Heya,
First off, I’m going to qualify this by saying I’m only now just starting to understand the Big Model. So don’t scourge me if I just missed a point made by Ron or Vincent somewhere along the line.
Second, this is not an attempt to overthrow the Big Model, but to understand one small facet of it in a better light. I am a full believer in the Big Model’s accuracy and usefulness. No one should use this thread as a chance to poke holes in it.
Third, I will greatly appreciate input from everyone, but I’m especially interested in replies from Ron, Vincent, Ben, and Ralph. They’ve both helped me understand parts of the Big Model in the past.
So anyway, here we go. The more I work on the designs of my games and the more I look at the crop of designs from this year’s Game Chef, the more I see games incorporating physical objects into their mechanics and into play. At the same time, I’m seeing DnD renew its interest in minis with the release of the Dungeon Tile series books which the website reports as selling quite well for a few years now. So based on my play of these games and reading of the mechanics, I’m wondering if there should be a box between Social Contract and the Exploration/SIS box in the Big Model called the “Shared Playing Environment” or the “Physical Playing Environment.”
For this post, I’m going to be referencing the following games as examples of games using Physical Items:
Polaris (specifically its candle)
DnD (specifically the minis and dungeon tiles)
Glorantha (specifically the map)
1001 Night (the bowl of gem-looking dice)
Hunter Rose- My Old Game Chef Entry- (specifically its rose, thread, and beads)
The Roach and Standoff- (for the cards used during play)
Code of Unaris uses computers and the InternetDeadlands (1st Edition) uses a community deck of cards
A Hypothetical Game using the phases of the Moon
A Hypothetical Game that denotes a rotating GM by using a hat that is traded around
A Hypothetical Game the uses a Podcast to add content to play
Any RPG ever played (specifically the venue for the game) perhaps including LARPs
The Case for the Physical Playing Environment Not Being Currently Well Represented By Social Contract:
I pulled up the diagram of the Big Model, the Provisional Glossary, and the article GNS and Other Matters. I look at the list of things that characterize the Social Contract: Courtesy, Food, Transportation, Communication, Friendship, Hosting, Romance, and more. While “and more” can be infinitely expanded to include just about anything under the sun, things like maps, miniatures, roses, and other play aids are of a totally different breed of things than “Courtesy, Friendship, Transportation, and Romance.”
The definition of the Social Contract from the glossary says, “All interactions and relationships among the role-playing group, including emotional connections, logistic arrangements, and expectations. All role-playing is a subset of the Social Contract.” Everything that has to do with a group roleplaying is part of the Social Contract and is a subset of it. However, it seems like referencing the Social Contract itself and only itself during play is exclusively done when there are “relationships, emotional connections, logistical arrangements, and expectations” are involved. For anything more specific than that, you look at the boxes contained within the Social Contract. For instance, you would not reference the Social Contract if you used the Hacking rule in Code of Unaris (which is an ephemera term) unless the act of Hacking caused a conflict in the relationships, connections, arrangements, or expectations of the group.
Finally, the Social Contract contains everything needed for play. However, the Social Contract does not describe play. That is covered by the boxes contained within it. Since things like miniatures, cards, tokens, and maps can help describe play, they specifically aren’t an aspect of the broader concept of the Social Contract per se, they should instead be contained within some smaller box once play begins. Just like the textual rules of Polaris aren’t what makes up the Social Contract, but instead are part of what is referenced by the System (Exploration/SIS box). The physical objects a group decides to use are unique to that group.
Basically, what I’m saying there is that the Social Contract doesn’t describe play, it only contains it. The physical objects players actually use, however, can help describe the fiction that is taking place. Therefore, I see it as needing to be in a separate box within Social Contract since physical items are so radically different from what is currently described by the Social Contract Box.
The Case for the Physical Playing Environment Not Being Part of the Exploration/SIS Box:
First, the objects I’m talking about (the Candle from Polaris, or the Cards from Roach) are not imaginary, fictitious objects. They are tangible items. They can be as objectively viewed by all participants and non-participants as any object can be when dealing with human beings. Therefore, putting them in the Shared Imagined Space doesn’t make much sense to me.
Second, during play I’ve observed slight disconnects between the nature of the physical objects used to support play and the shared fiction of the Exploration. For instance, take a miniature in DnD. A mini might depict a character as carrying a bow. However, the character has never owned a bow nor does he ever use one. Therefore, that aspect of the mini is ignored and never enters the Fiction/Exploration/SIS of the game. Another might be the use of gender specific pronouns on a card from a game like Standoff. A card may say, “On his turn, a character…” The character the card references may well be female. So that part of the card is replaced with something the group agrees enters the fiction of the game. It’s small, but I feel it’s important that such distinctions are made. A physical object depicts one thing, but the group agrees that it doesn’t. As a second example, Vincent said here that the character sheet is not the character. The sheet may reference or allude to the character but is not the character in and of itself. It seems to me that would clearly show the difference between a physical object and an imaginary regarding of what that object represents.
Third, play usually does not explore the physical nature of the objects used to aid play. The color and texture of the cards in Deadlands are totally irrelevant to the Exploration of the game. The online map of Glorantha itself is not what the players explore, but the relevant elements of Setting agreed to in the game’s shared fiction. A hypothetical game that uses the phases of the Moon (in real life) to determine a werewolf’s power does not explore the Moon, only the mechanical affects of the System. The Moon only facilitates the System. It is not itself the point of play.
Fourth, game-related objects that are contained within the physical environment where play is going on may not ever get included in the SIS/Exploration. For instance, unused portions of a dungeon in the Dungeon Tiles set never make it to the SIS. Areas of the Glorantha map where the characters never venture don’t make it into the Exploration of the game. Cards in games like Standoff that never get dealt are there and can help facilitate play, but never enter the fiction of the game. The beads in Hunter Rose are accumulated and tied to the thread, but only reflect play- never influence it. Basically, leftovers.
The Case of Physical Playing Environment Not Being Part of System (also SIS box):
This is all System in the lumpley/Baker-Care Principle sense. Just for quick reference, from the Provisional Glossary it says, "System (including but not limited to 'the rules') is defined as the means by which the group agrees to imagined events during play."
First, for the way I’m looking at the Physical Play Environment of a game, the physical objects must exist prior to the “group agrees to imagined events during play.” If a group is going to agree to use the scale on the map of Glorantha to chart the distance the PCs traveled, then the scale and the map must already exist before they reference it. If the players are to agree that a card should be drawn in Roach, the cards must already be in the play area for them to do that. Therefore, the objects have an existence separate from the System of the game.
Second, though the System can reference the physical item, it is not a requirement that every aspect of the physical item become part of “how we decide what happens during play.” As mentioned earlier, details on miniatures, the surface of the moon, the gender pronouns on a card, the color of the dice, etc. can all be ignored yet the object can still help determine what happens. Thus, I don’t think that the physical objects are a part of the System but only reflect the System and/or can only be referenced by the System.
Third, like Exploration, System relies on communication. However, not everything communicated is part of the System. The type, scent, and color of the candle in Polaris may enhance the ambiance of the play session, but it plays no part in deciding how things happen- just when we start, and when we stop. Right? The candle may communicate something about the player as a person, but is almost never a part of the SIS. The SIS may reference the candle, but the candle is apart. Since System is only concerned with “the means by which the group agrees to imagined events during play,” what aesthetics the candle provides, while part of the environment where play is happening, isn’t part of the System used for play.
The Case for Social Contract Containing the Physical Playing Environment:
First, as stated by the Big Model Diagram and the definition provided by the Provisional Glossary, everything that has to do with roleplaying is contained within the Social Contract. Physical objects manipulated during play in reaction to or in reference of in-game events are part of roleplaying. Therefore, the Social Contract would contain the Physical Playing Environment.
Second, the Physical Play Environment could not be a larger box than the Social Contract since deciding who would bring the maps, cards, minis, roses, dice, and so on would definitely be characterized by the “interactions and relationships among the role-playing group, including emotional connections, logistic arrangements, and expectations.” The physical objects could not be part of play as physical objects unless the conditions for the Social Contract are met first. Referencing physical objects that are not in the Physical Environment would make them imaginary objects, in my opinion.
Third, the Physical Objects used during play are one among many things that are part of the interactions of the roleplaying group (like the fiction, techniques, and ephemera of the game). Thus, I believe the Physical Playing Environment is a recognizable and discrete component of play.
The Case of SIS/Exploration Being Contained within the Physical Playing Environment:
First, just as the SIS/Exploration of a game can only reference or rely on the Social Contract, the SIS/Exploration can only reference or rely on the Physical Objects present that the group agreed to bring as aids to facilitate play as well as the people who are actually there participating. Since the Physical Playing Environment is like the Social Contract in this way, it seems to me at least, that it too would be a box that encases the SIS/Exploration box.
Second, since the Physical Playing Environment contains things that were agreed to be brought to the game by the Social Contract but might not be incorporated into the Exploration of the game, then the SIS/Exploration of a game would be a subset of everything in the Physical Playing Environment. For instance, not all the minis brought to the game might be used that night. However, they are still game-related and a part of the Social Contract.
The Case for Making the Physical Playing Environment a Distinct Box within Social Contract:
As an area of design and play, the Physical Playing Environment holds great potential for roleplaying games. Relegating the Physical Playing Environment to the “and more” part of the Social Contract downplays its importance, almost making it non-existent as part of the theory. The Big Model is useful for both examining play and designing games. It should help facilitate understanding and innovation in both areas. By not expressing the Physical Playing Environment more clearly, I believe it leaves a gap its communication to a reader- especially for newcomers to Forge theory. To me, that is a problem.
By highlighting the importance of the Physical Playing Environment, it brings another layer of understanding to the Big Model without adding a layer of complexity. The Physical Playing Environment, including the unconventional environments like the Internet or empty field used for LARPing, is an easily grasped concept. It adds a level of detail that makes the Big Model more concrete.
When it comes to examining the Big Model, we are mainly looking at human interaction. However, there is more to roleplaying than just humans interacting with humans. While we roleplay, we are also interacting with non-human objects. Dice, cards, books, pictures, miniatures, foam swords, and other props are part of the ritual. Yet, those things are not found listed on the Big Model as it currently stands. Many newcomers look at the Big Model and go, “So where does the Player’s Guide fit in? I see where it says, ‘reference to the rules’ but I don’t see the rules themselves.” I regard this as a small oversight in the current Big Model. Not a critical or fatal oversight, but I believe it is an oversight.
Finally, I can’t see that anything is lost by adding this new box to the Big Model. The concept of a Physical Playing Environment does not shortchange the concept of the Social Contract nor the Shared Imagined Space. It does not dilute the definitions or relevance of the other boxes; therefore, adding it should not cause any major upheaval in the theory. It does alter it some (anything new should) but not in a cataclysmic way. Hence, I think the model would be improved by adding the Physical Playing Environment to it.
Closing Remarks
Since it seems to me that the SIS/Exploration box includes reference/reliance on some things that are in the Physical Playing Environment but also can exclude things included in the subsets of the “interactions and relationships among the role-playing group,” the Physical Playing Environment is a discrete facet of the Big Model. Keeping all that I said above in mind, I would tentatively put forth that the Shared Playing Environment is “Anything physical that assists and/or participates in play including but not limited to manipulatives (minis, cards, tokens), venues (a dorm room, Skype, chat rooms), and visual aids (maps, character sheets, character sketches) and people (players, GMs, observers). I don’t know if the Big Model was meant to include LARP play, but if it were, I would think that the Physical Playing Environment would be a vital, obvious, and important aspect of play, and thus the model too.
I may be totally off here, so I am willing to get GNS copped on this by the big-wigs. But I’ve always wondered where things like maps, character sheets, minis, and models (and LARP props if they count) fit in when it comes to play and the Big Model. I’m hoping that this blog entry is the starting point for some good discussion on the topic.
Peace,
-Troy
Thursday, November 03, 2011
Friday, October 21, 2011
D&D Alignments: A Lament
Heya,
When I first started roleplaying, I was introduced to the hobby through MERP, a Rolemaster variant. It was lots of fun, though it was a simple game with plenty of design issues. We explored Middle-earth, got tired of it, made our own worlds, and pursued radically different creative agendas concurrently and somehow made it work. I got to play with some awesome people who were my best friends, and we had some deep, rich, and rewarding campaigns.
Then I went away to college. I was introduced to AD&D2e. I had heard it wasn’t all that great of a system, but it was the only thing the guys around there knew how to play. When I first met up with them, I asked to borrow the Player’s Handbook. As I read over Chargen, I seized on Alignments. I thought it was the coolest part of making a character. I could see how it would challenge me as a player to hold to it, and I figured that the game would reward sticking to your alignment even in situations where it would be advantageous to abandon it. The game did no such thing.
In fact, alignment almost never came up in the games I played. I got to game with about five separate DnD groups in college (truth be told, I crammed 4 years of college into 6). And not one time did alignment matter. No one cared about it. The mechanic seemed more of a shackle than invitation for roleplaying. Eventually, I gave up my quest for it to matter.
I hated that. I really wanted alignment to be important, in fact the center of my character. In truth, I think it should have been. It seems obvious that, at some point in DnD’s design, someone thought moral dilemma would be an interesting facet of play, but the game never supported it. Alignment is the ultimate flag in DnD when it comes to what a player wants his character to really be about, but the game never provided incentives for challenging and changing alignments. It would tell you how to do that (and offer some nominal punishments for the change), but not why a person should, or when, or offer bonuses and temptations for doing so. I felt the mechanic was almost entirely ignored by the game. I wish it wouldn’t have been.
This is why I have high hopes for Dungeon World. I’m not really plugging that game here, just relating that I am sorrowful that my experience with DnD marginalized what I found to be the most intriguing part of character creation, and that I hope DW offers me the chance to see what it would have been like if Alignment mattered.
Have you ever felt this way about a game? That there was a mechanic that seemed really awesome and even central to play, but was ignored altogether by the rest of the rules and/or players?
Peace,
-Troy
When I first started roleplaying, I was introduced to the hobby through MERP, a Rolemaster variant. It was lots of fun, though it was a simple game with plenty of design issues. We explored Middle-earth, got tired of it, made our own worlds, and pursued radically different creative agendas concurrently and somehow made it work. I got to play with some awesome people who were my best friends, and we had some deep, rich, and rewarding campaigns.
Then I went away to college. I was introduced to AD&D2e. I had heard it wasn’t all that great of a system, but it was the only thing the guys around there knew how to play. When I first met up with them, I asked to borrow the Player’s Handbook. As I read over Chargen, I seized on Alignments. I thought it was the coolest part of making a character. I could see how it would challenge me as a player to hold to it, and I figured that the game would reward sticking to your alignment even in situations where it would be advantageous to abandon it. The game did no such thing.
In fact, alignment almost never came up in the games I played. I got to game with about five separate DnD groups in college (truth be told, I crammed 4 years of college into 6). And not one time did alignment matter. No one cared about it. The mechanic seemed more of a shackle than invitation for roleplaying. Eventually, I gave up my quest for it to matter.
I hated that. I really wanted alignment to be important, in fact the center of my character. In truth, I think it should have been. It seems obvious that, at some point in DnD’s design, someone thought moral dilemma would be an interesting facet of play, but the game never supported it. Alignment is the ultimate flag in DnD when it comes to what a player wants his character to really be about, but the game never provided incentives for challenging and changing alignments. It would tell you how to do that (and offer some nominal punishments for the change), but not why a person should, or when, or offer bonuses and temptations for doing so. I felt the mechanic was almost entirely ignored by the game. I wish it wouldn’t have been.
This is why I have high hopes for Dungeon World. I’m not really plugging that game here, just relating that I am sorrowful that my experience with DnD marginalized what I found to be the most intriguing part of character creation, and that I hope DW offers me the chance to see what it would have been like if Alignment mattered.
Have you ever felt this way about a game? That there was a mechanic that seemed really awesome and even central to play, but was ignored altogether by the rest of the rules and/or players?
Peace,
-Troy
Monday, October 10, 2011
How Can My Game Better Teach Mechanics? pt.2
Heya,
Back in 2007, I wrote an articled called “How Can My Game Better Teach Mechanics?” I’ve learned a lot since then, so this is a follow-up article to that.
The definitions of mechanics vs. rules can be a little bit fuzzy. I’m not going to worry about the minutiae of that debate today. Basically, I’m going to refer to the Rules as the printed text in your book, and the System as the lumpley principle (see link). Anyway, here’s some pointers on helping your rules better teach people how to play your game:
#1: Write the Rules according to what the players (including the GM) actually do:
Rules should be written to provoke action by the players. The text explains what the players are supposed to be doing at the table during play. Therefore it reasons that rules should be written with player action in mind. If the characters in your game are Texas lawmen from the old west and you want to give them a bonus for aiming their rifles rather than shooting from the hip, don’t write this: “Aiming: +3 bonus to hit.” Instead, write, “Aiming: If you have your character spend one round aiming his gun, add a plus three bonus to your Attack value.” As I said in my article on writing mechanics, mechanics (rules) are for people, not for characters. The character is getting a bonus for aiming, but it’s the player that decides to have him aim.
When writing your game, you will inevitably come across a sentence or two that seems confusing. If you do, ask yourself, “Is this written in a way that talks about what the players are actually physically doing, or is it talking about something else?” If the answer is “something else” then it probably needs to be rewritten. Focus on real people making real decisions and taking real actions around the game table and your text will be much better at communicating your vision for play.
#2: Don’t just explain the rules, explain the rationale behind the rules.
