references/lumplay.txt
author fabien
Thu, 02 Mar 2006 15:01:32 -0500
branchecjdr
changeset 71 6175e64de635
parent 68 be57f0035c67
permissions -rw-r--r--
[svn] r14590@freebird: fabien | 2006-02-28 23:25:27 -0500 Ajout de Conflicts vs. Tasks resolution.
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  /* lumpley games* <lumpley.html>*: Roleplaying Theory*/
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Roleplaying Theory
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------------------------------------------------------------------------
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anyway. <opine.html>
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A Penny for Your Thoughts <mailto:lumpley@earthlink.net>
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Read & Post Comments (488) <http://www.quicktopic.com/21/H/dae5AcNgPVdS>
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------------------------------------------------------------------------
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back to lumpley games <lumpley.html>
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    *Roleplaying Theory, Hardcore*
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I haven't written the all-encompassing essay yet, which so it goes and
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ever shall. Instead, how about a running chronicle?
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(I've put them oldest to newest, and foof to blog convention, foof I
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say! The newest is Burning Down the Firewall <#10>, 4-22-04.)
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------------------------------------------------------------------------
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    Doing Away with the GM
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You need to have a system by which scenes start and stop. The rawest
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solution is to do it by group consensus: anybody moved to can suggest a
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scene or suggest that a scene be over, and it's up to the group to act
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on the suggestion or not. You don't need a final authority beyond the
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players' collective will.
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You need to have a system whereby narration becomes in-game truth. That
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is, when somebody suggests something to happen or something to be so,
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does it or doesn't it? Is it or isn't it? Again the rawest solution is
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group consensus, with suggestions made by whoever's moved and then taken
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up or let fall according to the group's interest.
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You need to have orchestrated conflict, and there's the tricky bit. GMs
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are very good at orchestrating conflict, and it's hard to see a rawer
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solution. My game Before the Flood <flood.html> handles the first two
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needs ably but makes no provision at all for this third. What you get is
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listless, aimless, dull play with no sustained conflict and no meaning.
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In our co-GMed Ars Magica game, each of us is responsible for
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orchestrating conflict for the others, which works but isn't radical wrt
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GM doage-away-with. It amounts to when Emily's character's conflicts
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climax explosively and set off Meg's character's conflicts, which also
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climax explosively, in a great kickin' season finale last autumn, I'm
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the GM. GM-swapping, in other words, isn't the same as GM-sharing.
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Any solution to this is bound to be innovative. There's not much beaten
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path.
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*6-5-03*
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------------------------------------------------------------------------
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    Roleplaying's Fundamental Act
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Roleplaying is negotiated imagination. In order for any thing to be true
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in game, all the participants in the game (players /and/ GMs, if you've
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even got such things) have to understand and assent to it. When you're
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roleplaying, what you're doing is a) suggesting things that might be
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true in the game and then b) negotiating with the other participants to
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determine whether they're actually true or not.
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So you're sitting at the table and one player says, "[let's imagine
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that] an orc jumps out of the underbrush!"
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What has to happen before the group agrees that, indeed, an orc jumps
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out of the underbrush?
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1. Sometimes, not much at all. The right participant said it, at an
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appropriate moment, and everybody else just incorporates it smoothly
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into their imaginary picture of the situation. "An orc! Yikes!
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Battlestations!" This is how it usually is for participants with high
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ownership of whatever they're talking about: GMs describing the weather
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or the noncombat actions of NPCs, players saying what their characters
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are wearing or thinking.
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2. Sometimes, a little bit more. "Really? An orc?" "Yeppers." "Huh, an
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orc. Well, okay." Sometimes the suggesting participant has to defend the
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suggestion: "Really, an orc this far into Elfland?" "Yeah, cuz this
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thing about her tribe..." "Okay, I guess that makes sense."
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3. Sometimes, mechanics. "An orc? Only if you make your
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having-an-orc-show-up roll. Throw down!" "Rawk! 57!" "Dude, orc it is!"
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The thing to notice here is that the mechanics /serve the exact same
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purpose/ as the explanation about this thing about her tribe in point 2,
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which is to establish your credibility wrt the orc in question.
