Archive for the ‘musings’ Category

Interview with Sarah Kahn – Online freeform play

Monday, May 29th, 2006

In what I am hoping will be something of a regular feature, I’ve managed to trick someone into letting me interview them. This time it’s Sarah Kahn (not Sarah Elkins as I may have claimed earlier).

I’ll be letting her tell you about herself, but I did want to provide a bit of an introduction. One of the things I’ve really been thinking about in terms of the culture in which I discuss roleplaying theory is the fact that I just don’t know enough about other related fields. For all I know, not many of us doing theory do either. So I’m going to be trying to interview people who are a bit more familiar with some of these related fields.

Sarah’s here to talk about online freeform gaming, with a (I think) focus on asynchronous play (forum and journal play).

Two final administrative things: First, I’m asking questions, and Sarah’s answering them. For simplicity’s sake, please don’t post a comment unless you’re me or Sarah. (That said, if you’ve got a question you want answered, feel free to email it to me, and I may very well ask it. My email’s over on the right.) Second, I want to interview more people in other fields, but I don’t really know who to ask. If you’ve got suggestions, do tell me (again, email on the right).

So, without further ado…

1. Tell me a bit about yourself, in general. Who are you, what do you do, that sort of thing.


In case you missed it, there’s a thread where you can harrass Sarah yourself over here.

Designing and writing are two different skills

Monday, May 29th, 2006

If this entry were a book chapter, or an essay, there would be a subtitle: “Duh”.

I don’t pretend that this is anything brilliant.  Of course designing and writing are two different skills.  I mean, some people are really good at writing, but can’t design worth a flip.  That’s fine, not everyone has to design stuff.

I bring it up because, in the land of self-publishing of games (of all sorts), especially under the model most people from the Forge adopt (specifically: one person designs and writes the game text), we often gloss over this fact.  We talk a lot about design.  A whole lot.  And that’s well and good, design is a huge part of games.

However, it strikes me that there’s another extremely important skill, and that’s writing.  It’s possible, probably even common, for someone to design the structures of their game in such a way to foster a specific sort of interaction in the players, but then fail to write in such a way as to express the rules clearly.

But I figure we’re all familiar with poorly written rules.  The sort that are difficult to parse, or ambiguous.  The rules themselves are sound, but they are conveyed poorly.  However, clear rules isn’t the only thing that good writing skills bring to the table.

I’m specifically talking about evoking specific moods and mindsets in your readers which will, hopefully, influence play to tend toward your vision.  I point you at “Moments frozen in the flow of time” (I think that’s what Ben calls it) in Polaris, or the short introductory bit in Dogs in the Vineyard.

These sorts of textual bit shape play in subtle ways, and the in ways that have little (if anything) to do with your skill as a designer of rules and structures for play.  This is a situation in which being a skilled writer makes you better at communicating your vision.  Again, not much surprise that this is the case.

With all that said, there’s a surprising lack of discussion of good writing of games.  There’s tons of discussion of good design, and playtesting, and that sort of thing.  Yet I don’t recall any discussions of how to organize your text to achieve certain ends, or how to effectively evoke certain emotions, or anything of the sort.  We present one another with rules, and discuss how to improve them, but we don’t do the same with text.

To be fair, writing is a big field, and there are plenty of places to get this sort of help.  More people are giving pointers on how to write than on how to design games, so it makes sense to talk more about rules.  Yet I feel we’ve sort of forgotten, at least some of us (read: me), that writing is an important skill, and one we need to talk about and promote in the context of publishing games.

So, in the interest of doing something other than whine: what are some good resources for learning to write 1) Teaching texts, 2) Reference texts, 3) Evocatively.

Thomas

If you want to: rules vs. guidelines

Thursday, May 25th, 2006

In a brief aside on Anyway today Vincent Baker said: “Being an rpg designer doesn’t mean writing game texts – that’s what being an rpg writer means. Being an rpg designer means designing a system: it means arranging a group’s interactions so that they can agree to what happens in play.”

This is an excellent way of looking at what I want to talk about today, so thanks to Vincent for his timely post.  Specifically, I want to talk about the fact that, depending on the goals you have for play, some jobs are better handled by an RPG designer and some are better handled by an RPG writer.

For some goals in play, you want to shape the interactions of the player directly.  You want to use mechanics to force interaction into specific patterns.  You can use this to generate unexpected emergent behavior in the groups who play the game, and you can use it to get groups to tell stories of a sort that they probably would not tell on their own.  You can make people face narrative issues they would not in their normal social interactions.

Shaping the interactions directly by designing systems of interaction can lead participants to discovery.  Behaviors can emerge under the rules you impose from outside that can result in surprisingly interesting and unexpected outcomes for the participants.  For instance, if you sit down and play Breaking the Ice straight out of the book, you may not realize just how play will look.  The rules do not spell out the social implications of the odd sort of GM fiat set up by leaving the guide in compete control of when dice are awarded.  But some play of Breaking the Ice reveals that the structure of the game encourages some amazingly cool collaborative interactions.

But sometimes your goals are better met through other means than shaping the social interactions of the players.  When you develop the structures of play directly, you impact the content of play indirectly.  The invese also holds: when you do things to impact the content of play directly, you influence the structure of play indirectly.  (This distinction is something that I plan to cover a bit more in depth next week.)

One of the most common, and easiest, ways to influence the content of play is through “advice” or “guideline” sections.  For instance, in Dogs in the Vineyard, Vincent Baker has a section titled “GMing Conflicts” (pp 76-78) in which he has such advice as “you should push for small stakes” and “you should always follow your group’s lead”.  These are not limits on the structure of the game itself; they are guidelines, advice for making play look more like what Vincent intends Dogs play to look like.

There are a number of reasons to use advice instead of rules.  Most of these reasons are tied up with the fact that advice is “fuzzier” than rules are.  This means that advice tends to be taken in idiosyncratic ways.  What counts as “small stakes”?  Depends on the group.  What counts as 2d4?  Well, that’s a mechanical thing.  Advice is also easier to develop.  Not necessarily easier to present (at some point I hope to write a bit on writing pegagogy), writing is hard work and conveying fuzzy ideas is often more difficult than conveying concrete ones, but advice is easier to develop.

When I work on a game, I use two rubrics to decide whether a given feature of play should be produced with rules or with advice: 1) How much time and effort will it take to develop rules that generate this behavior (implicit in this question is: can I even develop such rules at my current skill level)?  2) How important to my vision of play is it that play always looks like this?

If the importance of an element is high, and I feel as if I can generate rules to bring out that element, then I will proceed to do so.  If I realize that an element is something that I only want to see in play sometimes, or something that would be nice but not vital, then I tend to work on advice.  And every so often, when I try to figure out how to make rules that enforce a certain element, I realize that it will take a lot of time and effort to do, and the element just is not worth it.

I am looking for two major lines of feedback on this post, though I am as always willing to discuss pretty much anything: 1) What are some other advantages of rules over advice and advice over rules?  2) How do you, personally, decide which elements of play need rules and which ones need advice?

Next week: why “freeform” play rocks my socks.

Why study roleplaying? Social authority structures

Monday, May 22nd, 2006

Games, at least games that involve multiple players, are interesting to me for a number of reasons.  One of these reasons is that they change the structures that people use to interact with one another, and in so doing change the ways in which people interact with one another.

Since I find social power and authority dynamics incredibly fascinating, I love this aspect of roleplaying.  Especially in the past few years we have been making authority structures more and more explicit in game play and design, and all sorts of interesting stuff is popping up.

This interest in authority structures directs quite a bit (though by no means all) of my thinking in the field.  I’m always looking to see how rules change the way authority is apportioned at the social level, and I’m always pondering the sorts of social structures that any given set of mechanics works to replicate.

In fact, I often look at game design as if it is primarly concerned with the export of social structure.  That is, what we try to do when we design roleplaying games is to package and transmit a specific set of social structures.  I could talk for hours about this, and at some point it’s likely that it’ll get a full article, but for now I’m just saying.

You might (or might not) notice that this post is assigned to a new category: “Foundational”.  I plan on using this to talk about where I’m coming from with this theory stuff.  I don’t do it just to do it (though there is a certain joy in thinking and writing independent of application), I do it in the service of certain goals.  I’m hoping that by providing a bit of where I’m coming from it will become easier to see where I’m going, and by extension easier to see what it is I’m trying to say.

Oh, and Fondational posts are wide open.  If you want to ask a question about what I post, or about something completely unrelated, please feel free.  I love to talk (which you’ve probably noticed), so I’ll jump at any chance you offer me to do so.

Life in a blender: how many hobbies am I actually involved in?

Thursday, May 18th, 2006

This is a rather rambly post, I had a bit of a hard time finding my focus for it. I suppose that when you do a weekly post some weeks you just suck. My apologies.

Roleplaying is a complex hobby, one that has defied any attempt to define what, precisely, it is. Roleplaying is an incredible hodgepodge, and individual groups pick and choose various aspects of it in various quantities for their personal use.

Roleplaying consists of various quantities of the following things, but it is important to remember that in some groups the quantity is zero for somethings. Mechanical risk/reward evaluation, tactical/strategic thinking, acting, immersion, story-telling, story-authoring, collaboration, and there are surely some that I have forgotten, or even failed to recognize.

Take a look at that list. Those are fairly complex things. Story-telling, for instance, involves reading your audience and shaping your story to them (at least to some degree); acting involves verbal and non-verbal cues; immersion, man, I am not even going to touch that one at the moment.