Designers are getting better and better at explaining not only what to do but also why players should be doing it. It used to be that a game might propose combat options as just a list of bonuses a character could get if the player simply declared he/she is using them. There was no explanation of where to use them or why to use them. It was just assumed the players would figure it out.
This was especially true in Chargen. Take alignment from AD&D 2e for example. There was a listing of each alignment and then an explanation of that alignment, but never any rules or text about why you should play your alignment, why you should change your alignment, or why you should care what other people’s alignments were. There were rules on HOW to do those things but not WHY you should do those things. Therefore, it was my experience, that alignment rules were pretty much disregarded with the occasional exception of the cleric class.
So how can you explain the why in addition to the how?
Well, the simplest way to do that is just include it as part of the chapter or section where the rule is introduced. Vincent Baker is a master at this. Dogs in the Vineyard, In a Wicked Age, and Apocalypse World are all exemplar texts for discussing the Why along with the How without breaking up or interrupting the text.
That’s not to say that breaking up the text is a bad thing. It isn’t. Using a designer’s sidebar on the outside margins of a text is a perfectly viable alternative as well. D&D 3e did this. They called it, “Behind the Curtain.” It introduced the reader to the thinking of the designer and developer when it came to certain mechanics. This was extraordinarily helpful for players (like myself) who were converting over from AD&D 2e rules.
Another way to do this is just to have a subsection at the end of each chapter or whatever explaining your rationale for the various mechanics. So at the end of Character Advancement, you might have a section entitled “My Vision For These Rules” or “Why This Should Matter to You.” It’s okay to come right out and say “Hey Mr. Reader, this part’s important. Let me tell you why it is.”
#3: Don’t hide anything.
This is related to the first. There’s been a tradition in roleplaying texts (see my article on TITB4B) to hold back on telling the reader everything for fear of ruining the surprise or suspension of disbelief. This is silliness. Leaving out critical parts of the instructions for prescribing play is a BAD IDEA.
You are inventing a new game, even if you are basing off some other game like FUDGE, FATE, or TSOY. Therefore you need to explain, in detail, everything you as the designer expect to go on during play. You must prescribe to the players the actions they should take in order to understand, play, and enjoy your game. I’m not talking about dictating every move or adding rewards and punishments for what the characters do. I trust that a reader of this blog knows that. Instead, what I’m saying is if challenging other player-characters to duels is really fun in your game, come out and say that! Don’t just include the rules for having duels without any type of text explaining that dueling is an important aspect of game-play.
I think that some of the talk about the “Fruitful Void” is sometimes confusing to new designers. When Vincent talks about the Fruitful Void, he’s not saying that the game gets fun when the players finally figure out what you left out of the text. He’s saying the game gets fun when the players finally figure out exactly what you put in your text. The Fruitful Void is a very heavy topic and one I’m not comfortable going into at great length without its own article. For the purposes of this entry let me just say, don’t get hung up on whether or not your game has a Fruitful Void. Instead, play, play, play and then explain-explain-explain.
#4: Give model characters, items, techniques, etc.
People learn best in an apprenticeship. However, that is rarely feasible with an RPG that has any sizable print run at all. You, the designer, can’t be everywhere. Therefore you have to resort to another very effective method of teaching: models.
I regard the following as key sections in an RPG rule book:
Character Creation
Character Advancement
Resolution
Reward Mechanics
GM Prep (if there is a GM)
(You can reference my article on the System Design Checklist for further explanation) In each of the above sections, I highly recommend you give finished, polished, and multiple models of what you, as the designer, expect. In fact, if your character creation, resolution, or GM prep rules are complicated, I would encourage you to give examples at each step and then one final, holistic example at the end. The more models the better.
Models make the abstract concrete. If someone trying to play your game gets stuck, a model can serve as a guidepost they can use to see if they are doing it right. Multiple models are preferred since it gives the reader/player multiple points of reference, thus increasing the likelihood they will understand your text.
#5: Use text features, more importantly, use uniform text features.
Text features are things like headings, titles, sub-titles, boldface, italics, bullets, pictures, graphs, timelines, charts, text boxes, colors, and fonts. There are many more, but those are the most commonly used text features.
Text features are important because they can cue a reader that something new or something important is being presented. A text box at the bottom of the page cues the reader that there may be some supplemental information relevant to the topic in that section. It also tells the reader that what’s in the box is separate from the rest of the text and therefore meant to be read separately.
One thing I’d like to stress is using uniform text features. Make all your titles, headings, and sub-headings the same size, font, and whatever else. All your titles should look the same. All the heading should look the same. All the sub-headings should look the same, and each of these things should look DIFFERENT from each other. I can’t tell you how difficult it can be to read a game text where some of the headings are boldface, others are underlined, everything is in the same font or size, and some key words are capitalized and others aren’t.
Create a style guide for yourself or adopt one from some other source like the APA or MLA. Whatever you do, be consistent. Your readers will thank you for it, and doing so will lead to better comprehension and more consistent play.
#6: Include Bonus Resources Players Can Complete or Customize.
When people think of resources in an RPG book they usually think of one of two things: Character Sheets or Maps. Those are a good start, but they aren’t enough. If the GameMaster’s job is to create a villain, give him a villain sheet to help out- one with all the relevant stats, values, and space for notes that he’ll need. If the GM has to create setting for play, give him some type of setting sheet that is- at the very least- a checklist of things he/she needs to consider when making the setting.
All sorts of tally sheets, note sheets, blank maps with a legend at the bottom, character sheets, monster sheets, charts, diagrams, or logs can be provided to help make implementing the game’s rules easier. For years players have had to create their own, and a lot of confusion can arise from this. If you provide everyone with what they need in this regard, then the resources everyone uses will be uniform and easily understood by the other participants.
The easiest way to come up with resources for your game is to watch people during playtesting. What cheat-sheets or help-sheets did they create? What sorts of suggestions did they make? What parts did they note were cumbersome to keep track of or confusing to catalogue? Playtesting is a gold mine for this sort of thing. Don’t let such valuable feedback go to waste. Use it to make your game more convenient and easier to play by turning those player-made resources into game-provided resources. Before you finish a game, ask yourself, “What else could I include that would make all the book keeping and handling time easier for this game?” Then add that stuff.
Peace,
-Troy
Back in 2007, I wrote an articled called “How Can My Game Better Teach Mechanics?” I’ve learned a lot since then, so this is a follow-up article to that.
The definitions of mechanics vs. rules can be a little bit fuzzy. I’m not going to worry about the minutiae of that debate today. Basically, I’m going to refer to the Rules as the printed text in your book, and the System as the lumpley principle (see link). Anyway, here’s some pointers on helping your rules better teach people how to play your game:
#1: Write the Rules according to what the players (including the GM) actually do:
Rules should be written to provoke action by the players. The text explains what the players are supposed to be doing at the table during play. Therefore it reasons that rules should be written with player action in mind. If the characters in your game are Texas lawmen from the old west and you want to give them a bonus for aiming their rifles rather than shooting from the hip, don’t write this: “Aiming: +3 bonus to hit.” Instead, write, “Aiming: If you have your character spend one round aiming his gun, add a plus three bonus to your Attack value.” As I said in my article on writing mechanics, mechanics (rules) are for people, not for characters. The character is getting a bonus for aiming, but it’s the player that decides to have him aim.
When writing your game, you will inevitably come across a sentence or two that seems confusing. If you do, ask yourself, “Is this written in a way that talks about what the players are actually physically doing, or is it talking about something else?” If the answer is “something else” then it probably needs to be rewritten. Focus on real people making real decisions and taking real actions around the game table and your text will be much better at communicating your vision for play.
#2: Don’t just explain the rules, explain the rationale behind the rules.
Designers are getting better and better at explaining not only what to do but also why players should be doing it. It used to be that a game might propose combat options as just a list of bonuses a character could get if the player simply declared he/she is using them. There was no explanation of where to use them or why to use them. It was just assumed the players would figure it out.
This was especially true in Chargen. Take alignment from AD&D 2e for example. There was a listing of each alignment and then an explanation of that alignment, but never any rules or text about why you should play your alignment, why you should change your alignment, or why you should care what other people’s alignments were. There were rules on HOW to do those things but not WHY you should do those things. Therefore, it was my experience, that alignment rules were pretty much disregarded with the occasional exception of the cleric class.
So how can you explain the why in addition to the how?
Well, the simplest way to do that is just include it as part of the chapter or section where the rule is introduced. Vincent Baker is a master at this. Dogs in the Vineyard, In a Wicked Age, and Apocalypse World are all exemplar texts for discussing the Why along with the How without breaking up or interrupting the text.
That’s not to say that breaking up the text is a bad thing. It isn’t. Using a designer’s sidebar on the outside margins of a text is a perfectly viable alternative as well. D&D 3e did this. They called it, “Behind the Curtain.” It introduced the reader to the thinking of the designer and developer when it came to certain mechanics. This was extraordinarily helpful for players (like myself) who were converting over from AD&D 2e rules.
Another way to do this is just to have a subsection at the end of each chapter or whatever explaining your rationale for the various mechanics. So at the end of Character Advancement, you might have a section entitled “My Vision For These Rules” or “Why This Should Matter to You.” It’s okay to come right out and say “Hey Mr. Reader, this part’s important. Let me tell you why it is.”
#3: Don’t hide anything.
This is related to the first. There’s been a tradition in roleplaying texts (see my article on TITB4B) to hold back on telling the reader everything for fear of ruining the surprise or suspension of disbelief. This is silliness. Leaving out critical parts of the instructions for prescribing play is a BAD IDEA.
You are inventing a new game, even if you are basing off some other game like FUDGE, FATE, or TSOY. Therefore you need to explain, in detail, everything you as the designer expect to go on during play. You must prescribe to the players the actions they should take in order to understand, play, and enjoy your game. I’m not talking about dictating every move or adding rewards and punishments for what the characters do. I trust that a reader of this blog knows that. Instead, what I’m saying is if challenging other player-characters to duels is really fun in your game, come out and say that! Don’t just include the rules for having duels without any type of text explaining that dueling is an important aspect of game-play.
I think that some of the talk about the “Fruitful Void” is sometimes confusing to new designers. When Vincent talks about the Fruitful Void, he’s not saying that the game gets fun when the players finally figure out what you left out of the text. He’s saying the game gets fun when the players finally figure out exactly what you put in your text. The Fruitful Void is a very heavy topic and one I’m not comfortable going into at great length without its own article. For the purposes of this entry let me just say, don’t get hung up on whether or not your game has a Fruitful Void. Instead, play, play, play and then explain-explain-explain.
#4: Give model characters, items, techniques, etc.
People learn best in an apprenticeship. However, that is rarely feasible with an RPG that has any sizable print run at all. You, the designer, can’t be everywhere. Therefore you have to resort to another very effective method of teaching: models.
I regard the following as key sections in an RPG rule book:
Character Creation
Character Advancement
Resolution
Reward Mechanics
GM Prep (if there is a GM)
(You can reference my article on the System Design Checklist for further explanation) In each of the above sections, I highly recommend you give finished, polished, and multiple models of what you, as the designer, expect. In fact, if your character creation, resolution, or GM prep rules are complicated, I would encourage you to give examples at each step and then one final, holistic example at the end. The more models the better.
Models make the abstract concrete. If someone trying to play your game gets stuck, a model can serve as a guidepost they can use to see if they are doing it right. Multiple models are preferred since it gives the reader/player multiple points of reference, thus increasing the likelihood they will understand your text.
#5: Use text features, more importantly, use uniform text features.
Text features are things like headings, titles, sub-titles, boldface, italics, bullets, pictures, graphs, timelines, charts, text boxes, colors, and fonts. There are many more, but those are the most commonly used text features.
Text features are important because they can cue a reader that something new or something important is being presented. A text box at the bottom of the page cues the reader that there may be some supplemental information relevant to the topic in that section. It also tells the reader that what’s in the box is separate from the rest of the text and therefore meant to be read separately.
One thing I’d like to stress is using uniform text features. Make all your titles, headings, and sub-headings the same size, font, and whatever else. All your titles should look the same. All the heading should look the same. All the sub-headings should look the same, and each of these things should look DIFFERENT from each other. I can’t tell you how difficult it can be to read a game text where some of the headings are boldface, others are underlined, everything is in the same font or size, and some key words are capitalized and others aren’t.
Create a style guide for yourself or adopt one from some other source like the APA or MLA. Whatever you do, be consistent. Your readers will thank you for it, and doing so will lead to better comprehension and more consistent play.
#6: Include Bonus Resources Players Can Complete or Customize.
When people think of resources in an RPG book they usually think of one of two things: Character Sheets or Maps. Those are a good start, but they aren’t enough. If the GameMaster’s job is to create a villain, give him a villain sheet to help out- one with all the relevant stats, values, and space for notes that he’ll need. If the GM has to create setting for play, give him some type of setting sheet that is- at the very least- a checklist of things he/she needs to consider when making the setting.
All sorts of tally sheets, note sheets, blank maps with a legend at the bottom, character sheets, monster sheets, charts, diagrams, or logs can be provided to help make implementing the game’s rules easier. For years players have had to create their own, and a lot of confusion can arise from this. If you provide everyone with what they need in this regard, then the resources everyone uses will be uniform and easily understood by the other participants.
The easiest way to come up with resources for your game is to watch people during playtesting. What cheat-sheets or help-sheets did they create? What sorts of suggestions did they make? What parts did they note were cumbersome to keep track of or confusing to catalogue? Playtesting is a gold mine for this sort of thing. Don’t let such valuable feedback go to waste. Use it to make your game more convenient and easier to play by turning those player-made resources into game-provided resources. Before you finish a game, ask yourself, “What else could I include that would make all the book keeping and handling time easier for this game?” Then add that stuff.
Peace,
-Troy
Thursday, September 29, 2011
What Should My Mechanics Be Like?
Heya,
In the world of RPG design, there are millions of different mechanics that have been invented over the four decades of our hobby. Sometimes these mechanics work really well with how the game is played or with the theme, genre, mood, and/or setting of the game. Other times, the mechanics seem disjointed, false, or imported from an entirely different game and given a thin veneer of originality. How does one design mechanics that not only function well but also fit the focus of play the game is trying to evoke? That’s what I’m going to try to talk about today.
For this article, I plan on using a lot of examples, anecdotes, and hypothetical situations. It’s impossible to intelligently talk about mechanics in a vacuum. So as best I can, I will try to provide some amount of context as I go.
The key to designing good mechanics is to constantly, diligently stay focused on what your game is about and what the players do. You may recognize the italicized portion from the Big 3, but there’s something I intentionally left out with regards to the questions the Big 3 poses: what the characters do. Mechanics are not for characters; they are for people. To rephrase: mechanics are what the players do and what the players do should reinforce what the game is about. If you get nothing else from this entry, I hope you get that.
So, let’s start with some negative examples. Take Call of Cthullu for instance (6th Edition). The BRP system it uses is great for creating a very simple and generic resolution mechanic that holds up fairly well under most circumstances during play. But, how does a d100 roll-under mechanic really reinforce the horror of H.P. Lovecraft’s writing? The truth is, it doesn’t. That’s why CoC has a totally separate and tacked-on sub-system called Sanity.
Having these two separate systems always felt disjointed to me. It increased handling time right in the middle of the satisfying, high-tension moments of play. It forced players to stop doing one thing, and start doing another, then go back to doing the first thing again. Also, since the connection between the two mechanics is loose, it is easy to go through lengthy periods of play during a session ignoring one or the other. To me, that was unsatisfying and an example of taking the easy way out in game design. BRP worked, so they used it. It reinforced Chaosium’s branding, so they used it. In my way of thinking, those are not good reasons for using a particular mechanic or set of mechanics.
Instead, let’s imagine a different resolution system, one that more closely integrates what the players do to the sanity genre trope associated with CoC (i.e. what the game is really about). Rather than a d100, I would give each player a standard deck of cards, jokers included. Whenever a character attempted a task, the player would shuffle his deck and flip over the top card. If that card’s value beat the target number, then the character succeeded. If it didn’t, the character fails OR the player has the option to flip over another card and add its value to the original. He could repeat this any number of times. Once the value beat the target number, he’d have to stop flipping. Values for face cards, aces, and jokers would all have different effects. This would have to involve some kind of risk, however.
Any successful skill-check involving the occult or monsters or scary places automatically causes the player to remove from his pile of flipped cards the card or cards with the lowest value. A failure would result in the loss of all cards. When a player runs out of cards in his deck, his character goes insane. Thus, the resolution mechanics and the sanity mechanics are much more intertwined and visceral. As the deck gets thinner, the player knows he’s getting closer to losing his character. But at the same time he also knows that his average card values are getting higher, so it entices him to take more risks in his skill checks- especially those made when not dealing with the spooky stuff, which is a true sign of someone who is losing his/her mind. I believe this would do a better job of communicating to the players through play what the game was really about: the genre convention of slowly going insane as you fight against unimaginable powers.
Let’s take another example that might surprise some: The Riddle of Steel. This game was first published in 2002 by Jake Norwood. TRoS is among the most venerable and beautiful independent RPGs ever produced, so I do not choose to criticize it lightly. I know full well that TRoS is a very functional and enjoyable game to play.
My criticism of The Riddle of Steel comes from the seeming mis-match of combat rules and Spiritual Attributes. The game is really about the Spiritual Attributes and the moral dilemmas they present the players during play. The SA mechanic can force the players to make hard-hitting, gut-wrenching decisions and to reexamine their values. Then, all of a sudden, players are thrust into a highly technical, simulationsist style of sword fencing the moment combat enters the scene. It’s jarring for some. At times, it felt like I pulling my mind out of a deep well of narrativist decisions making, link by link, and then plunging it into the boiling cauldron of an SCA fencing tournament.