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4. And sometimes, lots of mechanics and negotiation. Debate the
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likelihood of a lone orc in the underbrush way out here, make a
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having-an-orc-show-up roll, a having-an-orc-hide-in-the-underbrush roll,
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a having-the-orc-jump-out roll, argue about the modifiers for each of
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the rolls, get into a philosophical thing about the rules' modeling of
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orc-jump-out likelihood... all to establish one little thing. Wave a
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stick in a game store and every game you knock of the shelves will have
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a combat system that works like this.
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(Plenty of suggestions at the game table don't get picked up by the
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group, or get revised and modified by the group before being accepted,
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all with the same range of time and attention spent negotiating.)
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So look, you! Mechanics might model the stuff of the game world, that's
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another topic, but they don't exist to do so. They exist to ease and
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constrain real-world social negotiation between the players at the
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table. That's their sole and crucial function.
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*6-9-03*
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------------------------------------------------------------------------
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    Aside: GNS
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So you have some people sitting around and talking. Some of the things
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they say are about fictional characters in a fictional world. During the
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conversation the characters and their world aren't static: the people
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don't simply describe them in increasing detail, they (also) have them
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do things and interact. They create situations - dynamic arrangements of
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characters and setting elements - and resolve them into new situations.
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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They may or may not have formal procedures for this part of the
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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conversation, but the simple fact that it consistently happens reveals
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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some sort of structure. If they didn't have an effective way to
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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negotiate the evolution of situation to situation, their conversation
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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would stall or crash.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Why are they doing this? What do they get out of it? For now, let's
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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limit ourselves to three possibilities: they want to Say Something (in a
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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lit 101 sense), they want to Prove Themselves, or they want to Be There.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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What they want to say, in what way they want to prove themselves, or
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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where precisely they want to be varies to the particular person in the
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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particular moment. Are there other possibilities? Maybe. Certainly these
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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three cover an enormous variety, especially as their nuanced particulars
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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combine in an actual group of people in actual play.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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Over time, that is, over many many in-game situations, play will either
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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fulfill the players' creative agendas or fail to fulfill them. Do they
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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have that discussion? Do they prove themselves or let themselves down?
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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Are they "there"? As in pretty much any kind of emergent pattern thingy,
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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whether the game fulfills the players' creative agendas depends on but
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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isn't predictable from the specific structure they've got for
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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negotiating situations. No individual situation's evolution or
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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resolution can reveal a) what the players' creative agendas are or b)
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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whether they're being fulfilled. Especially, limiting your observation
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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to the in-game contents of individual situations will certainly blind
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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you to what the players are actually getting out of the game.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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That's GNS in a page.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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I don't think I've said anything here that Ron Edwards hasn't been
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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saying. I do think that I've said it in mostly my own words.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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*1-23-04*
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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------------------------------------------------------------------------
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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    Conflict Resolution vs. Task Resolution
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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In task resolution, what's at stake is the task itself. "I crack the
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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safe!" "Why?" "Hopefully to get the dirt on the supervillain!" What's at
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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stake is: do you crack the safe?
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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In conflict resolution, what's at stake is why you're doing the task. "I
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!"
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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What's at stake is: do you get the dirt on the supervillain?
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Which is important to the resolution rules: opening the safe, or getting
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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the dirt? That's how you tell whether it's task resolution or conflict
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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resolution.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Task resolution is succeed/fail. Conflict resolution is win/lose. You
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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can succeed but lose, fail but win.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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In conventional rpgs, success=winning and failure=losing only provided
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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the GM constantly maintains that relationship - by (eg) making the safe
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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contain the relevant piece of information after you've cracked it. It's
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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possible and common for a GM to break the relationship instead, turning
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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a string of successes into a loss, or a failure at a key moment into a
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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win anyway.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Let's assume that we haven't yet established what's in the safe.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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"I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!"
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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It's task resolution. Roll: Success!
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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"You crack the safe, but there's no dirt in there, just a bunch of
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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in-order papers."
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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"I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!"
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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It's task resolution. Roll: Failure!
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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"The safe's too tough, but as you're turning away from it, you see a
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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piece of paper in the wastebasket..."
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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(Those examples show how, using task resolution, the GM can break
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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success=winning, failure=losing.)
