Random Ape Encounter

Disneyland Cocktail Parties, Sandboxes and Encounter Philosophy

There's a story in the long mythology of Disneyland regarding the development of the Pirate's of the Caribbean dark ride. I'll copy-and-paste from an LA Times article on the subject:

At first, [X Atencio] thought he had over-written the scene, noticing that dialogue overlapped with one another. In a now-famous theme park moment, and one retold in the book, Atencio apologized to Disney, who shrugged off Atencio’s insecurity. “Hey, X, when you go to a cocktail party, you pick up a little conversation here, another conversation there,” Disney told the animator. “Each time people will go through, they’ll find something new.”

This story, like a lot of Walt Disney mythologizing, always felt a little dubious to me, but regardless of whether it's an authentic tale or a post-hoc analysis/justification of the imagineers'1 processes and limitations, it's a really great encapsulation of what makes interactive media so damned special. This is just one of the pieces of wisdom I take into account when designing my RPG scenarios, but let's milk it for all it's worth (before my time on the treadmill runs out).

Pirates show scene

The Sandbox is a Cocktail Party

Hexcrawls, megadungeons, city-crawls, all take the Cocktail Party philosophy to heart. When you ride Pirates of the Caribbean, the world of the pirates does not begin and end with you. In fact, save for the parrot hyping you up for the ride, the talking skull taunting you before your boat plummets, and unfortunately for all of us the shoehorned in Jack Sparrow, nobody even speaks to you. The pirates were here before you, and they will keep pillaging, plundering, rifling and looting long after you get off of the boat.

You know who else keeps marauding, embezzling and even hijacking when you're away? No, not Jesus Christ, you guys really need to reread that damn book, I'm talking about factions. The secret is, though, that the pirates are always "frozen" and waiting to be encountered in their most interesting moments. While you should almost never freeze your factions in place, you want them to be doing something interesting every time the players come across them. They should always be joining during an interesting conversation, not when the warlord and his band of orcs are just twiddling their thumbs.

Players will not see everything a faction can do, and that's fine. Keep that illusion going, encourage them imagine that the pirates are still raiding and the town is still burning.

Encounters are Cocktail Parties

If you're ever running out of ideas for an encounter, just watch a ride-through of a Disney dark ride. Here's a table!

Roll Encounter
1 A pirate passed out drunk in the mud, cuddling with a pig
2 A group of pirates locked in a cell, desperately trying to summon a curious dog who holds the key in its mouth
3 A villager is dunked in the well by a group of pirates demanding information regarding a great treasure
4 A confused sailor on the deck of a ship (or guard on a coastal watchpost) peers into a telescope, unaware of the sea serpent staring back in front of his face
5 Village women chase off a group of scared pirates, beating them over the head with broomsticks
6 A bold pirate captain auctions off stolen goods right in front of the townsfolks' eyes.

I'll give a special prize to the first person to guess which encounter isn't from Pirates and name the attraction I sourced it from. But it's really that easy! Just like your factions, your encounters should already be in motion when the players encounter them. Imagine them at Act 2 of their narratives, the player characters serving as the climactic deus ex machina.

The Stupid Easy Trick to Cocktail Party NPC Chatter

I like to have my NPCs do a bit of chattering prepared if players decide to eavesdrop, or just to sprinkle in when they're sneaking around, Batman: Arkham Asylum style. It gives a bit of flavor, stops enemies from feeling like little MMO number-bags standing ready for violence.

I couldn't find a great source for this, but I've always heard that Kurt Vonnegut said something along the lines of "write the first 50 pages of your book, then cut out the first 15". Essentially, give it a hot start. (This could be just as fake as that Disney story, but just as useful nonetheless). Sometimes, not necessarily all the time, when you're getting ready to play out some NPC chatter, try phrasing it as if it's the second part of the sentence, or part of an ongoing conversation.

Let's say I put some flavor text in my notes that one of the guards' weaknesses is his tendency to run off and grab a snack. We can start it like this: "I don't care if you're hungry, Robert, the boss will have our heads if we leave our post!"

Or you want to give them a rumor about the baron. To give it some authenticity and leave your players itching for more you can try this: "...and on top of that, I heard that his wife is having an affair with that ruffian owlbear hunter!"

That dialogue kind of sucks, but you get my point, right? Just do me a favor and imagine it was good dialogue?

Goodbye!

I still don't know how to end a blog post. I'd like to do some more posts on the intersection of theme park design philosophy and role-playing game level design; despite all of the baggage attached, immersive theme parks are incredible works of art and it's worth taking lessons from them. And stealing from Disney is always ethical. Stealing ideas, I mean.

  1. The (admittedly corny as hell) term for the artists, engineers, and writers responsible for seeing Disney park attractions from idea to execution.