It wasn’t jolting every time, but there were moments when the group wanted a fight, and I was like, “Fiddling with all these moves is the last thing I want to do right now.” Unlike the call of Cthullu example, there is nothing generic, cheap, or “easy way out” about Jake’s design. It’s brilliant. But I’ve wondered on several occasions if the combat system would have fit better in a game about sword duals and if the Spiritual Abilities mechanic would have been better served by a more direct and relevant combat system (what I mean by ‘relevant’ is putting what the characters were fighting about at the center of the conflict rather than the thrusts and parries Jake meticulously described in his text). In TroS, I felt at times that I was leaving behind what I really cared about in favor of caring about which fencing technique would be best to defeat the character played by the GM this time around.
Is The Riddle of Steel functional as is? Heck yeah! Is it fun? Heck yeah! Could it be improved by swapping out one set of mechanics for another? I think maybe it could.
Now, let’s talk about some positive examples.
First up, I’m going to talk about Prime Time Adventures. The game is all about exploring the types of themes explored on TV shows. Players portray television (or movie) characters through episodes and seasons. That description actually does the game a disservice. There’s lots more to it than that. If you’re interested in learning more about Matt Willson’s game, I encourage you to pick it up. For the purposes of this article, though, the above description will suffice.
So anyway, PTA incorporates its mechanics extremely well into what the game is about and what the players do. In fact, it does it so well, that it’s hard for me to know where to start in the chain of mechanics. Let’s take the Fan Mail mechanic for instance. Fan Mail is given out by the players to the other players for doing a good job portraying their characters and addressing the premise. The Fan Mail is then used as currency to buy bonus die to be used during play.
I love this mechanic for several reasons. First, it incentivizes players to do what they are supposed to do which is to portray their characters well and engage the story lines in accordance with the premise the group has decided upon. Second, it fits the television motif perfectly. Imagine if Fan Mail was called advancement points or story points instead. It wouldn’t have anything close to the impactful connotation “Fan Mail” brings to the game. So, yes, keywords matter, and flavorful keywords are almost always better and more effective than something generic and common. Finally, I love this mechanic because it creates a closed circuit. It leads the players from the “how we play” mechanics to the rewards mechanics and then back to the “how we play” mechanics. It’s beautiful, symmetrical, and fun. Fan Mail tells the players what to do while helping “what the game is about” to be front and center the whole time.
Let’s take a look at another example. At first I was reluctant to use this game as an example because I always use the game as an example. But a good example is a good example, so here we go.
Dogs in the Vineyard has several mechanics that I feel are expertly woven into what the game is about and what the players are to do. The Escalation mechanic is among its best, IMO. The game, in large part, is about violence and the problems it causes. The resolution system of DitV puts violence at the heart of what the game is about. As the level of violence increases, i.e. Escalates, the player adds more and bigger dice to his pool. The mechanic nails what I am talking about both on a thematic and a visceral level. Physically adding bigger dice to one’s pool gives this mechanic a sensory aspect that enhances its effect on play. Imagine if Vincent had decided that escalation just let you reroll your dice or gave you a +3 bonus to your highest three rolls instead. The mechanic would not be nearly as powerful in communicating the increase in tension and in stakes. It would be dry and uninspiring IMHO. I don’t think the role the physical aspect of game mechanics plays in design and play can be understated. It certainly is underappreciated in many games. I salute DitV for equating the physical act of escalating the number of dice in a pool to the escalating level of violence in-game. (for more on cool mechanics about violence, see also Vincent Baker’s Poison’d- IMO, it’s DitV cranked to 11).
Moving on, there are some games that start off well with regards to the mechanics reinforcing what the game is about, but then lose that initial brilliance in the interest of expedience. Deadlands is the poster child for this, IMO. When it first came out, the poker mechanics used for resolution were very fun and flavorful. Later, though the game switched to the Savage Worlds Engine which is dice-based. I felt the game lost a large amount of its charm when that happened.
Some games have mechanics and play that are totally unrelated, but as time passes and newer editions come out, the game moves toward a greater convergence between mechanics and play. Take AD&D2E’s evolution into D&D4e. AD&D’s mechanics were very abstract, generic, and at times, counter intuitive. They did nothing to tie together what the players did, let alone reinforce the fact that they were actually playing a fantasy RPG. The migration through 3E into 4E, however, changed that. Now mechanics like feats and stances are much more flavorful with regards to the fantasy tropes the game is all about, and the requirement of using miniatures throughout play is much better at mating the mechanics to what the players are actually doing during a play session. Fourth Edition is not everyone’s cup of tea (it’s certainly not mine), but I respect the fact that the mechanics are much more tightly woven into to the types of play and color the game wants to create.
It’s probably time for me to close this article. I’ve rambled long enough. Just remember, your mechanics are for people, and the implementation of those mechanics should closely resemble and reinforce what the game is all about and what the players are actually doing.
Peace,
-Troy
In the world of RPG design, there are millions of different mechanics that have been invented over the four decades of our hobby. Sometimes these mechanics work really well with how the game is played or with the theme, genre, mood, and/or setting of the game. Other times, the mechanics seem disjointed, false, or imported from an entirely different game and given a thin veneer of originality. How does one design mechanics that not only function well but also fit the focus of play the game is trying to evoke? That’s what I’m going to try to talk about today.
For this article, I plan on using a lot of examples, anecdotes, and hypothetical situations. It’s impossible to intelligently talk about mechanics in a vacuum. So as best I can, I will try to provide some amount of context as I go.
The key to designing good mechanics is to constantly, diligently stay focused on what your game is about and what the players do. You may recognize the italicized portion from the Big 3, but there’s something I intentionally left out with regards to the questions the Big 3 poses: what the characters do. Mechanics are not for characters; they are for people. To rephrase: mechanics are what the players do and what the players do should reinforce what the game is about. If you get nothing else from this entry, I hope you get that.
So, let’s start with some negative examples. Take Call of Cthullu for instance (6th Edition). The BRP system it uses is great for creating a very simple and generic resolution mechanic that holds up fairly well under most circumstances during play. But, how does a d100 roll-under mechanic really reinforce the horror of H.P. Lovecraft’s writing? The truth is, it doesn’t. That’s why CoC has a totally separate and tacked-on sub-system called Sanity.
Having these two separate systems always felt disjointed to me. It increased handling time right in the middle of the satisfying, high-tension moments of play. It forced players to stop doing one thing, and start doing another, then go back to doing the first thing again. Also, since the connection between the two mechanics is loose, it is easy to go through lengthy periods of play during a session ignoring one or the other. To me, that was unsatisfying and an example of taking the easy way out in game design. BRP worked, so they used it. It reinforced Chaosium’s branding, so they used it. In my way of thinking, those are not good reasons for using a particular mechanic or set of mechanics.
Instead, let’s imagine a different resolution system, one that more closely integrates what the players do to the sanity genre trope associated with CoC (i.e. what the game is really about). Rather than a d100, I would give each player a standard deck of cards, jokers included. Whenever a character attempted a task, the player would shuffle his deck and flip over the top card. If that card’s value beat the target number, then the character succeeded. If it didn’t, the character fails OR the player has the option to flip over another card and add its value to the original. He could repeat this any number of times. Once the value beat the target number, he’d have to stop flipping. Values for face cards, aces, and jokers would all have different effects. This would have to involve some kind of risk, however.
Any successful skill-check involving the occult or monsters or scary places automatically causes the player to remove from his pile of flipped cards the card or cards with the lowest value. A failure would result in the loss of all cards. When a player runs out of cards in his deck, his character goes insane. Thus, the resolution mechanics and the sanity mechanics are much more intertwined and visceral. As the deck gets thinner, the player knows he’s getting closer to losing his character. But at the same time he also knows that his average card values are getting higher, so it entices him to take more risks in his skill checks- especially those made when not dealing with the spooky stuff, which is a true sign of someone who is losing his/her mind. I believe this would do a better job of communicating to the players through play what the game was really about: the genre convention of slowly going insane as you fight against unimaginable powers.
Let’s take another example that might surprise some: The Riddle of Steel. This game was first published in 2002 by Jake Norwood. TRoS is among the most venerable and beautiful independent RPGs ever produced, so I do not choose to criticize it lightly. I know full well that TRoS is a very functional and enjoyable game to play.
My criticism of The Riddle of Steel comes from the seeming mis-match of combat rules and Spiritual Attributes. The game is really about the Spiritual Attributes and the moral dilemmas they present the players during play. The SA mechanic can force the players to make hard-hitting, gut-wrenching decisions and to reexamine their values. Then, all of a sudden, players are thrust into a highly technical, simulationsist style of sword fencing the moment combat enters the scene. It’s jarring for some. At times, it felt like I pulling my mind out of a deep well of narrativist decisions making, link by link, and then plunging it into the boiling cauldron of an SCA fencing tournament.
It wasn’t jolting every time, but there were moments when the group wanted a fight, and I was like, “Fiddling with all these moves is the last thing I want to do right now.” Unlike the call of Cthullu example, there is nothing generic, cheap, or “easy way out” about Jake’s design. It’s brilliant. But I’ve wondered on several occasions if the combat system would have fit better in a game about sword duals and if the Spiritual Abilities mechanic would have been better served by a more direct and relevant combat system (what I mean by ‘relevant’ is putting what the characters were fighting about at the center of the conflict rather than the thrusts and parries Jake meticulously described in his text). In TroS, I felt at times that I was leaving behind what I really cared about in favor of caring about which fencing technique would be best to defeat the character played by the GM this time around.
Is The Riddle of Steel functional as is? Heck yeah! Is it fun? Heck yeah! Could it be improved by swapping out one set of mechanics for another? I think maybe it could.
Now, let’s talk about some positive examples.
First up, I’m going to talk about Prime Time Adventures. The game is all about exploring the types of themes explored on TV shows. Players portray television (or movie) characters through episodes and seasons. That description actually does the game a disservice. There’s lots more to it than that. If you’re interested in learning more about Matt Willson’s game, I encourage you to pick it up. For the purposes of this article, though, the above description will suffice.
So anyway, PTA incorporates its mechanics extremely well into what the game is about and what the players do. In fact, it does it so well, that it’s hard for me to know where to start in the chain of mechanics. Let’s take the Fan Mail mechanic for instance. Fan Mail is given out by the players to the other players for doing a good job portraying their characters and addressing the premise. The Fan Mail is then used as currency to buy bonus die to be used during play.
I love this mechanic for several reasons. First, it incentivizes players to do what they are supposed to do which is to portray their characters well and engage the story lines in accordance with the premise the group has decided upon. Second, it fits the television motif perfectly. Imagine if Fan Mail was called advancement points or story points instead. It wouldn’t have anything close to the impactful connotation “Fan Mail” brings to the game. So, yes, keywords matter, and flavorful keywords are almost always better and more effective than something generic and common. Finally, I love this mechanic because it creates a closed circuit. It leads the players from the “how we play” mechanics to the rewards mechanics and then back to the “how we play” mechanics. It’s beautiful, symmetrical, and fun. Fan Mail tells the players what to do while helping “what the game is about” to be front and center the whole time.
Let’s take a look at another example. At first I was reluctant to use this game as an example because I always use the game as an example. But a good example is a good example, so here we go.
Dogs in the Vineyard has several mechanics that I feel are expertly woven into what the game is about and what the players are to do. The Escalation mechanic is among its best, IMO. The game, in large part, is about violence and the problems it causes. The resolution system of DitV puts violence at the heart of what the game is about. As the level of violence increases, i.e. Escalates, the player adds more and bigger dice to his pool. The mechanic nails what I am talking about both on a thematic and a visceral level. Physically adding bigger dice to one’s pool gives this mechanic a sensory aspect that enhances its effect on play. Imagine if Vincent had decided that escalation just let you reroll your dice or gave you a +3 bonus to your highest three rolls instead. The mechanic would not be nearly as powerful in communicating the increase in tension and in stakes. It would be dry and uninspiring IMHO. I don’t think the role the physical aspect of game mechanics plays in design and play can be understated. It certainly is underappreciated in many games. I salute DitV for equating the physical act of escalating the number of dice in a pool to the escalating level of violence in-game. (for more on cool mechanics about violence, see also Vincent Baker’s Poison’d- IMO, it’s DitV cranked to 11).
Moving on, there are some games that start off well with regards to the mechanics reinforcing what the game is about, but then lose that initial brilliance in the interest of expedience. Deadlands is the poster child for this, IMO. When it first came out, the poker mechanics used for resolution were very fun and flavorful. Later, though the game switched to the Savage Worlds Engine which is dice-based. I felt the game lost a large amount of its charm when that happened.
Some games have mechanics and play that are totally unrelated, but as time passes and newer editions come out, the game moves toward a greater convergence between mechanics and play. Take AD&D2E’s evolution into D&D4e. AD&D’s mechanics were very abstract, generic, and at times, counter intuitive. They did nothing to tie together what the players did, let alone reinforce the fact that they were actually playing a fantasy RPG. The migration through 3E into 4E, however, changed that. Now mechanics like feats and stances are much more flavorful with regards to the fantasy tropes the game is all about, and the requirement of using miniatures throughout play is much better at mating the mechanics to what the players are actually doing during a play session. Fourth Edition is not everyone’s cup of tea (it’s certainly not mine), but I respect the fact that the mechanics are much more tightly woven into to the types of play and color the game wants to create.
It’s probably time for me to close this article. I’ve rambled long enough. Just remember, your mechanics are for people, and the implementation of those mechanics should closely resemble and reinforce what the game is all about and what the players are actually doing.
Peace,
-Troy
Wednesday, March 02, 2011
SD Topical Index #1
Heya,
This is my 100th post on Socratic Design. IMHO, that’s quite a feat. It gave me pause for reflection. I looked over my anthologies and thoughts, “Geez. These are really hard to use. There’s no organization here.” As I am often referring to my older posts, it can take me a long time to locate a particular entry. Therefore, with my 100th post, I am creating a topical index. I will do so on every 100th post.
So here you go. If you were hoping for an easier reference for my blog, this is probably the best you’ll ever get.
SD Topical Index 1
On Design Aids
-What is The Big 3?
-What is The Alt. Three?
-What are the Power 19? Pt.1
-What are the Power 19? Pt. 2
-Why should I post my Power 19?
-Whatever Happened to the Power 19?
-What is the System Design Checklist?
-What is the Setting Design Checklist?
-Are There any Design Outlines?
On The Big Model
-What is Character?
-What is Setting?
-What is Situation?
-What is System?
-What is Color?
-What is TITB4B and Why’s It Bad?
On Other RPG Theory
-What is Stance Theory? Pt. 1
-What is Stance Theory? Pt. 2
-Is Min-Maxing Bad?
-Which is Better, Hit Points or DPS?
-What is a GM?
-How can Magic be Used in a RPG?
-What is Chargen?
-What is the Fun Now Manifesto?
On Resolution
-What is Resolution?
-What is Narration Rights?
-What is DFK?
-What are the Different Types of Fortune Mechanics?
On Setting
-Does Setting Still Matter?
-What is Setting? Pt. 1
-What is Setting? Pt. 2
-What is Setting? Pt. 3
-What is Setting? Pt. 4
-Is There a New Blasted Sands Available?
On Writing and Designing A Game
-Why Do People Do RPGs?
-What Should I Design?
-What Should I Expect from My First Design?
-When Do I Abandon a Game?
-What is the Mathematician Syndrome?
-What are Some Common Pitfalls?
-Another Pitfall.
-What Do I Do If I get Stuck?
-What is a Sacred Cow?
-How Can My Game Better Teach Mechanics? Pt. 1
-What Else Besides Dice?
-What is Strength of Emphasis?
-When is a Concept Ready to Be a Draft?
On Publishing
-What Is It Like to Publish a RPG?
-Is Publishing Really That Painful?
-What if my Game Turns Out Crappy?
-What is a Fulfillment Service?
-What is Troy’s Twelve Step Process?
-Another Process.
-Yet Another Process.
-Where can I get Art for My Game?
On The Community
-What Is/Was The Forge About?
-What is RPG Crossroads?
-What is the (Iron) Game Chef?
-What is Diaspora?
On Rewards
-Is Character Advancement Necessary?
-Is Play Its Own Reward?
On Character Death
-When Should a Character Die?
-What is a Death Spiral?
Editorials
-What is the Future of RPGs?
-Why Design a RPG?
-What is a Heartbreaker?
-What is a Traditional Game?
-So What Are We Looking For?
-How Do I Appeal To Youth?
-A Side Rant.
Anthologies
-Socratic Design Anthology #1
-Socratic Design Anthology #2
-Socratic Design Anthology #3
-Socratic Design Anthology #4
-Socratic Design Anthology #5
-Socratic Design Anthology #6
Please, please, please report any dead links. Also, if you have any questions about any of the articles, please post them in response to this entry. I don’t check the older ones very often. Enjoy!
Peace,
-Troy
This is my 100th post on Socratic Design. IMHO, that’s quite a feat. It gave me pause for reflection. I looked over my anthologies and thoughts, “Geez. These are really hard to use. There’s no organization here.” As I am often referring to my older posts, it can take me a long time to locate a particular entry. Therefore, with my 100th post, I am creating a topical index. I will do so on every 100th post.
So here you go. If you were hoping for an easier reference for my blog, this is probably the best you’ll ever get.
SD Topical Index 1
On Design Aids
-What is The Big 3?