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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That's, if you ask me, the big problem with task resolution: whether you
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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succeed or fail, the GM's the one who actually resolves the conflict.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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The dice don't, the rules don't; you're depending on the GM's mood and
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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your relationship and all those unreliable social things the rules are
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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supposed to even out.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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Task resolution, in short, puts the GM in a position of priviledged
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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authorship. Task resolution will undermine your collaboration.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Whether you roll for each flash of the blade or only for the whole fight
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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is a whole nother issue: scale, not task vs. conflict. This is sometimes
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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confusing for people; you say "conflict resolution" and they think you
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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mean "resolve the whole scene with one roll." No, actually you can
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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conflict-resolve a single blow, or task-resolve the whole fight in one roll:
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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"I slash at his face, like ha!" "Why?" "To force him off-balance!"
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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Conflict Resolution: do you force him off-balance?
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Roll: Loss!
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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"He ducks side to side, like fwip fwip! He keeps his feet and grins."
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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"I fight him!" "Why?" "To get past him to the ship before it sails!"
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Task Resolution: do you win the fight (that is, do you fight him
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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successfully)?
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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Roll: Success!
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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"You beat him! You disarm him and kick his butt!"
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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(Unresolved, left up to the GM: do you get to the ship before it sails?)
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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(Those examples show small-scale conflict resolution vs. large-scale
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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task resolution.)
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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Something I haven't examined: in a conventional rpg, does task
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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resolution + consequence mechanics = conflict resolution? "Roll to hit"
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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is task resolution, but is "Roll to hit, roll damage" conflict resolution?
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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*2-5-04*
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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------------------------------------------------------------------------
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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    A Small Thing About Suspense
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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I have no criticism cred to back this up. Just amatuer observations. So
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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kick my butt if you gotta.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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*Suspense doesn't come from uncertain outcomes.*
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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I have no doubt, not one shread of measly doubt, that Babe the pig is
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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going to wow the sheepdog trial audience. Neither do you. But we're on
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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the edge of our seats! What's up with that?
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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*Suspense comes from putting off the inevitable.*
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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What's up with that is, we know that Babe is going to win, but we don't
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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know /what it will cost/.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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Everybody with me still? If you're not, give it a try: watch a movie.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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Notice how the movie builds suspense: by putting complications between
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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the protagonist and what we all know is coming. The protagonist has to
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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buy victory, it's as straightforward as that. That's why the payoff at
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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the end of the suspense is satisfying, after all, too: we're like /ah,
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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finally/.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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What about RPGs?
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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Yes, it can be suspenseful to not know whether your character will
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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succeed or fail. I'm not going to dispute that. But what I absolutely do
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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dispute is that that's the only or best way to get suspense in your
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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gaming. In fact, and check this out, when GMs fudge die rolls in order
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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to preserve or create suspense, it shows that suspense and uncertain
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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outcomes are, in those circumstances, incompatible.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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So here's a better way to get suspense in gaming: put off the inevitable.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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Acknowledge up front that the PCs are going to win, and never sweat it.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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Then use the dice to escalate, escalate, escalate. We all know the PCs
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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are going to win. What will it cost them?
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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My game Chalk Outlines <chalk.html> was a stab at this, and Otherkind
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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<other.html> was a better stab, but where it's really coming home is in
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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Dogs in the Vineyard and the Good Knights <goodknights.html>.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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*3-22-04*
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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------------------------------------------------------------------------
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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    A Small Thing About Character Death plus a mini-manifesto
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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Along the precise same lines:
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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When a character dies in a novel or a movie, it's a) to establish what's
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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at stake, b) to escalate the conflict, or c) to make a final statement.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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Or perhaps some combination. It's never by accident or for no good
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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reason, unlike in real life.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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I've been thinking about examples. Obi-wan Kenobi in Star Wars? /This/,
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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his death says, is worth fighting for. Boromir in the Fellowship of the
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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Ring? The right death redeems betrayal. Brad and wha'sname at the
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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beginning of Pulp Fiction? The cop in Reservoir Dogs? All those random
