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     2   /* lumpley games* <lumpley.html>*: Roleplaying Theory*/
       
     3 
       
     4 Roleplaying Theory
       
     5 
       
     6 ------------------------------------------------------------------------
       
     7 anyway. <opine.html>
       
     8 A Penny for Your Thoughts <mailto:lumpley@earthlink.net>
       
     9 Read & Post Comments (488) <http://www.quicktopic.com/21/H/dae5AcNgPVdS>
       
    10 ------------------------------------------------------------------------
       
    11 
       
    12 back to lumpley games <lumpley.html>
       
    13 
       
    14 	
       
    15 
       
    16 
       
    17     *Roleplaying Theory, Hardcore*
       
    18 
       
    19 I haven't written the all-encompassing essay yet, which so it goes and
       
    20 ever shall. Instead, how about a running chronicle?
       
    21 
       
    22 (I've put them oldest to newest, and foof to blog convention, foof I
       
    23 say! The newest is Burning Down the Firewall <#10>, 4-22-04.)
       
    24 
       
    25 ------------------------------------------------------------------------
       
    26 
       
    27 
       
    28     Doing Away with the GM
       
    29 
       
    30 You need to have a system by which scenes start and stop. The rawest
       
    31 solution is to do it by group consensus: anybody moved to can suggest a
       
    32 scene or suggest that a scene be over, and it's up to the group to act
       
    33 on the suggestion or not. You don't need a final authority beyond the
       
    34 players' collective will.
       
    35 
       
    36 You need to have a system whereby narration becomes in-game truth. That
       
    37 is, when somebody suggests something to happen or something to be so,
       
    38 does it or doesn't it? Is it or isn't it? Again the rawest solution is
       
    39 group consensus, with suggestions made by whoever's moved and then taken
       
    40 up or let fall according to the group's interest.
       
    41 
       
    42 You need to have orchestrated conflict, and there's the tricky bit. GMs
       
    43 are very good at orchestrating conflict, and it's hard to see a rawer
       
    44 solution. My game Before the Flood <flood.html> handles the first two
       
    45 needs ably but makes no provision at all for this third. What you get is
       
    46 listless, aimless, dull play with no sustained conflict and no meaning.
       
    47 
       
    48 In our co-GMed Ars Magica game, each of us is responsible for
       
    49 orchestrating conflict for the others, which works but isn't radical wrt
       
    50 GM doage-away-with. It amounts to when Emily's character's conflicts
       
    51 climax explosively and set off Meg's character's conflicts, which also
       
    52 climax explosively, in a great kickin' season finale last autumn, I'm
       
    53 the GM. GM-swapping, in other words, isn't the same as GM-sharing.
       
    54 
       
    55 Any solution to this is bound to be innovative. There's not much beaten
       
    56 path.
       
    57 
       
    58 *6-5-03*
       
    59 
       
    60 ------------------------------------------------------------------------
       
    61 
       
    62 
       
    63     Roleplaying's Fundamental Act
       
    64 
       
    65 Roleplaying is negotiated imagination. In order for any thing to be true
       
    66 in game, all the participants in the game (players /and/ GMs, if you've
       
    67 even got such things) have to understand and assent to it. When you're
       
    68 roleplaying, what you're doing is a) suggesting things that might be
       
    69 true in the game and then b) negotiating with the other participants to
       
    70 determine whether they're actually true or not.
       
    71 
       
    72 So you're sitting at the table and one player says, "[let's imagine
       
    73 that] an orc jumps out of the underbrush!"
       
    74 
       
    75 What has to happen before the group agrees that, indeed, an orc jumps
       
    76 out of the underbrush?
       
    77 
       
    78 1. Sometimes, not much at all. The right participant said it, at an
       
    79 appropriate moment, and everybody else just incorporates it smoothly
       
    80 into their imaginary picture of the situation. "An orc! Yikes!
       
    81 Battlestations!" This is how it usually is for participants with high
       
    82 ownership of whatever they're talking about: GMs describing the weather
       
    83 or the noncombat actions of NPCs, players saying what their characters
       
    84 are wearing or thinking.
       