Various groups (and schools of roleplaying play and design) tend to favor specific combinations of the various elements that are all lumped in as part of the hobby as the thing they pursue. From this arises the problem often referred to as “one-true-wayism”, or the belief that one’s personal understanding of how the various elements are combined in play is considered the only valid combination.

The fights over whether something is, or is not, “really roleplaying” are ultimately socio-linguistic. They are fights to have the right to an existing sub-cultural niche. There is an entire, likely interesting, article on that subject, probably already written in some other context, but it is beyond the scope of what I plan to discuss here.

The important thing is that it is in this confluence of various activities that we find our fun. The fun is not purely in story-telling, else we would be story-tellers, not roleplayers. Nor is the fun purely in the tactical thinking, nor acting, nor immersion. The fact that we roleplay instead of doing these other things is a very good indicator that there is something enticing in the synergistic combination of these elements. Something that makes us want to roleplay instead of story-telling, and acting, and playing tactical games separately.

None of this is really new. Most people recognize that roleplaying is something of a hodgepodge hobby. Though I think it becomes very easy for us to lose sight of that when we do theory. We get focused on one aspect or another, and though we know intellectually that what we talk about is merely a slice of things, we often act as if it is the entirety.

I do think that all of us doing roleplaying theory stand to benefit significantly from studying the various theories surrounding the discussion and practice of these related fields, especially discussions of motivations to participate in these fields. There is something uniquely compelling about roleplaying, and I have this intuition that whatever it is is present in every permutation of the hobby.

The problem is, of course, that I have no idea what this unifying thing is. It seems that there must be something that drives us to the hobby, and that the core of that something could very well be universal, but I do not even know where to start looking for it.

A lot of the roleplaying theory I discuss is aimed at a very specific branch of roleplaying: narrative generation. It is something that I really enjoy, or at least it synergizes with whatever it is that I really enjoy. Yet I recognize that there is more out there, and much of it is terribly under-explored.

A final admonition: when you do roleplaying theory, remember that roleplaying is big. Probably bigger than whatever it is you are thinking. That does not make your thinking useless, but it does mean you should be careful not to fall into the trap of thinking you are talking about all roleplaying.

Next week: The difference between rules and guidelines, and when you should use one over the other.

Meeting your market: thinking about The Suburban Crucible

Monday, May 15th, 2006

My primary roleplaying game design project at the moment is The Suburban Crucible (alpha version). This is a game that I wrote for the September Ronnies in 2005. It’s a project that I’m still pretty excited about, even though it’s pretty discouraging.

It’s a game about racism, especially subtle and institutional forms of racism. Living in the U.S. deep south, this is an issue that’s pretty close to my heart, and one that often hits uncomfortably close to home. It also turns out that it’s incredibly hard to design for. I mean, how do you develop game structures that model the incredibly complex social issues tied up in institutional prejudice? It’s tough.

But that’s all background for what I really want to talk about. I see The Suburban Crucible as a game designed to educate and raise awareness. Yes, I want it to be a game of powerful stories, but I want those stories to be about exploring and better understanding racism. I want people to walk away from any session of play with a new way of looking at racism, and some new tools for identifying it and fighting it.

And my game calls for d10s.

Now, at first glance, that’s no biggie. I mean, d10s are pretty common in gaming, probably the second most common die-type after the d6. But, man, I don’t really want to write a game for gamers. I want to write a game for people, and most people don’t even know that polyhedral dice exist.

So I realized that I’d need to either shift target audiences, or find a new prop for play. I considered d6s, which are significantly more common and easy to come by than d10s, but the mechanic I’m currently using is pool-based, and not everyone has a handful of d6s lying around the house.

Which brought me to cards. Standard playing-card decks are even more familiar, not to mention more common, than any form of dice. I took a look at my core mechanics, and figured out a way to make them work using a deck of cards instead of handfuls of dice.

And while the probability curves change, and some of the interactions shift, the change to cards allows for a couple of new interactions that dice wouldn’t have allowed for. At this point I’m not sure I like the mechanics more this way, though I think I like them at least as much, but the important part for me is that the game becomes more accessible this way.

This realization was important more generally than The Suburban Crucible. In fact, it made me think about some of my other games-in-progress. I know think that Vampiric Flying Lycanthropic Catpeople Demigods (working title) will use d10s, for instance, because it is something of a commentary on the White Wolf paradigm.

Anyway, the lesson I learned, and that I think is important is to consider your audience. Not just in how you present and promote your game, but in the design. Think about what props you’re requiring, and what sorts of game structures you’re utilizing. What things are going to be familiar, and what things are going to take some learning? Are you making your target audience learn things that aren’t important to the game, or are you restricting the learning to the stuff you think matters?

Mondays are for musings

Monday, May 15th, 2006

I have been considering for a couple of weeks now, and have finally decided to follow through with, a fairly significant shift in the structure of this blog.  I hate to dash any hopes, but the change will not involve writing any less.  In fact, I will now be writing even more.  For those who feel I already write far more than anyone is actually interested in reading, I apologize.

The basic change is that in addition to my theory posts on Thursdays, I will now also be posting on Mondays.  However, Monday is for musings, not theory.  I plan to use Monday posts to do any of a number of things:

  • Look back at a previous theory article and discuss actual design/play/analysis uses.
  • Talk about my own actual designs, and how I arrive at specific design decisions.
  • Discuss theory in general, and possibly theory from other fields such as discourse analysis, linguistics, communications theory, sociology, and narratology.
  • Review and discuss non-fiction works in any field I feel is related to game design, or my thoughts on game design.
  • Review and discuss any piece of fiction I feel like writing about.
  • Talk about marketting topics such as picking an audience, selling to niches, and back-list based business models.
  • Discuss theory stuff that is being discussed around the ‘net now, rather than later.
  • Do all my administrata posts.

I have three hopes for this reorganization.  First, I am hoping that by keeping post types separated by days, people who have interest in one type, but not the other, can avoid reading my ridiculously long posts when they are not going to find them interesting.  Second, I will be a bit more nimble in my ideas.  Right now I schedule articles for weeks or months after the discussion of the topic dies down (the surge in push/pull talk last week was purely coincidental).  By having a non-scheduled post slot, I can contribute to those discussions as they are happening (which may, ultimately, be a bad idea).  Finally, by posting things that are a bit more personal, I hope that those who are interested will be able to get a better idea for my personal assumptions in theory work.

Everyone has personal assumptions, and I think that the stuff I talk about makes a lot more sense in the context of “inside Thomas’ crazy head-space” than without that context.  If this works out as I hope, then reading Monday posts will give people a better idea of how I think, and thus make my Thursday posts a bit more comprehensible.

More than comprehension though, I would love for people to see why I consider various topics important.  I have made a couple of posts that I thought were massively important that no one responded to.  My assumption, since I am a bit (ha!) arrogant and think that I am something of a genius, is that people just do not realize why those posts were important.  It is a bit easier on the ego than considering the possibility that what I have to say is… less than relevant.

So, that is the plan.  At the end of the month (or maybe at the end of June) I will review things and see if it has been an overall benefit, or if the extra verbiage is distracting to all involved.  We shall see.

Push and Pull: Appeals to authority

Thursday, May 11th, 2006

First, an apology: this article is way longer than the already-long articles I tend to write. I generally aim for 1,000 words, this one weighs in at just over 2,500 words. For those who struggle through it, well, I’m impressed, and I hope it’s worth it.

A Bit of Background (I blame Mo)

My guess is that anyone really following roleplaying theory is going to be familiar with this already, and that anyone reading my little blog is reading roleplaying theory elsewhere, but just in case, I put together this summary.

Four months ago yesterday, Moyra Turkington posted a much-discussed blog entry entitled Push vs. Pull. In it, she suggests that there are these two ways of approaching roleplaying, and that a lot of Forge-style games are focused on one. Since she personally prefers the other, she sometimes has trouble.

Discussion sprung up in a number of places, including Anyway and The 20 by 20 Room. The next day, in a sort of response to the discussion that sprung up, Brand had his own post on Push and Pull, in which he tries to expand upon Mo’s original post. I think that Brand identifies the root of the confusion over the terminology here.

The day after that, Mo explains what she was trying to do with the original post. A couple of days later, Brand expands again on the topic, this time providing an example, discussing presentation, and talking about possible future development in pull-based gaming. (If you look through the comments of this, you can watch me struggling continually with the distinction. It took me four entire months to figure out what was going on, and I blame it on the complexity of the issue, which I’ll get to in my analysis.)

Things go quiet for a while, though people are (probably) still mulling over the push/pull distinction. Then Paul Tevis has this interesting post on push and pull as techniques for presenting ideas in games (specifically setting), and Mo has a response.

Again, things go quiet for a while, and I’m prepping for my big article on the subject, and someone decides to steal my thunder. Judd goes and posts a thread on the subject which I (to my shame) promptly threadjack for my own nefarious purposes. Tony Lower-Basch has a thread in response, and an entire series of blog posts are spawned: Chris Chinn, Joshua BishopRoby, and “Pease” Jess (Jess, sorry for not remembering your name, I know it’s rude…) all chime in.

At this point I must admit that I’ve been feeling irrationally put upon. Why did someone have to go and steal my thunder? I’ve been planning this week to be a discussion of Push/Pull for over a month now. Maybe I should just try to play myself off as prescient. Ah, well…

What sort of distinction is it?

