Showing posts with label burning wheel. Show all posts
Showing posts with label burning wheel. Show all posts

Sunday, November 22, 2009

Freemarket, as seen by a socialist

[Disclaimer: I do not like Luke Crane games. This one is no exception. I am going to try a little to be even-handed, but when stuff irks me, I am going to be a jerk about it. When stuff is cool, I will probably make back-handed compliments. That being said...]
So.
It's a Luke Crane game. That means we're not going to get along, pretty much guaranteed. Still, on a whim, when I went to Buddha's house last night and they said "Check this out" I said "Okay". We, ah, took about three hours to get through character creation; we didn't end up playing.

To be fair, the resolution mechanic doesn't seem so bad; you more or less pay attention to three main card colors (imagine dealing random Magic cards and only noting their color) and count some of them as points, and some of them as not-points. I can't exactly give you the precise mechanic, but suffice it to say it's a tiny bit like AP contests in Hero Wars - it might look intimidating from the rules text, but it's not probably so bad. "Probably" is necessary because I haven't played either, and don't want to, you know, lie to anybody.

I like the concept for the setting: you're on a space station with matter replicators, infinite cloning for all, every physical need is met, at least on a level of comfortable, if boring, subsistence... also, there is a social economy, as you may have heard. That's why it's called FreeMarket, by the way (also: jab knitting needles in my eyes - people on the station are known as Freemers. Get it? This is almost exactly like the nickname for those who frequent the authoritarian-rightwing site FreeRepublic - "Freepers". Blech) - it's called that because, um, well, okay, so there isn't really any good reason to call this high-tech, socialist utopia an ANYTHING market, but there you have it.

Anyway - so you're kind of on the Facebook Space Station - you get Flow, which is a combination of Diggs, Pokes, "You like this", etc. You lose Flow from Frownies, which means that, by the 52nd century, Facebook has finally devised a Dislike button. The Facebook comparison is not at all meant to be demeaning, by the way - I merely think it's apt, and the bright-and-bushy-tailed feel of the game text pushes me further in thinking so.

Strictly speaking, Flow is given to you by the Aggregate, aka the station CPU, as a reward for giving gifts, acting in concert to overcome challenges, and other things. Of course, being gamers, we spent a good bit of our time devising hypothetical scenarios in which we trick or otherwise game the Ag into Flowing us like whoa.

Speaking of terms that I tire of capitalizing, the skill list ("Experiences", for some reason) makes-a no sense. There are three different skills, that is, Experiences, that relate to social interaction (Shaping, Thin-Slicing, and Social Engineering; no, they don't mean what they sound like), skills that have nonsensical names, given their function (Mobbing is Modification Of Body-ing. Why not MODding? Search me!) and a few that I'm skeptical of, but I'm sure play would make it clear why there's a difference between them - using replicators is its own skill (Printing), separate from building things by hand (Cultivation) or retrofitting/reusing things to make new stuff (Recycling).

There are also MRCZ groups. The text mercifully recommends you pronounce this acronym as "mercy", with "mercies" as the plural. Catchy, and interesting. This is where some of the inspiration behind the game comes through a bit more - the text speaks of theoretical, anti-bureaucratic(I get it, and yet...) adhocracies, or groups that form ad hoc for a purpose and then disband when said purpose is completed. Given that there are arduous levels of MRCZ prestige to climb through, this actually sounds like the very opposite of anything temporary or ad hoc - where's the spontaneity? A barn-raising would be a more fitting adhocracy than these, well, WoW guilds the authors are describing.

Going back to the much-mused-over title of the game, I have this to say: it's a gift economy, in the sense that generosity, when it's received, is a source of social status. Flow is, chemically speaking, a byproduct of the social interaction, and not actually brought into the mix by any party involved; the Aggregate generates and distributes Flow. So - while there's certainly an economy taking place, it's not, you know, anything at all resembling a "market". It's really a "network". If this game is some attempt to realize a great big Objectivist impulse, then I'm going to go throw up red Kool-Aid on Luke's lawn in protest. But then again, maybe I won't - it's a lousy attempt at this. Why is everyone provided for? Why is there no cold and finite resource that rules all others?

This really should have been billed as Facebook: the RPG. And maybe there, it could have had terms that made some more sense, and less misplaced attitude. When you Poke someone, all it means... is that you Poked them.

