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