    85 
       
    86 2. Sometimes, a little bit more. "Really? An orc?" "Yeppers." "Huh, an
       
    87 orc. Well, okay." Sometimes the suggesting participant has to defend the
       
    88 suggestion: "Really, an orc this far into Elfland?" "Yeah, cuz this
       
    89 thing about her tribe..." "Okay, I guess that makes sense."
       
    90 
       
    91 3. Sometimes, mechanics. "An orc? Only if you make your
       
    92 having-an-orc-show-up roll. Throw down!" "Rawk! 57!" "Dude, orc it is!"
       
    93 The thing to notice here is that the mechanics /serve the exact same
       
    94 purpose/ as the explanation about this thing about her tribe in point 2,
       
    95 which is to establish your credibility wrt the orc in question.
       
    96 
       
    97 4. And sometimes, lots of mechanics and negotiation. Debate the
       
    98 likelihood of a lone orc in the underbrush way out here, make a
       
    99 having-an-orc-show-up roll, a having-an-orc-hide-in-the-underbrush roll,
       
   100 a having-the-orc-jump-out roll, argue about the modifiers for each of
       
   101 the rolls, get into a philosophical thing about the rules' modeling of
       
   102 orc-jump-out likelihood... all to establish one little thing. Wave a
       
   103 stick in a game store and every game you knock of the shelves will have
       
   104 a combat system that works like this.
       
   105 
       
   106 (Plenty of suggestions at the game table don't get picked up by the
       
   107 group, or get revised and modified by the group before being accepted,
       
   108 all with the same range of time and attention spent negotiating.)
       
   109 
       
   110 So look, you! Mechanics might model the stuff of the game world, that's
       
   111 another topic, but they don't exist to do so. They exist to ease and
       
   112 constrain real-world social negotiation between the players at the
       
   113 table. That's their sole and crucial function.
       
   114 
       
   115 *6-9-03*
       
   116 
       
   117 ------------------------------------------------------------------------
       
   118 
       
   119 
       
   120     Aside: GNS
       
   121 
       
   122 So you have some people sitting around and talking. Some of the things
       
   123 they say are about fictional characters in a fictional world. During the
       
   124 conversation the characters and their world aren't static: the people
       
   125 don't simply describe them in increasing detail, they (also) have them
       
   126 do things and interact. They create situations - dynamic arrangements of
       
   127 characters and setting elements - and resolve them into new situations.
       
   128 
       
   129 They may or may not have formal procedures for this part of the
       
   130 conversation, but the simple fact that it consistently happens reveals
       
   131 some sort of structure. If they didn't have an effective way to
       
   132 negotiate the evolution of situation to situation, their conversation
       
   133 would stall or crash.
       
   134 
       
   135 Why are they doing this? What do they get out of it? For now, let's
       
   136 limit ourselves to three possibilities: they want to Say Something (in a
       
   137 lit 101 sense), they want to Prove Themselves, or they want to Be There.
       
   138 What they want to say, in what way they want to prove themselves, or
       
   139 where precisely they want to be varies to the particular person in the
       
   140 particular moment. Are there other possibilities? Maybe. Certainly these
       
   141 three cover an enormous variety, especially as their nuanced particulars
       
   142 combine in an actual group of people in actual play.
       
   143 
       
   144 Over time, that is, over many many in-game situations, play will either
       
   145 fulfill the players' creative agendas or fail to fulfill them. Do they
       
   146 have that discussion? Do they prove themselves or let themselves down?
       
   147 Are they "there"? As in pretty much any kind of emergent pattern thingy,
       
   148 whether the game fulfills the players' creative agendas depends on but
       
   149 isn't predictable from the specific structure they've got for
       
   150 negotiating situations. No individual situation's evolution or
       
   151 resolution can reveal a) what the players' creative agendas are or b)
       
   152 whether they're being fulfilled. Especially, limiting your observation
       
   153 to the in-game contents of individual situations will certainly blind
       
   154 you to what the players are actually getting out of the game.
       
   155 
       
   156 That's GNS in a page.
       
   157 
       
   158 I don't think I've said anything here that Ron Edwards hasn't been
       
   159 saying. I do think that I've said it in mostly my own words.
       
   160 
       
   161 *1-23-04*
       
   162 
       
   163 ------------------------------------------------------------------------
       
   164 
       
   165 
       
   166     Conflict Resolution vs. Task Resolution
       
   167 
       
   168 In task resolution, what's at stake is the task itself. "I crack the
       
   169 safe!" "Why?" "Hopefully to get the dirt on the supervillain!" What's at
       
   170 stake is: do you crack the safe?
       