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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people in Total Recall? Tara in Buffy? To escalate conflict, plain and
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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easy. Leon and Gary Oldman's character in the Professional? Final
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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statementville, but Matilda's family? Escalation plus some stakes.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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So that seems pretty solid to me.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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Before I go on (I'm sure you've already figured out what I'm going to
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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say anyway) but before I go on, *my mini-manifesto*.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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First: if what you get out of roleplaying is a) the accomplishment you
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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get from rising to the challenge, not letting yourself or your friends
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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down, learning the rules and just frickin' /owning/ them, or else b) the
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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satisfaction of peer-appreciated wish-fulfillment, you're off the hook.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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None of what I say applies to you, you're happy.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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If, on the other hand, what you want out of roleplaying is suspense,
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
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resolution, story, theme, character, meaning - listen up.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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Second: conventional RPGs can't give it to you. I'm sorry.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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So, third: that stuff you want? You get that by approaching roleplaying
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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as though it were a form of fiction, a form of literature. All that
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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stuff is well known to fiction writers and they can tell us how to do
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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it. Roleplaying isn't like writing, just like singing pub songs in a pub
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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isn't like composing songs, so the skills themselves are different. But
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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the same structure underlies both. You can't ignore the structure and
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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still get consistenly good results.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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   332
So that's my mini-manifesto and here's character death in RPGs:
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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PCs, like protagonists in fiction, don't get to die to show what's at
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   335
stake or to escalate conflict. They only get to die to make final
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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statements.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   337
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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   338
Character death can never be a possible outcome moment-to-moment. Having
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   339
your character's survival be uncertain doesn't contribute to suspense,
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   340
as above <#5>, just like we don't actually ever believe that Bruce
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   341
Willis' character in Die Hard will die. Instead, character death should
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   342
fit into /what it will cost/. This thing, is it worth dying for? Obi-wan
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   343
Kenobi and Leon say yes.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   345
Here's a piece of text from Dogs in the Vineyard:
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
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be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
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    Also, occasionally, your character will get killed. The conflict
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   348
    resolution rules will keep it from being pointless or arbitrary:
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   349
    it'll happen only when you've chosen to stake your character's life
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   350
    on something. Staking your character's life means risking it, is all.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   351
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   352
In fiction, You never die for something you haven't staked your life on.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   353
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   354
*3-23-04*
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   355
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   356
------------------------------------------------------------------------
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   357
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   358
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   359
    Practical Conflict Resolution Advice
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   360
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   361
My friend anonyfan asks: *"Do you have any ideas on how to effectively
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   362
and meaningfully implement 'what's at stake' in a non-narrativist game?"*
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   363
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   364
I sure do.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   365
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   366
You won't have any trouble at all, and in fact your group will wonder
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   367
how you got along before, if you find the magic words. I don't know what
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   368
your group's magic words are but here are some I've used:
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   369
"The danger is that..."
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   370
"What's at stake is..."
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   371
"What you're risking is..."
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   372
"So what you hope to accomplish is..."
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   373
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   374
Say the magic words every single time, when the dice are in their hands
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   375
but before they roll 'em.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   376
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   377
At first, you'll need to finish the sentence every time yourself, with a
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   378
period, like:
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   379
"The danger is that you'll set off the trap instead of disarming it."
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   380
"What's at stake is, do you make it to the ferry in time or do you have
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   381
to go the long way around?"
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   382
"What you're risking is being overheard by the goblins on the rooftop."
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   383
"So what you hope to accomplish is to get through the doorway, whether
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   384
this ogre lives or dies."
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   385
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   386
But after you've said it three or four or ten times, you'll be able to
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   387
trail off with a question mark when you want their input:
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   388
"What you're risking is...?"
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   389
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   390
And then, once the dice are on the table, always always always make it
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   391
like this:
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   392
- If they succeed, they win what's at stake. They accomplish their
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   393
accomplishment or they avoid the danger.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   394
- If they fail, they lose what's at stake - and you IMMEDIATELY
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   395
introduce something new at stake. It might be another chance, it might
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   396
be a consequence, but what matters is that it's more serious that the
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   397
former.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   398
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   399
"The danger is that you'll set off the trap ... and you do! A dart
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   400
thocks into your shoulder. The danger now is that you'll succumb to its
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   401
poison!"
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   402
"You reach the dock as the ferry's pulling away. Do you want to jump for
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   403
it?"
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   404
"The goblins overhear you and start dropping in through the skylight.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   405
They scramble all over you, biting and screeching. The danger is that
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   406
they'll get you off your feet!"
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   407
"Not only does the ogre keep you away from the doorway, it's pushing you
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   408
back toward the chasm..."