The reason that this whole discussion has been so complicated and confusing is that the push/pull distinction is a big one. It occurs at such a high level, that we have all had trouble assimilating its use in roleplaying theory. The push/pull distinction is ultimately a distinction at the level of general social interaction.

Specifically, push and pull are a distinction between the ways that we utilize authority structures to get what we want out of social interaction. (This is probably a good point to mention that push and pull are not the only two ways that we utilize authority structures; I will mention at least two more later on.) Since roleplaying is a social activity, the ways that we engage socially are necessarily relevant to it. However, since push and pull are such high level concepts, it can be difficult to see how they apply to roleplaying directly.

This is, from what I can tell (and from my own personal experience), where all the confusion is coming from. Mo was expressing in her original article that she has a preferred method of getting what she wants socially, and that many roleplaying games are structured and written to promote a different type of social interaction. I know that, personally, I was not thinking nearly high-level enough to understand the distinction she was making.

What is the distinction?

If push and pull are different ways of utilizing authority structures to generate specific social outcomes, what are the different ways?

Push is the assertion of authority to generate the desired outcome. “My character opens the door” is an assertion of authority: I want to have the fictional door open, I have control over my character, I assert that control to get what I want. “The rules say that you have to roll Lock Pick against DC 15 successfully” is also an assertion of authority: I want you to fail to open the door (or at least have a hard time of it), we have agreed to play by the rules, thus the rules act as an authority you must abide by, and they say you have to roll.

Pull is the recognition of authority to generate the desired outcome. “Is there a back door to the building?” is a recognition of authority: The GM gets to decide what exists in the setting, I acknowledge that by checking a contribution I would like to see against that authority. “I want Sally to fall in love with Harry, is that okay with you?” is also a recognition of authority: I have a desire, but you have authority over some of the resources I need to fulfill that desire (in this case the character Sally), I express to you what I would like to see happen with the thing you have authority over. “You don’t… drink it do you?”* is another recognition of authority: You have control over the person doing the drinking, and I am goading you into taking things to the next level.

The tricky part about all this is that a lot of pulls are handled with tonality and facial expressions. I imagine that in actual play, I would never include the “is that okay with you” part of my second example. Everyone involved would be able to tell from my tone that I was seeking permission, or expressing a preference. The third example, well, it works best when you have that slightly fascinated/horrified look on your face, and an almost pleading tone to your voice. I think the problem may be that in textual media it is natural to assert authority, but much more difficult to acknowledge it, at least in efforts to obtain a specific outcome.

The other mode

I mentioned way above that push and pull are not the only two options. There is at least one more, which may be two separate things, and there are likely more than that.

Consider: if push is about asserting authority, and pull is about recognizing authority, then there should be some sort of interaction that attacks or ignores authority. “My character opens the door” “That’s nice… so the door’s still closed” is an ignoring or suppressing of authority. You assert that you have the authority to open the door, and no one fights you on it, but at the same time no one acknowledges it either. I do not have a name for this, but I would also guess that this is almost always (if not simply always) dysfunctional.

There are probably more modes out there, and I would be completely unsurprised if someone can come up with a functional way to use the one I sketched above. Feel free to discuss.

Adding to the confusion

I think Mo is super-smart, I mean she noticed this important thing that I had totally missed. That said, I think she contributed a lot to the confusion in her first post on the subject. Specifically, she chose Breaking the Ice as her example pull game, and she put her example in this form:

In Breaking the Ice, you must please the other player, rather than beat the other character to get bonus dice to make attraction happen. You must be willing and open to step back and let another player please you so you can grant the dice because your granting dice allows the other player to try to and attract you. It’s collaborative.

Now, it may just be that I am a big dummy, or it may just be a difference in communication style, but this confused me about the distinction she was trying to make. (It is only fair to point out at this point that it was further discussion with Mo that helped me figure this whole thing out, so I am totally indebted to her, but I do think this original presentation was unfortunate.)

This phrasing makes it seem as if pull is collaborative while push is competative, which after discussing things with Mo clearly is not what she meant. That is going to be important: you can be collaborating equally well using push methodologies, pull methodologies, or some combinatio of the two. At this point I do not believe that either is inherently more collaborative, though it does seem clear that one is less confrontational.

Specifically, since pull is a recognition of someone else’s authority, it does not generate authority clashes. Push does not always generate authority clashes, but it has the potential to, which makes it possible to be more confrontational.

Clearer examples

That criticism aside, I think Mo is right on that Breaking the Ice is a game that facilitates pulling, I just think she expressed it poorly (at least for my comprehension, it is possible that everyone else got it on the first read). Specifically, Breaking the Ice takes two necessary elements of play, and gives the entirety of each to a different player.

Specifically, to play Breaking the Ice someone has to contribute material to the fiction of the game, and someone has to figure out when to roll dice. In traditional play all involved players would get a bit of each, but in Breaking the Ice one player gets one and the other gets the other.

This results in a dynamic in which one player can not ever decide when to roll the dice, and thus, implicitly or explicitly, must recognize the authority of the other player. This means that they add things to the fiction with the often unstated clause of “that’s worth a die roll, right?”.

On the other side, the player with the dice says stuff like, “And then do you do this…?” or, more subtly, they set something up trying to draw a certain type of response, like “He slips on the wet spot and both of you fall to the ground in a tangle”. Further, each player can trade authority. “I’ll give you dice if you’ll do X.” or “I’ll do Y if you’ll let me roll dice.”

Pull is powerful

For completeness sake, I really should unpack push a bit more, but I think that it is actually pretty well understood, and not something that needs serious articulation. Also, I am lazy. So what I am actually going to do is expand a bit on the power of pull, and make some closing remarks.

Pull is powerful because it allows you to bring in a whole suite of other social techniques. When I recognize your authority over a certain social element, I can bring in that most powerful of social weaopns: trust. When I say, “I want Sally to fall in love with Harry”, I am also often saying “I trust you to evaluate things fairly, and to make me happy if you can.”

With trust in the game, the door is opened to any number of terribly dysfunctional techniques. I can guilt trip you: “Not only did Sally not fall in love with Harry, but what you actually had happen sucked.” I can be vindictive: “Well, Sally didn’t fall in love with Harry, so now I’m not going to have Harry do this other thing you want.” I am sure you can imagine some others.

That does not mean that pull must, or even often is, dysfunctional, but I do feel it is important to note where some of the dangers lie. Pull is not better, or even safer, it is simply different, and some people have a preference for it.

I keep coming back to the classic phrase “With great power comes great responsibility”. In many cases, pulling is using that phrase: “You have the power to make this decision, I’m trusting you to choose wisely.”

Designing for the distinction

Breaking the Ice has a great way of generating pull dynamics, and I think there is a vaulable lesson to be learned. One way to help a game support and promote pull dynamics is to put certain types of authority entirely in the hands of one player, or at least to take it entirely out of the hands of one player.

And if you think about it, you may notice that a lot of traditional play works like this: the world is controlled by the GM, he has the authority to say what does and doesn’t happen. Thus, in order to input stuff into the fictional world (like the door I mentioned far above) the player must appeal to the authority of the GM. This puts players in a position where to get certain things done, they must pull the GM.

So, one way to facilitate pull is to make players have to turn to other players to get certain things done. Most stakes-setting in games like Primetime Adventures and Dogs in the Vineyard is at least nominally pull: no one can make someone else agree to the stakes being proposed, and you must have their agreement to move on. (Of course there are other social dynamics at work, there is significant social pressure not to shoot down someone else’s stakes, or that has been my experience anyway.)

Splitting up authority is one way to facilitate pull, but there have to be others. The problem is that I am more push-oriented than pull-oriented in general, so I have trouble seeing them. This is where you come in! Help me!

A preference indeed

Also, and this is, I think, important: people tend to prefer what they are good at. I would suggest that at least one reason Mo (and others) prefer pull is because they are better at pulling than pushing. That is, they more often achieve their desired ends via pulling than pushing. When a game is designed to facilitate push-focused play, then the people who are good at pulling are at a disadvantages. The techniques that they are best at are hard to use, while the techniques that they are not so good at are made easy. This makes it harder for them to achieve desired goals than it is for push-oriented people to achieve desired goals. And that is why this distinction matters.

Of possible interest

A final note, one not related to roleplaying theory directly: I think Mo may be onto something interesting with this comment from the original article.

I think it’s important to notice that the first game is created by a male designer and the second by a female designer. I’m not saying that one game is male domain and one is female. That’d be a stupid thing to say. I can’t help but think though that this fact has some relevance based on the different ways that boys and girls are socialized. What we are talking about here is the ways in which we are skilled in dealing with conflict resolution.

Traditionally, society has afforded more authority to males than to females. This means that males are socialized to utilize the authority that they have for simply being male. At the same time, this means that females are socialized to utilize the authority of other people (often male people) in order to get what they want. Interesting, huh?


* This is a reference to one of the clearest examples of pulling that I can think of: Vincent Baker demoing kill puppies for satan.

Warning: Learning curve is steeper than it appears

Thursday, May 4th, 2006

Back in early April there was a brief flurry of activity discussing “out of the box” games. Joshua BishopRoby summed things up nicely in What is Out-of-the-Box?. It is not really necessary for you to have read all of that in order to follow what I am going to talk about here, but it is a bit of context you may find useful.

Last week I talked about Taking a load off, and this turns out to have implications for the way people learn to game. In narrative play, mechanics help to effeciently drive play toward the good stuff, but because different people consider different things to be the “good stuff” this process is necessarily player directed.

