them that this choice makes a difference to the game, it's not just a randomizer mechanic but that there are clues and tools they have to make better decisions. I periodically return to this posture throughout the game when I want to encourage the players to evaluate new information, and again, when I want to encourage them to disagree with each other.
If players are in my view following the lead of one player too much, I will sometimes step in and ask leading questions to other players. "And is your player also doing this?" "While he's doing that, what are you doing?" It's not about stirring shit, it's about giving everyone a stake in the choices. Some kinds of rpg work fine if a player leads the party, the other players can still feel like they're contributing to the story by doing cool things in combat or solving puzzles, but this is not that sort of game. Everyone needs to be involved in the decisions.
Making the wrong choice shouldn't ruin everything, unless it should
The signature of this style of game is lots of choices with stakes, but lots of relatively low-stakes choices. There shouldn't be an unmarked door that you walk through and everyone dies. That said, if there is a well-signposted door that everyone dies if they walk through, and players choose to walk through it, they die. In Zoo Adventure, there is a big scary rune-covered lock on the Demonarium, and the task list includes "Do not open the Demonarium". There were lots of indications that opening the Demonarium would be bad, so when players opened the Demonarium I didn't hesitate to whomp them with beyond their level monsters.
But otherwise, choices shouldn't lead to challenges that players can't survive if they make the wrong choice. If you're going to give lots of choices and hide consequences in the choices, the worst that should happen if the wrong choice is made is that the players are set back but can still progress. Maybe they've lost the chance to complete this task, but there are still lots of other tasks to complete. Maybe they can still complete this task, but with a penalty.
Along the same lines, the structure of the design means that you can include Over-Leveled encounters. It's okay to have a monster the party could never kill, because the players never have to encounter that monster if they choose not to. Or if they do have to encounter that monster, they don't need to fight it. Maybe instead they trade with it! The game opens itself up to lots of ways to navigate highly powered antagonists, and that also makes for a more realistic feeling adventure world where not everything is nicely level-balanced for the players.
The whole point is to emphasize social encounters and social problem solving
Being logistical adventures, combat is not at the forefront. Combat is a central part of D&D and players enjoy it, so I don't preclude it, but if players want to avoid it they usually can, and will likely be more successful at completing tasks if they do. In Zoo Adventure, combat pretty much only occurs if the players breach the Demonarium. In Carting Wars, there's a chance of bandit attacks or fights with the law depending on choices, but most of the time the challenges are social and logistical.
This requires an array of interesting NPCs, both as adversaries and as allies. And maybe most importantly, NPCs who are neither, whose agendas are orthogonal to those of the players. That can be a source of new tasks altogether, too. The guard who doesn't care if the party gets through or not, she just wants to make sure her checklist is completed so she can go home. The tourist who really, really wants to get a photo with the hydra. In a logistical adventure like this, the players' story still needs to be central to your storytelling, but it's perhaps better if that doesn't mean that they're at the center of the universe. The more other stuff is happening, the more the players' story has context, and the more interesting the obstacles to their success are.
I am a puzzle person and at some level, these games are puzzle games. The way to succeed is not necessarily to deploy the most power, it's to deploy the most cunning and calculation to figure out a way to work around the problems that the tasks present. What is the right order to tackle tasks, who are the best characters to approach a task, how can your get extra resources to devote to a problem, all of these are the central questions of a task list game.
Artwork Helps.
I like making the Task Lists have a certain aesthetic. In Zoo Adventure, I tried to make it look like it was written on a chalkboard. In Carting Wars, it's a big board with different handwritings on it. It's about immersion and creating a sense of the world, but it's also specifically about privileging the task list. I want players to feel attached to it, feel like it is a thing that has personality. I am bad at art, so I am limited in how far I can take this, but I think it's a powerful tool for building buy in to the concept. It also serves as a cheat to make the adventure feel more planned than it is... So much of the actual adventure is improvised in response to the players' choices, so presenting props that were clearly designed, with thought and care, before the adventure keeps the players from feeling like no effort went in.
The same applies to maps. I'll have a special version of the map for myself marked up with secrets, but I like a nice clean map to give to the players so that the world is not just a thing in my head, it's a thing they all have knowledge of and can make logistical plans from a position of awareness. They don't need to ask me "How far is A from B?", they can just see it themselves. And the more the map feels of a piece with the adventure, the more the players will make it theirs and interact with the map the way I want them to.
I've used other props as well. In Carting Wars, I borrowed a key feature of Shipping Wars- the rival truckers making fun of a trucker when they screw up a shipment. I printed"Only an Idiot" tokens to give to players when they made a mistake or had a failure, useable like a Bardic Inspiration, and roleplayed an NPC rival trucker making fun of them whenever I gave them a token. The tokens were a big hit, players who failed a task would ask me if they'd earned one.
These are good practices in any game, but I think they're especially important when you're asking players for work with you something like this. To the extent that a Task List game introduces players to more worldbuilding or potential worldbuilding than a typical one-shot game, and asks the players to make knowledgeable choices with respect to their awareness of the world setting, visuals and physical objects make the worldbuilding feel tangible.
