Showing posts with label creative agenda. Show all posts
Showing posts with label creative agenda. Show all posts

Thursday, December 1, 2011

Re: Callan, snakes and ladders

I assumed that Ron meant something like, "following the carrot of reward [in whatever game he was talking about; i forget] does not actually incentivize exploring the game further."

In Chronica Feudalis (a historical-medieval adventure game that stole Aspects from the FATE system), there are only two sources of currency or character improvement. One of them involves Aspects: if you let your character's Aspects be turned against him/her, you get a reward which can only be spent to activate OTHER Aspects, yours or that of the scene (like weather and stuff) or that of other characters.
So, it's basically a zero-sum game for the players: every time they let themselves be kicked around a bit, they can do the exact same thing to someone else. It's all very GM-led (the GM has infinite Aspect tokens), and this isn't to say it's not fun, but you don't really change or develop from this - you're just poking and prodding at what's in front of you. Pure Exploration of character and situation, no inherent moral or ethical dimension at all (so no "native" support for Narrativism), and honestly the fact that the GM has infinite Aspect-tokens (or whatever they're called) means that there's no way in hell this game is "battle-tested" as a good supporter for Gamist play, as GM/player competition is hopelessly one-sided -- the GM can spam your Aspect: Self-Defeating til the cows come home.

So - second reward system: skill training. This one is actually a very different sort of Simulationist logic - - while Aspects are actually a pretty neat way to chew the scenery and Explore being a medieval person, skill training relies on the logic of "game-system-as-physics" - that is, the idea that the rules must accurately reflect the way cognitive, physical, and institutional processes *actually function* inside the game-world.
Going off to a trainer does fuck-all to add to your Exploration of being a medieval person other than to give you ... Exploration of what it's like to go to school as a medieval person. Given that there is very little focus as to what one "does" in Chronica Feudalis, I suppose a game that centered around training facilities, or at least featured them meaningfully, could play to the game's apparent natural points of focus. But this is meeting a good-but-uninformed design a good deal more than halfway :)

[EDIT: my bad! Turns out I had only read the advancement rules about halfway through. Here's how it works:
1- you train with a mentor or by yourself, turning one of your skills into an "in-training" skill.
2- you go out and use that skill in a scene "where something is at stake" (quoth the rules)
3- either make a skill check for that skill, or make a skill check of your trainer's skill - - ChronFeud skills use a die-step system, so your skill's rating is in the form of a d-whatever. Thus, improving a d6-rated Swordsmanship skill would require a 6 or higher on whatever skill check you use, so training with a.. trainer who is better than you would make more sense than training alone, especially when you get to higher levels of ability.
4- once you successfully improve a skill thus, it is no longer "in training" until you do this all over again
I admit, that actually makes some good sense, from the perspective of a Sim-style "game-rules-as-game-physics" approach.]

At this moment, it seems that I have a much better idea of what Reward Systems are: they are the system's internal structures that encourage you to play the game a certain way (design intent made manifest). If you want to play the game a different way, it usually goes one of two ways:

1- the game fights you, actively hampering your ability to play the game you were "hoping for". Such games cannot be Drifted without extensive reworking of existing rules. White Wolf games come to mind; I'm no fan of the Humanity system, the Paradox system, any of it, because it doesn't do what it's trying to do in a way that actually helps me explore the themes I see lying dormant in that content. Sorcerer does Humanity better by a country mile than Vampire could ever hope for.

2- the game just lies there, forcing you to bring your Creative Agenda with you in a suitcase, so to speak - that is, the rules are open or sparse enough (in terms of what CA you were hoping to engage in) that you can work entirely on the level of the fiction to make things happen. That is, in the case of ChronFeud and Narrativism, if you write up a few leading questions for PC creation in order to tease out a Kicker or two and some intra-party juiciness, you can use these answers (much as Apocalypse World does) to "kick off" play in the right direction for what you want. AW, however, does it a fair sight better in that it combines the leading questions with a LOT of tools for the MC to keep things moving. Without those tools (present in the system or present in the group's skillset), there may be a fair bit of difficulty keeping things going once the initial "steam" of those Leading Questions runs out.