-What is The Alt. Three?
-What are the Power 19? Pt.1
-What are the Power 19? Pt. 2
-Why should I post my Power 19?
-Whatever Happened to the Power 19?
-What is the System Design Checklist?
-What is the Setting Design Checklist?
-Are There any Design Outlines?
On The Big Model
-What is Character?
-What is Setting?
-What is Situation?
-What is System?
-What is Color?
-What is TITB4B and Why’s It Bad?
On Other RPG Theory
-What is Stance Theory? Pt. 1
-What is Stance Theory? Pt. 2
-Is Min-Maxing Bad?
-Which is Better, Hit Points or DPS?
-What is a GM?
-How can Magic be Used in a RPG?
-What is Chargen?
-What is the Fun Now Manifesto?
On Resolution
-What is Resolution?
-What is Narration Rights?
-What is DFK?
-What are the Different Types of Fortune Mechanics?
On Setting
-Does Setting Still Matter?
-What is Setting? Pt. 1
-What is Setting? Pt. 2
-What is Setting? Pt. 3
-What is Setting? Pt. 4
-Is There a New Blasted Sands Available?
On Writing and Designing A Game
-Why Do People Do RPGs?
-What Should I Design?
-What Should I Expect from My First Design?
-When Do I Abandon a Game?
-What is the Mathematician Syndrome?
-What are Some Common Pitfalls?
-Another Pitfall.
-What Do I Do If I get Stuck?
-What is a Sacred Cow?
-How Can My Game Better Teach Mechanics? Pt. 1
-What Else Besides Dice?
-What is Strength of Emphasis?
-When is a Concept Ready to Be a Draft?
On Publishing
-What Is It Like to Publish a RPG?
-Is Publishing Really That Painful?
-What if my Game Turns Out Crappy?
-What is a Fulfillment Service?
-What is Troy’s Twelve Step Process?
-Another Process.
-Yet Another Process.
-Where can I get Art for My Game?
On The Community
-What Is/Was The Forge About?
-What is RPG Crossroads?
-What is the (Iron) Game Chef?
-What is Diaspora?
On Rewards
-Is Character Advancement Necessary?
-Is Play Its Own Reward?
On Character Death
-When Should a Character Die?
-What is a Death Spiral?
Editorials
-What is the Future of RPGs?
-Why Design a RPG?
-What is a Heartbreaker?
-What is a Traditional Game?
-So What Are We Looking For?
-How Do I Appeal To Youth?
-A Side Rant.
Anthologies
-Socratic Design Anthology #1
-Socratic Design Anthology #2
-Socratic Design Anthology #3
-Socratic Design Anthology #4
-Socratic Design Anthology #5
-Socratic Design Anthology #6
Please, please, please report any dead links. Also, if you have any questions about any of the articles, please post them in response to this entry. I don’t check the older ones very often. Enjoy!
Peace,
-Troy
Thursday, February 10, 2011
Socratic Design Anthology #6
Heya,
I haven't done an anthology for Socratic Design since 2009. It seems like yesterday to me, but a lot of time has passed since then. I figured it's time to do one, just to review what I've talked about for the last year and a quarter. Here they are:
-What is DFK?
-How Do Fortune Mechanics Work?
-What is Stance Theory? Pt. 1
-What is Stance Theory? Pt. 2
-What is TITB4B and Why’s it Bad?
-When Do I Abandon a Game?
-Is Publishing Really That Painful?
-Is there a New Blasted Sands Available?
Please report any malfunctioning links. I've often had trouble with these in the past. For reference, here are the previous Anthologies listed in order:
-Socratic Design Anthology #1
-Socratic Design Anthology #2
-Socratic Design Anthology #3
-Socratic Design Anthology #4
-Socratic Design Anthology #5
If you wish to comment on any of these posts, please go ahead and post that reply here on this article. I do go back and check my old posts from time to time, but not very often. I'll be happy to entertain any questions on any of these links here. Anyway, I hope you enjoy them!
Peace,
-Troy
I haven't done an anthology for Socratic Design since 2009. It seems like yesterday to me, but a lot of time has passed since then. I figured it's time to do one, just to review what I've talked about for the last year and a quarter. Here they are:
-What is DFK?
-How Do Fortune Mechanics Work?
-What is Stance Theory? Pt. 1
-What is Stance Theory? Pt. 2
-What is TITB4B and Why’s it Bad?
-When Do I Abandon a Game?
-Is Publishing Really That Painful?
-Is there a New Blasted Sands Available?
Please report any malfunctioning links. I've often had trouble with these in the past. For reference, here are the previous Anthologies listed in order:
-Socratic Design Anthology #1
-Socratic Design Anthology #2
-Socratic Design Anthology #3
-Socratic Design Anthology #4
-Socratic Design Anthology #5
If you wish to comment on any of these posts, please go ahead and post that reply here on this article. I do go back and check my old posts from time to time, but not very often. I'll be happy to entertain any questions on any of these links here. Anyway, I hope you enjoy them!
Peace,
-Troy
Friday, February 04, 2011
How Do Fortune Resolution Mehcanics Work?
Heya,
There is some required prior reading for this article: What is Resolution? and What is DFK? If you have not read those articles yet, I would recommend doing so. Otherwise a lot of what I have to say here will lack proper context. I’m writing with the assumption that the reader has, indeed, read those articles.
All Fortune mechanics have the same four basic components: Declaring Actions, Narrating Actions, Rolling Dice and Applying Resources such as currencies, modifiers, escalation techniques, rerolls and so on. The order of these four steps, though, matters a great deal and can completely change how a game is played. There are four Fortune methods I’ll be covering here today: Fortune at the Beginning (FatB), Fortune in the Middle (FitM), Fortune in the Middle with Teeth (FitMw/T), and Fortune at the End (FatE).
Fortune at the Beginning (FatB): Fortune at the Beginning has only been experimented with. I am not aware of any large scale game production that has found a way to effectively use it. Not to say it hasn't been done at all. Daniel Solis' games "Do: Pilgrims of the Flying Temple", "The Leftovers", and "Happy Birthday, Robot!" feature FatB. Currently, I am experimenting with it myself. You can find an example of what I’m doing with the G.A.M.E. system over on 1km1kt.
Fortune at the Beginning works like this. First, before declaring anything, a player adds up all modifiers and resources that might affect the roll. Second, he rolls the dice. Then, after the results of the roll are revealed the player gets to decide what to do. Based on the result, the player may decline to have his/her characters act, may assign any number of successes to any number of actions, or declare what his character won as a result of the rolls. Basically, in Fortune at the Beginning, the player is rolling blind.
The advantages of this system are mostly tactical. In a dice pool system where multiple successful results are possible with the dice, the player can prioritize the actions or tasks he wants his character to complete. He or she knows which actions/tasks will be successful or which prizes he will win. FatB almost becomes a Karma system at that point. It’s not as much of a guess like it is with the other resolution systems.
FatB as opposed to Fortune at the End (FatE), decreases the amount of opportunity costs for acting. If a result shows up in the dice that the player is unhappy with, he can decline action and thus avoid outright failure. If the results are unexpectedly fortuitous, he can react by taking advantage. The order of operations basically looks like this: Apply Resources (if available)->Roll Dice->Declare Actions->Narrate Outcome. In a way FatB resembles FatE in that the dice do get to decide pass/fail, but unlike FatE the player is not locked into a specific action prior to rolling.
I feel that FatB is best suited for tactical games where characters are trying to execute a number of maneuvers in order to win against an opponent or obstacle. Games with the play philosophy of Dungeons and Dragons lend themselves well to FatB IMO. It really supports well many Gamist tendencies.
The problem with this system is, it can be a little unnatural. Rolling prior to declaring anything in the fiction or at the table is strange. You initiate a conflict or trial, but don’t talk about the results, what’s at stake, or what the characters are trying to do until the dice are rolled. It’s very strange. And honestly, I don’t think there’s a well played, widely used functional example of it yet. However, I've just recently been made aware of Daniel's games, so I'll have to give them a whirl.
As a quick aside, a FatBw/T would order its operations like so: Roll Dice->Apply Resources (if available)->Declare Actions->Narrate Outcome. More on the whole “with Teeth” idea in a bit.
Fortune in the Middle (FitM): A bare-bones Fortune in the Middle resolution system places the rolling in (surprise!) the middle of the operations. Players declare what their characters are trying to do, roll the dice, and then narrate the outcomes based on the dice. The narration in this resolution system is really key. In order for a resolution system to really be a FitM system, the narration has to have a mechanical effect on the in-game fiction. This is not saying, “I strike my opponent with my sword” after rolling a natural twenty in D&D. Hitting with a Nat-20 was something decided waaaaaaaaay before anyone said anything. In fact, it’s pre-supposed in the rules. The 20 would hit regardless of whether or not the player said anything. FitM narration is retroactive and can override anything that was said prior to the roll. Players are free to adjust their actions and tactics based on what the rolls’ results are. The dice (or cards or dominos or chicken bones or whatever) are not the final arbiter of what happens in the game’s fiction.
Bare-bones FitM systems operate like this: Declare Actions->Apply Resources(if available)->Roll Dice->Narrate Outcome.
Fortune in the Middle (both with teeth and without) really support Narrativist tendencies. It’s not exclusively so. It can support Gamist play as well, but the types of conflicts Narrativist play tends towards are very well supported by FitM. Simluationist tendencies are not so much. Simulationist play really wants things to be well defined and dedicated to supporting the reinforcement of the area of exploration. I’ll get into the distinctions between the creative agendas at a later date. For now, this information may be useful to designers who are already familiar with them.
Fortune in the Middle with Teeth (FitMw/T):
FitMw/T is where you’ll find a lot of indie game design. Hero Wars, Dogs in the Vineyard, The Shadow of Yesterday, Prime Time Adventures, and so and so on have Fortune in the Middle with Teeth systems. The key feature and key difference between with Teeth and without Teeth systems is where the Spend Currency/Apply Resources operation is located. Instead of applying modifiers, bonus dice, hero points, or whatever before the roll is made, that stuff comes after the roll is made. This is very important because it allows players to escalate the conflict, make better tactical decisions, lend a hand in someone else’s fight, or adjust their character’s actions to better suit the result.
In FitMw/T results are fluid and more subject to what the players want rather than what the rules or dice dictate. For instance, if a player in Dogs in the Vineyard is unhappy with his roll, he can escalate the conflict. If a player in Hero Wars is unhappy with her roll, she can spend a Hero Point to reroll. FitMw/T allows for ways to get around or obviate the initial roll and replace it with something else.
Fortune in the Middle with Teeth systems arrange the resolution operations basically like this: Declare Actions->Roll Dice->Apply Resources (if available)->Narrate Outcome.
The problem with this system is it can be labor and/or time intensive. If the resolution of conflicts or tasks is not what you want your game to be about, then FitMw/T may not be the best choice for your game.
Fortune at the End (FatE): This is not to be confused with the FATE engine used with Spirit of the Century. IMO, Fortune at the End is the simplest and was the most commonly used resolution system for the first three decades of RPG design. D&D/AD&D, Rolemaster, RuneQuest, CoC, Tunnels and Trolls, Boot Hill, MERP, GURPS, WoD, Rifts, Shadowrun, Deadlands, and so on and so on all used a Fortune at the End mechanic*.
In Fortune at the End, a player first declares what his character wants/is trying to do. Second, all tweaking of values, modifiers, dice pools, et cetera is done prior to the actual rolling of the dice. You figure in your attack bonus, defense modifier, saving throw, THAC0, and all that sort of stuff before the dice hit the table. Third, the player rolls the dice (reveals the cards, flips the pennies, or whatever). After the dice reveal their values, the fortune system is done. Normally, you’ll compare the values to a chart or some target number, and read your results from that.
There are two important features of a Fortune at the End system. The first is that once the dice are thrown, the players (including the GM if there is one) are unable to alter the results. The results stand and you deal with the consequences there. The second feature is that what you are rolling for is decided before you roll. There is no going back and changing your mind once the dice are counted. You can’t take your swing of the sword back after you rolled your d20. Players can’t change their minds. Fortune at the End, much as its name suggests, is final. It arranges the order of operations as such: Declare Actions-> Apply Resources (if available)->Narrate Outcome->Roll Dice.
Fortune at the End excellently supports Simulationist play and is practical for Gamist play as well. Narrativist play tendencies seem to be stifled under this system. The idea that a conflict is wrapped up independent to player-input after the roll is antithetical to most Narrativist players’ priorities.
Well, that’s just about all I have to say on this for now. Just for reference, here are the order of operations for each system in shorthand:
=FatB: Apply Resources (if available)->Roll Dice->Declare Actions->Narrate Outcome.
=FitM: Declare Actions-> Apply Resources (if available)->Roll Dice->Narrate Outcome.
=FitMw/T: Declare Actions->Roll Dice-> Apply Resources (if available)->Narrate Outcome.
=FatE: Declare Actions-> Apply Resources (if available)->Narrate Outcome->Roll Dice.
As you design your games, I hope that you experiment with all of these at some point. Each has its advantages and disadvantages. Play with them and decide which one is right for your vision of how your game should work.
Peace,
-Troy
*Technically, many of the games have resolution mechanics that are abstract enough that they are easy to drift towards FitM or maybe even FatB; however, the intent of the designs strongly indicate that they are FatE.
There is some required prior reading for this article: What is Resolution? and What is DFK? If you have not read those articles yet, I would recommend doing so. Otherwise a lot of what I have to say here will lack proper context. I’m writing with the assumption that the reader has, indeed, read those articles.
All Fortune mechanics have the same four basic components: Declaring Actions, Narrating Actions, Rolling Dice and Applying Resources such as currencies, modifiers, escalation techniques, rerolls and so on. The order of these four steps, though, matters a great deal and can completely change how a game is played. There are four Fortune methods I’ll be covering here today: Fortune at the Beginning (FatB), Fortune in the Middle (FitM), Fortune in the Middle with Teeth (FitMw/T), and Fortune at the End (FatE).
Fortune at the Beginning (FatB): Fortune at the Beginning has only been experimented with. I am not aware of any large scale game production that has found a way to effectively use it. Not to say it hasn't been done at all. Daniel Solis' games "Do: Pilgrims of the Flying Temple", "The Leftovers", and "Happy Birthday, Robot!" feature FatB. Currently, I am experimenting with it myself. You can find an example of what I’m doing with the G.A.M.E. system over on 1km1kt.
Fortune at the Beginning works like this. First, before declaring anything, a player adds up all modifiers and resources that might affect the roll. Second, he rolls the dice. Then, after the results of the roll are revealed the player gets to decide what to do. Based on the result, the player may decline to have his/her characters act, may assign any number of successes to any number of actions, or declare what his character won as a result of the rolls. Basically, in Fortune at the Beginning, the player is rolling blind.
The advantages of this system are mostly tactical. In a dice pool system where multiple successful results are possible with the dice, the player can prioritize the actions or tasks he wants his character to complete. He or she knows which actions/tasks will be successful or which prizes he will win. FatB almost becomes a Karma system at that point. It’s not as much of a guess like it is with the other resolution systems.
FatB as opposed to Fortune at the End (FatE), decreases the amount of opportunity costs for acting. If a result shows up in the dice that the player is unhappy with, he can decline action and thus avoid outright failure. If the results are unexpectedly fortuitous, he can react by taking advantage. The order of operations basically looks like this: Apply Resources (if available)->Roll Dice->Declare Actions->Narrate Outcome. In a way FatB resembles FatE in that the dice do get to decide pass/fail, but unlike FatE the player is not locked into a specific action prior to rolling.
I feel that FatB is best suited for tactical games where characters are trying to execute a number of maneuvers in order to win against an opponent or obstacle. Games with the play philosophy of Dungeons and Dragons lend themselves well to FatB IMO. It really supports well many Gamist tendencies.
The problem with this system is, it can be a little unnatural. Rolling prior to declaring anything in the fiction or at the table is strange. You initiate a conflict or trial, but don’t talk about the results, what’s at stake, or what the characters are trying to do until the dice are rolled. It’s very strange. And honestly, I don’t think there’s a well played, widely used functional example of it yet. However, I've just recently been made aware of Daniel's games, so I'll have to give them a whirl.
As a quick aside, a FatBw/T would order its operations like so: Roll Dice->Apply Resources (if available)->Declare Actions->Narrate Outcome. More on the whole “with Teeth” idea in a bit.
Fortune in the Middle (FitM): A bare-bones Fortune in the Middle resolution system places the rolling in (surprise!) the middle of the operations. Players declare what their characters are trying to do, roll the dice, and then narrate the outcomes based on the dice. The narration in this resolution system is really key. In order for a resolution system to really be a FitM system, the narration has to have a mechanical effect on the in-game fiction. This is not saying, “I strike my opponent with my sword” after rolling a natural twenty in D&D. Hitting with a Nat-20 was something decided waaaaaaaaay before anyone said anything. In fact, it’s pre-supposed in the rules. The 20 would hit regardless of whether or not the player said anything. FitM narration is retroactive and can override anything that was said prior to the roll. Players are free to adjust their actions and tactics based on what the rolls’ results are. The dice (or cards or dominos or chicken bones or whatever) are not the final arbiter of what happens in the game’s fiction.
Bare-bones FitM systems operate like this: Declare Actions->Apply Resources(if available)->Roll Dice->Narrate Outcome.
Fortune in the Middle (both with teeth and without) really support Narrativist tendencies. It’s not exclusively so. It can support Gamist play as well, but the types of conflicts Narrativist play tends towards are very well supported by FitM. Simluationist tendencies are not so much. Simulationist play really wants things to be well defined and dedicated to supporting the reinforcement of the area of exploration. I’ll get into the distinctions between the creative agendas at a later date. For now, this information may be useful to designers who are already familiar with them.
