Ask Angry: Random Documents and Audio Logs

June 21, 2022

Ask Angry is a biweekly advice column in which I — The Angry GM — dole out advice and abuse in equal measure to those hapless readers foolish enough to send me a question. Are you a hapless reader? Are you foolish enough to seek my help? Email your question to ask.angry@angry.games. Tell me — clearly, explicitly, and unambiguously — what to call you, and keep it short, sweet, and simple.

DM Dad asks…

If you were going to use notes or audio logs to help tell a story in a dungeon, would you have each one the party found be the “next” one in order or allow them to be picked up out of order based on how the party explored?

Good ole random documents and audio logs. I love ‘em.

No, seriously. I f$&%ing love ‘em. They’re a great way to reward exploration with information. Nice and direct. I used a bunch of RD&AL in my introductory module, The Fall of Silverpine Watch. They provided the players the clues they needed to solve the adventure’s central mystery.

First, for those of you who have no clue what I’m talking about, random documents and audio logs — or RD&AL — are common in video games. Basically, they’re little nuggets of information the player can find hidden throughout the game environment. They come in all sorts of forms. Notes written by game characters, letters sent from one character to another, journals and diaries kept by characters, random words scrawled on walls by mad characters, video logs and audio notes recorded by characters, and other crap like that.

Basically, they’re information dressed up in an in-world costume.

In Fall of Silverpine Watch, the party might discover a half-written letter explaining the circumstances of a soldier’s death to his next of kin, a priest’s journal, and a note from a blacksmith to “whoever finds this” explaining why he was fleeing his post.

In TTRPGS — as DM Dad notes — there’s several ways to handle this s$&%. After you’ve actually written or recorded your RD&AL, that is.. There’s several ways to place them in your adventure. First, you can put specific documents in specific places. That’s what I did. The priest’s journal was found on the desk in Room C12: Brother Wulfram’s Study. When the heroes visited Room C12 and checked out the desk, I handed them the cool journal excerpts I’d prepared.

Second, you can stack up the documents in the proper order, whatever the f$&% that means. Like, if they’re torn out pages from a journal, you stack them in page order. Then, you make notes in your adventure where journal pages can be found. And whenever the party visits one of those locations, they find whichever journal page is next. In other words, you just note where the party can find any RD&AL and give the players whichever RD&AL is next in sequence when they find one.

How should you handle it? Well, just ask yourself one question: do you also wipe your players’ a$&es for them when they go to the bathroom? Because that’s the difference between the Purposely Placed Page Approach and the Next Page in the Pile Approach.

Does your game need an Easy Mode?

Okay, okay…</sarcasm>

Really, it’s down to whether you want the RD&AL thing to add an element of challenge or not. But the answer might not be as simple as you think. Let me explain.

Finding s$&% out of order and making sense of it? That’s a challenge. Make no mistake about it. How much of a challenge it is depends on the specifics of the out-of-order documents in question. You can make it easy or you can make it hard. But even if it’s easy, it’s still a thing that takes some brainpower. Thus, it’s a great way to add an element of mystery or puzzle-solving to an adventure. Even if it’s not the main focus of the adventure. Even a dungeon-crawly, murderhobo fun adventure can benefit from a minor brain challenge to break up the action.

But this ain’t just about a brain challenge. Because revealing s$&% out of order — making a challenge of it — tends to entice the players to engage with your journal entries and video logs. Even if the players claim to hate puzzles.

Remember, by the way, that most players who claim to hate puzzles actually hate putting their Dungeons & Dragons game on pause to play Minesweeper or solve a Sudoku or some s$&% like that. Which is what most GMs think are puzzles.

Remember also, that there’s a difference between not actively participating — or not showing Kermit-flail levels of enthusiasm — and actually hating this s$&%. When lots of GMs see two players out of five engaging with a puzzle while the rest sit quietly and watch and listen, they assume the three other players hate puzzles. They don’t. Probably. Players are naturally curious even if they don’t engage directly with mysteries. They’re perfectly happy to let others work out a story and then reveal it to them. Unless your players actually roll their eyes and say, “not this s$&% again” whenever something requiring some brain juice comes up, they’re probably having an okay time with puzzles even if they’re not active participants.