   171 
       
   172 In conflict resolution, what's at stake is why you're doing the task. "I
       
   173 crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!"
       
   174 What's at stake is: do you get the dirt on the supervillain?
       
   175 
       
   176 Which is important to the resolution rules: opening the safe, or getting
       
   177 the dirt? That's how you tell whether it's task resolution or conflict
       
   178 resolution.
       
   179 
       
   180 Task resolution is succeed/fail. Conflict resolution is win/lose. You
       
   181 can succeed but lose, fail but win.
       
   182 
       
   183 In conventional rpgs, success=winning and failure=losing only provided
       
   184 the GM constantly maintains that relationship - by (eg) making the safe
       
   185 contain the relevant piece of information after you've cracked it. It's
       
   186 possible and common for a GM to break the relationship instead, turning
       
   187 a string of successes into a loss, or a failure at a key moment into a
       
   188 win anyway.
       
   189 
       
   190 Let's assume that we haven't yet established what's in the safe.
       
   191 
       
   192 "I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!"
       
   193 It's task resolution. Roll: Success!
       
   194 "You crack the safe, but there's no dirt in there, just a bunch of
       
   195 in-order papers."
       
   196 
       
   197 "I crack the safe!" "Why?" "Hopefully to get the dirt on the supervillain!"
       
   198 It's task resolution. Roll: Failure!
       
   199 "The safe's too tough, but as you're turning away from it, you see a
       
   200 piece of paper in the wastebasket..."
       
   201 
       
   202 (Those examples show how, using task resolution, the GM can break
       
   203 success=winning, failure=losing.)
       
   204 
       
   205 That's, if you ask me, the big problem with task resolution: whether you
       
   206 succeed or fail, the GM's the one who actually resolves the conflict.
       
   207 The dice don't, the rules don't; you're depending on the GM's mood and
       
   208 your relationship and all those unreliable social things the rules are
       
   209 supposed to even out.
       
   210 
       
   211 Task resolution, in short, puts the GM in a position of priviledged
       
   212 authorship. Task resolution will undermine your collaboration.
       
   213 
       
   214 Whether you roll for each flash of the blade or only for the whole fight
       
   215 is a whole nother issue: scale, not task vs. conflict. This is sometimes
       
   216 confusing for people; you say "conflict resolution" and they think you
       
   217 mean "resolve the whole scene with one roll." No, actually you can
       
   218 conflict-resolve a single blow, or task-resolve the whole fight in one roll:
       
   219 
       
   220 "I slash at his face, like ha!" "Why?" "To force him off-balance!"
       
   221 Conflict Resolution: do you force him off-balance?
       
   222 Roll: Loss!
       
   223 "He ducks side to side, like fwip fwip! He keeps his feet and grins."
       
   224 
       
   225 "I fight him!" "Why?" "To get past him to the ship before it sails!"
       
   226 Task Resolution: do you win the fight (that is, do you fight him
       
   227 successfully)?
       
   228 Roll: Success!
       
   229 "You beat him! You disarm him and kick his butt!"
       
   230 (Unresolved, left up to the GM: do you get to the ship before it sails?)
       
   231 
       
   232 (Those examples show small-scale conflict resolution vs. large-scale
       
   233 task resolution.)
       
   234 
       
   235 Something I haven't examined: in a conventional rpg, does task
       
   236 resolution + consequence mechanics = conflict resolution? "Roll to hit"
       
   237 is task resolution, but is "Roll to hit, roll damage" conflict resolution?
       
   238 
       
   239 *2-5-04*
       
   240 
       
   241 ------------------------------------------------------------------------
       
   242 
       
   243 
       
   244     A Small Thing About Suspense
       
   245 
       
   246 I have no criticism cred to back this up. Just amatuer observations. So
       
   247 kick my butt if you gotta.
       
   248 
       
   249 *Suspense doesn't come from uncertain outcomes.*
       
   250 
       
   251 I have no doubt, not one shread of measly doubt, that Babe the pig is
       
   252 going to wow the sheepdog trial audience. Neither do you. But we're on
       
   253 the edge of our seats! What's up with that?
       