Fortune in the Middle with Teeth (FitMw/T):
FitMw/T is where you’ll find a lot of indie game design. Hero Wars, Dogs in the Vineyard, The Shadow of Yesterday, Prime Time Adventures, and so and so on have Fortune in the Middle with Teeth systems. The key feature and key difference between with Teeth and without Teeth systems is where the Spend Currency/Apply Resources operation is located. Instead of applying modifiers, bonus dice, hero points, or whatever before the roll is made, that stuff comes after the roll is made. This is very important because it allows players to escalate the conflict, make better tactical decisions, lend a hand in someone else’s fight, or adjust their character’s actions to better suit the result.
In FitMw/T results are fluid and more subject to what the players want rather than what the rules or dice dictate. For instance, if a player in Dogs in the Vineyard is unhappy with his roll, he can escalate the conflict. If a player in Hero Wars is unhappy with her roll, she can spend a Hero Point to reroll. FitMw/T allows for ways to get around or obviate the initial roll and replace it with something else.
Fortune in the Middle with Teeth systems arrange the resolution operations basically like this: Declare Actions->Roll Dice->Apply Resources (if available)->Narrate Outcome.
The problem with this system is it can be labor and/or time intensive. If the resolution of conflicts or tasks is not what you want your game to be about, then FitMw/T may not be the best choice for your game.
Fortune at the End (FatE): This is not to be confused with the FATE engine used with Spirit of the Century. IMO, Fortune at the End is the simplest and was the most commonly used resolution system for the first three decades of RPG design. D&D/AD&D, Rolemaster, RuneQuest, CoC, Tunnels and Trolls, Boot Hill, MERP, GURPS, WoD, Rifts, Shadowrun, Deadlands, and so on and so on all used a Fortune at the End mechanic*.
In Fortune at the End, a player first declares what his character wants/is trying to do. Second, all tweaking of values, modifiers, dice pools, et cetera is done prior to the actual rolling of the dice. You figure in your attack bonus, defense modifier, saving throw, THAC0, and all that sort of stuff before the dice hit the table. Third, the player rolls the dice (reveals the cards, flips the pennies, or whatever). After the dice reveal their values, the fortune system is done. Normally, you’ll compare the values to a chart or some target number, and read your results from that.
There are two important features of a Fortune at the End system. The first is that once the dice are thrown, the players (including the GM if there is one) are unable to alter the results. The results stand and you deal with the consequences there. The second feature is that what you are rolling for is decided before you roll. There is no going back and changing your mind once the dice are counted. You can’t take your swing of the sword back after you rolled your d20. Players can’t change their minds. Fortune at the End, much as its name suggests, is final. It arranges the order of operations as such: Declare Actions-> Apply Resources (if available)->Narrate Outcome->Roll Dice.
Fortune at the End excellently supports Simulationist play and is practical for Gamist play as well. Narrativist play tendencies seem to be stifled under this system. The idea that a conflict is wrapped up independent to player-input after the roll is antithetical to most Narrativist players’ priorities.
Well, that’s just about all I have to say on this for now. Just for reference, here are the order of operations for each system in shorthand:
=FatB: Apply Resources (if available)->Roll Dice->Declare Actions->Narrate Outcome.
=FitM: Declare Actions-> Apply Resources (if available)->Roll Dice->Narrate Outcome.
=FitMw/T: Declare Actions->Roll Dice-> Apply Resources (if available)->Narrate Outcome.
=FatE: Declare Actions-> Apply Resources (if available)->Narrate Outcome->Roll Dice.
As you design your games, I hope that you experiment with all of these at some point. Each has its advantages and disadvantages. Play with them and decide which one is right for your vision of how your game should work.
Peace,
-Troy
*Technically, many of the games have resolution mechanics that are abstract enough that they are easy to drift towards FitM or maybe even FatB; however, the intent of the designs strongly indicate that they are FatE.
Monday, January 24, 2011
What is Stance Theory? Part2
Heya,
In our last episode, I ran down the four main roleplaying stances and gave a brief description of each. In this installment (much shorter than the first), I’ll describe how designers can use Stance Theory when making their games.
Here’s the big thing you need to take away from Stance Theory: all it does is to say who can say what when and how much credibility what they say has. Let me unpack that.
First, is “who can say what?” All the stances except Director Stance state that the player may only make statements about a character. It does not have to be “their” character. It can be any character or all the characters or a whole group of characters. Actor, Pawn, and Author are all character-centric. Director is the only stance that permits a player to make statements about non-character things such as furniture, location, geography, foliage, the weather, and so on and so forth.
Second is “when can they say it?” Each stance has certain conditions that have to be met in order for a person’s spoken words to be added to the fiction. If you want to speak in Actor Stance, you must be acting within the motivations of your character and take in-game causality into account. If you’re not in a position to do that, then you can’t use Actor Stance until you are.
Third is “how much credibility do they have?” A person who is expected to be acting in Pawn Stance cannot suddenly narrate in an open treasure chest in the middle of the room. A person expected to be engaging in Actor Stance cannot suddenly disregard the sensibility of the Setting and past fiction just to gain a tactical advantage. Stances set up expectations that assist people in communication during roleplay.
And that’s sort of how this all relates to design. Remember, that Stance Theory is meant to be used as a tool to describe play. When we design a game, we sort of turn that on its head. Stance theory becomes a way to prescribe play. A game designer helps make the decisions about when each stance can or should be used. But instead of using that terminology (it would just go over everyone’s head), the rules you create give the players guidelines for setting up permissions and expectations of how the game should be played.
The rules imbue the participants with different levels of access or “permissions” to enter fiction into the Shared Imagined Space. In a game like InSpectres, everyone is given permission to use Director Stance powers at will. The expectation then is that the players will add clues, NPCs, locations, or whatever to the game’s fiction as they play just like the GM. Conversely, in a game like AD&D, only the DM is given permission to use Director Stance while players are ostensibly instructed to remain in Actor Stance as much as possible using their characters’ Alignments as a guide. (Granted, AD&D’s texts are horribly unclear on this at times, but go with me on this) The expectations then are the players act with within the bounds of the fictional world using only their characters abilities, knowledge, and motives while the DM gets to control everything else.
As a game designer, it is your job to write the rules so that the players know their roles and know how to play. Understanding Stance Theory provides you with a foundation of knowledge you can draw upon as you write those rules. It can help you to communicate your vision of how play should unfold through the permissions of your rules and the expectations of the players.
As you write your game, you should be cognizant of who can say what and when they can say it. And not only should YOU as the designer be aware of it, anyone who picks up your game and reads it should be aware of it. Setting up permissions and expectations is not something that should be shrouded in the text for the players to discover as they play. It’s not emergent. It should explicit and upfront.
Now, like I said, don’t use Stance terminology in your game! Don’t write, “Now the GM has Directorial Powers but the players should maintain Author Stance except in the following instances…” That would be horrible! Even people who enjoy RPG theory don’t want to read stuff like that in a game. Instead, write something like, “The GM is the one who introduces new places and items, but it is up to the players to decide how they and their characters want to react to them…”
Knowing the how the different stances work gives designers an insight into how communication during play works. Armed with that knowledge, you will be in a better position to write the rules of your game. Just remember, all of the fancy Stance labels and theory talk are just window dressing. The real meat of the matter is setting permissions and expectations for communication during play. I.E.: Who gets to say what, when do they get to say it, and who cares if they do?
Peace,
-Troy
PS: As you design and playtest your game, don’t believe for a minute that if you set the permissions and expectations that players should always speak in Actor Stance that the players will always do that. They won’t, and it’s okay. Groups will move in and out of stances as the individual situations call. That’s part of playing the game. But, there should be a default position (read: permission and expectation) for each participant explicitly stated in the rules. This way, when people aren’t sure what to do next or what they should be doing at all, the rules are there to guide them. Lapses in Stance are often used to solve a social problem, not a system problem.
In our last episode, I ran down the four main roleplaying stances and gave a brief description of each. In this installment (much shorter than the first), I’ll describe how designers can use Stance Theory when making their games.
Here’s the big thing you need to take away from Stance Theory: all it does is to say who can say what when and how much credibility what they say has. Let me unpack that.
First, is “who can say what?” All the stances except Director Stance state that the player may only make statements about a character. It does not have to be “their” character. It can be any character or all the characters or a whole group of characters. Actor, Pawn, and Author are all character-centric. Director is the only stance that permits a player to make statements about non-character things such as furniture, location, geography, foliage, the weather, and so on and so forth.
Second is “when can they say it?” Each stance has certain conditions that have to be met in order for a person’s spoken words to be added to the fiction. If you want to speak in Actor Stance, you must be acting within the motivations of your character and take in-game causality into account. If you’re not in a position to do that, then you can’t use Actor Stance until you are.
Third is “how much credibility do they have?” A person who is expected to be acting in Pawn Stance cannot suddenly narrate in an open treasure chest in the middle of the room. A person expected to be engaging in Actor Stance cannot suddenly disregard the sensibility of the Setting and past fiction just to gain a tactical advantage. Stances set up expectations that assist people in communication during roleplay.
And that’s sort of how this all relates to design. Remember, that Stance Theory is meant to be used as a tool to describe play. When we design a game, we sort of turn that on its head. Stance theory becomes a way to prescribe play. A game designer helps make the decisions about when each stance can or should be used. But instead of using that terminology (it would just go over everyone’s head), the rules you create give the players guidelines for setting up permissions and expectations of how the game should be played.
The rules imbue the participants with different levels of access or “permissions” to enter fiction into the Shared Imagined Space. In a game like InSpectres, everyone is given permission to use Director Stance powers at will. The expectation then is that the players will add clues, NPCs, locations, or whatever to the game’s fiction as they play just like the GM. Conversely, in a game like AD&D, only the DM is given permission to use Director Stance while players are ostensibly instructed to remain in Actor Stance as much as possible using their characters’ Alignments as a guide. (Granted, AD&D’s texts are horribly unclear on this at times, but go with me on this) The expectations then are the players act with within the bounds of the fictional world using only their characters abilities, knowledge, and motives while the DM gets to control everything else.
As a game designer, it is your job to write the rules so that the players know their roles and know how to play. Understanding Stance Theory provides you with a foundation of knowledge you can draw upon as you write those rules. It can help you to communicate your vision of how play should unfold through the permissions of your rules and the expectations of the players.
As you write your game, you should be cognizant of who can say what and when they can say it. And not only should YOU as the designer be aware of it, anyone who picks up your game and reads it should be aware of it. Setting up permissions and expectations is not something that should be shrouded in the text for the players to discover as they play. It’s not emergent. It should explicit and upfront.
Now, like I said, don’t use Stance terminology in your game! Don’t write, “Now the GM has Directorial Powers but the players should maintain Author Stance except in the following instances…” That would be horrible! Even people who enjoy RPG theory don’t want to read stuff like that in a game. Instead, write something like, “The GM is the one who introduces new places and items, but it is up to the players to decide how they and their characters want to react to them…”
Knowing the how the different stances work gives designers an insight into how communication during play works. Armed with that knowledge, you will be in a better position to write the rules of your game. Just remember, all of the fancy Stance labels and theory talk are just window dressing. The real meat of the matter is setting permissions and expectations for communication during play. I.E.: Who gets to say what, when do they get to say it, and who cares if they do?
Peace,
-Troy
PS: As you design and playtest your game, don’t believe for a minute that if you set the permissions and expectations that players should always speak in Actor Stance that the players will always do that. They won’t, and it’s okay. Groups will move in and out of stances as the individual situations call. That’s part of playing the game. But, there should be a default position (read: permission and expectation) for each participant explicitly stated in the rules. This way, when people aren’t sure what to do next or what they should be doing at all, the rules are there to guide them. Lapses in Stance are often used to solve a social problem, not a system problem.
Tuesday, January 18, 2011
What is RPG Crossroads?
Heya,
A while back I mentioned the The Neighborhood. Since that time, the website has gone through a number of very beneficial changes. Do you have an RPG company? What about a Podcast or YouTube channel? If you answered yes to any of those questions, there’s a place for you at the renamed RPG Crossroads.
RPG Crossroads is a place where I’m trying to bring together all the great, creative minds that are doing work with roleplaying games. There’s forums just for publishers to talk about their games and where their fans can ask questions and post suggestions. There are forums for podcasters to talk about their shows, promote their sites, post upcoming shows, and discuss issues facing podcasting on the Internet. Already, there’s some great conversations going on there. There’s also a forum for people who want to talk about theory or heavy issues like race and sex in RPGs.
If you want a place to meet a broad cross-section of gamers, RPG Crossroads is design exactly for that. I hope to see you there!
Peace,
-Troy
A while back I mentioned the The Neighborhood. Since that time, the website has gone through a number of very beneficial changes. Do you have an RPG company? What about a Podcast or YouTube channel? If you answered yes to any of those questions, there’s a place for you at the renamed RPG Crossroads.
RPG Crossroads is a place where I’m trying to bring together all the great, creative minds that are doing work with roleplaying games. There’s forums just for publishers to talk about their games and where their fans can ask questions and post suggestions. There are forums for podcasters to talk about their shows, promote their sites, post upcoming shows, and discuss issues facing podcasting on the Internet. Already, there’s some great conversations going on there. There’s also a forum for people who want to talk about theory or heavy issues like race and sex in RPGs.
If you want a place to meet a broad cross-section of gamers, RPG Crossroads is design exactly for that. I hope to see you there!
Peace,
-Troy
Friday, December 17, 2010
What is TITB4B and Why’s it Bad?
Heya,
Let’s start with a history review. A long time ago in a land that now seems so very far away, a man named Gary Gygax published a game named Dungeons and Dragons (1974). It was the first commercial RPG in the modern sense. What this game did was to compile rules for games that people were already playing based on another type of game: miniatures wargaming.
So let me explain what I mean in that last sentence. It’s very important. Dungeons and Dragons was NOT inventing a game. It was describing a game people were already playing. DnD did not create roleplaying, it simply catalogued roleplaying. Even more, roleplaying at the time was not what we tend to think of it today. It was much more like a miniatures war game where the object was to simulate dungeon combat, slaying a dragon, or an encounter between armed foes. The authors just assumed anyone who played the game would have this sort of background knowledge on wargaming and that explanatory text would be redundant (and more expensive to print). Therefore, it did not PRE-scribe play, it only DE-scribed play.
1975 saw the release of Boot Hill, a Western themed RPG. Props go to them for being original with their setting right off the bat. It was non-fantasy, leveless, and made the player-characters the focal point of the design, but the game was heavily geared towards the showdown and accurately simulating a gun fight. The game even touted itself as based on western miniatures. So the same basic assumptions were made- people playing Boot Hill knew how to play miniatures and just needed some extra rules for “roleplaying.”
Also, Tunnels and Trolls was released that year. It was the first in a long line of “Lord of the Rings except not because we can’t get the license” game. It did many of the things that D&D did, but it also held over the mass combat rules of miniatures and tried to be as realistic as it could be.
What DnD and these other games that were like it did accomplish in the 70’s was to make hundreds and then thousands of more people aware of what was going on. That awareness turned into participation. That participation turned into creation. But as time rolled on, the way people played these games started to change. Suddenly, people who had no background in miniature wargaming were picking up D&D, T&T, and Boot Hill and trying to play it based on their background in writing, storytelling, boardgames, make-believe, acting, imrpov, or whatever else. The core market for early RPGs suddenly expanded to whole new demographics.
DnD and these other RPGs were later supplemented by magazines such as TSR’s Dragon and RPGA’s Polyhedron published adventure modules meant to be used in a tournament format at conventions. For some people, the object of playing became to win. For others, it became a place to create stories in the English 101 sense where you have protagonists, rising action, climax, and theme. For others, it meant being true to the vision of whatever gaming background or literary background they came to the table with.
By the late 70’s it was clear that people were using RPGs to do all sorts of things that the texts did not support. In fact, it could be argued that from the very get-go, the texts did not support the play since they weren’t inventing anything, but simply describing pre-existing behaviors.
The results were threefold. The first effect was that the game texts at hand were all incomplete. They didn’t tell you how to play or what to do, they just had a bunch of text that provided resources people already familiar with how to play could use to supplement their gaming. For people who heard about this game and picked up trying to figure out how to play it, there was nothing to really grab on to. Instead, the players had to improvise and make up a lot of stuff and ignore a lot of other stuff. Imagine trying to play D&D 3.5 if the only book you had was Castle Ravenloft. That’s about what it was like. You had people all over the country playing the same title without playing the same game (make sense?). Thus, a tradition was established in RPG publishing where communicating exactly what was expected during play and providing rules that supported that play was a non-essential thing. It really didn’t matter, the thinking went, just so long as you provided really evocative tools for the players. They’ll figure it out eventually, publishers supposed.
The second effect was when publishers figured out that there were large segments of the audience who weren’t playing the game like they had envisioned, they changed their texts to try to suit everyone. A game like Bushido (1979), for instance, tried to downplay the role of miniatures-style combat and stress the importance of the people at the table and what things like honor, duty, and heroism really meant to them. But at the same time, they included plenty of combat rules, magic, and ways to introduce supernatural monsters into play even though the game wasn’t really even about that stuff. They figured that if they didn’t have it, no one would want to buy the game. This was only exacerbated in the 1980’s where we saw an explosion of RPGs trying to cater to everyone and everything all at the same time.