Dogs in the Vineyard is my go-to game to point out a lot of really good procedural stuff. The rules are very clear about what input is needed from players and where that input slots into the mechanics. For instance, the town creation rules ask you to think of a Pride that is the heart of a town’s problems, and then consider what Injustice that leads to, and so on in an escalating line.

The problem is that players can not know for sure just how compelling their choices will be until they have played for a bit. Some things seems like a great idea in theory, but once you get them into practice you realize that they just do not work. Of course the rules of a game can help to focus your attention on a narrower number of options (“an instance of pride” is more specific than “an instance of wrongdoing”, and as such gives you a narrower field to get good at evaluating), but the rules can not make you pick something compelling.

Another place to see this in action is in Dogs in the Vineyard‘s conflict resolution rules. The first step is to set stakes. The rules tell you how to set stakes, but they quite literally can not tell you how to set good stakes. They do point the way toward some indicators of good (and bad) stakes, but they can not do more than that. This is because the value of any set of stakes is idiosyncratic to the group and the specific situation of play. Sometimes “Do you kill him?” is interesting, sometimes it is not.

Dogs in the Vineyard‘s rules do not tell you how to evaluate stakes for conflict to see if they are any good or not (it is entirely possible that no rules can possibly tell you such a thing, I do not know for sure). The result of this is that the learning curve for playing Dogs in the Vineyard is steeper than it may first appear. You can learn all the rules and still not be able to play.

This phenomenon is not unique to roleplaying games at all, in fact you see it all over the place in sports. Knowing the rules of basketball does not mean you suddenly know how to dribble or shoot a layup. However, most people come to roleplaying games and think of them as analagous to board games. In board games, unlike in sports, the time it takes to acquire non-procedural skills is negligible. If you have never rolled and read a die before, well, it turns out that there simply is not much skill involved. Never looked something up on a chart? Never drawn and interpretted a card? Both pretty simple.

All of this helps in thinking about roleplaying in two ways.  First, it helps to explain at least part of why people are resistant to learning new games.  New games are not easy to pick up, there exists an entire set of techniques and skills which the rules just don’t explain.  Further, it is okay that roleplaying games work like that.  They are not suddenly defective games, they just are not quite the type of games we had thought them to be.

The second thing considering roleplaying as more analagous to sports than board games does is that it can help us in presenting our games.  It makes us more aware that there are skills that we are not teaching, and further it makes us aware that there are skills involved that simply take time to learn.  This is an important thing to keep in mind as both players of roleplaying games and as writers and designers of roleplaying games.

This analogy also lets us consider ways to utilize skills from game to game.  We might, for instance, consider entire classes of games based on the skills that they assume you already have.  This is similar to the way that basketball, baseball, and football assume that you already know how to run and throw a ball.

This may also be a good way to understand why people often enjoy similar groups of games (such as the fact that many people who like games that come out of the design philosophy of the Forge like more than one Forge game).  Families of games re-use similar un-taught skills.  This means that the skills you had to learn to play (say) Dogs in the VIneyard are similar to the skills you need to play (say) Primetime Adventures.  Not identical, of course, but the skills similar enough that you are not starting off from scratch, which is a big deal.

So, next time you find yourself tempted to think of roleplaying games as board games, stop and remember that there are some important, and difficult to learn, skills that you are not teaching.

Next week: Push and Pull, my take on the nebulous distinction.

Taking a load off: two things mechanics do narratively

Thursday, April 27th, 2006

It turns out that for the purposes of narrative generating play effective game mechanics always do one or both of two things. Of course roleplaying is not purely about generating narrative, or at least it does not have to be (something I plan to address in a future article). However, this article looks solely at roleplaying as a narrative-generating activity.

The first thing that mechanics do is teach. They provide an example of procedures for players to follow. As players utilize these procedures repeatedly over time they learn the lessons the procedures are designed to teach. As this process advances the players rely less and less on the mechanics to accomplish the goal, for they have learned how to accomplish that same goal without mechanics. This has the important effect of making these mechanics obsolete. That is, mechanics that are pure-teaching mechanics eventually teach their lessons, and then they are no longer useful to the group.

At first glance, this may seem like a bad thing. Who wants to design a set of mechanics that stops being used? However, sometimes designing rules to act as crutches to be discarded when they are no longer needed allows for significantly more flexible play, especially once the crutch-rules are discarded. (I actually plan to write an entire article on this at some point with justification, but real quick: fixed procedures such as mechanics constrain play which means that play is less flexible. Feel free to ask for clarification if you need it, I just do not want to go into this now because it would take over the article.)

An example of a teaching mechanic (though, as we will see later, not a pure-teaching mechanic) is Dogs in the Vineyard‘s town creation rules. The town creation rules provide a step-by-step set of procedures to follow to create situations for play. Each time you go through them you get a little bit better at creating situations for play in Dogs, and even cooler you get ever-so-slightly better at creating situations period. So each time you use the town creation mechanics you learn to create better situations. Those mechanics are teaching you to be a situation generating machine.

So, one thing mechanics can do for narrative roleplaying is teach procedures by guiding players through the proper way to do things. Sort of like a recipe in a cook book: once you have followed it enough times you no longer need it, and you can actually vary the quantities of ingredients to alter the final product in minor (or occassionally not-so-minor) yet significant ways. But you needed that recipe when you got started, otherwise you never would have learned enough to cook without it.

Mechanics in narrative roleplaying can do something else, and something that I think is significantly more powerful and useful in the long term. Teaching is something that mechanics can do, but things other than mechanics can do it too. For instance, you can simply teach by explaining what to do, or by providing examples of play, or by having discussions with the players. That does not mean that teaching mechanics are bad, mechanics actually provide an extremely effecient method of teaching by having players learn by doing, but they are only one method among several.
The second thing that mechanics in narrative roleplaying can do is save time and effort. Think of it this way: the human brain only has so much it can do during any given unit of time. It varies from person to person, but there is some maximum number of things you can think about and manipulate mentally. Mechanics can provide sets of procedures that lighten the load on your brain.

Let us look, once again, at town creation mechanics in Dogs in the Vineyard. As I mentioned earlier, teach you to generate situation, but they do something more. They make situation generation easier. Assuming that you already know everything there is to know about situation generation, you can still benefit from these mechanics because generating a situation (at least a situation of a specific type) is easier with them than on your own.

Good procedures act as force multipliers. They minimize the number of inputs that must be made by players to get a high-quality output. This means that situation creation is faster using Dogs town creation rules.

The reason that this is important is that, for most people, situation creation is a necessary activity for play, but it is not the reason to play. While it is important, necessary, and even fun, it is not the most fun thing about play. In order to make sure as much fun is happening as possible, procedures are developed that make the less-than-most-fun stuff take as little time as possible.

These sorts of effeciency-based procedures are the editing that I talked about three weeks ago. They let you get as much of the good stuff as possible by making the stuff you have to have to support the good stuff take up as little time and effort possible.

At some point I would love to see a discussion about how to construct and balance these sorts of mechanics take place, but at the moment I do not feel up to leading it myself. It is a simple idea, but one that is taking me a lot of time to explore. I feel as if I still have a lot of thinking to do before I really have a grip on the implications of all this.

The important part is that narratives are produced by people, and as such they must have human input. The trick is figuring out which parts can do without direct human input and thus can be replaced with mechanics, and which parts vitally need human input and how to integrate that input with the mechanics. Of course which parts are which is going to depend on the nature of the narrative in question (which is why different games are good for telling different kinds of stories: their time-saving procedures maximize the ability to address different things).

Outside of these two things, mechanics have nothing to offer narrative roleplaying. So look at your game and ask yourself: “Is my game purely a narrative game?” and if it is, “Which of my mechanics are teaching, which are helping play get to the interesting stuff, and which need to get the axe?”

Next week: Deceptively steep learning curves and why people don’t want to learn your new game.

A belated mission statement

Tuesday, April 25th, 2006

This probably should have been long ago (well, if you consider 4 months “long”), but I have decided to commit to text a sort of mission statement for this blog. In the end, I think the delay will turn out to have been a good thing. When I started this off, I was not really sure what I wanted to do with this thing, but over the last couple of weeks things have really cleared up for me.

Let’s get down to business: the purpose of this blog is to provide regular, thoughtful essays for discussion by the community. These essays will be focused upon doing two things: 1) They will discuss new ideas, ideas I have not seen seriously considered elsewhere in the discussion of roleplaying (I like to think my plot twist post from last week is of this sort); 2) They will discuss ideas that were new “a while back” and that have not been recently discussed.
The first is pretty easy to facilitate, I just find a topic that intrigues me that I have yet to see anyone cover in-depth, and then cover that. The second is also easy even if doing it occassionally feels odd.

Simply put, when I run into an intriguing idea, I add it to the queue of stuff to write on. Since I only post one item per week, this generates a significant back-log of entries. At the moment I have this Thursday’s post completed, and I have outlines for posts through May, and topics to cover through June. So my thoughts on Push/Pull are coming up in mid-May, and my thoughts on freeform play sometime in early-June.

I like to think that this will provide a slower-paced discussion of these ideas. At the moment theory discussion is rapid with ideas flying fast and furious for a couple of weeks around the ‘net, and then fading. I would like to provide people with a place to discuss things again after a month or two in order to think about them.

All that is the public purpose of this little blog, but I have a slightly more selfish one as well, and it is one that I sometimes question: I want to use my readers as sounding boards. I could just email my little articles to smart people from whom I want input and leave it at that, but then I would miss out on some great feedback. I mean, I never would have thought to ask for Mendel Schmiedekamp feedback on my plot twist entry, but he had some great stuff to say about it.