The fundamental feature of both Zoo Adventure and Carting Wars is the Task List. In Zoo Adventure, there are two task lists, one a list of tasks to be performed at particular times, and one a list of tasks that can be performed at any time. In Carting Wars, there is a single task list, the Cargo Board that the party can bid on jobs from, but I have some flexibility to add additional jobs or even alternate job boards. In both cases, the task list is the first thing they're given once they've introduced their characters. It is the essential setup for the adventure.
The Task List is a counterintuitive move for a oneshot, I think, because the general imperative of a oneshot adventure is simplifying the storytelling, and for most people, that means simplifying the biggest choices. It's also, I think, a generally counterintuitive move, oneshots aside, because it puts more of the DM's cards on the table at the start than is typical. The expectation of a story is that as you go through it, you will learn more and make new decisions. The Task List telegraphs what's going to happen.
These two counterintuitive things cancel out! It turns out that the telegraphing what's going to happen part means that even though there are more upfront choices, they're clear choices the players don't have to spend time decoding, simplifying the narrative. And it turns out that the multitude of choices means that even when you telegraph the overall shape of the story, there's still a lot of space for surprises, both in the choices themselves and in the way they interact with each other.
The strategy definitely requires either a significant amount of preparation, or significantly good improvisational skills, because lots of choices means it's harder to predict what your players will do and focus your prep. But I tend to cheat towards the middle, and to me that is the true genius of the Task List- if you design really good story hooks into your Task List, it gives you a good idea of where and how you will need to improvise. I'll confess that when I look over the task list from Zoo Adventure, I only remember about half of the story ideas I originally used when I ran the adventure, but the prompts it presents for storytelling are rich enough that I can easily make up new story ideas for the same tasks. Fundamentally, I am a lazy DM and things that let me flesh ideas out from very small seeds are my favorite.
Here are some secrets of the Task List:
All the tasks are hiding something, except the tasks that are not.
For the mechanism to work right, it has to have some sense of fairness. If the task board simply said TASK A, TASK B, TASK C, and TASK D, pick one to do, that's not an interesting or meaningful choice in this context because without context there's no basis for making choices. The tasks need to communicate some information about the activities the players will be undertaking and what they will involve. What they do not necessarily communicate are the non-immediate consequences of success or failure. A given cargo might say that it's a simple grain shipment to a nearby city, and the players will be able to work out distances and weights and routes from the information provided and their knowledge, but it won't necessarily advertise that the grain shipment is contaminated with a bioweapon, or that the grain shipment is an attempt to break a monopoly, or resolve a food shortage. (Those things may or may not be deducible with a little work, Knowledge rolls or Lore rolls or Insight rolls, or conversation or investigation may provide the players with insights, but some of those answers may not be available until the players start down a path.) The consequences are what make the task interesting, they're what imbue it with story. But if all of the tasks are actually hidden story hooks, this is not a Task List game, it's a menu of different adventures for the players to choose. There's nothing wrong with that, but what makes a Task List game interesting to me is that sometimes a grain shipment is just a grain shipment. All the players need to do is pick up the cargo, deliver it to its destination, and get paid.
That doesn't mean there is no challenge to the straightforward tasks. I still make players describe what they're going to do to complete the task, and if they are doing something that could fail, I make them roll. In Carting Wars, I made them describe how they were loading the grain on the truck, and if they were just planning to lift it, that's a strength check. But it does mean that the failure only results in delays and loss of resources, not any direct impact on the overall story.
On the other hand, it means that instantly, before any investigation of those non-immediate story consequences, there are tactical consequences to evaluate, and tactical choices. If the players want to tackle more than one task, they need to evaluate which tasks they can accomplish and the best order in which to approach them. They need to evaluate if they need any additional equipment or labor or authorizations or maps to complete tasks. Having tasks that are 'just' filler tasks that don't have any story gives players a lot more knobs to work with, a lot more choices. This leads to the next secret of the Task List.
Intraparty conflict is the lifeblood of the game
Intraparty conflict doesn't need to mean Paranoia-style backstabbing. It just needs to mean the players disagree about what the best course of action is, and they need to work out those conflicts through the mechanisms of the game. In a traditional oneshot RPG session, the players are faced with a single narrative throughline. There are usually choices along the way, but those choices emerge as the players progress along their initial path and discover facts about the world. But in a Task List game, choices appear from the start, and they are real choices that can be evaluated with both objective and subjective metrics. So the players are forced to talk to each other and decide how they want to proceed, from the very first minute of the game. And that is a good thing, parties that disagree with each other are more engaged in the game when it's not their turn, because other players' actions affect them more.
I typically encourage this by, after providing the task list to the players, physically withdrawing to give them space to interact. I don't necessarily leave the table, as I want to hear their discussion and make use of it, but at minimum I lean back and cede the central position at the table in order to let them have the space to debate their options without pressure to make an immediate decision. I want it to be clear to them that this choice makes a difference to the game, it's not just a randomizer mechanic but that there are clues and tools they have to make better decisions. I periodically return to this posture throughout the game when I want to encourage the players to evaluate new information, and again, when I want to encourage them to disagree with each other.