The third effect was that social conflict amongst the players became the norm. The tales of dysfunctional groups, incoherence, and arguments over what was the “right way” to play a game are well documented, and I don’t need to go into them here. Tournaments and conventions (especially GenCon) brought people from all over together in one place. This was great, in that ideas could be exchanged, but at the same time it brought people into conflict because they weren’t interpreting the vague rules and guidelines the same way. This problem increased in the 1990’s when GenCon, Origins, and DragonCon really started taking off. Then the Internet hit and everyone started talking to each other. This talking often consisted of a lot of arguing and belittling people for not playing “right” or whatever.
During this time, derogatory words entered the lexicon that labeled people and play styles who went against the grain. Powergamer, Grandstander, Munchkin, Rules Lawyer, Monty Hall GM, Wussy, Hack ‘n Slash, Blast ‘n Burn, artsy-fartsy-story-telling-wannabes, and turtling were enshrined as the proper way to refer to non-conformist players in dozens of advice books such as the AD&D 2e Guide to Creative Campaigning (1993).
So what was the end result? Well, people did try to come up with solutions. First was the so called, “Rule Zero.” Basically, that rule stated, “any rule you don’t like, get rid of it.” Other variations include, “Make up rules if something happens that this book doesn’t account for,” “Not everything that happens during play can be accounted for in the rules, so improvise as needed,” “It’s the GM’s call” or even worse, “The GM is God!” Sometimes they’d dress it up as much as they could such as in the AD&D1e DMG: "It is the spirit of the game not the letter of the rules, which is important. Never hold to the letter written, nor allow some barracks room lawyer to force quotations from the rulebook on you if it goes against the obvious intent of the game." Thus, game texts continued to be vague and lack focus on making rules that actually worked and actually told people how to play.
The other solution that was widely practiced was more insidious and brings us closer to the original point of this entry. During the 90’s when the first Goth wave hit, White Wolf ditched games like Ars Magica and switched to the World of Darkness titles like Vampire: The Masquerade and Mage: The Ascension. In these books, they presented the idea that the GM just needs to write out a plotline that the characters follow, using the rules only when necessary. Thus, a lot of the conflict in a group would be solved and everyone could have a nice story at the end to be proud of. The catch was, in order to get this to work right, the GM had to force the players into following the story. Since human being tend to be individualists (especially in America), this was a real problem. So instead, these games encouraged GMs to do this covertly, i.e. behind the veil. Play became based on deception and manipulation. The better a GM could hide how he was making all the choices for the players, the better a GM he/she was said to be. The problem is, all this subversive manipulation is just not a recipe for long-term success.
To communicate this style of gaming without totally turning everyone off from the get-go, a phrase was developed and presented in game texts as the proper way to play. It goes something like this, “The GM writes the story and the players decide what the characters do.”
Now, if you’ve been playing RPGs for a long time, that phrase probably makes sense to you. If you haven’t played many RPGs, that sentence probably makes absolutely no sense at all. If it does make sense, read it again. I’ll break it down.
The GM writes the story. The players decide what the characters do. If you have one, you can’t have the other. If the GM has written the story, the decisions of the characters must already be known. If the players decide what the characters are going to do, the GM could not possibly have written out the story since none of the characters had taken any actions prior to play. Those two sentences are totally and utterly incompatible. Yet that phrase, or a variation of it, is presented in numerous roleplaying texts across the spectrum as the way things are supposed to be done during roleplaying. That, right there, is “The Impossible Thing Before Breakfast.” TITB4B. Also, sometimes called “illusionism” or “railroading.”
So why is this bad?
Well, let’s look at what TITB4B causes. First, the GM has to force the players to do something. Not only that, he has to do in covert ways, basically conning them to go along with his plan without ever communicating that plan in a truthful and upfront way. That’s certainly not a sound foundational basis for a functional social group. And, as a result, it didn’t solve the problem it was trying to solve.
If the players became bored with the GM’s story, they would often try to veer off course. This caused conflict with the GM because his well thought-out and beautiful stories were being ruined by people daring to express their free will. Not only that, the GM would be caught totally off-guard and unprepared to deal with these new developments. Consequences included heated arguments, long and boring pauses in play while the GM figured out what to do, sessions cut short so the GM could prep for what was going on (usually, just more machinations to get the characters back to the original plot), or some players being left out of the game completely while those who did choose to follow the GM’s premade plans were rewarded with screen time. This can and often does lead to other social and in-game conflicts amongst the participants. Most bad experiences with RPGs can be tied to this phenomena right here.
So what can be done about TITB4B?
There have been some failed attempts to fix this. GUMSHOE (2007) for example touted itself as solving this problem for mystery games by having not only a Fortune based mechanic for clue finding but also a Karma based resolution. “Although it came up in playtest, I confess to being a little surprised by the idea that The Esoterrorists, by creating a mechanism to ensure that PCs in investigative games always get all the clues they need to start piecing the mystery together, encourages railroading. The GUMSHOE system doesn’t in fact change the inherent structure of investigative games at all. They are no more or less linear in GUMSHOE, on a structural level, than in a traditional procedural campaign using the roll-to-get-a-clue model,” wrote Robin Laws on his blog.
I have to admit I was a little surprised that he was a little surprised that his game received the same criticism previous mystery games had received since GUMSHOE does nothing to “change the inherent structure of investigative games.” I wondered it Mr. Laws had played Inspectres (2002)- a game that does change the inherent structure of mystery games and makes them non-linear, but in the comments section of his entry, he reveals that he had not.
The old paradigm was still alive: the GM writes the story (in this case a mystery) and the players play along finding the pre-arranged clues and breadcrumbs left by the GM. The fact that they could spend points to get the clues instead of whiffing endlessly on their rolls did, as Robin states, nothing to change heavy-handed, GM-centric nature of play despite being presented as a game that liberated the players from the traditional travails associated with mystery games.
However, there are several viable solutions to TITB4B. As with many things, it seems, in RPG theory, there are names for them: Trailblazing, Participationism, and Bass Play/Sandbox Play. I’ll get to these in another article which, I have a feeling, will be more pertinent to design. For now, the main thing that I hope people come away with from this article is that “the GM makes the story and the players decide what the characters do” is a nonsensical statement that should be avoided in gaming texts.
Peace,
-Troy
Let’s start with a history review. A long time ago in a land that now seems so very far away, a man named Gary Gygax published a game named Dungeons and Dragons (1974). It was the first commercial RPG in the modern sense. What this game did was to compile rules for games that people were already playing based on another type of game: miniatures wargaming.
So let me explain what I mean in that last sentence. It’s very important. Dungeons and Dragons was NOT inventing a game. It was describing a game people were already playing. DnD did not create roleplaying, it simply catalogued roleplaying. Even more, roleplaying at the time was not what we tend to think of it today. It was much more like a miniatures war game where the object was to simulate dungeon combat, slaying a dragon, or an encounter between armed foes. The authors just assumed anyone who played the game would have this sort of background knowledge on wargaming and that explanatory text would be redundant (and more expensive to print). Therefore, it did not PRE-scribe play, it only DE-scribed play.
1975 saw the release of Boot Hill, a Western themed RPG. Props go to them for being original with their setting right off the bat. It was non-fantasy, leveless, and made the player-characters the focal point of the design, but the game was heavily geared towards the showdown and accurately simulating a gun fight. The game even touted itself as based on western miniatures. So the same basic assumptions were made- people playing Boot Hill knew how to play miniatures and just needed some extra rules for “roleplaying.”
Also, Tunnels and Trolls was released that year. It was the first in a long line of “Lord of the Rings except not because we can’t get the license” game. It did many of the things that D&D did, but it also held over the mass combat rules of miniatures and tried to be as realistic as it could be.
What DnD and these other games that were like it did accomplish in the 70’s was to make hundreds and then thousands of more people aware of what was going on. That awareness turned into participation. That participation turned into creation. But as time rolled on, the way people played these games started to change. Suddenly, people who had no background in miniature wargaming were picking up D&D, T&T, and Boot Hill and trying to play it based on their background in writing, storytelling, boardgames, make-believe, acting, imrpov, or whatever else. The core market for early RPGs suddenly expanded to whole new demographics.
DnD and these other RPGs were later supplemented by magazines such as TSR’s Dragon and RPGA’s Polyhedron published adventure modules meant to be used in a tournament format at conventions. For some people, the object of playing became to win. For others, it became a place to create stories in the English 101 sense where you have protagonists, rising action, climax, and theme. For others, it meant being true to the vision of whatever gaming background or literary background they came to the table with.
By the late 70’s it was clear that people were using RPGs to do all sorts of things that the texts did not support. In fact, it could be argued that from the very get-go, the texts did not support the play since they weren’t inventing anything, but simply describing pre-existing behaviors.
The results were threefold. The first effect was that the game texts at hand were all incomplete. They didn’t tell you how to play or what to do, they just had a bunch of text that provided resources people already familiar with how to play could use to supplement their gaming. For people who heard about this game and picked up trying to figure out how to play it, there was nothing to really grab on to. Instead, the players had to improvise and make up a lot of stuff and ignore a lot of other stuff. Imagine trying to play D&D 3.5 if the only book you had was Castle Ravenloft. That’s about what it was like. You had people all over the country playing the same title without playing the same game (make sense?). Thus, a tradition was established in RPG publishing where communicating exactly what was expected during play and providing rules that supported that play was a non-essential thing. It really didn’t matter, the thinking went, just so long as you provided really evocative tools for the players. They’ll figure it out eventually, publishers supposed.
The second effect was when publishers figured out that there were large segments of the audience who weren’t playing the game like they had envisioned, they changed their texts to try to suit everyone. A game like Bushido (1979), for instance, tried to downplay the role of miniatures-style combat and stress the importance of the people at the table and what things like honor, duty, and heroism really meant to them. But at the same time, they included plenty of combat rules, magic, and ways to introduce supernatural monsters into play even though the game wasn’t really even about that stuff. They figured that if they didn’t have it, no one would want to buy the game. This was only exacerbated in the 1980’s where we saw an explosion of RPGs trying to cater to everyone and everything all at the same time.
The third effect was that social conflict amongst the players became the norm. The tales of dysfunctional groups, incoherence, and arguments over what was the “right way” to play a game are well documented, and I don’t need to go into them here. Tournaments and conventions (especially GenCon) brought people from all over together in one place. This was great, in that ideas could be exchanged, but at the same time it brought people into conflict because they weren’t interpreting the vague rules and guidelines the same way. This problem increased in the 1990’s when GenCon, Origins, and DragonCon really started taking off. Then the Internet hit and everyone started talking to each other. This talking often consisted of a lot of arguing and belittling people for not playing “right” or whatever.
During this time, derogatory words entered the lexicon that labeled people and play styles who went against the grain. Powergamer, Grandstander, Munchkin, Rules Lawyer, Monty Hall GM, Wussy, Hack ‘n Slash, Blast ‘n Burn, artsy-fartsy-story-telling-wannabes, and turtling were enshrined as the proper way to refer to non-conformist players in dozens of advice books such as the AD&D 2e Guide to Creative Campaigning (1993).
So what was the end result? Well, people did try to come up with solutions. First was the so called, “Rule Zero.” Basically, that rule stated, “any rule you don’t like, get rid of it.” Other variations include, “Make up rules if something happens that this book doesn’t account for,” “Not everything that happens during play can be accounted for in the rules, so improvise as needed,” “It’s the GM’s call” or even worse, “The GM is God!” Sometimes they’d dress it up as much as they could such as in the AD&D1e DMG: "It is the spirit of the game not the letter of the rules, which is important. Never hold to the letter written, nor allow some barracks room lawyer to force quotations from the rulebook on you if it goes against the obvious intent of the game." Thus, game texts continued to be vague and lack focus on making rules that actually worked and actually told people how to play.
The other solution that was widely practiced was more insidious and brings us closer to the original point of this entry. During the 90’s when the first Goth wave hit, White Wolf ditched games like Ars Magica and switched to the World of Darkness titles like Vampire: The Masquerade and Mage: The Ascension. In these books, they presented the idea that the GM just needs to write out a plotline that the characters follow, using the rules only when necessary. Thus, a lot of the conflict in a group would be solved and everyone could have a nice story at the end to be proud of. The catch was, in order to get this to work right, the GM had to force the players into following the story. Since human being tend to be individualists (especially in America), this was a real problem. So instead, these games encouraged GMs to do this covertly, i.e. behind the veil. Play became based on deception and manipulation. The better a GM could hide how he was making all the choices for the players, the better a GM he/she was said to be. The problem is, all this subversive manipulation is just not a recipe for long-term success.
To communicate this style of gaming without totally turning everyone off from the get-go, a phrase was developed and presented in game texts as the proper way to play. It goes something like this, “The GM writes the story and the players decide what the characters do.”
Now, if you’ve been playing RPGs for a long time, that phrase probably makes sense to you. If you haven’t played many RPGs, that sentence probably makes absolutely no sense at all. If it does make sense, read it again. I’ll break it down.
The GM writes the story. The players decide what the characters do. If you have one, you can’t have the other. If the GM has written the story, the decisions of the characters must already be known. If the players decide what the characters are going to do, the GM could not possibly have written out the story since none of the characters had taken any actions prior to play. Those two sentences are totally and utterly incompatible. Yet that phrase, or a variation of it, is presented in numerous roleplaying texts across the spectrum as the way things are supposed to be done during roleplaying. That, right there, is “The Impossible Thing Before Breakfast.” TITB4B. Also, sometimes called “illusionism” or “railroading.”
So why is this bad?
Well, let’s look at what TITB4B causes. First, the GM has to force the players to do something. Not only that, he has to do in covert ways, basically conning them to go along with his plan without ever communicating that plan in a truthful and upfront way. That’s certainly not a sound foundational basis for a functional social group. And, as a result, it didn’t solve the problem it was trying to solve.
If the players became bored with the GM’s story, they would often try to veer off course. This caused conflict with the GM because his well thought-out and beautiful stories were being ruined by people daring to express their free will. Not only that, the GM would be caught totally off-guard and unprepared to deal with these new developments. Consequences included heated arguments, long and boring pauses in play while the GM figured out what to do, sessions cut short so the GM could prep for what was going on (usually, just more machinations to get the characters back to the original plot), or some players being left out of the game completely while those who did choose to follow the GM’s premade plans were rewarded with screen time. This can and often does lead to other social and in-game conflicts amongst the participants. Most bad experiences with RPGs can be tied to this phenomena right here.
So what can be done about TITB4B?
There have been some failed attempts to fix this. GUMSHOE (2007) for example touted itself as solving this problem for mystery games by having not only a Fortune based mechanic for clue finding but also a Karma based resolution. “Although it came up in playtest, I confess to being a little surprised by the idea that The Esoterrorists, by creating a mechanism to ensure that PCs in investigative games always get all the clues they need to start piecing the mystery together, encourages railroading. The GUMSHOE system doesn’t in fact change the inherent structure of investigative games at all. They are no more or less linear in GUMSHOE, on a structural level, than in a traditional procedural campaign using the roll-to-get-a-clue model,” wrote Robin Laws on his blog.
I have to admit I was a little surprised that he was a little surprised that his game received the same criticism previous mystery games had received since GUMSHOE does nothing to “change the inherent structure of investigative games.” I wondered it Mr. Laws had played Inspectres (2002)- a game that does change the inherent structure of mystery games and makes them non-linear, but in the comments section of his entry, he reveals that he had not.
The old paradigm was still alive: the GM writes the story (in this case a mystery) and the players play along finding the pre-arranged clues and breadcrumbs left by the GM. The fact that they could spend points to get the clues instead of whiffing endlessly on their rolls did, as Robin states, nothing to change heavy-handed, GM-centric nature of play despite being presented as a game that liberated the players from the traditional travails associated with mystery games.
However, there are several viable solutions to TITB4B. As with many things, it seems, in RPG theory, there are names for them: Trailblazing, Participationism, and Bass Play/Sandbox Play. I’ll get to these in another article which, I have a feeling, will be more pertinent to design. For now, the main thing that I hope people come away with from this article is that “the GM makes the story and the players decide what the characters do” is a nonsensical statement that should be avoided in gaming texts.
Peace,
-Troy
Tuesday, December 14, 2010
What is The Neighborhood?
Heya,
The Neighborhod is a new website dedicated to linking all the disperate parts of the indie-rpg movement into one place for mutual benefit. There are several key parts of this site:
1. Forums- The Forge once hosted forums for many different independent gaming companies. Now that it's in its winter stage, those forums are being phased out. I wanted to give those companies a place to go. The Neighborhood is that place.
2. News/Reviews/Editorials- Story Games, The Ogre Cave, Planet Story Games, and RPGnet have some great content, but not everyone is aware of it. I pulled in feeds from all four of these sites at The Neighborhood. I want to help promote those sites as well as add some convenience for Neighborhood users. You can keep up on all the happenings with just a few simple clicks at the Neighborhood, then when you find something you like, you're whisked off directly to the topic that interests you. It saves a lot of time and makes surveying these gaming sites a lot easier. .
3. Radio/TV- There are some terrific RPG podcasts and YouTube Channels out there. I've collected many of their feeds at the Neighborhood. I want to promote these multi-media resources and give Neighborhood users more reasons to come and interact with the publishers. I hope the Radio and TV pages will be mutually beneficial. There's probably a lot on these two pages you don't know about.
4. Links- These are a collection of publisher websites, store sites, and forums/resources for RPG players and publishers. These are really useful for finding companies and products.
If you get a chance, take a stroll through The Neighborhood. If you're a creator-owned RPG publisher, drop me a line in the Forums there and we'll get you set up with a forum all your own.