   254 
       
   255 *Suspense comes from putting off the inevitable.*
       
   256 
       
   257 What's up with that is, we know that Babe is going to win, but we don't
       
   258 know /what it will cost/.
       
   259 
       
   260 Everybody with me still? If you're not, give it a try: watch a movie.
       
   261 Notice how the movie builds suspense: by putting complications between
       
   262 the protagonist and what we all know is coming. The protagonist has to
       
   263 buy victory, it's as straightforward as that. That's why the payoff at
       
   264 the end of the suspense is satisfying, after all, too: we're like /ah,
       
   265 finally/.
       
   266 
       
   267 What about RPGs?
       
   268 
       
   269 Yes, it can be suspenseful to not know whether your character will
       
   270 succeed or fail. I'm not going to dispute that. But what I absolutely do
       
   271 dispute is that that's the only or best way to get suspense in your
       
   272 gaming. In fact, and check this out, when GMs fudge die rolls in order
       
   273 to preserve or create suspense, it shows that suspense and uncertain
       
   274 outcomes are, in those circumstances, incompatible.
       
   275 
       
   276 So here's a better way to get suspense in gaming: put off the inevitable.
       
   277 
       
   278 Acknowledge up front that the PCs are going to win, and never sweat it.
       
   279 Then use the dice to escalate, escalate, escalate. We all know the PCs
       
   280 are going to win. What will it cost them?
       
   281 
       
   282 My game Chalk Outlines <chalk.html> was a stab at this, and Otherkind
       
   283 <other.html> was a better stab, but where it's really coming home is in
       
   284 Dogs in the Vineyard and the Good Knights <goodknights.html>.
       
   285 
       
   286 *3-22-04*
       
   287 
       
   288 ------------------------------------------------------------------------
       
   289 
       
   290 
       
   291     A Small Thing About Character Death plus a mini-manifesto
       
   292 
       
   293 Along the precise same lines:
       
   294 
       
   295 When a character dies in a novel or a movie, it's a) to establish what's
       
   296 at stake, b) to escalate the conflict, or c) to make a final statement.
       
   297 Or perhaps some combination. It's never by accident or for no good
       
   298 reason, unlike in real life.
       
   299 
       
   300 I've been thinking about examples. Obi-wan Kenobi in Star Wars? /This/,
       
   301 his death says, is worth fighting for. Boromir in the Fellowship of the
       
   302 Ring? The right death redeems betrayal. Brad and wha'sname at the
       
   303 beginning of Pulp Fiction? The cop in Reservoir Dogs? All those random
       
   304 people in Total Recall? Tara in Buffy? To escalate conflict, plain and
       
   305 easy. Leon and Gary Oldman's character in the Professional? Final
       
   306 statementville, but Matilda's family? Escalation plus some stakes.
       
   307 
       
   308 So that seems pretty solid to me.
       
   309 
       
   310 Before I go on (I'm sure you've already figured out what I'm going to
       
   311 say anyway) but before I go on, *my mini-manifesto*.
       
   312 
       
   313 First: if what you get out of roleplaying is a) the accomplishment you
       
   314 get from rising to the challenge, not letting yourself or your friends
       
   315 down, learning the rules and just frickin' /owning/ them, or else b) the
       
   316 satisfaction of peer-appreciated wish-fulfillment, you're off the hook.
       
   317 None of what I say applies to you, you're happy.
       
   318 
       
   319 If, on the other hand, what you want out of roleplaying is suspense,
       
   320 resolution, story, theme, character, meaning - listen up.
       
   321 
       
   322 Second: conventional RPGs can't give it to you. I'm sorry.
       
   323 
       
   324 So, third: that stuff you want? You get that by approaching roleplaying
       
   325 as though it were a form of fiction, a form of literature. All that
       
   326 stuff is well known to fiction writers and they can tell us how to do
       
   327 it. Roleplaying isn't like writing, just like singing pub songs in a pub
       
   328 isn't like composing songs, so the skills themselves are different. But
       
   329 the same structure underlies both. You can't ignore the structure and
       
   330 still get consistenly good results.
       