If players are in my view following the lead of one player too much, I will sometimes step in and ask leading questions to other players. "And is your player also doing this?" "While he's doing that, what are you doing?" It's not about stirring shit, it's about giving everyone a stake in the choices. Some kinds of rpg work fine if a player leads the party, the other players can still feel like they're contributing to the story by doing cool things in combat or solving puzzles, but this is not that sort of game. Everyone needs to be involved in the decisions.
Making the wrong choice shouldn't ruin everything, unless it should
The signature of this style of game is lots of choices with stakes, but lots of relatively low-stakes choices. There shouldn't be an unmarked door that you walk through and everyone dies. That said, if there is a well-signposted door that everyone dies if they walk through, and players choose to walk through it, they die. In Zoo Adventure, there is a big scary rune-covered lock on the Demonarium, and the task list includes "Do not open the Demonarium". There were lots of indications that opening the Demonarium would be bad, so when players opened the Demonarium I didn't hesitate to whomp them with beyond their level monsters.
But otherwise, choices shouldn't lead to challenges that players can't survive if they make the wrong choice. If you're going to give lots of choices and hide consequences in the choices, the worst that should happen if the wrong choice is made is that the players are set back but can still progress. Maybe they've lost the chance to complete this task, but there are still lots of other tasks to complete. Maybe they can still complete this task, but with a penalty.
Along the same lines, the structure of the design means that you can include Over-Leveled encounters. It's okay to have a monster the party could never kill, because the players never have to encounter that monster if they choose not to. Or if they do have to encounter that monster, they don't need to fight it. Maybe instead they trade with it! The game opens itself up to lots of ways to navigate highly powered antagonists, and that also makes for a more realistic feeling adventure world where not everything is nicely level-balanced for the players.
The whole point is to emphasize social encounters and social problem solving
Being logistical adventures, combat is not at the forefront. Combat is a central part of D&D and players enjoy it, so I don't preclude it, but if players want to avoid it they usually can, and will likely be more successful at completing tasks if they do. In Zoo Adventure, combat pretty much only occurs if the players breach the Demonarium. In Carting Wars, there's a chance of bandit attacks or fights with the law depending on choices, but most of the time the challenges are social and logistical.
This requires an array of interesting NPCs, both as adversaries and as allies. And maybe most importantly, NPCs who are neither, whose agendas are orthogonal to those of the players. That can be a source of new tasks altogether, too. The guard who doesn't care if the party gets through or not, she just wants to make sure her checklist is completed so she can go home. The tourist who really, really wants to get a photo with the hydra. In a logistical adventure like this, the players' story still needs to be central to your storytelling, but it's perhaps better if that doesn't mean that they're at the center of the universe. The more other stuff is happening, the more the players' story has context, and the more interesting the obstacles to their success are.
I am a puzzle person and at some level, these games are puzzle games. The way to succeed is not necessarily to deploy the most power, it's to deploy the most cunning and calculation to figure out a way to work around the problems that the tasks present. What is the right order to tackle tasks, who are the best characters to approach a task, how can your get extra resources to devote to a problem, all of these are the central questions of a task list game.
Artwork Helps.
I like making the Task Lists have a certain aesthetic. In Zoo Adventure, I tried to make it look like it was written on a chalkboard. In Carting Wars, it's a big board with different handwritings on it. It's about immersion and creating a sense of the world, but it's also specifically about privileging the task list. I want players to feel attached to it, feel like it is a thing that has personality. I am bad at art, so I am limited in how far I can take this, but I think it's a powerful tool for building buy in to the concept. It also serves as a cheat to make the adventure feel more planned than it is... So much of the actual adventure is improvised in response to the players' choices, so presenting props that were clearly designed, with thought and care, before the adventure keeps the players from feeling like no effort went in.
The same applies to maps. I'll have a special version of the map for myself marked up with secrets, but I like a nice clean map to give to the players so that the world is not just a thing in my head, it's a thing they all have knowledge of and can make logistical plans from a position of awareness. They don't need to ask me "How far is A from B?", they can just see it themselves. And the more the map feels of a piece with the adventure, the more the players will make it theirs and interact with the map the way I want them to.
I've used other props as well. In Carting Wars, I borrowed a key feature of Shipping Wars- the rival truckers making fun of a trucker when they screw up a shipment. I printed"Only an Idiot" tokens to give to players when they made a mistake or had a failure, useable like a Bardic Inspiration, and roleplayed an NPC rival trucker making fun of them whenever I gave them a token. The tokens were a big hit, players who failed a task would ask me if they'd earned one.
These are good practices in any game, but I think they're especially important when you're asking players for work with you something like this. To the extent that a Task List game introduces players to more worldbuilding or potential worldbuilding than a typical one-shot game, and asks the players to make knowledgeable choices with respect to their awareness of the world setting, visuals and physical objects make the worldbuilding feel tangible.