To restate all that: the purpose of this blog is to provide the public with some fairly well thought out entries on various things (I spend weeks or months thinking about most stuff before I post it) and a place to discuss ideas after a month or two in which to consider their implications a bit more.  I hope this turns out to be something that people can use, and I hope that it is clear that this is not really my little private playground.  I like to think I am providing a useful service, but I suppose time will tell us whether or not this is the case.

Thomas

The paradox of plot twists

Thursday, April 20th, 2006

I’m a big fan of the plot twist. That sudden, wrench in a narrative which realigns all that has gone before from one sort of story into another. One of my personal favorites is Timothy Zahn’s The Icarus Hunt. You get right up the very end of the book thinking you know what’s going on, at least in a general sense, and then bam, something changes. Suddenly you see everything that happened in a new light. The clues were there all along, you just thought they meant something else.

I love that feeling. That abashed yet excited moment when you shake your head and say, “you got me…” In fact to this day, every so often I pull out The Icarus Hunt and reread it so that I can remember how great that reveal was. No, I’m not surprised anymore, but the echoes of that pleasure still resonate.

Where are those moments in roleplaying? I know I don’t have them, and I think it actually has to do with the limits of the medium itself. Perhaps plot twists are not impossible in roleplaying, but they are certainly difficult. As far as I know, no one has yet developed an effective set of techniques for reliably pulling them off.

It is a good idea to define what I am talking about right now in order to avoid confusion over my use of the words “plot twist”. First of all, it is something unexpected, or more precisely something contrary to what was expected. That is, a plot twist is not an “I didn’t see that coming” moment, but is instead a “I saw something else coming, and boy was I wrong” moment. The greater the force of the shift involved in realigning your understanding of the narrative, the better the plot twist.

Plot twists are also unexpected in that they reveal as true an option you had not even considered. If you were thinking, “Well, he might be a traitor, but I think he’s loyal” and it turns out that he’s a traitor you have not a plot twist, but an error in evaluation.

Finally, the best plot twists at least look predictable. You can look back and see all those clues that you failed to pick up because you did not know to look for them. This is why most Sherlock Holmes stories are not plot-twisty: at least half of the clues that Holmes picks up are not revealed until the end. You have no chance to figure out what happened, even if you know as much strange trivia as Holmes does. However, it is not necessary that all the clues be revealed, just that enough are revealed that the audience feels as if they could have figured it out if thay had paid enough attention.

As far as I can tell, plot twists are best executed using the stage magician’s most vital assistant Miss Direction. Each clue, each chance for the reader to see the plot twist coming must be accompanied by an explanation the audience can grab onto. You want the audience to be surprised when you reveal a character has been a double agent all along? Then make sure that each time you drop a hint about it you offer some other plausible explanation for that hint that fits into the player’s expectations.

Earlier I said that the nature of roleplaying itself makes plot twists difficult, if not impossible. Now I shall endeavor to expand on why I think this is the case. The important thing to remember is that roleplaying is chaotic.

First of all, it is the nature of the roleplaying medium itself that every author involved is also a member of the audience. Since plot twists can not come from the rules (for reasons I think are obvious, but which I am still hoping to explore in a later article), one of the audience members must be the source. This means that it is literally impossible to execute a successful plot twist that surprises everyone at the table. Still, you would think that a plot twist could still be executed that would surprise at least a part of the audience, so let us move on with that assumption.
Plot twists in fiction are extremely delicate structures. Dropping a hint without a carefully balanced bit of misdirection can spoil the whole thing early, and failing to drop enough hints robs your reveal of force. If the audience has no chance to see the twist coming, then they will not be able to appreciate the clever way you misled them.

This means that crafting a good plot twist requires a significant degree of precision. In static forms of media you can attain this precision simply through continuous editing. Need to drop a couple more hints early on? Not a problem. Failed to provide enough misdirection? There is still time. Unfortunately, this just is not the case in roleplaying.

Roleplaying is a real-time activity. This means that if you fail to drop enough hints early you do not get to go back in time and do it retroactively. If you fail to produce enough misdirection then it is too late because you learn your misdirection was too weak because it already spoiled your reveal.

A possible solution to this is to work out your hints and their accompanying misdirection in advance. Prep them before play so that they are as well-tuned as you can make them. Unfortunately this runs into another problem with the structure of roleplaying: you are not alone.

No single person is the sole creator in a roleplaying session. This means that the story can go in directions you never anticipated. This is often devastating to prepared plot twist material. What if someone reveals that your planned double agent can not possibly be a double agent because of thing X? What if the story flows in such a way that there is no good time to drop your hints?

Thus the solution must be in editing. Remember last week when I talked about game design as a form of editing? That is what I mean here. In order to generate good plot twists without robbing the other players of agency you would have to have some sort of incredibly powerful structure in place that supported the generation of well-balanced hint-misdirection pairs on the fly. The problem here is that not only can I not imagine what such a structure might look like, I am not even convinced that such a structure can exist (though I do hope it can).
But the structural problem is not the only one to be overcome (though it is, as you will see, the only problem that can be overcome through design). Indeed, there is an equally difficult problem brought on by roleplaying, at least in the traditional face-to-face mode: more channels of communication.

It is hard enough controlling a single channel of information (like text in a novel) with enough precision to execute a good plot twist, but in most roleplaying we are dealing with not just words, but voice pitch, facial expression, body positioning, and all sorts of other non-verbal stuff. The skill required to convey hints with misdirection without inadvertently letting something slip by increases significantly with each channel of communication you add.

To make things worse, much of the time you are playing with people who know you. That is, your audience is familiar enough with you to catch many of your unconscious mannerisms. They know you always smile just so when you lie, and other similar things. To add even more problems, they are also familiar enough with you to know how you think, they know that making this character a double agent is just the sort of thing you would do.

All of this contributes to the enormous difficulty of making effective plot twists happen in play. It is a problem of precision. Some things can be made more precise through the use of procedures and rules, hopefully someone will develop a good set of hint-misdirection rules. However, some things can only be improved with practice: the only way you get better at controlling the various channels of communication is by doing so.

The end result of all this is that good plot twists come from good procedures for generating material combined with a set of skills that are not often associated with roleplaying.

Now for everyone’s favorite part. The part where I make you do all the hard work by answering the tough questions. This week I want to know about your own play: have you ever had a plot twist of the kind I’m discussing here? Was it a fluke, or is it repeatable? What kind of structures have you developed in your own play, formal or informal, that help you do plot twists?

Next week: Mechanics in roleplaying games are good for two things: teaching and easing a path to the good stuff. Don’t miss the exciting discussion: Taking a load off.

Even more lessons learned from Nine Worlds

Thursday, April 13th, 2006

As before, so again: this post contains a significant amount of what could fairly be called “criticism” of Matt Snyder’s Nine Worlds. I criticize because I love. I mean, I am still in this game and psyched about it months after we started, so I’m clearly having fun. It is somewhat sad that I tend to notice and consider what is not-as-fun more than I do what is fun, but it is what I do.

This post is about the unbalanced nature of adversity in the game. In Nine Worlds opposition comes from other characters, either other Archons (player characters) and their attendant stats or supporting characters (NPCs) with their own, roughly Archon-esque stats. The problem is that conflicts with supporting characters are, in some odd way, basically a form of GM fiat.

Yowch. Did I just say that much of Nine Worlds conflict resolution is GM fiat? That’s rough, but let me explain what I mean. When you get into a conflict it’s every man for himself. That is, if it is your PC vs. three NPC entities (note that a single NPC entity can by multiple minor characters) then, even if they are working together, you compare your Fate score to each of theirs separately. This is pretty cool, and allows for some really interesting free-wheeling multi-participant conflicts.

The problem is: there are no solid boundaries for generating the stats for these NPCs. There are a number of examples of NPCs in the book (which, by the way, are brilliantly done; each one is just focused enough for you to use as an inspiration for your own conflicts instead of being so defined as to try to shape your story), but for the most part they are more powerful than the PCs starting off.

Since there are no rules or guidelines for use when generating your NPCs it tends to boil down to a “that feels about right for this guy” game. Not that that is necessarily a bad thing, but in the case of Nine Worlds it means that the GM has to be good at judging just the right amount of adversity when he sets up those stats.

An example from recent play. My character, Aristo Denes, started off strong. I used a series of solid victories in the first couple of sessions to pump up some of my Muses making me a conflict winning beast. Three or four sessions later I resolved two or three of them at once. This gave me a lot of experience points, but it weakened my right-now conflict winning power.

The problem is that my conflicts were tending to be with NPCs of roughly the same power as before. While I had those big Muses (and was drawing all those extra cards) the adversity was just right; it was a real toss-up whether or not I could beat some of those guys. But without those Muses I started getting viciously stomped by my opposition. I think there may have been an entire session (maybe even two in a row) where I won no victories. (It is possible that this is not the case; Matt’s got recordings, so one day we can find out.)

Since you can only increase your Muses by winning victories, this had me stuck in a rut where it was unlikely for me to win, and getting into conflicts and losing them only made my opposition stronger for the next time we fought. It was, needless to say, somewhat disheartening (but still fun!).

I needed to win some conflicts to boost my Muses to fight the NPCs in question (since my character’s story pretty closely involved a number of them) so I decided to do what Fred Wolke calls “kicking puppies”. That is, I decided to frame some conflicts with weak NPCs that I was virtually guaranteed to beat so that I could grab some easy points and build up my Muses for later.