   331 
       
   332 So that's my mini-manifesto and here's character death in RPGs:
       
   333 
       
   334 PCs, like protagonists in fiction, don't get to die to show what's at
       
   335 stake or to escalate conflict. They only get to die to make final
       
   336 statements.
       
   337 
       
   338 Character death can never be a possible outcome moment-to-moment. Having
       
   339 your character's survival be uncertain doesn't contribute to suspense,
       
   340 as above <#5>, just like we don't actually ever believe that Bruce
       
   341 Willis' character in Die Hard will die. Instead, character death should
       
   342 fit into /what it will cost/. This thing, is it worth dying for? Obi-wan
       
   343 Kenobi and Leon say yes.
       
   344 
       
   345 Here's a piece of text from Dogs in the Vineyard:
       
   346 
       
   347     Also, occasionally, your character will get killed. The conflict
       
   348     resolution rules will keep it from being pointless or arbitrary:
       
   349     it'll happen only when you've chosen to stake your character's life
       
   350     on something. Staking your character's life means risking it, is all.
       
   351 
       
   352 In fiction, You never die for something you haven't staked your life on.
       
   353 
       
   354 *3-23-04*
       
   355 
       
   356 ------------------------------------------------------------------------
       
   357 
       
   358 
       
   359     Practical Conflict Resolution Advice
       
   360 
       
   361 My friend anonyfan asks: *"Do you have any ideas on how to effectively
       
   362 and meaningfully implement 'what's at stake' in a non-narrativist game?"*
       
   363 
       
   364 I sure do.
       
   365 
       
   366 You won't have any trouble at all, and in fact your group will wonder
       
   367 how you got along before, if you find the magic words. I don't know what
       
   368 your group's magic words are but here are some I've used:
       
   369 "The danger is that..."
       
   370 "What's at stake is..."
       
   371 "What you're risking is..."
       
   372 "So what you hope to accomplish is..."
       
   373 
       
   374 Say the magic words every single time, when the dice are in their hands
       
   375 but before they roll 'em.
       
   376 
       
   377 At first, you'll need to finish the sentence every time yourself, with a
       
   378 period, like:
       
   379 "The danger is that you'll set off the trap instead of disarming it."
       
   380 "What's at stake is, do you make it to the ferry in time or do you have
       
   381 to go the long way around?"
       
   382 "What you're risking is being overheard by the goblins on the rooftop."
       
   383 "So what you hope to accomplish is to get through the doorway, whether
       
   384 this ogre lives or dies."
       
   385 
       
   386 But after you've said it three or four or ten times, you'll be able to
       
   387 trail off with a question mark when you want their input:
       
   388 "What you're risking is...?"
       
   389 
       
   390 And then, once the dice are on the table, always always always make it
       
   391 like this:
       
   392 - If they succeed, they win what's at stake. They accomplish their
       
   393 accomplishment or they avoid the danger.
       
   394 - If they fail, they lose what's at stake - and you IMMEDIATELY
       
   395 introduce something new at stake. It might be another chance, it might
       
   396 be a consequence, but what matters is that it's more serious that the
       
   397 former.
       
   398 
       
   399 "The danger is that you'll set off the trap ... and you do! A dart
       
   400 thocks into your shoulder. The danger now is that you'll succumb to its
       
   401 poison!"
       
   402 "You reach the dock as the ferry's pulling away. Do you want to jump for
       
   403 it?"
       
   404 "The goblins overhear you and start dropping in through the skylight.
       
   405 They scramble all over you, biting and screeching. The danger is that
       
   406 they'll get you off your feet!"
       
   407 "Not only does the ogre keep you away from the doorway, it's pushing you
       
   408 back toward the chasm..."
       
   409 
       
   410 In combat, you'll probably want to have an overall what's at stake for
       
   411 the fight, and little tactical what's at stakes for each exchange. When
       
   412 you describe the setup, mention two or three features of the
       
   413 environment, like hanging tapestries or a swaying bridge or broken
       
   414 cobblestones, plus an apparent weakness of the foe, like worn armor
       
   415 straps or a pus-filled left eye, and then when you say what's at stake
       
   416 for an exchange, incorporate one of those: "the danger is that he'll
       
   417 push you back onto the broken cobblestones" or "so what you're hoping to
       
   418 do is to further strain his armor straps." This is on top of hitting and
       
   419 damage and whatever, just add it straight in.
       