[EDIT: despite my corrections above, I stand by this second point, here. The only thing that the training system adds to the game is a sense of explicit, in-fiction cause and effect for improving your character's abilities. Many, many other games get by just fine without approaching char-improvement in this way, even games that are "fiction-first" like Apocalypse World.
I think a group's time and energy are better spent paying such close attention to the consequences of their actions with regard to the fiction and its internal "logic"; I know that this attitude reflects my own play priorities, though, and if you like this sort of thing, go for it, but I will politely decline any invitation to join in ^__^]

Wednesday, September 14, 2011

This. The CAs' whole purpose is to help you see, not the diversity of your own play, but the diversity of possible play, including, most importantly, play that makes you go "ugh,so not a fan." Or, "but ... how is that even fun?" Or, "sure, but that's not roleplaying."
Thanks to Vincent for reminding me why Creative Agenda is really not a big goddamn deal. In hindsight, the wild, poisonous, contentious, sometimes productive debates about CA/GNS, sweeping the 'nets every once in a while, are basically an argument about whether or not there are different ways to role play, and to enjoy role playing.
It's super important that one take the time to play lots and lots of different games, figure out what we like (a broad or narrow range, whatevs), and then play those games.
I have played a lot of boring games, a few games I hated, and an increasing number of games I love. CA is one way* of talking about how they differ; it happens to be very difficult to explain in the abstract, not so hard to grok once you've played games that support very different Agendas.

So, I intensely dislike Exalted-the-game, even if I'm a bit of a fanboy for Exalted-the-setting. I absolutely adore Apocalypse World and Kagematsu and Polaris; I'm pretty sold on My Life With Master and Dogs in the Vineyard. Sorcerer is neat, Swords & Wizardry is a lot of fun, and A Penny For My Thoughts is a good time.
I'm the most interested in games that draw a lot of their structure and concepts from the way that narratives work (the precise medium being imitated is irrelevant). Games that are all about problem-solving, detailed questions, planning, etc. (dungeon crawls, f'rex!) are fun too. Overall, I most-highly value games that are focused, that have a highly intentional design ethos, and that push me into an emotional space that I'd have a hard time recreating on my own. Seriously, I've cried during sessions of Polaris and MLWM, and AW has gotten me misty-eyed a number of times. I love that kind of stuff.
Basically, it all comes back to actual play. Play games, find out what you like, what you love, and what you hate, and keep up with the good stuff! Life is too short to play games that aren't any fun.

Saturday, May 7, 2011

sim: what it is, what it isn't

Any ideas about what sort of difference there could be in Conflict Rez as it applies to Story Now vs. Right to Dream?

I'm not sure this even applies! I think the "site" at which Creative Agenda occurs is far broader than Conflict Rez. "Resolution" here is shorthand for player-driven resolution, but that's no reflection on CA.
You know what? I don't buy that it's possible to have Sim that's all about faithfully portraying a genre. I mean, I have never encountered Ron's fabled Sim game where the GM protects the genre from outside influence.
Maybe that is a literal statement - maybe I haven't encountered such a thing, but it's out there anyway. It sounds like the mechanics are protecting the genre in Pendragon, for example (but the GM isn't doing it) - being a Romantic knight is about grappling with the tug between virtue and ignobleness (if that's a word...), and so in Pendragon your virtue-themed stats mean you're pinging back and forth between them the whole time. You aren't allowed to simply be a knight, and explore what that means for yourself.