Peace,
-Troy
The Neighborhod is a new website dedicated to linking all the disperate parts of the indie-rpg movement into one place for mutual benefit. There are several key parts of this site:
1. Forums- The Forge once hosted forums for many different independent gaming companies. Now that it's in its winter stage, those forums are being phased out. I wanted to give those companies a place to go. The Neighborhood is that place.
2. News/Reviews/Editorials- Story Games, The Ogre Cave, Planet Story Games, and RPGnet have some great content, but not everyone is aware of it. I pulled in feeds from all four of these sites at The Neighborhood. I want to help promote those sites as well as add some convenience for Neighborhood users. You can keep up on all the happenings with just a few simple clicks at the Neighborhood, then when you find something you like, you're whisked off directly to the topic that interests you. It saves a lot of time and makes surveying these gaming sites a lot easier. .
3. Radio/TV- There are some terrific RPG podcasts and YouTube Channels out there. I've collected many of their feeds at the Neighborhood. I want to promote these multi-media resources and give Neighborhood users more reasons to come and interact with the publishers. I hope the Radio and TV pages will be mutually beneficial. There's probably a lot on these two pages you don't know about.
4. Links- These are a collection of publisher websites, store sites, and forums/resources for RPG players and publishers. These are really useful for finding companies and products.
If you get a chance, take a stroll through The Neighborhood. If you're a creator-owned RPG publisher, drop me a line in the Forums there and we'll get you set up with a forum all your own.
Peace,
-Troy
Thursday, December 09, 2010
Is there a New Blasted Sands Available?
Heya,
Why, yes there is! For those not aware, way back in 2006-almost four years ago to the day-I posted a RTF file of a campaign setting to use as an object lesson for my thoughts on Setting. I recently re-read that file and was appalled. The amazing thing is, I get a notice in my email about once a month that someone has downloaded that file! To me, that’s amazing.
So, obviously, there is some demand for it. What I’ve done is totally reworked most of it, cleaned it up, and tried to eliminate the typos (although I’m sure there’s still a ton). It is over twice as large as it was and full of more Color and detail. At last, I have a file I can be at least a little more proud of. If you’ve downloaded the first version or are looking for a Dark Sun-inspired setting in which to play, may I introduce:
Blasted Sands (Revised Edition) at box.net
Blasted Sands (Revised Edition) at Scribd
I hope those who downloaded the older version will check this one out too. And for those who have never read my Blasted Sands setting, I hope that it inspires you. All feedback is very welcomed.
Peace,
-Troy
Why, yes there is! For those not aware, way back in 2006-almost four years ago to the day-I posted a RTF file of a campaign setting to use as an object lesson for my thoughts on Setting. I recently re-read that file and was appalled. The amazing thing is, I get a notice in my email about once a month that someone has downloaded that file! To me, that’s amazing.
So, obviously, there is some demand for it. What I’ve done is totally reworked most of it, cleaned it up, and tried to eliminate the typos (although I’m sure there’s still a ton). It is over twice as large as it was and full of more Color and detail. At last, I have a file I can be at least a little more proud of. If you’ve downloaded the first version or are looking for a Dark Sun-inspired setting in which to play, may I introduce:
Blasted Sands (Revised Edition) at box.net
Blasted Sands (Revised Edition) at Scribd
I hope those who downloaded the older version will check this one out too. And for those who have never read my Blasted Sands setting, I hope that it inspires you. All feedback is very welcomed.
Peace,
-Troy
Friday, November 05, 2010
What Is/Was The Forge All About?
What was the Forge about? Why did it exist?
First, read this:
http://indie-rpgs.com/articles/12/
And this:
http://indie-rpgs.com/articles/13/
Then, read these:
http://indie-rpgs.com/archive/index.php?topic=17809.0
http://indie-rpgs.com/archive/index.php?topic=17810.0
http://indie-rpgs.com/archive/index.php?topic=17811.0
Then, read all of that:
http://indie-rpgs.com/archive/index.php?topic=9782.0
Finally, read this:
http://www.indie-rpgs.com/forge/index.php?topic=30635.0
Then you will know.
Peace,
-Troy
First, read this:
http://indie-rpgs.com/articles/12/
And this:
http://indie-rpgs.com/articles/13/
Then, read these:
http://indie-rpgs.com/archive/index.php?topic=17809.0
http://indie-rpgs.com/archive/index.php?topic=17810.0
http://indie-rpgs.com/archive/index.php?topic=17811.0
Then, read all of that:
http://indie-rpgs.com/archive/index.php?topic=9782.0
Finally, read this:
http://www.indie-rpgs.com/forge/index.php?topic=30635.0
Then you will know.
Peace,
-Troy
Thursday, November 04, 2010
What is Stance Theory? Part1
Heya,
Today I’m taking on another older topic- Stance Theory. This is part 1 of a two part article. In this one, I’m basically just going to define and describe Stance Theory. In the second part, I’ll try to explain how it might be useful. But honestly I think for the most part, we have left this behind as game designers. None-the-less, I am endeavoring to bring up the old ideas (old in this case meaning from the late 90’s and early 2000’s) so that fresh eyes can look at them, dissect them, and bring forth new ideas.
When it comes to Stance Theory, first and foremost, you must understand that it is describing play, not design. I think that all too often, people talk past each other when it comes to RPG theory because one person is thinking “play” and the other is thinking “design.” Play should inform design, of course, but they are not the same thing.
So what is it anyway? Well, Stance Theory is a way of describing how players (including the GM) affect the in-game events, setting, and characters (aka The Shared Imagined Space). There are four Stances that have been identified. The Provisional Glossary defines them as such:
Actor Stance: The person playing a character determines the character's decisions and actions using only knowledge and perceptions that the character would have. This stance does not necessarily include identifying with the character and feeling what he or she "feels," nor does it require in-character dialogue.
Author Stance: The person playing a character determines the character's decisions and actions based on the person's priorities, independently of the character’s knowledge and perceptions. Author Stance may or may not include a retroactive "motivation" of the character to perform the actions.
Pawn Stance: A subset of Author Stance which lacks the retroactive "motivation" of the character to perform the actions.
Director Stance: The person playing a character determines aspects of the environment relative to the character in some fashion, entirely separately from the character's knowledge or ability to influence events. Therefore the player has not only determined the character's actions, but the context, timing, and spatial circumstances of those actions, or even features of the world separate from the characters.
Okay, that’s nice. But let’s break them down some.
Director Stance is sometimes treated as synonymous with players narrating in-game events, or worse, people think that’s the only thing Director Stance does. Director Stance *can* do those things, but players using Director Stance don’t *have* to. A player can say, “There’s some brush next to the wall, my character hides there and is unseen.” That’s Director Stance. He could also say, “Gunther looks left, then right, and finally above to make sure he isn’t being watched. He carefully creeps over to a thick patch of shrubbery next to the castle wall in the dim twilight of the evening. None of the guards atop the wall were looking in his direction.” Both are examples of Director Stance.
In Director’s Stance, the player is not regarding what the character is thinking or feeling or what the character has the power to change in the Shared Imagined Space. The Player is capable of changing the environment and circumstances around the character. If the player wants a guard on top of the wall and he is operating in Director’s Stance, he can put a guard there. If he wants bushes, there are bushes. But that’s the player’s desires, not the character’s. Those two may coincide, but that’s entirely beside the point. In Director Stance, the player is disregarding character motivation.
A player operating in Director’s Stance can basically manipulate anything in the imaginary game world. It can be characters, objects, places, the weather, or whatever. Nothing is off-limits; the power is quite broad. Additionally, the Director Stance player can base these changes off of in-game considerations or meta-game (stuff outside the imaginary world) considerations WITH OR WITHOUT offering in-game justifications for these changes. In other words, what he’s doing doesn’t necessarily have to make “sense” in the imaginary world, it just has to be acceptable at the Social Contract level. Think about the space alien scene in Monty Python’s “Life of Brian.” That doesn’t make any sense in the imaginary world of that movie, but it is acceptable given the nature of the crew who made that film.
Pawn Stance is sometimes seen as the default stance for Gamists. This is one thing I hardly have to spend any time on. If you’ve ever watched people play D&D using the alignment system, you’ve probably seen Gamists operating in a stance other than Pawn. Pawn Stance *can* be used by Gamists, but doesn’t *have* to be. In Pawn Stance, the player is limiting him/herself to just deciding what the character does without any special relationship to the character. It’s just a game piece in this context. The typical GM use of Palace Guards and Barmaids or other static characters is often Pawn Stance in traditional fantasy roleplay.
Author Stance is the hardest one for me to fully grasp. It seems to lie somewhere past Actor Stance but before Director Stance. It’s sort of in the middle, lacking the buy-in that Actor demands and the power that Director gives. When in Author Stance, the player is making decisions just for a character- not for the environment, circumstances, or non-character items in the imaginary game world. That’s the biggest difference from Director’s Stance: The Author cannot affect anything except a character.
Second, a player engaging in Author Stance makes his or her decisions about a character based on the meta-game. In-game/in-character motivations and conditions can be (but don't have to be) ignored at the player's choice under Author Stance. However, that doesn’t mean a player using Author Stance can go willy-nilly all over the place, making decisions for a character as he or she pleases. These decisions must make sense in-game. So, even though the player is using knowledge from outside the imaginary world as the basis for decision making, he/she must justify those decisions using logical fiction inside the Shared Imagined Space. This is another break with Director Stance. The spaceship from the Monty Python example above can only happen under Author Stance if it had been previously established that aliens existed in the Setting and were watching over the main character.
Last, but not least, is Actor Stance. It’s been my experience that Actor Stance is occasionally and wrongly associated with Simulationist Play. As if, Actor Stance was the only “right way” to play using the Simulationist Creative Agenda. It is also sometimes treated as the same thing as talking in-character or “Immersion.” But Actor Stance is SO much more.
First, Actor Stance does not care what Creative Agenda you are using. In fact, none of the stances do. One can use Actor stance as the situation demands. Second, Actor Stance prioritizes the character much more than Director and Author Stance do. Decisions made using Actor Stance are made in accordance with what the character’s motivations are AND take into consideration in-game knowledge, conditions, and events. The player is not manipulating the scenery or objects in the imaginary world, just the character from the character’s own perspective.
It is in Actor’s Stance that motivation is brought to the forefront. Actor’s Stance pursues this motivation and tries to carry it out. This is where character knowledge and player knowledge are split, and meta-game considerations are disregarded. It requires the player buy into the character as a living, breathing, free-thinking individual. The character is not a game pieces or a means to an end, but it becomes the focus of attention. Actor Stance is the expression of an intimate relationship between the real life player and the imaginary person that is being portrayed by that player. GMs often play significant NPCs (for lack of a better term) this way. That’s the most common example I can think of.
Some people define Immersion by saying it’s engaging in Actor’s Stance as often and as much as possible. I don’t really have a good definition for Immersion. A lot of talk about has gone on over the years. I don’t think Actor’s Stance is a handy synonym for it, but you should be aware that some (not all) people think of it that way.
Over the years, several problems associated with Stance Theory have arisen.
One common error that was made in the early days of hashing out Stance Theory was that it related only to “your” character. It doesn’t. It relates to any character. You can be an Author, Actor, Pawn, or Director anyone’s character or characters. The emphasis is not on the character, but on the player- i.e. what stance the player is taking toward the fiction being created in the imaginary world. Some people mistake Stance Theory as character-centric. It isn't. It's player-centric.
Another error that was made was that Stance Theory didn’t apply to GMs, or that all GMs were, necessarily, by default operating in Director Stance. This is, of course, totally untrue and can be observed in actual play. Any time the GM operates the NPCs (for lack of a better term) based solely on that NPC’s knowledge- and not his (The GM’s) knowledge- that GM is operating in Actor Stance. This happens all the time and is usually seamless during play.
Third, some believe that all roleplaying is stance. Meaning, that everything said at the table comes from one of the four stances. That’s not true. When talking about Stance Theory, we are talking about character actions and the way the imaginary world reacts to the characters, nothing else. The damage from a sword thrust is not stance. The death of a character is not stance. The effects of drowning are not stance. A majority of the things said at the table are said from a stance but not everything. When examining a piece of roleplaying for stance, look for player decisions, character decisions, and changes in the imaginary world. Don't get hung up on mechanics.
Finally, the last common mistake I want to highlight is the assumption that people do or at least should maintain a consistent stance throughout play. As if idealized play is when everyone is operating in Actor Stance or in Director Stance. This is rubbish. Players are constantly moving from one stance to another as the needs of the situation arise, and I can see no benefit (or at least, very little) from rigidly maintaining only a single stance. I’ve played in campaigns where the Social Contract strictly enforced Actor Stance (talking in character, using only character knowledge, following the character’s alignment to a T). Anyone who broke Actor Stance was immediately penalized socially if not mechanically. Play devolved into a game of “Gotchya!” and those sorts of campaigns never lasted long for me.
Well, that’s all for Part 1. In Part 2, I’ll delve into how this is relevant to RPG design (Hint: it’s really not so much anymore). Until then, take care of each other.
Peace,
-Troy
Today I’m taking on another older topic- Stance Theory. This is part 1 of a two part article. In this one, I’m basically just going to define and describe Stance Theory. In the second part, I’ll try to explain how it might be useful. But honestly I think for the most part, we have left this behind as game designers. None-the-less, I am endeavoring to bring up the old ideas (old in this case meaning from the late 90’s and early 2000’s) so that fresh eyes can look at them, dissect them, and bring forth new ideas.
When it comes to Stance Theory, first and foremost, you must understand that it is describing play, not design. I think that all too often, people talk past each other when it comes to RPG theory because one person is thinking “play” and the other is thinking “design.” Play should inform design, of course, but they are not the same thing.
So what is it anyway? Well, Stance Theory is a way of describing how players (including the GM) affect the in-game events, setting, and characters (aka The Shared Imagined Space). There are four Stances that have been identified. The Provisional Glossary defines them as such:
Actor Stance: The person playing a character determines the character's decisions and actions using only knowledge and perceptions that the character would have. This stance does not necessarily include identifying with the character and feeling what he or she "feels," nor does it require in-character dialogue.
Author Stance: The person playing a character determines the character's decisions and actions based on the person's priorities, independently of the character’s knowledge and perceptions. Author Stance may or may not include a retroactive "motivation" of the character to perform the actions.
Pawn Stance: A subset of Author Stance which lacks the retroactive "motivation" of the character to perform the actions.
Director Stance: The person playing a character determines aspects of the environment relative to the character in some fashion, entirely separately from the character's knowledge or ability to influence events. Therefore the player has not only determined the character's actions, but the context, timing, and spatial circumstances of those actions, or even features of the world separate from the characters.
Okay, that’s nice. But let’s break them down some.
Director Stance is sometimes treated as synonymous with players narrating in-game events, or worse, people think that’s the only thing Director Stance does. Director Stance *can* do those things, but players using Director Stance don’t *have* to. A player can say, “There’s some brush next to the wall, my character hides there and is unseen.” That’s Director Stance. He could also say, “Gunther looks left, then right, and finally above to make sure he isn’t being watched. He carefully creeps over to a thick patch of shrubbery next to the castle wall in the dim twilight of the evening. None of the guards atop the wall were looking in his direction.” Both are examples of Director Stance.
In Director’s Stance, the player is not regarding what the character is thinking or feeling or what the character has the power to change in the Shared Imagined Space. The Player is capable of changing the environment and circumstances around the character. If the player wants a guard on top of the wall and he is operating in Director’s Stance, he can put a guard there. If he wants bushes, there are bushes. But that’s the player’s desires, not the character’s. Those two may coincide, but that’s entirely beside the point. In Director Stance, the player is disregarding character motivation.
A player operating in Director’s Stance can basically manipulate anything in the imaginary game world. It can be characters, objects, places, the weather, or whatever. Nothing is off-limits; the power is quite broad. Additionally, the Director Stance player can base these changes off of in-game considerations or meta-game (stuff outside the imaginary world) considerations WITH OR WITHOUT offering in-game justifications for these changes. In other words, what he’s doing doesn’t necessarily have to make “sense” in the imaginary world, it just has to be acceptable at the Social Contract level. Think about the space alien scene in Monty Python’s “Life of Brian.” That doesn’t make any sense in the imaginary world of that movie, but it is acceptable given the nature of the crew who made that film.
Pawn Stance is sometimes seen as the default stance for Gamists. This is one thing I hardly have to spend any time on. If you’ve ever watched people play D&D using the alignment system, you’ve probably seen Gamists operating in a stance other than Pawn. Pawn Stance *can* be used by Gamists, but doesn’t *have* to be. In Pawn Stance, the player is limiting him/herself to just deciding what the character does without any special relationship to the character. It’s just a game piece in this context. The typical GM use of Palace Guards and Barmaids or other static characters is often Pawn Stance in traditional fantasy roleplay.
Author Stance is the hardest one for me to fully grasp. It seems to lie somewhere past Actor Stance but before Director Stance. It’s sort of in the middle, lacking the buy-in that Actor demands and the power that Director gives. When in Author Stance, the player is making decisions just for a character- not for the environment, circumstances, or non-character items in the imaginary game world. That’s the biggest difference from Director’s Stance: The Author cannot affect anything except a character.