   420 
       
   421 It's especially effective if you always give a small bonus or penalty
       
   422 for the exchange before. What's it in D&D now, +2/-2? Give it every
       
   423 single exchange, linked to whether they won or lost the what's at stake
       
   424 of the previous exchange. "The broken cobblestones mess up your footing,
       
   425 so take a -2." "He has to shrug and shift to adjust his sagging armor,
       
   426 so take a +2."
       
   427 
       
   428 In Forge terms, you've used a couple of nonmechanical techniques to
       
   429 build a conflict resolution system around your game's task resolution
       
   430 rules. Guaranteed plus-fun.
       
   431 
       
   432 *3-27-04*
       
   433 
       
   434 ------------------------------------------------------------------------
       
   435 
       
   436 
       
   437     Arranging the Pieces of a Game
       
   438 
       
   439 /This is another straight transplant from the Forge. You'll have to
       
   440 forgive the GNS talk, or not, I mean, it /is/ how I think about things:/
       
   441 
       
   442 How do you treat Character, Setting, Situation, System and Color in
       
   443 Narrativist game design vs. Simulationist vs. Gamist, is that what
       
   444 you're asking?
       
   445 
       
   446 After setup, what a game's rules do is control how you resolve one
       
   447 situation into the next. If you're designing a Narrativist game, what
       
   448 you need are rules that create a) rising conflict b) across a moral line
       
   449 c) between fit characters d) according to the authorship of the players.
       
   450 Every new situation should be a step upward in that conflict, toward a
       
   451 climax and resolution. Your rules need to provoke the players,
       
   452 collaboratively, into escalating the conflict, until it can't escalate
       
   453 no more.
       
   454 
       
   455 Character creation in a Narrativist game might work by creating
       
   456 characters who, in some key way, have nowhere else to go. Life o' Crime,
       
   457 the rpg: create a character who owes somebody more money than he can repay.
       
   458 
       
   459 Setting in a Narrativist game might work by applying pressure to that
       
   460 key point in the characters. Life o' Crime: there's recession, few jobs,
       
   461 no way up or out, but worse class difference than ever before anywhere.
       
   462 You see wealth but no opportunity.
       
   463 
       
   464 Situation in a Narrativist game works by increasing the pressure. Life
       
   465 o' Crime: Someone depends on your character to bring home groceries and
       
   466 pay rent. Someone else has just been evicted and is facing homelessness.
       
   467 Someone else asks you if you know where to get drugs. Someone else just
       
   468 got beaten by the authorities. Someone else just got beaten by the guy
       
   469 you owe money to. Someone else offers to cut you in on a job. Someone
       
   470 else wants the whole take for himself. Someone else knew you'd never
       
   471 amount to anything. Someone else can't be trusted. Someone else can be.
       
   472 
       
   473 System in a Narrativist game works, again, by resolving one situation
       
   474 into the next. Life o' Crime: what do you do? How does it work out for
       
   475 you? Does it a) hurt? b) give you breathing room? c) piss someone else
       
   476 off? d) hurt someone else? and/or e) set you back? How does it increase
       
   477 the pressure? Remember the moral line defined by your Premise, and
       
   478 remember that the players are the authors!
       
   479 
       
   480 And Color permeates a Narrativist game same as any other. Life o' Crime:
       
   481 is it Thatcher's England? Victoria's England? Shakespeare's England?
       
   482 Bush's US? Hoover's US? Colonial Massachussetts? Mars? The Kingdom of
       
   483 Thringbora? The details change, but the core of character situated in
       
   484 setting - the fit characters locked into conflict defined by a moral
       
   485 line - doesn't.
       
   486 
       
   487 I've had fun writing this! I hope it's at all an answer to your
       
   488 question, and I should probably make clear that it's just how I think
       
   489 about it, and other people no doubt think about it in whole different ways.
       
   490 
       
   491 I imagine you could break down Simulationist and Gamist games in a
       
   492 similar way.
       
   493 
       
   494 *4-10-04*
       
   495 
       
   496 ------------------------------------------------------------------------
       
   497 
       
   498 
       
   499     Pre-play / Play / Post-play
       
   500 
       
   501 In your game, the game you're actually playing, a) in which stage does
       
   502 /invention/ happen, and b) in which stage does /meaning/ happen?
       