Of course, when I say "allowed", others might say "abandoned"! The things that make a knight into the "time bomb" Ron Edwards talked about somewhere - Story Now requires characters that have been "wound up" and have plot waiting to unfold, but it also, equally, requires procedures and mechanics that allow players to drive play forward with their choices.
But honestly, I don't know if I've come across his alleged "pastiche-play". I think V:tM is about being a vampire and stuff, but the mechanics don't empower the player to engage in the struggle of it all. When you lose Humanity points, it's totally a GM-centered thing. In Sorcerer, you agree to burn them. The difference is the procedural text, I think - - there really needs to be an understanding (on someone's part, if not everyone's) that the point of play is to hand the players morally and emotionally complex situations and give them the wheel. The first bit (complex situations) is procedural play, what the GM/GM-role is for. The second bit (the wheel) is the mechanics, what the player-role is for. The mechanics help them drive around in the emotional/moral complexity; whatever other dangers or strife are thrown in there too, they exist to draw out the emoraltional (ha) stuff.
(forgive me while I go on about the general idea of CAs for a bit...)
Gamist play is very similar, with a crucial difference - the point of play is to hand the players dangerous or unsafe situations, and empower them to decide what to do about them. There can be licentious, disturbing, or harrying material in there for flavor, but it's not the point.
It would seem that Sim play can have any kind of content it pleases, but most Sim-ish gamers I've met aren't interested in taking the wheel. They like being thrown into morally harrying situations, maybe, but they don't seem interested in getting there on their own. This isn't an attempt to impugn their play style. But what I've seen seems to be "Hey, GM! Put me in some interesting situations, wouldja?" (as opposed to "Let me do it!") And that mentality seems to dovetail with some concern for how things are supposed to operate, in terms of game physics, genre expectations, etc.

I was thinking about those scenes in movies where the hero has to choose between two people who are about to die. In movies where the hero chooses, the character would end up in that situation as a result of their own actions. In movies where the hero ends up escaping the choice, the character ends up in the situation because of others' actions.
Take Batman Forever, if you will - in that scene where Nicole Kidman and Robin are both about to fall into respective death-pits, Batman refuses the choice and saves them both. If the point of the film were about the pain of deciding between love and friendship, he would have made an actual choice; failing to do so would have made the film fall flat, unless a Cunning Twist is employed.
Like, if a film is about a guy who has a male best friend and a girlfriend, and he and his best friend end up falling in love, that might seem like not choosing at all, but really he has determined that Love Is Friendship.
On the other hand, if the movie was about the difficulty (not pain) of choosing between love and friendship, then we're watching Saving Silverman - the choice is resolved by a) Silverman finding a new, less objectionable love interest and b) one of his closest (and most jealous) friends finding that what was missing from his own life was (gay) love. The movie is more about what a pain in the ass it is to juggle close friendships and a romantic life, rather than about the pain of choosing and then living with that choice.
It seems to me that Nar play is about choices and living with them, whereas Sim play is more like "slice of life" fiction - the point is to portray, or explore, a "correct" vision of a particular lifestyle, world, or whatever.

I think it's probably impossible to use truly thematic Conflict Resolution in a Sim game. If play focuses on exploring dramatic themes and gives the players the power to make meaningful decisions about them, that's Nar play, straight up. If either element goes away - thematic content (i.e. it's emotional, it's ethical, it's about choices) or strong player input, it changes.
You take away the thematic *oomph*, but not the input, and you have Gamist play. It can still pluck your heart strings, but the mechanics and procedures aren't going to help you do it. If you play a heist game and it's all about the cool plan and what could go wrong, it's Gamist.
You take away the input, but not the oomph, and you have Sim play that's focused on emotionally engaging the players. Horror games are definitely molded from this clay pretty often - in V:tM, in my opinion, the Storyteller is supposed to make the players confront how ugly and creepy vampires are, but he's showing it to them - they poke at it and turn it over a bit, and look it up and down, but ultimately the Storyteller brings it mechanically/procedurally, by enforcing Humanity checks.

If you take away both, you might end up with upbeat, Illusionist adventure games, or, basically, various relatively low-emotional-risk iterations of Sim. I think. Certainly, no-oomph/no-input is the kind of Sim I grew up on.

