Contact Text - making a solid contact


dugfromthearth

 

Posted

disclaimer: this is written as if it were the word of god because it is simpler and clearer to write that way, ymmv

The contact is the first part of your arc that a players sees and interacts with (after the title, and description but why quibble). They set the mood for the arc. They also appear before and after every mission. They had better be good.

1. Describe the contact location
The contact appears in AE but players are willing to ignore that. Where normal contacts actually appear in a location like a police station, you have to set the stage for the AE contact. Do they meet on a rooftop, in an alley, call on the phone? Include at least one sound or smell in the description.

Also note that the contact need not be in the same location every time. Maybe you first get called to the police station to meet a detective. After the mission he meets you outside the warehouse. Then he calls you to meet him in an alley with a nearby sewer for you to explore. Make meeting the contact part of the story, not just a technical requirement to start the next mission.

2. Describe the contact
The character can see them, but it does not tell the whole story. Are they a reporter, a news vendor, a shoe shine boy? Are they tired, excited, sad? A description of the contact helps set the tone for what they say and makes them more real.

3. Describe the relationship with the contact
Does the hero know the contact? Did the contact look them up in the phone book, get the number from a friend, shine a beacon into the sky to contact them? Are they reliable? Do you like them? This can be very short, but adds a bit of realism to the encounter and can add to motivation. "I'm a friend of your aunt's and she told me you would help"

4. Have the contact talk in quotes in character
The whole text should not be what the contact says (should be obvious from above). So what the contact says should be in quotes and should come across as their character. Do not have a boring contact. If your character is dry "just the facts, ma'am" play that up. Choose at least 3 words that are unusual but fit the character's personality. Tech jargon, street lingo, corporate speak, legalese, cop talk, medical jargon - something.

5. Have a Clue from the initial contact
Going back through clues helps reinforce and explain the story. And getting a clue from the contact adds to the feeling that they are tied to the story. Do not repeat the initial text. Make it information that the character can use. "The Address of a Council Hideout", "A Description of Arbiter Caulkins", "A Map of Sewer Section 417".

6. Make the mission not done text added interest
If the character talks to the contact before the mission is over they get special text. Make the most of this and include location and in character quotes. Reinforce the importance of the mission.

7. The contact is not the boss
Especially a problem for villains, but annoying to heroes. The contact should not figure everything out, tell the character what to do, and have the character just agree. Make the character the star. Contacts should be informers or the Baker Street Irregulars who work for the character, not the character's boss. Instead of "I found a bank to rob, if you rob it I'll let you have half of the money" have it be "You were right, I checked out the 3rd National Bank as you asked and security is light. With your power you should have no problem robbing it if you act fast." You can do this also by having the initial mission text be short, then the character speaks, then the contact gives more details. That way the contact is responding to the character and not vice versa.