Oh, and I can't make heads or tails of what the goddamned CA is. It's your Right to Dream about this really cool, crazy space station, presumably, since the relationship mechanics are about as deep as those on the for-real Facebook site (and that's a huge lynchpin for Story Now, to me), and there's way too much going on that isn't related to Stepping on Up (nor are there victory conditions, permanent death [mostly], end-game mechanics...) to count as that, either. There's this whole thing where death isn't really death unless your body is so totally fucked by horrible, multi-system destruction that they have to make a whole new clone. Even then, you're not really dead.
If I really wanted to play an MMO, or face off against the never-really-dying Saturday morning cartoon villain, then... nah. I wouldn't want to do either of those things. Not again, at any rate, as far as MMOs.

You know what? I take it back. This isn't Facebook. This is Second Life, converted to tabletop!

Monday, March 2, 2009

Thoughts on the Mouse Guard RPG and Luke Crane games in general

[Fair warning: I've yet to play any Luke Crane RPGs; I've only read Burning Wheel and some of Mouse Guard, so what I have to say is highly speculative.]

For those of you not familiar with the comic book Mouse Guard, I highly recommend it for the aesthetic appeal alone. It's sentient, bipedal mice in a world without humans; they wear little cloaks and have weapons and castles and the like, and the titular organization's goal is to mind the roadways of their little world, thwarting predators and the like.
Sadly, as beautiful and clever as it is, I've yet to be engaged very much by the storyline. The conflicts the characters face are gorgeous and lush, yet somehow hollow and a tad forced. The lovingly rendered yet ex-nihilo legend of "Black Axe" (a traitorous villain with a titular weapon) seems tacked on, although David Petersen, the creator, spins the tale with all his artistic talents operating at full capacity.
This all being said, I was wondering if the RPG translation of the series would have potential for greater storytelling powers, but thus far I don't know what to think. In the RPG text itself, the designer (Luke Crane) puts it right out there as far as the point of play: the game-master throws challenges and obstacles at the players, and they play their Mouse Patrol the best they can to overcome them. That's a straight-up, definitive example of Gamism, right there.

I have never played an explicitly Gamist RPG; I've played a few games that were highly Sim, with lots of Gamist tactical content thrown in, but never anything that went right out and said, "This game is about winning and losing. The rules are here to determine when and how that happens." Kudos to Mr. Crane for clear Creative Agenda in his design this time around. I was inclined to agree with Ron Edwards about Burning Wheel, and without putting too many words in Edwards' mouth, the agreement runs toward the analysis of BW being "motorboat" Narrativism: design that almost nails Addressing Premise, but falls just short and instead roves off into highly Simulationist, High Concept play.

If you don't believe me, compare the section on Beliefs and Artha (make-yer-own-Premise Narrativism, which is unique, I believe) with the Lifepaths section of the Character Burner (such theme and panache in those different Race Chapters!). Artha and Beliefs encourage a sort of internal regulator for the character and the decisions the player makes, but as to what sort of story all this is for, Crane has left it up to play groups to determine. In the Character Burner, there's no question that he can beautifully portray something akin to a whole barrel of story seeds, even if the attached mechanics are based on "realism" more than player agency (in terms of helping to tell the story, not in terms of raw power).

My point? Well, I feel like this is Crane's take on almost-Nar-but-really-Gamism. That claim is quite a stretch, I admit, but here's one little tidbit from an RPG.net review that gave this idea a germ of life:
"The Nature rules deserve some special mention. All creatures in MG have a Nature specific to their species. Mouse Nature is used for Escaping, Climbing, Hiding, and Foraging. Nature can be called upon for these basic activities, but it can also be substituted for any other skill. Doing this, 'going against your Nature,' risks taxing your Nature, and there are risks to reducing it by too much, or for that matter, for raising it too high through advancement."
Does that not seem like a two-steps-removed crack at Premise to anyone else? It seems as though there is a line for PCs to walk with regard to acting "properly Mouse-like", but if I recall, this was something that wasn't really established in the comic. At least, not in Series 1: Fall 1152. This bit makes me think, "Mouse Nature... as opposed to what?" It's intriguing, and it makes me want to go back to the bookstore and find out the rest of that mechanic, to see what Crane is on about.