tenletter

13 July 2009

Maslow’s Sandbox Game (or Needs-Based Player Hooks)

Filed under: deep & philosophical, rpg — Tags: , , , , , — jatori @ 3:42 pm

Every adventure (whether it be a scripted, pre-written, rail-roading, shop-bought adventure or a heavily improvised, random-table-filled, homebrewed, non-linear game) requires a certain amount of player character buy-in. There is no adventure if the PCs decide to rather not go out and, well, adventure. Therefore, at least some effort needs to go into creating adventure hooks – those little things that motivate the PCs to get out there and adventure.

Today, I’m going to propose that adventure hooks that directly address a player character’s needs (as defined within the context of Maslow’s Hierarchy of Needs) are some of the most effective hooks. For the purpose of this post, I’m going to assume that you are familiar with Maslow’s work. If not, the link provided to the wikipedia article (above) should provide sufficient background information.

Gleefully jacked from Wikipedia

Gleefully jacked from Wikipedia

So, how exactly does this all work? Well, to better illustrate things, I’m going to refer to one of the greatest  pop culture symbols of sandbox play: the video game. Specifically, games like Grand Theft Auto, Saints Row, Oblivion and Fallout. All of the listed games have massive, fully explorable worlds that are all filled with all manner of side-quests, diversions, mini-games, hidden treasures and so forth. However, all of these games also have a primary story-line or main quest. Yet, in a world with so many options available, how does the game get the player on to these main quests?

Well, not surprisingly, each game begins with the player unable to fulfill her basic needs and, surprise, the main quests (at least the start of it) often provides the easiest way for the player to build up a solid base around which she can satisfy her basic needs. Once these needs are addressed, the player is better able to tackle those quests which address higher needs and so on. For example, in Saints Row, the player starts by securing weapons and cash, looking for a way to just survive. Later in the game, more focus is placed on grabbing territory, protecting your homies and earning respect. In fact, the only way to completely secure your empire in Saints Row is through the complete destruction of your enemies, which can only be achieved through following the primary quest lines. The Grand Theft Auto series goes further by bringing in close friends and family and, even, love interests of the main character. In fact, many of these games focus quite heavily on ascending further up the pyramid, aiming on escaping a life of crime or debt (survival/safety).

OK, so that’s all good and well, but how do we use this to inspire our PCs to action? Well, short of giving a list of examples, I think through understanding what drives our players and their characters forward would help us craft hooks that work more often than not. Maslow’s theory is just one possible way of looking at things and hopefully provides you with a new and fresh starting point when preparing for your next game.

This post was inspired by the comments following a previous post, entitled: Complexity and why every game is a sandbox game.

- jatori

7 Comments »

  1. Awesome post :)

    I’ve actually been thinking about several ways to create hooks that prey on the things listed in Maslow’s Hierarchy lately too. I have a session coming up where the party will be heading off to some place to further the main storyline but actually run across a slave camp on their way. I’m not sure how they will react yet but I’ve cooked up several scenarios if they want to try to [1] talk with the slavers, [2] attack and free the slaves or [3]continue on like they didn’t see them…or the players may surprise me and come up with a 4th option. I’m excited to see what happens. As you may have guessed, I’ve targeted morality, respect of others, family and security of morality.

    Comment by Jeremy Southard — 13 July 2009 @ 8:07 pm

  2. That was that always bothered me about Lord of the Rings… The hobbits kinda did what they did ’cause they were told it was important. Frodo was at the top of the triangle… just hand over the ring to whoever… but I guess the ring didn’t want him to give it away. But then again it also didn’t want it to be destroyed. Maybe the ring thought it’s a quick way back to the master?

    Maybe I haven’t read it recently enough…

    Comment by rolery — 14 July 2009 @ 4:41 pm

  3. Players are too often left out of this very important path to story development. If you are not specifically restricted from doing so, why not make it a group activity. Such scenario might go like this…

    GM: Hey guys, ok I’m thinking about including element X and Y into the story. My reasons are A and B. Is there any reason why your character would be involved in these types of events? If so, why not? If not, what kind of things do you thing would mean most to your characters about these type of events, what would be at stake for him/her that would make the outcome important.

    The value of surprise is often overstated in roleplaying games and, by talking things over with your players you can let them prepare to tell and act out the story as best they can.

    On the other hand, I’m not saying that surprises are bad. By all means, hide information if you think that the secret will pay off more than the reveal. But also know that the latter is a perfectly good way to handle things.

    Federico

    Comment by Federico — 14 July 2009 @ 11:51 pm

  4. @ Jeremy: Good luck with your game. Those are some of the tougher ones to target, depending on group, of course. I hope the game goes well. And in my experience, the players always go for option 4.

    @ rolery: I think I may also need to reread the trilogy. It’s been years and I’ll surely be able to better interpret the text now.

    @ Federico: Hmmm, I’ve never looked at incorporating the players, as you suggest, before. I think that I’ll give this a try for once-off or short games, as I’ll probably still prefer learning about my PCs through observation in longer games.

    Comment by jatori — 15 July 2009 @ 10:14 am

  5. (by Frederico) The value of surprise is often overstated in roleplaying games and, by talking things over with your players you can let them prepare to tell and act out the story as best they can.

    I think you’ve caught onto something very good here. In the Pathfinder adventure paths (campaigns that lead characters through levels 1 to 16+) there is quite a bit of effort made to have players “buy in” to the story as it unfolds and motivate them for further exploits (for example in Second Darkness the players early on achieve partial ownership of a gambling house). But additionally the campaign’s have a player’s guide that goes out of its way to have players have a fair idea what to expect early on – going as far as to awarding players “campaign” or “background” traits that tie in to the early story line and give the player motivation to pursue the initial campaign story.

    (As an example, my paladin in Second Darkness has the background trait “looking for fiends” that may have integrated themselves into the society – this gives a small token bonus when fighting evil outsiders, but primarily acts as a way to prime players and their characters to pursue the early ventures.)

    What Frederico proposes is very similar; and I think it goes a long way to prepare players if they know (for example) that a slavery story arc will unfold. This allows players to develop their characters’ responses and attitudes – rather than ad lib it on demand. On-the-spot roleplaying is still paramount to the situation, but at least players will have a clear notion of what kind of motivation would drive their character at that point in time.

    Comment by trashy — 16 July 2009 @ 3:51 pm

  6. Not to be confused with Maslow’s “Sandbox” on
    Maslow.ORG! :-)

    Uncle Abe is waking up for a needed review.

    Comment by Sam Cannon — 16 July 2009 @ 5:05 pm

  7. I’m glad that you guys found the idea useful. Of course, if what you prefer is to create a sort of simulationist play where the idea is to feel like your character, this sort of thing could undermine the whole experience.

    I find, however, that this increases the power of the roleplaying being done (defined as the ability to create something interesting and ultimately fun) and suits my style of play very well. The point about the Pathfinder campaigns is a good example of what I’m trying to go for.

    Federico (or Fred, or the_blunderbuss… take your pick)

    Comment by Federico — 17 July 2009 @ 5:06 pm


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