   503 
       
   504 Invention - creating setting, character, nifty toys, potent powers -
       
   505 invention can happen before the game or during the game. (It can't
       
   506 really happen after the game, can it?)
       
   507 
       
   508 A game where the invention happens mostly pre-play would be one where
       
   509 there are maps, characters, factions, technology, societies, interests,
       
   510 all in place when the game begins. I can't think of a good example of
       
   511 this in fiction - maybe /Babylon 5/? - but clearly lots of roleplaying
       
   512 happens this way. Look at all the dang setting books!
       
   513 
       
   514 A game where the invention happens mostly during play would have the
       
   515 same list of things, maps characters societies etc., but they'd be
       
   516 created at need as the game progresses. We have one serious bazillion
       
   517 examples of this from fiction: Howard wrote /Conan/ this way, their
       
   518 writers wrote /Farscape/ and /Buffy/ this way, and lots of roleplaying
       
   519 happens this way too. It's underrepresented in rpg books because it
       
   520 doesn't call for or produce 'em.
       
   521 
       
   522 And it occurs to me that, in JRR Tolkein, we have an example in fiction
       
   523 of post-play creation, where he created a bunch on the fly, and then
       
   524 extensively rewrote and filled in to build his world. Apparently /the
       
   525 Hobbit/ changed a lot to match what he'd written for /the Lord of the
       
   526 Rings/, for instance. Can't really apply to roleplaying though.
       
   527 
       
   528 Similarly, meaning:
       
   529 
       
   530 A game where the meaning happens mostly pre-play is one in which
       
   531 somebody or everybody has something to say and already knows what it is
       
   532 when the game starts. You can always tell these games: the GM expects
       
   533 his or her villains and their schemes to be absolutely gripping, but
       
   534 they aren't; the players keep wanting to play their characters as well
       
   535 as the characters deserve, but it's not happening. I make my character a
       
   536 former slave but when it comes up in play it's because I force it to,
       
   537 and my fellow players dodge eye contact and the GM wants to get on with
       
   538 the plot.
       
   539 
       
   540 A game where the meaning happens mostly during play is also easy to
       
   541 spot: everybody gets it and is engaged. Other players than me are into
       
   542 my former-slave character, and when she gets passionate about something,
       
   543 the other players hold their breaths. The GM lets the players pick the
       
   544 villains through their PCs' judgements, then plays them aggressively and
       
   545 directed-ly and hard. Every session is hot. Nobody sacrifices the
       
   546 integrity of his or her character for the sake of staying together as a
       
   547 party or solving the GM's mystery - the action comes right out of the
       
   548 characters' passions.
       
   549 
       
   550 And a game where the meaning happens mostly post-play - telling it is
       
   551 better than it was. Sometimes there'll be one person, the GM or the GM's
       
   552 favorite player, whose needs the game mostly met, and if you talk to
       
   553 /that/ person the game will sound rockin', but if you talk to the other
       
   554 players, it'll sound eh. If people talk afterward about how cool this
       
   555 kind of game was, they'll talk about highlights that happened once every
       
   556 three, four, five sessions - as though a game with one gripping,
       
   557 thrilling, passionate moment per twenty hours of play were a successful
       
   558 game.
       
   559 
       
   560 My goal as a gamer and a game designer is to push /both/ invention and
       
   561 meaning as much as possible into actual play.
       
   562 
       
   563 Problem: the hobby, represented by the books in your game store and the
       
   564 conventional habits of most gamers, prefers the pre-game over the game.
       
   565 
       
   566 Seriously. How many times have you created a character who was far
       
   567 cooler in your head than he or she turned out to be in play? How many
       
   568 times have you prepped a campaign only to find that, in play, it didn't
       
   569 go as well as you'd hoped? Have you ever thought that, y'know, reading
       
   570 game books and imagining play and preparing for a game is almost as much
       
   571 fun as actually playing? Or even /more/ fun than actually playing?
       
   572 
       
   573 The hobby doesn't value or teach collaboration. It values and teaches
       
   574 competing sole-authorship. Pre-game invention sells books but robs
       
   575 players of their ability to contribute; pre-game meaning is thrilling to
       
   576 imagine but dull to actually play. This arrangement we've got going is
       
   577 frickin' broken.
       
