The Flesh, The Knife, The Cut: Designing Tough Choices.

The Flesh, The Knife, The Cut: Designing Tough Choices.

A recent post from Newbiedm talks about building moral conundrums for your game.  I’ve been working on this on my own for many reasons. In my design work and in my personal games, I like to create opportunities for characters and players to make choices with narrative weight.  The best dramatic choices are those made in ambiguous space and whose consequences are equally unclear.

I’ve done this many times, but it has always taken a lot of effort to design for it:  First identifying what the character can respond to, then finding the situation that will force the choice, and plotting for possible consequences afterward…it can be a bit much, and while we’d all like to build room for these tough choices, sometimes it is just easier to build a simpler and more standard adventure.

In my current game, I don’t want to let anyone off so easy. So I’ve got to bring these tough choices as a major element of the campaign.  After mulling around with tools and frameworks for building tough choices, I’ve found something that I want to share with you.

Let’s go with some imagery.  The involved players are sitting at a table. You, the GM, walk up to a table and slam a huge knife on the table.  You scream at one of the players that you’re going to do something awful with that knife. And then you wait.

That would be pretty intense, wouldn’t it?  Is the player going to wait for you to grab the knife?  Is the player going to run? Is the player going to grab the knife and attack you first?

(Bringing a literal knife to the table is not part of this method! )

We can twist it even more: What if you tell the player that you’ll stab another player if he/she runs; You’ll shoot another player if there is resistance; you’ll hurt a different player if your target lets himself get cut with the knife.  Now it’s even worse.  Before it was basically you or the player; now everyone at the table is at risk.

OK, let’s get away from this fictional and bloody table and right to the method. When designing a tough choice, you’ve got three elements to build up: The flesh, the knife and the cut.

The Flesh is the surface area that the knife attacks.  Dramatically, it is the character’s ties into the world. The flesh for a typical conundrum could be a relationship, a belief or a value.

The Knife is the element that will be making the “attack”.  This could be a person, a place or event that is going to leverage its abilities to jeopardize the flesh.  Whenever possible, your knife should always be something that was already introduced into the story previously.  You do this first because you don’t want to build your moral dilemmas on a a bed of contrivances.  Secondly, what better than something familiar to bring this into play?  Bringing pre-established elements into play for the tough choice keeps your world interconnected and real-seeming.

The Cut is the damage.  How will the knife be used?  What does it threaten to do?  It is important that the threat is made out loud.  People often try to be subtle with these things.  Don’t be.  When you have your knife, don’t just put it on the table.  Put it on the table and tell your target what you intend to do.  That’s how you motivate your player to act.  If you just brandish the knife, the player looks to defend himself reflexively.  If you put it between you and stay silent, there is an awkwardness as the player tries to figure out what the knife means.  In either case, there is no action so the most crucial thing is to announce the potential consequence. You can do this through narrative, or you can clearly explain it in table talk, but the players have to know.

The other requisite your “cut” needs to satisfy:  The player needs to bleed no matter who is cut or how the cut is made.

Let’s take a peek at how we could use this framework to quickly sort out a nice juicy dilemma for one of our players.
We’ve got Jobe, a paladin of Pelor. He is a dashing and charming man who worships devoutly and does his best to genuinely help others.

The Flesh: Jobe’s Faith.  What we are going to attack here is the paladin’s unwavering trust in his god.

The Knife: There are a lot of options here. If we want to go for an option with some surprise value, we could go with a trusted priest in his order. If we are going for sheer human misery, we make “the knife” a group of refugees he had been protecting.

The Cut: If we’ve chosen the priest, then it is this:  Will Jobe help the priest out of a jam by doing something shady or immoral? Say the priest has a secret gambling problem and now he owes money to a local crime boss. The only way for the priest to not be excommunicated from the church is for his debtor to “disappear” — lucky for Jobe that he is the only person the priest trusts. Will the paladin compromise his own principles to help a true friend?

The Cut, Part Deux: If we go for the refugees, we can be simple and threaten their lives in a classic “greater good” scenario.  The paladin can protect his people, but not without leaving some people behind or leaving them in danger.  There is a cave-in, and a few people are stuck under rocks. He can rescue those few stuck, but there is another collapse ready to happen.  The group needs to move now!  Can the paladin sacrifice a few for the sake of the many?
I’ve found that framing the choices as “the flesh, the knife, and the cut” is a great way to clear extraneous thoughts and move right to what you need to embed these story-driving choices into your game.  Once you’ve designed them, though, you need to run them.  I have one piece of advice:

Step back.  Remember in the example where I said you waited after announcing the knife?  You’ve got to get ready for characters to respond in any way, and you have to accept it, or you will destroy the integrity of your game.  Get ready to be surprised!  Sometimes players decide that they don’t really care about their beliefs and will just take the most prudent option; other times they care so much that they’ll sacrifice a character to act on that principle. You have to honor whichever choices the player makes, no matter how crazy or off-base they might seem. But accepting is not equivalent to assigning no consequences to actions.

What do you do if Jobe is so upset at his friend’s betrayal of the order’s principles that he murders the priest right there? That’s fine, but now he has to deal with his actions.  Coincidentally, he might just decline to act. Fine as well. His friend dies. There are a lot of ways that the paladin can react, and you have to allow the player with that character to move within the space of that choice if you want your game to really sing.

What are you waiting for?

Make some incisions already.

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About the Author

A Jack of All Trades ,or if you prefer, an extreme example of multi-classing, Gamefiend, a.k.a Quinn Murphy has been discussing, playing and designing games straight out of the womb. He is the owner and Editor-in-Chief of this site in addition to being an aspiring game designer. As you would assume, he is a huge fan of 4e. By day he is a technologist. Follow gamefiend on Twitter