Okay, so I guess Conflict Resolution does sound like foreign territory, from a Sim perspective. I dunno, though - CR has been painted as the difference between merely performing a task and making the effect of that performance stick. The sticky widget seems to be how we define making it stick - do we do the thing from a mechanical perspective so that we can beat a dude, or do we do the thing so we can handle a relationship?

That is, are we engaging the mechanics to gain meaningful authority over the outcome of a conflict? If yes, then it is Conflict Resolution. If we are engaging the mechanics but don't gain meaningful authority over it (that is, if the authority stays where it would otherwise lie), then it is Task Resolution.

On one level, CR is where tasks are nested - you must achieve your goals through tasks in order to ground your play in the fiction, lest you get the equivalent of:

Checkmate: Whenever you get into a fight, roll +sharp. On a hit, win the fight.

TR, on the other hand, is the opposite of "tap A to win the game" - - you can only do the component tasks, and you never get the narrative weight to say "Yep, this solved it." You are asked to handle individual bits of the fiction, but they never become the whole until someone (likely the GM) touches them - they remain the "sum of the parts" only.
Gamist play would be totally ruined by TR - if your actions don't meaningfully settle the matter (there are rubrics for determining this in a successfully Gamist design), then you've been hosed by the GM.
In Story Now play, TR totally can't happen - if your actions don't matter, how the heck are you going to address Premise?

Going back to Story Now vs. RtD: I played AW last night, and it's weird how the procedures do a lot of the heavy lifting in that they push the players into making choices about stuff they care about. They don't push them so much as help them along - the MC's various moves basically help to raise the stakes or take a loose thread and tug on it. Ultimately it's the players who are pushing things forward; the MC just helps them maintain their forward velocity.

I don't know how much more I can say about RtD play; I feel like I can only define it by what is lacking from Story Now play, rather than "positively" defining it as something unto itself.

Friday, September 4, 2009

One last whack at Creative Agenda

I picked up the Baron Munchausen RPG today, a strange, funky version of it that's more or less an in-character document - the titular character is the 'author' relating the rules and the text, with the meta-text element of him arguing with his 'off-camera' editor (as in, he relates his side of their ongoing disagreement in sort of real-time). Neat stuff ^_^

Anyway, it's been described by Ron Edwards, and by the guy who sold it to me, as "almost an RPG" - it's a lot (a LOT) like an idea I had about Vikings making boastful tales and then calling each other out on lies and getting points for it. That's also pretty much what happens in Baron too.

Anyway - so my realization is that any given game's support for CA is really quite simple, especially if it's fairly coherent. "Rules" in this context, by the way, means everything from mechanics to setting to, y'know, the basic reason why the game says you should play it.

Step On Up - the rules strongly support chances to show off how awesome and skillful you are, up to and including victory conditions. 4th ed. D&D definitely includes "minor-scale" win/loss situations where you get to show off what a tactical genius you are.

Right to Dream - the rules focus on supporting a certain kind of setting, premise, genre, etc. This could theoretically also include a game about a particular sort of character that you want to explore - the White Wolf games tend to focus on exploring a "lifestyle" of one sort or another.

Story Now - the rules focus on exploring a theme, philosophical premise/dilemma, something like that. This has generally been expressed so far as either an emotional (My Life With Master) or philosophical (Polaris) struggle - the struggle for freedom from the Doktor in the first one, and the struggle between integrity and self-preservation in the latter.

Anyway. Point is: CA is really pretty transparent to me now; good stuff.

Sunday, June 21, 2009

CA and me

The obsessive quest for definition continues.
I've decided/realized that yes, it's absolutely, positively fine for a game that mainly supports one Creative Agenda can (probably will) have rules that are, or appear to be, related to another CA. It came to me as I was thinking about an example of a movie in which tactics and strategies of the characters are frequently relevant to the plot, but the movie's still "about" something else.
Last of the Mohicans comes to mind. So does Braveheart. Hell, only action movies can get away with lots of bloodshed and battle scenes without there being something "else" going on.