Specifically, I started up a fight with some Elite Aegis Agents who I whooped up on in the first session, but who haven’t been seen since. As I framed the conflict Matt considered, briefly, framing Herakles into it, but since I had made explicit my intention to fight a weak opponent, he decided not to.

So I do win, and I score something like 5 points. This is a nice start, but I am still at an overall deficit as I lost a couple of 7 and 8 point conflicts a session or two ago so my opposition is significantly stronger than I am with their Muses. However, as I remember things anyway (where are those recordings Matt?!), when I, as the winner of the first hand, decided to continue the conflict (this, by the way, is a super-clever mechanic) Matt brought in a new, stronger NPC. He is, unfortunately, not on the wiki, so I can’t point you at his numbers, but Matt basically made him up on the fly. It worked out fine in the end, I think I beat his Fate by a couple of points, but my “puppy kicking” was nipped in the bud.

This is supposed to point out that, ultimately, conflicts are sort of GM fiated. Matt, as GM, can introduce new NPCs to the conflict or bring in more powerful ones when appropriate. I am not actually against this in general, but there are no guidelines, especially no mechanical ones, for the GM to follow. Now, Matt is totally doing his best to be fair and keep things interesting, and for the most part he is good at it, but I am not so good at that sort of thing, and I fear what might happen if I ever ran a game of Nine Worlds.

Contrast this with Dogs in the Vineyard‘s proto-NPC generation which provides you stats for precisely 6 NPCs. You do not get mechanical resources for more than those six. Or look at Dungeons and Dragons CR system (as maligned as it might be) which makes an attempt to provide challenge level guidelines. Or even look at Primetime Adventures budget system: the GM can only throw so much at you before he runs out of resources.

Of course I really feel a bit bad singling out Nine Worlds like this, as there are tons of games that do similar things: Sorcerer, InSpectres, HeroQuest, and so on. And every single game I just listed I really enjoy playing. But, and this is why I brought the topic up at all, I think I would enjoy them better with a tighter oppositional structure.

I think this stems from the game part of the hobby. I like to evaluate my chances of succeeding and pick optimal paths for victory. That is just part of what I like to do. The same is not necessarily true of everyone else in the hobby, and so I wonder: people who do not find the crunch interesting, do they too wish for a more tightly guided opposition, or do the greater options and flexibility provided by not having those guidelines make play better for them?

I spoke with Ben Lehman about these issues I and he had two really good comments. first, he pointed out that the GM does not actually have total freedom when designating stats for NPCs because Matt has included stats for the most powerful NPCs I the gods, right in the text. This gives you a ceiling for NPC stats. While it is possible for the GM to make players the biggest possible foes in every conflict, if the PCs eventually reach a point that permits them to defeat the gods; the GM has limits.

Ben also explained that his understanding of the rules was that the player with narration rights could veto the introduction of new characters to a conflict. If this is the case (hopefully Matt will chime in) then I could have, if I had felt strongly about it, prevented Matt from introducing a new character and I could have kept kicking the puppies.

I bring all this up not so much to criticize Nine Worlds as to suggest that this is an important thing for game designers to consider. In our game Matt is good at judging numbers for opposition, but not everyone who wants to run or play Nine Worlds is going to be. Rules, or at the very least good solid guidelines, to help players to balance opposition no matter what their skill levels. If you don’t have something to help, you are going to stick some portion of your user-base with a period of trial and error during which they are having less fun than they could be. (Which is a great segue into a discussion of why some people don’t like learning new games, but I’ll let that wait for another day.)

Next week: The Paradox of Plot Twists

RPG design is like editing, but backwards?

Monday, April 3rd, 2006

Editing is a process of distillation for specific qualities. It is one of the great advantages of static media. You want to make your novel feel more action-y? Eliminate all that passive voice that snuck in there. You want more emotional investment? Kill that supporting character later on in the story so that readers have more time to get to know him.

Editing is how you select for a specific set of traits after you have already selected once. That is, when you first create (let us say that we are just worried about) your narrative you are already selecting for (say) romantic tension, but no matter how good you are you could have even more of it (or less if you later decide you have too much). (Quick aside: it is interesting to note that the more experience you get the better your pre-edited material becomes.)

Roleplaying does not have much in the way of editability, at least not as we tend to think of it. This lack of editability comes from two sources: 1) Tradition of play, and 2) Limits of the medium.

In traditional roleplaying groups very rarely replay things. There is no inherent reason that a group could not play a session over in an effort to make better focus on the parts that they felt were best and downplay what did not work well for them. Yet almost no one does this, and the few times that I have personally seen it done it has been an abberation rather than something that is done on a regular basis.

While the medium does not inherently preclude a traditional editing stance toward it, the medium does make such a stance difficult in some significant ways.

Editing is work, and not generally fun. Since people tend to roleplay for their own personal enjoyment they are not all that interested in doing significant amounts of work without significant amounts of fun as a payoff. Most people just do not find the work worth doing.

One of the primary points of enjoyment for most roleplayers is revelation. That is, they like discovering things whether character reactions, or bits of the world, or whatever. When you are editing you are no longer discovering. This means that while you may make the scene ultimately more interesting, its lack of newness makes it less interesting to those involved. Since the primary audience for the fiction being generated is the same group doing the authoring, it seems that the editing does not really benefit the group since it means expending time on a less fun activity.

Roleplayers do not want to edit their work, but (at least some) roleplayers do want to distill the fun parts. No one really wants to be involved in the game that is (as the cliche goes) “thirty minutes of fun packed into four hours of play”. This means that roleplayers want to make their play better and better directed. If you are not going to edit, then make sure your first draft is as good as possible.

The obvious, if sometimes unrecognized, way to get better play is to become a better player. This is not precisely a brilliant observation, but some people do fail to realize that roleplaying is a learned skill. Through practice and effort you can learn to be better at it. But these skills are on the player side, and pretty idiosyncratic to the group; what role should game designers play?

The mechanics of a game can (and often are) used to restrict what sorts of things can happen in play. In a sense the mechanics can be thought of as a form of editing. That is, by restricting the contents of play to certain types of things you distill for those types of things.

An example: in my own work-in-progress The Suburban Crucible, every scene has one conflict roll, and the stakes for every conflict are determined already. Specifically, every conflict has as its stakes “Do you damage your relationship with the involved characters, or do you manage to reduce their bigotry instead?” The mechanics distill play to that question.

The result is that other “extraneous” things do not make it into play. This is a sort of focused way of looking at the age-old “System Does Matter”. The mechanics of the game you are playing matter because they select for certain types of fictional material. In my aforementioned example with The Suburban Crucible it selects for a very specific type of conflict and scene, and by extension selects against other possible conflicts and scenes.

The lesson to be learned here is that sometimes it is useful to think of game design in a different light. Treating it like editing in that it distills certain traits can be a valuable change in perspective.

Collaboration

Thursday, March 30th, 2006

I had an interesting conversation with Ben Lehman the other day. We were talking about Vincent Baker’s Gamie-Games Contest. Ben’s actually already written one game, and Shanghai Poker looks pretty cool. In the course of our conversation, Ben expressed that he would be interested in writing another entry.

Since, in spite of my significant discussion of roleplaying stuff on this blog, I find myself tending to be more strongly drawn to straight-up game design, I asked Ben if he had any interest in a collaboration. Ben’s response was that he finds it difficult to design games collaboratively since it is not clear where the buck stops when conflict opinions arise.

This was an interesting observation, and to me, somewhat startling. Startling because a good bit of my game design has been collaborative. For instance, Pips was a collaborative effort between Will and I. We worked closely together during our extremely educational stint working on Trithofar, and on the various incarnations of Influence, and we pushed the extremely clever Zone of Control up to playtesting before real life (and our lack of solid prototyping skills) tripped us up.

Further, Will and I are currently collaborating on a customizable card game called Conclave and a short-play (three sessions) roleplaying game called Familia. So far it’s been nothing but positive. Together we generate much better ideas, and while the games in question have, perhaps, not met either of our original visions, they’ve been incredibly good games.

Then it dawned on me: Will and I could be relatively unique. The interplay of our ideas, our specific personalities, and our long and close friendship may be skewing my perspective. It is entirely possible that the results of our collaboration are atypical in game design. Consider how few other games you see designed in collaboration…

Yet we see collaboration in other fields, both artistic and systemic. Collaborative novel-writing, while not ubiquitous, is relatively common, especially in certain genres. Engineering and computer programming projects (below a certain scope) are often collaborative (above said scope you tend to have a project director). My limited understanding tells me that movie scripts are often collaboratively written.

So the question to you, gentle reader, is this: is collaborative design an overlooked, and powerful tool for game design, or are the constraints it imposes too limiting for its widespread use (perhaps it takes a rare meeting of personalities or shared vision, or perhaps the disadvantages outweigh the benefits). Have we not seen much collaboration because we do not tend to think of it as an option (tradition), or because it just is not a very good option?

Thomas

Games you’re not good enough to write yet

Friday, March 10th, 2006

This is going to be a bit of a non-traditional post for me. Yesterday, Jonathan Walton posted about a game idea that’s been bouncing around in his head for a while. The thing he said that most stood out, because it’s something I think myself quite often, is this:

It is the game I’m not capable of writing yet. Some day.