   578 
       
   579 The solution is to design games that're inspiring, but daydreaming about
       
   580 how much fun the game will be to play seems pointless and lame, and you
       
   581 can't create extensive histories or backstories because that stuff's
       
   582 collaborative -
       
   583 
       
   584 - so you call a friend.
       
   585 
       
   586 *4-12-04*
       
   587 
       
   588 ------------------------------------------------------------------------
       
   589 
       
   590 
       
   591     Burning Down the Firewall
       
   592 
       
   593 Conventional wisdom: *if your character's not in the scene, you can't
       
   594 participate.*
       
   595 
       
   596 Text from Dogs in the Vineyard:
       
   597 
       
   598     The game calls for lots of free table talk, with you and your fellow
       
   599     players calling out suggestions, kibitzing, and expanding on one
       
   600     another's descriptions. Don't shut your mouth just because your
       
   601     character's off the stage.
       
   602 
       
   603 Conventional wisdom: *if your character's not in the scene, you
       
   604 shouldn't let information from the scene influence your actions.*
       
   605 
       
   606 Text from Dogs:
       
   607 
       
   608     The game works *even better* when you bring your own metagame
       
   609     knowledge into your character's actions. If you're choosing between
       
   610     two possible, realistic actions for your character to take, don't
       
   611     limit your decision-making to your character's point of view. Choose
       
   612     the one that *you* prefer!
       
   613 
       
   614 Conventional wisdom: *when your character's surprised, you should be
       
   615 surprised.*
       
   616 
       
   617 I can't beat Ron Edwards' answer to this one. The whole answer's here on
       
   618 the Forge <http://www.indie-rpgs.com/viewtopic.php?p=114267#114267>, but
       
   619 here's a quote:
       
   620 
       
   621     I'm now going to say something very harsh - traditionally, the focus
       
   622     on "must ... surprise ... players!" is trying to solve the basic
       
   623     problem that the encounter with, e.g., the goblins, is fundamentally
       
   624     a stupid and irrelevant event in the game. Gotta have a fight.
       
   625     Goblins. Must make it exciting. Um, well, I guess the only way is to
       
   626     "get into character" and "be surprised," so I gotta figure out how.
       
   627     OK, tell them to immerse, surprise the characters with GM-rolls-it
       
   628     Perception checks, and thus the players will be surprised, right?
       
   629 
       
   630     Wrong. The perception check is a big fat meaningless waste - the
       
   631     encounter only takes on player-relevance if, in fact, the goblins
       
   632     are relevant to the Creative Agenda of this group.
       
   633 
       
   634 Conventional wisdom: *it's boring when your character's not in the scene.*
       
   635 
       
   636 Text from Dogs:
       
   637 
       
   638     Like every social fun, playing Dogs in the Vineyard depends on
       
   639     constant feedback and demonstrated enthusiasm. When somebody says
       
   640     something cool, show it. When something's funny, laugh. When you
       
   641     have a suggestion, shout out. (I know, I know, duh, right? I only
       
   642     mention it because I've played other games where you didn't, y'know,
       
   643     do things like that.)
       
   644 
       
   645     Also, to really deliver, the game shouldn't be isolated from your
       
   646     regular socializing, it should blend in. Chat about the game before
       
   647     and after, just like you would a book or TV show or movie. Chat
       
   648     about books and movies and catch up with each other, during! You can
       
   649     think of it as commercial breaks if you want, but tied to the social
       
   650     rhythms of your little group, not on TV's 15-minute cycle. If the
       
   651     game's worth playing, it'll draw your attention back in.
       
   652     Interspersing some time of just hanging out like friends can be
       
   653     pretty effective for maintaining a pace, prolonging suspense, and
       
   654     giving payoff moments real punch, so don't worry too much about
       
   655     digressions.
       
   656 
       
   657     ...
       
   658 
       
   659     Your game will have an overall story, made up of the interwoven
       
   660     individual stories of your characters. If it's not as fun and
       
   661     engaging as the best TV shows, I haven't done my job.
       
   662 
       
   663 *4-22-04*
       
   664 
       
   665 ------------------------------------------------------------------------
       
   666 	 
       
   667 
       
   668  
       
   669  
       
   670