Silly of me to not see this, in hindsight. So - in Braveheart, we'll say the Premise is "We don't have to beat them; just fight them". Thus, rebellion is not so much about winning as it is about not giving up. The flip side of it is that the rebellion is an expression of this stubbornness, the desire to live with dignity; that's why we're fighting. At this point, it's quite similar to the RPG Orkworld - "humans have the numbers; dwarves have the [weapons?]; elves have the magic; all orcs have is courage, and that is enough". That's an excerpt from an old promo for the game. Whatta premise, eh?

Anyway - naturally, the Scots still want to win their battles, not just fight them. They devise tactics of all sorts, they fight their hearts out, and so on. Rules for combat, even fairly tactical combat, would not be terribly out of place here. But the fighting isn't the point; the point is the Scots have to prove to themselves that they have dignity, that they have ethnic pride, trying to recover that which the English took from them. I dunno; if you have other ideas, that's cool. I'm shooting from the hip, here. What you need *besides* combat rules is some kind of mechanic(s) that injects hope, courage, dignity, pride, or plain old grit into those mechanics; furthermore, this isn't just "flavor" - it has to be the thing that drives play. And it does - after getting their asses beaten at Falkirk, the Scots lose their champion. He goes off to get tortured and executed in London for being a traitor to the crown. Looks bad, eh? Well, Stephen the Irishman goes with Hamish to see their buddy off; following the emotional route of the film, it is because they do this, and arguably because he's betrayed by Robert the Bruce, that the Scots can finally win the day.

In some kinda game terms, it's arguable that our two brave fighters have just recharged their Pride pools, and can now bust out some serious victory in the final battle at Bannockburn. The film, through this lens, is not about the war alone - especially with the early establishment scenes showing the pathos and misery of the Scots, it's about the clans learning to hold their heads up high again.
Now, a game that covers only tactics and Pride would be pretty thin, and it wouldn't really offer much in the way of options for the players - you can fight, and you can gain Pride by suffering outrages at the hands of the English.
But if you put in some stuff about alliances between different factions (join the English and sell out; trust no one but your own clan and see how far it gets you), some meaty mechanics on how one goes about gaining Pride (and losing it), and so on, then you've got something. I suppose, in terms of mechanics, the focus must mirror the focus of a film - Braveheart's plot doesn't dwell exclusively on the battle scenes, but rather has a lot else in there about betrayal, loyalty, love, lust, family, obligation, and dignity. *These* are the things that you build the game around, and the battles, scraps, and rows could be "payoff" scenes - situations in which you fire off the shots you've loaded through non-battle "development" scenes.

Wow, that got out of hand really fast. I think I want to reboot Mask of the Emperor as, say, something like Caste Warfare: a Game of Rebellion. Neat! More to come.

Sunday, June 7, 2009

Creative Agenda - sometimes it makes sense

As I'm working on this re-up of Mask, I have once again had to realize that Story Now is much simpler, and easier to achieve, than I give myself credit for. Each time I go through this, I end up seeing things in a different way.
This time around, the realization has taken the form of: a set of rules is only a piece of realizing Story Now. It is only a vehicle that gets you to a place where you can get Story Now.
That covers the "am I designing it right?" bugaboo. Now for: am I playing it right?"

The answer is: if you have a Kicker and a deliberate, chosen "angle" on the Premise (whatever it may be; more on Premise below), then you're achieving Story Now. That's it. If you're shooting for something that addresses the theme(s) of the game/story/situation, you're doing it. That really is it.

If you're doing "pure Exploration", i.e. experiencing the game world for its own sake, that is The Dream, i.e. Simulationism. If you create, explore, and end specific storylines and plots specifically to check out what the setting can do, that's The Dream, right there.

Okay, Premise: this can be, and generally is, I think, as simple as "This is how things are. How do you feel about it?" It is most emphatically not "What are you going to do about it?" unless your feelings, your angle on the situation, are what spurs your actions.