Besides, sometimes, it’s okay for some of the players to do something they enjoy for a few minutes while the others wait their turn. That’s how group activities work.

But I digress…

I was saying that turning your RD&AL into a puzzle — even a simple one — by revealing them out of order can entice the players to engage with them. It’s like this: when the party finds an RD&AL that makes perfect sense, they read it once and then shove it in a folder and forget about it. When they find the next one, they do the same thing. That s$&% goes through their eyes, into their brain, and then into a memory hole.

But, when they find an RD&AL that’s clearly missing some information or context — something out of sequence — that tends to pique their curiosity. And most players are naturally curious. Even if mysteries ain’t their thing. When they find a second random RD&AL, they tend to put it next to the first one and think about both in the context of the other. In other words, they’re constantly re-examining that s$&%. Recontextualizing. Instead of just sliding out of the players’ brains, the RD&AL tend to stay in working memory. The story holds their interest.

And even if the story’s a simple one — easy to piece together once the pieces are all there — it still feels to the players like they’re solving a puzzle. Figuring s$%& out. And that makes them feel good.

Nonsequential RD&AL also suggest to the players that the game’s not linear. That their exploration choices matter. If they’d gone left instead of right, maybe they’d have found everything in the proper order. I know it doesn’t actually work like that, but brains are weird. They’re easily tricked. Even if it would never be possible to find that s$&% in order — even if the dungeon’s basically a linear gauntlet — nonsequential RD&AL still f$&% with the players’ unconscious brains. It makes them think they’re deliberately exploring out of order. Even if they’re not.

That said, there’s downsides to the Purposely Placed Page Approach.

First, if the players miss a piece of the puzzle, they might never know it. And, in terms of making sense of s$&%, some RD&AL are more important than others. So the players could miss all the crucial doculogs and find only the filler crap.

Second, even if they find all — or most — of the infodrops, the players might not put them together correctly. They might just fail to figure s$&% out. It happens.

Third, some players’ curiosity wanes quickly when s$&% requires any effort at all. Sad by true. I don’t know why those players even play RPGs, but they do. And since any kind of player quality standards are decried as gatekeeping, you’re legally required to let those players play at your table. Even if you didn’t invite them. Point is, the minute they pick up a document that doesn’t make perfect sense, some players will toss that s$&% aside and forget about it.

Personally, those downsides don’t sway me. First, I run games, not activities. I’m okay with the idea that the players can fail. Especially when it comes to brain challenges. Brain challenges — challenges in which the players have to put information together and draw a conclusion — are among the purest and truest challenges RPGs can present. There’s no random chance and no dice. Everything’s on the players.

Second, with a little planning — and some practice — you can mitigate the downsides with good design and proper infonugget placement. Hell, it ain’t actually that hard. Make the most crucial infobits hard to miss and build some repetition into your RD&AL. Of course, that s$%& can vary depending on how difficult you want your puzzle to be. See, there ain’t one answer to this s$&%. GMs forget that too. They’ll say, “this is the one and only proper way to hand out information.” But varying this s$&% is how GMs set the difficulty slider on their puzzles.

Anyway…

All of that said, there’s times when the Next Page in the Pile Approach works just fine. If you don’t want your story to be a puzzle, it’s the way to go. Especially when the story — whatever it is — just ain’t that important. For instance, when the story’s just dungeon backstory fluff.

Thing is, when you use the Purposely Placed Page Approach, you’re all but guaranteeing this s$&%’s going to eat up some table time. Every time a new RD&AL pops up, the party’s going to stop and try to piece the story together. That’s generally okay. Most tables will tolerate that even if there’s only a few true puzzle-solvers there. But if you’ve got a bunch of impatient dungeon-crawly murderhobos who won’t tolerate that s$&%, just hand the players the next page every time they find one and let them skim and forget that s$&%.