I’ve got at least one game like that. It’s Terminal is a game sketch I’ve been kicking around for about six months now. It’s a game for two players in which one player plays a close friend or relative of the other player’s character who has a terminal disease. It’s a game about the tragedy of losing someone you love, and watching it happen over time. But it’s also a game about the joy we find with people we love, and the way that you can extract companionship from so many situations. It’s a game about living life to your fullest with the people you love today, since you won’t have them tomorrow.

But I’m not good enough to write this game yet. Not and make it work right. That’s not to say I haven’t tried or am not still trying, but every sketch I do doesn’t work. Yet at the same time, every sketch I do brings me closer. The more I design, the more I play, the more I simply live the better I get and the closer I get to making this game work.

The same is true of me with other stuff: I have this totally sweet board game in my head that I can’t write yet. I have some cool music that I’m not good enough to put down on paper yet. I have some cool software I don’t know how to develop yet. I have some awesome sketches that I can’t yet draw. In each of these fields part of the reason I improve my skill is so that I can reach these great things in my head, and part of the reason I improve my skill is because the way to do so is to make other great things.

So, I ask you: what game do you want to design that you can’t yet? What are you, as a designer, working toward?

Thomas

What is your game really about?

Thursday, February 16th, 2006

One of the things I hear quite often when discussions of “what makes a game a roleplaying game?” are going on is that roleplaying games don’t have boundaries. That is, you can tell whatever kind of story you want to tell with a roleplaying game. This is, in a very interesting way, at the same time true and false.

It is true in that some things simply lie outside the scope of a game. Stealing an example from Wittgenstein, in a game of tennis there is no rule determining how high to throw the ball when you serve. There is no rule you can break by throwing it “too high”. Maybe you throw it a foot up, maybe you throw it 50 feet, either way you are still playing the same game. How high you throw the ball simply lies outside the scope of tennis. (Note that throwing the ball in and of itself is within the scope of tennis, you can not serve without doing so.)

Yet, the reason how high you throw the ball is not addressed in the rules of tennis is, quite simply, that the question is an uninteresting one for tennis. It is not an uninteresting question in and of itself, I recall a game I played as a child in which the object was to throw a baseball the highest. The question is simply uninteresting within the game of tennis.

I imagine that you could develop a game that was remarkably like tennis in which how high you threw the ball was vitally important. Perhaps a simple change in the rules such that if you throw too high it counts as a fault. There would arise an interesting question of whether or not you would still be playing the game of tennis or whether you would be playing something else, but I am going to put that aside for now, suffice it to say (for now) that I think you would not be playing the same game.

The point of all this is to draw the analogy it probably looks like I am trying to draw: if the rules do not speak to something, then that is a statement that that something is not important to the game. That is, the question is quite literally uninteresting from the perspective of the game.

For instance, you could play a game of Monopoly and, during play, tell a story about how you are all cut-throat real estate tycoons. There is nothing wrong with doing that, but I think you would be very hard pressed to justify a claim that Monopoly is about the players acting like they are real estate tycoons.

Since this is ostensibly a discussion of roleplaying, I suppose I should bring us back to that. This is, ultimately, a take on the mantra of “System Does Matter”. Your game, whatever it may be, is not about anything that you do not address in the game.

Let us examine some actual roleplaying games: Dungeons and Dragons 3.5 Edition, My Life with Master, and Dogs in the Vineyard.

First, good ol’ D&D. Look at the game (by which I meant the totality of the PHB and the DMG), and you will quickly notice what the game is about. You will note that the game “keeps score” through levels and abilities. As you get a higher score you get more kewl powers.

How do you score though? According to the reward mechanics you score by “overcoming challenges”. It is pretty clear that these challenges are to be overcome using the game mechanics, and that overcoming these mechanical challenges give you kewl powers to give your character so that he gets cooler.

The fantasy setting? Who cares?! That is not what the game is about. I think this is pretty clearly demonstrated by the great success of games like D20 Modern and D20 Future. They use the same basic “overcome challenges with these rules to get kewl powers” paradigm. The setting is not important to the game. It is important for the game, just as throwing the ball up in the air is part of tennis, but your specific choice of what setting you want does not actually matter.

While you have to have such a setting to play, that setting is not what the game is about. In fact, from the perspective of the game, the setting turns out to be somehow uninteresting.

What about My Life with Master? What is important in that? Reading the book it seems pretty clear that what is important is: A) The unstable/dysfunctional relationship between the minions and master, B) Intimacy, desperation, and sincerity (why else would you have dice for them?), and C) Building functional relationships.

While there is a sort of default expectation regarding the setting, the game does not actually care where the game is set. The game is about those three things. I do not have my copy with me, but I am virtually positive that Paul mentions this in the text itself. You can set it anywhere/anywhen as long as you keep those three elements listed above in play. Those elements are what the game is about.

Finally, let us examine Dogs in the Vineyard. What is the game about? What do the rules speak to? Blood relationships, escalating conflicts, using violence to get what you want, and absolute moral authority. Note that in Dogs, the game actually is tied to the setting: all characters are required to have a coat, and all characters must take an ability related to the organization of the Dogs.

One of the things that makes Dogs in the Vineyard such a great game (from a game designer/writer perspective) is that it is so intensely focused on the point of play. (This is somewhat true of My Life with Master too, I just do not think it is to the same extent.) Further, the game does not claim to be about things that it is not, in fact, about.

That last is important. When people start talking about Dungeons and Dragons, eventually someone talks about how it creates these great epic fantasy stories. Yet an analysis of the game pretty clearly demonstrate that that’s not what the game is about at all. While you may be telling great epic fantasy stories while playing D&D, that is great for you, but it does not really have anything (or at least much of anything) to do with the game you are playing (or at least say you are playing).

So, the moral of the story is the old adage: actions speak louder than words. It does not matter what you say your game is about if the game is not actually about that. You could claim that tennis is about who can throw the ball highest on the serve, but you would be wrong.

(Interesting note: this essay started off as a discussion of scope in game design. It morphed as I wrote it. I think this may work out a bit better. This piece will serve as an (I hope) useful springboard for a discussion of scope next week. Of course it may turn out that this is a side-track, and simply wasting time when I could be talking about something useful… Ah, well.)

Thomas

Stroking my ego for your benefit!

Saturday, February 11th, 2006
The Preamble

Feel free to skip to The Point if you are in a hurry, this is all going to be an explanation of why this post exists. You do not actually need to read it unless you are curious.

I find myself somewhat surprised that I have been able to maintain something approaching a weekly posting schedule recently. I mean, if I am honest I must admit that I am far too busy with school to do such an irresponsible thing. I suppose that if something is important enough to you…

With that mostly irrelevant pre-amble: I have a blog for a number of reasons. These include, but are not limited to:

  1. To provide me with an outlet for sharpening my writing skills.
  2. To provide me with an incentive to commit my ideas regarding roleplaying to “paper”.
  3. To provide me with feedback on those ideas in hopes of generating better, stronger, faster ideas.
  4. Honestly, because I, in my towering arrogance, think I am a clever fellow with clever things to say, and that other people can learn important, or at least useful, things from me.

(1) Is sort of silly here. No one is critiquing my prose here, my ideas maybe, but not my prose. Since I get huge amounts of commentary on my writing for school, my blog is not really a great place for me to learn to write well.

(2) This is actually surprisingly effective. Since I perceive myself to have an audience who will benefit from my ideas I write a lot more about my thoughts on roleplaying. This writing sharpens my thinking, and in some cases changes it. I am the only one who can read the back end of this blog, but I have a pretty good number of posts in draft stage. One of those is a 2500 word monster essay that I quit writing half-way through when I realized that I was flat-out wrong regarding the point I was trying to make. So this is surprisingly helpful.

(3) On this issue I am failing fairly miserably. I am averaging less than one comment per substantive post. Since my posts are almost all over 1000 words, that strikes me as rather low. Further, only one of those comments got me thinking in a direction to improve my ideas. The others, while appreciated (and they were!), did not really accomplish my number three goal.

(4) My towering arrogance can only withstand so much evidence against it. Admittedly that threshold is relatively high, but it does exist. I know that at least some people are reading what I write. The site statistics show a number of hits to the primary feed (though very few to the comment feed, which I find interesting), and I would bet that at least a couple of the people who have this blog aggregated read it. But I never hear from any of you! My poor ego is taking a terrible beating. More than that, I am beginning to doubt that my ideas, or at least the ideas I am choosing to share, are indeed helpful to anyone at all.

The Point

Which brings me to the point of all this: This blog is, at least in my mind, a public service. I want to offer my thoughts on roleplaying games to people who will find those thoughts interesting and benefitial. The underwhelming level of discussion could indicate a number of things from people’s: lack of time, prioritizing other discussions, or simply a general disinterest in the things I find fascinating.

Since the lack of discussion fails to meet a number of my goals, the most important of which is that the blog is actually useful, I call on you. What can I do to provide a better blog for you, gentle reader? Longer articles? Shorter articles? A less rigid posting schedule? Should I present my thoughts on the most discussed roleplaying theory idea of the week? Is it as simple as changing my writing style here so that I come across as less sure of myself?

I hate feeling like what I am doing is not doing anyone any good. Especially since my aforementioned towering arrogance insists that I can do people very much good. What can I do that would be good for you?

If you read this blog, I want to hear from you. Even if it ends up being a “keep doing what you’re doing, I just don’t have anything to say” I will feel better about myself. Though I must admit that the fact that you do not have anything to say about it makes its utility suspect to me…

So, talk to me!