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   409
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   410
In combat, you'll probably want to have an overall what's at stake for
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   411
the fight, and little tactical what's at stakes for each exchange. When
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   412
you describe the setup, mention two or three features of the
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   413
environment, like hanging tapestries or a swaying bridge or broken
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   414
cobblestones, plus an apparent weakness of the foe, like worn armor
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   415
straps or a pus-filled left eye, and then when you say what's at stake
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   416
for an exchange, incorporate one of those: "the danger is that he'll
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   417
push you back onto the broken cobblestones" or "so what you're hoping to
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   418
do is to further strain his armor straps." This is on top of hitting and
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   419
damage and whatever, just add it straight in.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   420
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   421
It's especially effective if you always give a small bonus or penalty
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   422
for the exchange before. What's it in D&D now, +2/-2? Give it every
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   423
single exchange, linked to whether they won or lost the what's at stake
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   424
of the previous exchange. "The broken cobblestones mess up your footing,
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   425
so take a -2." "He has to shrug and shift to adjust his sagging armor,
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   426
so take a +2."
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   427
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   428
In Forge terms, you've used a couple of nonmechanical techniques to
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   429
build a conflict resolution system around your game's task resolution
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   430
rules. Guaranteed plus-fun.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   431
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   432
*3-27-04*
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   433
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   434
------------------------------------------------------------------------
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   435
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   436
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   437
    Arranging the Pieces of a Game
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   438
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   439
/This is another straight transplant from the Forge. You'll have to
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   440
forgive the GNS talk, or not, I mean, it /is/ how I think about things:/
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   441
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   442
How do you treat Character, Setting, Situation, System and Color in
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   443
Narrativist game design vs. Simulationist vs. Gamist, is that what
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   444
you're asking?
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   445
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   446
After setup, what a game's rules do is control how you resolve one
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   447
situation into the next. If you're designing a Narrativist game, what
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   448
you need are rules that create a) rising conflict b) across a moral line
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   449
c) between fit characters d) according to the authorship of the players.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   450
Every new situation should be a step upward in that conflict, toward a
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   451
climax and resolution. Your rules need to provoke the players,
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   452
collaboratively, into escalating the conflict, until it can't escalate
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   453
no more.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   454
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   455
Character creation in a Narrativist game might work by creating
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   456
characters who, in some key way, have nowhere else to go. Life o' Crime,
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   457
the rpg: create a character who owes somebody more money than he can repay.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   458
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   459
Setting in a Narrativist game might work by applying pressure to that
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   460
key point in the characters. Life o' Crime: there's recession, few jobs,
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   461
no way up or out, but worse class difference than ever before anywhere.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   462
You see wealth but no opportunity.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   463
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   464
Situation in a Narrativist game works by increasing the pressure. Life
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   465
o' Crime: Someone depends on your character to bring home groceries and
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   466
pay rent. Someone else has just been evicted and is facing homelessness.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   467
Someone else asks you if you know where to get drugs. Someone else just
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   468
got beaten by the authorities. Someone else just got beaten by the guy
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   469
you owe money to. Someone else offers to cut you in on a job. Someone
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   470
else wants the whole take for himself. Someone else knew you'd never
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   471
amount to anything. Someone else can't be trusted. Someone else can be.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   472
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   473
System in a Narrativist game works, again, by resolving one situation
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   474
into the next. Life o' Crime: what do you do? How does it work out for
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   475
you? Does it a) hurt? b) give you breathing room? c) piss someone else
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   476
off? d) hurt someone else? and/or e) set you back? How does it increase
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   477
the pressure? Remember the moral line defined by your Premise, and
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   478
remember that the players are the authors!
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   479
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   480
And Color permeates a Narrativist game same as any other. Life o' Crime:
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   481
is it Thatcher's England? Victoria's England? Shakespeare's England?
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   482
Bush's US? Hoover's US? Colonial Massachussetts? Mars? The Kingdom of
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   483
Thringbora? The details change, but the core of character situated in
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   484
setting - the fit characters locked into conflict defined by a moral
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   485
line - doesn't.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   486
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   487
I've had fun writing this! I hope it's at all an answer to your
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   488
question, and I should probably make clear that it's just how I think
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   489
about it, and other people no doubt think about it in whole different ways.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   490
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   491
I imagine you could break down Simulationist and Gamist games in a
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   492
similar way.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   493
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   494
*4-10-04*
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   495
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   496
------------------------------------------------------------------------
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   497
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   498
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   499
    Pre-play / Play / Post-play
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   500
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   501
In your game, the game you're actually playing, a) in which stage does
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   502
/invention/ happen, and b) in which stage does /meaning/ happen?