The Next Page in the Pile Approach also works well if you want to create a collect the tokens challenge. Like, say, the story’s not important, but you want the players to deliberately seek out all the pages. To complete the collection. Whatever. In that case, each page feels like a piece of progress. Like gaining some XP or finding one of the Triforce pieces. Sequential discovery just makes sense there.

Just know that if you do that s$&%, most of the players will care more about completing the sidequest than learning the story. Which might just be the best fit for your table.

In the end, I personally like the Purposely Placed Page Approach. I like engaging my players’ brainmeats. I like it when they care about this s$&%. And I like to make them feel like they get to explore on their own terms. Even if they’re exploring a linear-as-hell dungeon gauntlet. But that ain’t the only way. And since you only asked me what I would do — since you didn’t ask what you should do and you didn’t ask for a detailed analysis — feel free to ignore the 2000 words of extraneous crap above. There’s your answer.


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11 thoughts on “Ask Angry: Random Documents and Audio Logs

  1. Great article, and a pleasure to read.

    Logs (e.g. from written notes, haunts, bloody scrawls on walls etc) are a great way to add clues and narrative.

    My go-to example is System Shock 2. I fondly remember how well that game used logs.

    Not just to pass on vital keycodes, or clues about where to find Selenium – but also to drip-feed the backstory, and to tell you the context of the monsters. It made the encounters with e.g. Cyborg Midwives so much significant when you knew the tragic story of how they came to be created.

    • I still recall Doom 3’s logs. They would usually have passwords for safes, but one I still vividly remember is the one where some guy complains about a shipment of chainsaws to Mars. “Who the hell ordered these? Chainsaws are useless on Mars!”.
      And that’s why you can get a chainsaw on Mars.

  2. I’m wondering about two obvious variations here:
    One is the Purposely Placed Page dungeon in which the players happen by pure blind chance to discover all of the pages in exact sequential order because that is the order they happen to have thought to look for documents in the rooms in. It seems in this case all of the challenge is simply pulled out of the experience. And I’m wondering how often it is the case where, not necessarily that the pages are found in literal perfect order, but that enough of the ‘payoff’ pieces are found early enough that none of the ‘setup’ pieces ever generate a question. Like finding the videocassette with the blood tests on it before you find the medical log that you’re in The Thing.
    The other is a Next Page in the Pile setup where the pile has just been… shuffled? Where each info-drop is randomized so that you still receive the information out of order, just in an order that doesn’t change if you explore the rooms in a different order. And I don’t know how that would be different to a PPP in the player’s experience unless the info-drops *told you* where to find more info drops.

  3. This article reminded me to use tjose and most of all kind of unlocked something in my head about how to prep clues as a whole? I know it sounds like robot mind but to visualize clues (background fluff, adventure, plot etc.) as the dtuff they put in your game log in games like Shadow of Mordor, Alien of Dark Souls really expand my idea of a clue and how i can tell an incomplete story though them.

    One of my question related to those documents is : how do you write them in a way that doesn’t sound like you are giving infos. I find Skyrim notes for example to be a bit like “hello it I, the NPC, writing stuff i already know in a very deliberate way because maybe someone 40 years later will stumble upon it !”

    • For the second question, some thoughts:

      If it’s a journal then yes, the author may be repeating stuff they already know, because that’s how journals work. Journals are often written for an audience, even if it’s just some nebulous ‘posterity’, because it can be psychologically helpful to pretend one is talking to someone else when one is actually talking to oneself.

      If you feel you need to counteract that, then the entry may end up not referencing things the players need to make sense of the content. That’s fine: you can either leave it as-is, or plant info/clues elsewhere that will provide context. That way you can have apparently unrelated info-elements support each other. (This is very much what Angry’s handouts for Silverpine Watch do, in fact.) So, e.g., a space station dockmaster’s log recording concerns about [not specified in text], and their worry that something isn’t quite right on their watch, might be illuminated by finding out elsewhere that the station’s security forces were smuggling weapons in around the dockmaster’s authority and without their knowledge.