ADDENDUM (Feb 12, 2006, 05:14CST): I got an email from Frank Filz indicating that attempting to comment is generating an error. I, myself, have been unable to duplicate the error, but the question arises: how many other people are having it? If you have tried to comment, and have not been able to, I would appreciate an email at thomas.robertson at this domain (thesmerf.com). Include what details you can (as in, what stage of commenting you got an error). Thanks bunches.

Thomas

Manipulating physical space with props, lessons learned from Breaking the Ice

Thursday, February 9th, 2006

(Big fat disclaimer: I am not a graphic artist/designer. All I can tell you is what I know about associative psychology, at which I am no expert. That said, I do think most of my analysis is pretty good. If it turns out that you are a graphic artist/designer and you want to correct me, please do so!)

First thing first: I need you to look at the originally printed character sheet for Breaking the Ice.

(Quick aside: Special thanks to Emily Care Boss for graciously providing me with the PDF of that sheet. If you have not yet read and played her excellent game Breaking the Ice then I have a piece of advice. If you are into roleplaying theory and design techniques, then this game should be high on your reading list. If you are into playing roleplaying games and having a blast, then this game should be high on your playing list.)

Moving on you will notice that this single sheet is split into three major parts. On the left side you have space for one character, on the right side you have space for another character, and in the middle you have a space for recording things that apply to both characters. You may also note that there are helpful mechanical notes at the bottom of the sheet. The specific notes that Emily has here address every important mechanical aspect of the system such that, having read the rules once, I can read the notes on the character sheet and remember everything there is to remember about playing the game. Such notes are recommended for anyone who has a system simple enough to distill like this. But those notes, while cool, are not what I am going to be talking about today.

So, you can see that this single character sheet is designed to be used for an entire two player game of Breaking the Ice. Not one sheet per player, one sheet per game. Since players (generally) want to be able to see the sheet for reference, both players are going to try to find a way to sit (or stand, or whatever they are doing) so that they can both look at the relevant parts of the sheet. It turns out that the most natural seating arrangement for this character sheet is sitting side by side with the sheet on the table in front of the players.

In Western cultures (probably in others too, but I do not know for sure) this is an arrangement of cooperation. You sit beside someone in this manner when you are working on a math problem together, or when you are facing some other challenge. This calls up associations of “the two of us facing a challenging task”. Note that this is not “the two of us facing an opponent”, that would require a person across from you. So the character sheet here gets people into the mindset of “the two of us are going to face this challenge of telling a cool story, and we’re going to beat that challenge”.

Also notice that the left and right sides of the sheet are going to be at least partially filled with text, but the center is a big blank space. People tend to want to fill central blank space. This goes double when that space is intended to be filled. There is a subtle pressure to get some Compatibilities on the sheet because that blank space is just so unaesthetic.

Another interesting thing to consider is that the blanks space in the middle is “shared” while the space on the sides is “personal”. That is, you have a responsibility to write stuff on your side, and your partner has a responsibility to write on their own side, but both of you have a responsibility to write in the middle. This shared responsibility encourages you to work together to make sure that something actually gets written in the middle.

Now, contrast the character sheet up there with the ones Emily has available on the Breaking the Ice site. I have them duplicated for your convenience: in black and white and in color. Now, while this is a more attractive sheet visually (note the shading, and the color, and the general feeling of the blank sheet feeling somehow “complete” but with space to add things. Also notice how taking the mechanical reminders off the sheet adds symetry to the whole composition.

Two major things I see here. First note that the orientation is no longer side-to-side, but top-to-bottom. We have a much stronger sense of vertical hierarchy than horizontal hierarchy. Just take a look at the descriptions I just used: “side-to-side” does not indicate which side is primary, but “top-to-bottom” does. Of course I could have said “left-to-right” orientation, but we do not tend to talk that way, and I find myself unable to think of vertical equivilent for “side-to-side”. So there is a subtle (and possibly so subtle as to not matter in play, but I do notice it in theory) shift in importance. One of the characters (and thus associated players) is “above” the other. I just do not like it as much.

The other thing to notice is the way Compatibilities are listed. It is in a compact little diamond. Still between the two characters, but it is no longer a gulf begging to be filled. Instead it feels almost a bit cramped to write stuff in there. The space around the label “Compatibilities” almost feels necessary, as if you do not want to fill it in. There is also a (very) minor complaint that since the lines are above and below the label, but the lines are small at the top, so that it is not clear where you should write your first (and subsequent) Compatibilities within that space.

Another game to look at as doing something similar (though not as subtly) is Ben Lehman’s Polaris (another game you should be reading and playing). The rules of the game themselves call for a specific seating arrangement, which is sort of reflected in the character sheet. The Polaris character shet is not nearly as powerful as the one for Breaking the Ice, but in all fairness to Ben, it has a much more difficult task.

In Breaking the Ice two people who should be in a cooperative mindset need to share data. The solution is simple, let them sit beside one another and do so. In Polaris two people who are in a competative mindset need to share data. In fact, they need to share almost all of the data on that sheet. They both need to know the ability scores, and since they share the use of Blessings, Offices, Abilities, and Fates they need to share those too.

The problem which arises is that, unless one of the players is really good at reading things upsdide down, you have to duplicate the data in order to make it fully shared. But duplicating data means writing twice as much: whenever one player records something, the other must as well, and every so often you will need to check to make sure that no one has screwed up and misrecorded something. And if someone did do that, well, how the heck do you figure out who made the mistake and fix it?

Ben’s solution to the problem at least does not bring up those problems. Instead he simply makes some data easier to access for one player and other data easier to access for the other player. This puts them both at the same level of advantage and disadvantage when it comes to having a grasp of the overall state of play. Unfortunately, while it puts everyone on a level playing field, it fails to provide all the needed data to all the players who need it in an effecient manner.

Another thing worth noting is that while the text calls for two players to play the “Moons” and to be relatively neutral, the design of the character sheet seems to indicate that the Moons are closer to the Heart side than the Mistaken side. While I have never seen this impact play (it turns out that it is more fun, and the game runs best in my experience, when the Moons abuse the Heart whenever possible), it is a consideration when designing character sheets.

Character sheet aside, what Ben did with physical positioning in Polaris is brilliant. While his character sheet may not be fully encouraging of that positioning, the rules a clear about it.

First, you sit across from your primary source of adversity. This naturally gets you in a competative state of mind. That guy across from you is the one you have to “beat”. Then it sets, equidistant between you and your opponent, a pair of neutral arbitrators. The rules themselves call for these arrangement of physical space, and they really help get people into the right mindset.

(One quick aside about Polaris, and this could be an etire essay at a later date: The shifting of roles from Heart/Mistaken to one of the Moons and back again is genius. The Moons, in addition to being “neutral” are also not opposed to one another. Since your fellow Moon is also your Heart/Mistaken, and play proceeds around the table, you go from cooperating with your opposite to competing with them and back. The tension this develops is excellent. The big thing I see it doing is that it helps develop a “no hard feelings” mentality. Since you work together and oppose one another, it is easier to see that opposing one another is just another way of working together.)

Now, I get somewhat critical of both games here, but it should not be read as it may seem: both of these games are doing way, way more with character sheets than any other game I have seen. Any complaints I have are because these things are just a beginning when they could be so much more, but think about it: at least these games have beginnings at these issues while no other game I have seen (yet) have done so.

Thomas

Nine Worlds, some interesting emergent play

Thursday, February 9th, 2006

In our Skype-based Nine Worlds game (which I spoke of recently) Matt uses a simple method for determining what happens in the next scene. It is basically the Primetime Adventures solution: each player, including the GM, frames a scene in turn.

Players, to date at least, have invariably framed scenes involving their characters, and Matt has been pretty evenly distributing his scenes among the characters. Since the Nine Worlds advancement system (not to mention character effectiveness levels) is tied to Muses. Bigger Muses make you more powerful in play and have bigger payoff when they resolve than smaller Muses. Since Muses can only be increased when you win in conflicts you want to be in as many conflicts as you can manage to get into. Since multiple any conflict can take a theoretically unlimited number of participants, you can get in on conflicts started by other players if you are able to come up with a good set of stakes related to the conflict (though, interestingly, they do not have to be related to the stakes set by the original participants, just something relevant to that). With a tendency of one to two conflict phases per scene, the more scenes you are in, the more conflicts you can be involved in.

From our play last night, Ben and I worked together to attach our characters to one another. I think we were both working, at least partially, with a metagame concern of linking up character interests. Nothing wrong with that, of course. Nine Worlds in no way requires party play or anything like that, but it doesn’t discourage it either, overall it’s pretty neutral to it. Anyway, Ben would frame a scene that I happened to be in and I would get to participate in a conflict, and then I would frame a scene with Ben, and he would participate. Doing this we were getting roughly twice as many conflicts each as Fred was getting.

On top of that, since we were both getting some spotlight whenever either of us framed a scene, we both got more spotlight time (thought it was shared time, I did not mind).

It is important to point out that this is not actually an emergent property of Nine Worlds itself. This method of scene framing is not, as far as I remember, in the rules of the game itself. Instead this is just a way of doing scene framing (the order of which is, again as far as I remember, not addressed in the rules). When this specific method of determing scene framing authority is combined with the rules of Nine Worlds you get this interesting (and cool) incentive to keep the characters working together.

(I am actually hoping to have another article up this afternoon. I’m talking about Emily Care Boss’ super-cool Breaking the Ice.)

Thomas