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   503
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   504
Invention - creating setting, character, nifty toys, potent powers -
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   505
invention can happen before the game or during the game. (It can't
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   506
really happen after the game, can it?)
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   507
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   508
A game where the invention happens mostly pre-play would be one where
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   509
there are maps, characters, factions, technology, societies, interests,
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   510
all in place when the game begins. I can't think of a good example of
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   511
this in fiction - maybe /Babylon 5/? - but clearly lots of roleplaying
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   512
happens this way. Look at all the dang setting books!
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   513
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   514
A game where the invention happens mostly during play would have the
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   515
same list of things, maps characters societies etc., but they'd be
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   516
created at need as the game progresses. We have one serious bazillion
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   517
examples of this from fiction: Howard wrote /Conan/ this way, their
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   518
writers wrote /Farscape/ and /Buffy/ this way, and lots of roleplaying
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   519
happens this way too. It's underrepresented in rpg books because it
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   520
doesn't call for or produce 'em.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   521
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   522
And it occurs to me that, in JRR Tolkein, we have an example in fiction
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   523
of post-play creation, where he created a bunch on the fly, and then
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   524
extensively rewrote and filled in to build his world. Apparently /the
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   525
Hobbit/ changed a lot to match what he'd written for /the Lord of the
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   526
Rings/, for instance. Can't really apply to roleplaying though.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   527
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   528
Similarly, meaning:
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   529
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   530
A game where the meaning happens mostly pre-play is one in which
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   531
somebody or everybody has something to say and already knows what it is
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   532
when the game starts. You can always tell these games: the GM expects
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   533
his or her villains and their schemes to be absolutely gripping, but
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   534
they aren't; the players keep wanting to play their characters as well
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   535
as the characters deserve, but it's not happening. I make my character a
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   536
former slave but when it comes up in play it's because I force it to,
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   537
and my fellow players dodge eye contact and the GM wants to get on with
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   538
the plot.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   539
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   540
A game where the meaning happens mostly during play is also easy to
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   541
spot: everybody gets it and is engaged. Other players than me are into
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   542
my former-slave character, and when she gets passionate about something,
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   543
the other players hold their breaths. The GM lets the players pick the
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   544
villains through their PCs' judgements, then plays them aggressively and
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   545
directed-ly and hard. Every session is hot. Nobody sacrifices the
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   546
integrity of his or her character for the sake of staying together as a
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   547
party or solving the GM's mystery - the action comes right out of the
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   548
characters' passions.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   549
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   550
And a game where the meaning happens mostly post-play - telling it is
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   551
better than it was. Sometimes there'll be one person, the GM or the GM's
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   552
favorite player, whose needs the game mostly met, and if you talk to
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   553
/that/ person the game will sound rockin', but if you talk to the other
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   554
players, it'll sound eh. If people talk afterward about how cool this
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   555
kind of game was, they'll talk about highlights that happened once every
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   556
three, four, five sessions - as though a game with one gripping,
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   557
thrilling, passionate moment per twenty hours of play were a successful
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   558
game.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   559
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   560
My goal as a gamer and a game designer is to push /both/ invention and
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   561
meaning as much as possible into actual play.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   562
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   563
Problem: the hobby, represented by the books in your game store and the
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   564
conventional habits of most gamers, prefers the pre-game over the game.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   565
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   566
Seriously. How many times have you created a character who was far
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   567
cooler in your head than he or she turned out to be in play? How many
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   568
times have you prepped a campaign only to find that, in play, it didn't
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   569
go as well as you'd hoped? Have you ever thought that, y'know, reading
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   570
game books and imagining play and preparing for a game is almost as much
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   571
fun as actually playing? Or even /more/ fun than actually playing?