      This works with other document types too. A letter from person X to person Y absolutely might include context info. Imagine that same dockmaster writing to the stationmaster’s office: maybe they just say ‘about that thing I mentioned last week’ (the dockmaster and stationmaster are cordial and have drinks once a week after work), or maybe they go into a lot of detail (the dockmaster is worried their job might be on the line or people might be in danger, and they want a formal paper trail). A ledger might be very bare-bones and have almost no context, or it might be annotated (by hand or as an electronic comment, or appended audio-snippet or whatever). And so on.

      As for Skyrim and Elder Scrolls works generally, it’s a culture that values journals, stories, scholarly treatises, and correspondence, which is essentially (educated) medieval European culture dressed up as fantasy. People did expect their work to be read by others, often aloud, and probably to be shared around. So the notion you mention as a problem in the last sentence is, to my mind, Skyrim working as intended. 😉

      Apologies for the length of this. I’m really, really bad at explaining anything concisely.

    • One thing you could try is intentionally “chopping up” the wording. Maybe someone journals in incomplete sentences and short lists of activities, along with random asides and half-stated questions they’re pondering.

      (E.g., “Woke up sore. Lack of appetite – Harmony again? Easy walk then back at it. Not a lot of progress, need Alabaster breakthrough. HOW DOES IT MOVE?? Drinks don’t help, but… Gotta visit Shep later for more pieces.”)

      Additionally, if the players are finding just a scrap of paper, you can write something longer and then delete the first part and the last part so that it feels truncated.

      (E.g., “–like this. Even if I’d thought it would work, why would I ever restrain it? This was supposed to be perfect: everything I wanted in life, summed up in one project. But now Matchstick is dead and the Shadwagger–“)

  4. I am a fan of the Purposely Placed Page approach and my recent adventures often have dispersed bits of information that hint at what the players can expect in the climactic battle – so the clever player can overcome the final encounter relatively easily if they’ve put all the pieces together and then tactically prepare their approach.

    But is there a difference when it comes to RD&AL placements when it is “pure lore” / a side-puzzle vs if it is a tool / weapon that can be useful to the players in their climactic fight?

  5. Nowadays I prefer Mike Shea’s Lazy Dungeon Master’s approach to secrets and clues. I have a list of clues,that are not linked to locations, and I drop a clue whenever I see fit to do so. That way I can choose an order to dole out the clues, and I need not fear that the players will miss the necessary ones. Kinda like a roster of wandering monsters, but for hints and audiologs.

  6. This article was very inspiring. The fact that the human brain naturally engages in put order in chaotic environments is an important design lesson.

    The whole RPG experience can be view as an act of ordering chaos: filling the blanks of the story and extrapolate meaning, eliminate problems in the fictional world, do the right sequencing of actions in combat end exploration scenes.

    Wondering if random dice rolls are the right mechanic for a game where the fun comes from making order of things, maybe they just complete the experience with unpredictability, like a spice on a solid flavour.

  7. Thanks for all that. I’m, of course, interested in what you think I should do but that’d require all the context you hate in the question emails. Plus, the general guidelines are more useful to everyone else and, to one of your points, let me figure out how to apply the lesson to my situation myself.

    I only have a few notes in a small dungeon I thought up using the random tables. It’s mostly “dungeon backstory fluff” to give it context in the world: a reason to exist where it does, a fluff connection to a known character, and just a neat small story. However there are a few gameplay relevant details. The first note will be first with either method and contains the riddle that will help them find the dungeon proper (it’s only 5 rooms). Others hint at what the boss might be, or at least what it’s deal is. And another hints at the presence of the additional monsters hanging around the place. I’ll reevaluate then with these ideas in mind.

    Thanks again!

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