Chris Chinn coined this phrase a year or two ago. Basically he asked, “if narration is a part
of your resolution system, what mechanics in your game stop a player from
saying, ‘If I win, I chop the world in half.”
This is a severe problem and it’s a design flaw that has shown up manytimes, especially after Dogs in the Vineyard was released. My own Hierarchy is an excellent example of a
game that suffers from this problem.
In Hierarchy, players can raise the stakes in a conflict at
will. There’s no mechanical stop-gap to
prevent them from betting the fate of the entire world in a single
contest. This, of course, is terrible. The design relies total on the Social
Contract to keep things in check. That’s
possible to some extent, but there are a lot of shades of gray between “my
character smacks yours across the face and leaves” and “I chop the world in
half.” It can be hard for a group,
especially a novice group, to enforce reasonable limits on narration trading
during resolution without some mechanical backup.
It is tempting to allow narration to take the characters in
any direction the play-group desires, but narration, like all things, needs
constraint to breed creativity. Putting
mechanical limits on what can be brought into a contest is a necessary part of
design.
So what are some ways to do that?
First, you can include a “back-out” clause. Ben Lehman did this in Polaris, where a
player in a conflict can negate an escalation by an opposing player by saying,
“You ask too much.” So, by designing a
way one player to return the stakes back to an earlier a previous state, the
game can prevent things from getting out of hand.
Second, you can set explicit options for what can be at
stake. For instance, you can say the
players may risk “wealth, status, or health in a contest but not life or
relationships.” In this case, you are
setting up parameters for the resolution system and prescribing what is in
bounds and out of bounds for conflicts.
Third, you can have a way to escalate a conflict with a cost
and a cap. Dogs in the Vineyard does
this. Escalating a conflict from words
to fists is possible, but doing so puts the character at greater risk. There needs to be some sort of cap on how
much a player can risk when escalating a conflict. Often this is the character’s life. It doesn’t have to be that way, but there
needs to be an explicit way to cap the escalation.
Fourth, you can have a resolution system that just doesn’t
allow narration to set the stakes. Task
resolution does this. Many forms of
conflict resolution do as well. You
could have the GM always set the stakes, or do it by total group consent. Whatever.
Fifth, as part of the Chargen and prep work for play, the
players can set up their own parameters for what is allowable and what is not
during narration of stakes in a conflict.
Sometimes, in a inter-planar superhero game, chopping a world in half
may actually make sense! Cool! But it needs to happen in accordance with the
players’ expectation for the game, the designer’s vision for the game, and the
limits of the Social Contract. Letting
the players hash this out before play allows for really powerful characters and
situations without breaking the mechanics.
The main thing is, don’t let the power of narration get out
of control. Narration is awesome. It is a lot of fun, but it is also
dangerous. It can take a well-designed
game and wreck it.
Peace,
-Troy
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