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   572
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   573
The hobby doesn't value or teach collaboration. It values and teaches
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   574
competing sole-authorship. Pre-game invention sells books but robs
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   575
players of their ability to contribute; pre-game meaning is thrilling to
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   576
imagine but dull to actually play. This arrangement we've got going is
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   577
frickin' broken.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   578
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   579
The solution is to design games that're inspiring, but daydreaming about
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   580
how much fun the game will be to play seems pointless and lame, and you
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   581
can't create extensive histories or backstories because that stuff's
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   582
collaborative -
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   583
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   584
- so you call a friend.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   585
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   586
*4-12-04*
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   587
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   588
------------------------------------------------------------------------
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   589
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   590
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   591
    Burning Down the Firewall
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   592
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   593
Conventional wisdom: *if your character's not in the scene, you can't
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   594
participate.*
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   595
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   596
Text from Dogs in the Vineyard:
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   597
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   598
    The game calls for lots of free table talk, with you and your fellow
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   599
    players calling out suggestions, kibitzing, and expanding on one
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   600
    another's descriptions. Don't shut your mouth just because your
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   601
    character's off the stage.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   602
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   603
Conventional wisdom: *if your character's not in the scene, you
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   604
shouldn't let information from the scene influence your actions.*
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   605
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   606
Text from Dogs:
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   607
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   608
    The game works *even better* when you bring your own metagame
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   609
    knowledge into your character's actions. If you're choosing between
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   610
    two possible, realistic actions for your character to take, don't
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   611
    limit your decision-making to your character's point of view. Choose
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   612
    the one that *you* prefer!
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   613
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   614
Conventional wisdom: *when your character's surprised, you should be
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   615
surprised.*
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   616
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   617
I can't beat Ron Edwards' answer to this one. The whole answer's here on
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   618
the Forge <http://www.indie-rpgs.com/viewtopic.php?p=114267#114267>, but
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   619
here's a quote:
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   620
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   621
    I'm now going to say something very harsh - traditionally, the focus
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   622
    on "must ... surprise ... players!" is trying to solve the basic
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   623
    problem that the encounter with, e.g., the goblins, is fundamentally
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   624
    a stupid and irrelevant event in the game. Gotta have a fight.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   625
    Goblins. Must make it exciting. Um, well, I guess the only way is to
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   626
    "get into character" and "be surprised," so I gotta figure out how.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   627
    OK, tell them to immerse, surprise the characters with GM-rolls-it
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   628
    Perception checks, and thus the players will be surprised, right?
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   629
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   630
    Wrong. The perception check is a big fat meaningless waste - the
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   631
    encounter only takes on player-relevance if, in fact, the goblins
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   632
    are relevant to the Creative Agenda of this group.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   633
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   634
Conventional wisdom: *it's boring when your character's not in the scene.*
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   635
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   636
Text from Dogs:
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   637
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   638
    Like every social fun, playing Dogs in the Vineyard depends on
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   639
    constant feedback and demonstrated enthusiasm. When somebody says
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   640
    something cool, show it. When something's funny, laugh. When you
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   641
    have a suggestion, shout out. (I know, I know, duh, right? I only
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   642
    mention it because I've played other games where you didn't, y'know,
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   643
    do things like that.)
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   644
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   645
    Also, to really deliver, the game shouldn't be isolated from your
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   646
    regular socializing, it should blend in. Chat about the game before
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   647
    and after, just like you would a book or TV show or movie. Chat
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   648
    about books and movies and catch up with each other, during! You can
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   649
    think of it as commercial breaks if you want, but tied to the social
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   650
    rhythms of your little group, not on TV's 15-minute cycle. If the
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   651
    game's worth playing, it'll draw your attention back in.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   652
    Interspersing some time of just hanging out like friends can be
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   653
    pretty effective for maintaining a pace, prolonging suspense, and
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   654
    giving payoff moments real punch, so don't worry too much about
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   655
    digressions.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   656
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   657
    ...
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   658
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   659
    Your game will have an overall story, made up of the interwoven
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   660
    individual stories of your characters. If it's not as fun and
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   661
    engaging as the best TV shows, I haven't done my job.
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   662
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   663
*4-22-04*
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   664
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   665
------------------------------------------------------------------------
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   666
	 
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   667
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   668
 
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   669
 
be57f0035c67 [svn] r5880@freebird: fabien | 2006-02-17 19:08:06 -0500
fabien
parents:
diff changeset
   670