I just saw Terminator: Salvation, and it is blissfully free of Premise. In the manner I generally associate with Disney movies, T:S has an extremely simple "lesson" tacked onto the action: "everybody gets/deserves a second chance." [note: this "lesson" is more a reflection on life voiced by the characters, more than something that ever, ever comes up in the plot in any way. In any way: dialogue is not plot, sayeth my old film teacher.] Honestly, the level of ... not badness, but rather straightforwardness here, it's almost like it's an art film that's come around to artiness the long way, 'round the back. The tableaux is explosions, machines, gunfire, and big, leather boots; we more or less see this over and over again, in differing scenarios and situations, with a plot to string it all together so thinly that it seems almost deliberately weak.

It's a bit like watching Secretary: the point is not to think about things so much as it is to look at things, to have a pleasing sensory experience, and enjoy doing that. This is a perfectly acceptable form of entertainment; let it not be called anything else/less. But it's not a "thinky" movie in the slightest; it doesn't ask us to ponder a situation, a moral dilemma or problem, whatsoever. It's not the subject matter that dictates thinky vs. looky; merely whether the characters are walking vessels of Exploration, or if they actually possess meaningful thoughts, feelings, contradictions, and struggles. I daresay that Secretary (or T:S, for that matter ^_^) could be the go-to film example of The Dream/Simulationism, just as I've pointed at The Dark Knight and said "Look! Story Now! On the big screen!"

Challenge/Gamism is probably not going to happen in a non-interactive medium, while I'm on the subject. But that's okay - most any board game, especially one of the less abstract ones like Hero Quest or something, is a sort of reference point for Gamism in another medium.

Saturday, May 30, 2009

Story Games as a term; its relation to Creative Agenda

Over at Story-Games.com, and a couple of other blogs, as of late, there has been some discussion about the term "story games". Honestly, this is a term I've not precisely heard before, but I can get the gist of what they mean. Narrativist/Story Now games come to mind.
Eero Tuovinen, writer of Game Design is about Structure, made some interesting comments at Story-Games.com on the subject of "making story" and playing an RPG:

I can't get really interested in conch-passing storytelling games either, the ones where I'm supposed to be responsible for creating a good story. As far as I'm concerned, I want the rules mechanics to take care of that part so I can focus on playing my character / throwing nasty stuff at the player characters or whatever other fun things there are in the game to be done. "Making a story" is not on my list of fun things for roleplaying simply because when I want to make a story, I write one.

Looking at TSoY in this context, though, the xp rules of the game work very well in giving me what I want: instead of me the player getting more control over the fiction the xp gives my character more control over his environment, his fate, his society, his friends and enemies - which in turn directly drives frozen conflicts of his life towards resolution now that he finally has the power to do something about it.

Something really, really important to take from this is that the Creative Agenda stems from the players themselves, not from the game or its rules. I feel like this is something that's been troubling me, distracting, even, when I'm working on game design - from a standard definition of Story Now, the rules are there to heighten the exploration of the Premise. A Story Now game gives the Premise, sets up some rules that allow Exploration, and then the players run around in that space.

I dunno where I'm going with this; I'm not quite sure what the phrase "story game" means to other people, given that I'm a Forgie and it doesn't come up at the Forge, like, ever. But the point of this post is a reminder - if it's protagonism and theme and such that you're after in play, rather than Being There, Stepping Up, or what have you, then grab a Story Now game and you'll put the right foot forward.

It may not need to be said, but it's possible that the misunderstanding here (Eero and others' reasonable misgivings aside), comes about because of what folks think a story is. Without rules that deliberately limit the mechanical focus to the Egri premise, the play group is at a disadvantage for achieving "story". More importantly, perhaps, the GM's role of managing and heightening tension cannot take on the focus needed for Premise without rules to support that.

Unless you put it out there that, say, the forces of good reputation and personal desire clash, and set up mechanics that make these things abstract in some way, you can't play Mask of the Emperor. Not really.