Second, a player engaging in Author Stance makes his or her decisions about a character based on the meta-game. In-game/in-character motivations and conditions can be (but don't have to be) ignored at the player's choice under Author Stance. However, that doesn’t mean a player using Author Stance can go willy-nilly all over the place, making decisions for a character as he or she pleases. These decisions must make sense in-game. So, even though the player is using knowledge from outside the imaginary world as the basis for decision making, he/she must justify those decisions using logical fiction inside the Shared Imagined Space. This is another break with Director Stance. The spaceship from the Monty Python example above can only happen under Author Stance if it had been previously established that aliens existed in the Setting and were watching over the main character.
Last, but not least, is Actor Stance. It’s been my experience that Actor Stance is occasionally and wrongly associated with Simulationist Play. As if, Actor Stance was the only “right way” to play using the Simulationist Creative Agenda. It is also sometimes treated as the same thing as talking in-character or “Immersion.” But Actor Stance is SO much more.
First, Actor Stance does not care what Creative Agenda you are using. In fact, none of the stances do. One can use Actor stance as the situation demands. Second, Actor Stance prioritizes the character much more than Director and Author Stance do. Decisions made using Actor Stance are made in accordance with what the character’s motivations are AND take into consideration in-game knowledge, conditions, and events. The player is not manipulating the scenery or objects in the imaginary world, just the character from the character’s own perspective.
It is in Actor’s Stance that motivation is brought to the forefront. Actor’s Stance pursues this motivation and tries to carry it out. This is where character knowledge and player knowledge are split, and meta-game considerations are disregarded. It requires the player buy into the character as a living, breathing, free-thinking individual. The character is not a game pieces or a means to an end, but it becomes the focus of attention. Actor Stance is the expression of an intimate relationship between the real life player and the imaginary person that is being portrayed by that player. GMs often play significant NPCs (for lack of a better term) this way. That’s the most common example I can think of.
Some people define Immersion by saying it’s engaging in Actor’s Stance as often and as much as possible. I don’t really have a good definition for Immersion. A lot of talk about has gone on over the years. I don’t think Actor’s Stance is a handy synonym for it, but you should be aware that some (not all) people think of it that way.
Over the years, several problems associated with Stance Theory have arisen.
One common error that was made in the early days of hashing out Stance Theory was that it related only to “your” character. It doesn’t. It relates to any character. You can be an Author, Actor, Pawn, or Director anyone’s character or characters. The emphasis is not on the character, but on the player- i.e. what stance the player is taking toward the fiction being created in the imaginary world. Some people mistake Stance Theory as character-centric. It isn't. It's player-centric.
Another error that was made was that Stance Theory didn’t apply to GMs, or that all GMs were, necessarily, by default operating in Director Stance. This is, of course, totally untrue and can be observed in actual play. Any time the GM operates the NPCs (for lack of a better term) based solely on that NPC’s knowledge- and not his (The GM’s) knowledge- that GM is operating in Actor Stance. This happens all the time and is usually seamless during play.
Third, some believe that all roleplaying is stance. Meaning, that everything said at the table comes from one of the four stances. That’s not true. When talking about Stance Theory, we are talking about character actions and the way the imaginary world reacts to the characters, nothing else. The damage from a sword thrust is not stance. The death of a character is not stance. The effects of drowning are not stance. A majority of the things said at the table are said from a stance but not everything. When examining a piece of roleplaying for stance, look for player decisions, character decisions, and changes in the imaginary world. Don't get hung up on mechanics.
Finally, the last common mistake I want to highlight is the assumption that people do or at least should maintain a consistent stance throughout play. As if idealized play is when everyone is operating in Actor Stance or in Director Stance. This is rubbish. Players are constantly moving from one stance to another as the needs of the situation arise, and I can see no benefit (or at least, very little) from rigidly maintaining only a single stance. I’ve played in campaigns where the Social Contract strictly enforced Actor Stance (talking in character, using only character knowledge, following the character’s alignment to a T). Anyone who broke Actor Stance was immediately penalized socially if not mechanically. Play devolved into a game of “Gotchya!” and those sorts of campaigns never lasted long for me.
Well, that’s all for Part 1. In Part 2, I’ll delve into how this is relevant to RPG design (Hint: it’s really not so much anymore). Until then, take care of each other.
Peace,
-Troy
Thursday, August 12, 2010
Is Publishing Really That Painful?
Heya,
The answer is yes. Over and over on podcasts and forums, you can see experienced independant RPG publishers talking about how painful the process of publishing really is. This post in an anecdote.
I was midway through my first series of DL-Quarterly. I had sent the PDF files of "Standoff!" to my printer, RapidPOD. RapidPOD was local for me. It is headquartered in Brandenburgh Kentucky, which is only a few minutes drive from where I live. I want to help the entreprenuers in my state, so I decided to work with them. The first two books, Cutthroat and Hierarchy came back fine. Shipping seemed a little slow, but I was ahead of my deadlines which made everything work out okay.
The PDF for Standoff! was a little complicated. I had very narrow margins, the book cover was mainly a big red rectangle, and I used some pretty wierd fonts. It wasn't anything a print on demand printer couldn't handle, though.
I submitted my book in April, expecing to get it back in June at the latest- plenty of time to get it before GenCon. I got a confirmation email when I uploaded the file to their site, and I thought everything was cool. I was just starting on my Master's degree and the end of the school year was coming up, so I was focussed on creating my final exams and finalizing my students' grades. You know, teacher stuff.
Anyway, June rolls by before I know it. I give the printer a call, and it turns out my file has been lost. So I upload it again, somewhat worried about getting to GenCon this year with my games. A couple more weeks pass, and I call again. RapidPod was going through some sort of management change and it might be a while before I got my books, but I was assured they'd arrive prior to GenCon which was toward the middle of August that year.
August comes. I get a box on my porch. I now what it is, and I'm relieved. I take it inside and open it up with my wife to find that all of the books are horribly miscut. The covers are nearly diagonal. Words are chopped off on half the pages and a bunch of the icons didn't print. I call up RapidPod (now Vixen Printing) and complain. They offer to resend my order, but state that from now on I'd have to order a minimum of 100 books. I was irate.
I didn't go to GenCon that year. My books arrived four weeks later. I switched printers for The Holmes and Watson Committee and finished up the first series for DL Quarterly. Then I just shut the whole thing down. The experience really turned me off from publishing for a long time. I know many have had to go through the same thing.
Don't go into this thinking it's easy. I'm proud of the work I did with Divine Legacy and my earlier work with Twilight Press. In the end, it was all worth it. I'd do it all over again without a second though. But that doesn't mean it wasn't painful. It was.
Peace,
-Troy
The answer is yes. Over and over on podcasts and forums, you can see experienced independant RPG publishers talking about how painful the process of publishing really is. This post in an anecdote.
I was midway through my first series of DL-Quarterly. I had sent the PDF files of "Standoff!" to my printer, RapidPOD. RapidPOD was local for me. It is headquartered in Brandenburgh Kentucky, which is only a few minutes drive from where I live. I want to help the entreprenuers in my state, so I decided to work with them. The first two books, Cutthroat and Hierarchy came back fine. Shipping seemed a little slow, but I was ahead of my deadlines which made everything work out okay.
The PDF for Standoff! was a little complicated. I had very narrow margins, the book cover was mainly a big red rectangle, and I used some pretty wierd fonts. It wasn't anything a print on demand printer couldn't handle, though.
I submitted my book in April, expecing to get it back in June at the latest- plenty of time to get it before GenCon. I got a confirmation email when I uploaded the file to their site, and I thought everything was cool. I was just starting on my Master's degree and the end of the school year was coming up, so I was focussed on creating my final exams and finalizing my students' grades. You know, teacher stuff.
Anyway, June rolls by before I know it. I give the printer a call, and it turns out my file has been lost. So I upload it again, somewhat worried about getting to GenCon this year with my games. A couple more weeks pass, and I call again. RapidPod was going through some sort of management change and it might be a while before I got my books, but I was assured they'd arrive prior to GenCon which was toward the middle of August that year.
August comes. I get a box on my porch. I now what it is, and I'm relieved. I take it inside and open it up with my wife to find that all of the books are horribly miscut. The covers are nearly diagonal. Words are chopped off on half the pages and a bunch of the icons didn't print. I call up RapidPod (now Vixen Printing) and complain. They offer to resend my order, but state that from now on I'd have to order a minimum of 100 books. I was irate.
I didn't go to GenCon that year. My books arrived four weeks later. I switched printers for The Holmes and Watson Committee and finished up the first series for DL Quarterly. Then I just shut the whole thing down. The experience really turned me off from publishing for a long time. I know many have had to go through the same thing.
Don't go into this thinking it's easy. I'm proud of the work I did with Divine Legacy and my earlier work with Twilight Press. In the end, it was all worth it. I'd do it all over again without a second though. But that doesn't mean it wasn't painful. It was.
Peace,
-Troy
Friday, July 30, 2010
When Do I Abandon A Game?
Heya,
Let's deal with a heavy topic today: abandoning an RPG design. Abandoning a game can mean different things for different people. I know some designers that never commit to a design unless they know how and when they will finish it. In fact, they don't even begin designing a "game" until they have spent months designing potential mechanics and/or examining the themes they might want to consider for their design. They almost never quit on a project. Those kinds of people are rare.
I'm more in the second group. I'm willing to bet most people are. Right now, I have a Word document with over 85 sketched-out RPGs. What I mean by sketched-out is: the rudiments of Chargen, Resolution, Setting, and Advancement are planned out. There's a title and a targeted demographic. But of those 85+, I've only ever brought 1 to print: The Holmes and Watson Committee. Many designers probably have similar stories. There's a ton of games they've sketched out, written about, outlined, and dreamt of, but ultimately let it go for whatever reason. Sometimes, before the games really got off the ground.
But I want to talk about abandoning a game that is further down the line in development. This is a game where the designer has spent hours and hours writing it down. Spent hours and hours playtesting it. Spent hours and hours talking about it to friends, players, and Internet junkies. Maybe he has even published an Ashcan. This is a game that is well developed and has seen functional play at some level, BUT (and it's a big BUT) isn't achieving the kind of sustained, fun, and effectual play the designer wants.
Actually, most games that get published end up in that situation at some point. Playtesting will hum along fine, but there will be something missing or there will be some part of the mechanics that don't seem to work the right way. At this point, one of three things will happen. First, the designer will solve the problem. Perhaps he'll get some help form online forums or a blog. Perhaps one of the players will suggest a change that works out. Perhaps it will come in his sleep. Hey, it happens. However it comes, a solution presents itself and the designer jumps on it and development continues on its merry way.
Second, the designer will just publish it anyway. This is not all that desireable and is frequently the reason why the first edition of a game is quickly followed by a second.
The third eventuality is the most painful. The game is abandoned. It dies. But how does a designer make the choice to leave it and move on? It's an intensely personal thing and the designer has to take a hard look at himself in the process.
Designers are under development as much as their games are. I don't care if this is your first RPG or your thirtieth. Each game teaches you something about roleplaying and something about yourself. Publishing a game is a grueling, grueling process. Designers aren't joking when they say that. It's a personal expression of creativity, determination, and heart. The process changes you- usually for the best. And that's the important part: The Process Changes You.
When we start designing games, we have a certain skill set. Most of the first games we design are a lot like the games we enjoyed growing up. That's a good thing. But after the first one, our skill sets change, we add some new ones, and the next time around, the game is quite different from the last. Our taste, vision, and perspective change. This is a continual evolution for as long as the designer designs.
The decision to abandon a game comes when you aren't willing or you aren't able to change to suit the needs of the design. If you get to a point in your design where you are totally at a loss, where designing the game doesn't even make sense to you anymore, where you aren't willing to give up what you currently believe and currently enjoy to get it finished, it's time to leave the game behind. It can be painful because you know that the design is right there, just out of reach. But the skill set you currently possess is lacking to complete it, and there's no reconciling that.
It happens to the best of designers. Three high profile designs I can think of are Robots and Rapiers by Ralph Maza, Acts of Evil by Paul Czege, and Dragon Killer by Vincent Baker. Ralph, Paul, and Vincent know how to make games, but they got to a point in the designs of these games where they just couldn't take them any further. They had to abandon them and move on to other things. I don't presume for a moment to know what that meant to them personally. I'm sure it was difficult to some degree. But they made the choice, and as a result we have games like Apocalypse World and Blood Red Sands. So abandoning a game is not a bad thing. If it happens, it happens because it's a necessary thing.
So is that the end? No. Just because you abandon a game doesn't mean it's gone forever. Take the three examples from above. I spoke to Ralph about Robots and Rapiers about a year ago. He's filed the game away and plans to start over with it and publish it one day in the future. Vincent is returning to work on Dragon Killer after taking several years off. He learned a lot from publishing Apocalypse World and now feels he's ready to tackle the design problems for his former game. Paul has opened up Acts of Evil for anyone to develop. So it's very possible that someone, some day could publish a finished version of the game.
If you get to a point where your design requires something of you that you can't or don't want to give it, then it's okay to put it away and leave it behind. Maybe some day you'll be able to return to it. Maybe you won't. But if you chose to leave it behind, leave it behind. Abandon it. Don't let it hang over you. Move on to something else- it doesn't even have to be RPG design.
It's okay to abandon a game. And if making RPGs is really your passion, a new design that better matches your skills and interests will be just around the corner.
Peace,
-Troy
Let's deal with a heavy topic today: abandoning an RPG design. Abandoning a game can mean different things for different people. I know some designers that never commit to a design unless they know how and when they will finish it. In fact, they don't even begin designing a "game" until they have spent months designing potential mechanics and/or examining the themes they might want to consider for their design. They almost never quit on a project. Those kinds of people are rare.
I'm more in the second group. I'm willing to bet most people are. Right now, I have a Word document with over 85 sketched-out RPGs. What I mean by sketched-out is: the rudiments of Chargen, Resolution, Setting, and Advancement are planned out. There's a title and a targeted demographic. But of those 85+, I've only ever brought 1 to print: The Holmes and Watson Committee. Many designers probably have similar stories. There's a ton of games they've sketched out, written about, outlined, and dreamt of, but ultimately let it go for whatever reason. Sometimes, before the games really got off the ground.
But I want to talk about abandoning a game that is further down the line in development. This is a game where the designer has spent hours and hours writing it down. Spent hours and hours playtesting it. Spent hours and hours talking about it to friends, players, and Internet junkies. Maybe he has even published an Ashcan. This is a game that is well developed and has seen functional play at some level, BUT (and it's a big BUT) isn't achieving the kind of sustained, fun, and effectual play the designer wants.
Actually, most games that get published end up in that situation at some point. Playtesting will hum along fine, but there will be something missing or there will be some part of the mechanics that don't seem to work the right way. At this point, one of three things will happen. First, the designer will solve the problem. Perhaps he'll get some help form online forums or a blog. Perhaps one of the players will suggest a change that works out. Perhaps it will come in his sleep. Hey, it happens. However it comes, a solution presents itself and the designer jumps on it and development continues on its merry way.
Second, the designer will just publish it anyway. This is not all that desireable and is frequently the reason why the first edition of a game is quickly followed by a second.
The third eventuality is the most painful. The game is abandoned. It dies. But how does a designer make the choice to leave it and move on? It's an intensely personal thing and the designer has to take a hard look at himself in the process.
Designers are under development as much as their games are. I don't care if this is your first RPG or your thirtieth. Each game teaches you something about roleplaying and something about yourself. Publishing a game is a grueling, grueling process. Designers aren't joking when they say that. It's a personal expression of creativity, determination, and heart. The process changes you- usually for the best. And that's the important part: The Process Changes You.
When we start designing games, we have a certain skill set. Most of the first games we design are a lot like the games we enjoyed growing up. That's a good thing. But after the first one, our skill sets change, we add some new ones, and the next time around, the game is quite different from the last. Our taste, vision, and perspective change. This is a continual evolution for as long as the designer designs.
The decision to abandon a game comes when you aren't willing or you aren't able to change to suit the needs of the design. If you get to a point in your design where you are totally at a loss, where designing the game doesn't even make sense to you anymore, where you aren't willing to give up what you currently believe and currently enjoy to get it finished, it's time to leave the game behind. It can be painful because you know that the design is right there, just out of reach. But the skill set you currently possess is lacking to complete it, and there's no reconciling that.
It happens to the best of designers. Three high profile designs I can think of are Robots and Rapiers by Ralph Maza, Acts of Evil by Paul Czege, and Dragon Killer by Vincent Baker. Ralph, Paul, and Vincent know how to make games, but they got to a point in the designs of these games where they just couldn't take them any further. They had to abandon them and move on to other things. I don't presume for a moment to know what that meant to them personally. I'm sure it was difficult to some degree. But they made the choice, and as a result we have games like Apocalypse World and Blood Red Sands. So abandoning a game is not a bad thing. If it happens, it happens because it's a necessary thing.
So is that the end? No. Just because you abandon a game doesn't mean it's gone forever. Take the three examples from above. I spoke to Ralph about Robots and Rapiers about a year ago. He's filed the game away and plans to start over with it and publish it one day in the future. Vincent is returning to work on Dragon Killer after taking several years off. He learned a lot from publishing Apocalypse World and now feels he's ready to tackle the design problems for his former game. Paul has opened up Acts of Evil for anyone to develop. So it's very possible that someone, some day could publish a finished version of the game.
If you get to a point where your design requires something of you that you can't or don't want to give it, then it's okay to put it away and leave it behind. Maybe some day you'll be able to return to it. Maybe you won't. But if you chose to leave it behind, leave it behind. Abandon it. Don't let it hang over you. Move on to something else- it doesn't even have to be RPG design.
It's okay to abandon a game. And if making RPGs is really your passion, a new design that better matches your skills and interests will be just around the corner.
Peace,
-Troy
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