Sunday, November 13, 2011
What Story Now play looks like
Wednesday, September 14, 2011
Sunday, November 7, 2010
[Chronica Feudalis] Not what I expected
I used to flip straight to the "standard task resolution" rules in a new game book, trying to get a sense of the very core of a system right away. For some reason, my high school and college days were a time when knowing this solitary thing, and nothing else, was quite important.
Of course, there are lots of games out there that would be much poorer for it if they were stripped down to only the basic "mechanic" - imagine Polaris without Zeal and Weariness, for instance, using only the Key Phrases all the time without any kind of superstructure "around" them to elaborate them and provide the downward arc for Heart characters. Kind of sucks away half the game and forces the players to just kind of grope in the direction of that sort of play, doesn't it?
Segueing... playing Chronica Feudalis tonight with Chad, a college friend, was good and surprising. I prepped about as much as I needed to, with a little cheat sheet and a good online dice rolling program. I could definitely use a physical copy of the book, but not so much so that I'd buy one just yet; I'd hold out for a campaign or something, or just beg someone to print out the .pdf. Yes, perhaps that makes me a terrible person, but... okay, I have no justification other than poverty, and when my promotion goes through in January, I'll no longer have that excuse.
Anyway, that stuff about Polaris above connects strongly to my initial bafflement at Chronica - the basic resolution seems really, really straightforward and flat until you start learning more about Aspects - freeform traits with mechanical weight that you can switch on and off. Aspects make all sorts of things about *every* character come to life - tonight's best one was definitely "My son is a sodomite", which my lone player inflicted on an archbishop's assistant to blackmail him. Very nice.
Another thing that's changed about how I read is how I sense things like GM/player agency, and how a very close reading of procedural text is key to minimizing unintentional hand-wavey play. This edition of the game (the first edition, I reckon) is a little vague in places, but it's pretty awesome how it throws Aspects all over the place, giving and demanding Ardor (metagame points that manipulate Aspects). If you let the GM tell you one thing that one of your Aspects makes you do, and you do it, you get Ardor. If some equipment you're carrying interferes with a task, you get Ardor. Basically, if you surrender a little authority, or make your life a little harder, you get more narrative pull.
It's interesting, though - the exact procedural text falls on one side of causality: certain things that make sense in the fiction are going to trigger an Aspect being Endured, but the player decides whether or not to have an Aspect Compelled (eliciting a particular, unwanted behavior).
You can spend Ardor to introduce Aspects on other characters, temporarily turn off one of your negative Aspects, or resist the causality of your equipment thwarting your efforts - your heavy armor will surely count against you when diving in to save the duchess, unless you spend some Ardor to ignore its weight.
Our session tonight was one scene: Chad's priest, a bastard son of the duke, forced into the cloth to keep him out of the line of succession, learns that the King of France will be coming through the city (Troyes at Champagne, in France) and supping with the duke and the archbishop. The priest espies the archbishop's assistant at midday Mass, and confronts him afterward with (true) rumors that the man's son is a sodomite.
We used the social conflict rules - the "Parley" - and Father Luc threatened to release his list of suspected sexual degenerates to the wider Church - risking a general inquiry in northern France - unless the assistant could promise that he'd
get the archbishop to look into a supposed (fictitious) heresy brewing in the nearby countryside. Details were fuzzy, of course, but the assistant agreed, belatedly remembering that the imminent Royal Feast would then divide His Grace the Archbishop's attentions. [I made the assistant an Agent, a level two (of three) opponent, only to realize how much tougher this made him as an adversary than a Simple, or level one foe. A level one opponent might have broken too easily, though, and we were constrained by time, so I simply had the assistant back down more readily than he really had to, which fit the severity of the threat against him.]
Father Luc, naturally, offered to represent the Archbishop at the feast. If the offer were rejected, he'd be forced to sit at a lower table, away from the duke and Luc's noble half-brothers, and stew in the shame of his low birth. But if the Archbishop goes for it, and agrees to have the bastard priest sit at the high table in his stead, then Luc could rub it in his father's face!
Of course, there are a few pieces to this plot, and only the first has been laid, thus far. I'm pretty excited about where this will go, and I'm going to read up on some rpg.net actual play reports that suddenly got a lot more interesting to me ^_^
Last thing: we used gchat, wikipedia, random.org's dice roller, and .pdf's of the game. Hurrah for 21st century gaming! Incidentally, I rolled actual, meatspace dice, out of an old, repurposed bag of Royal Salute whiskey. Good times.
Monday, February 1, 2010
new games! plus different gaming styles, expectations, etc.
Sunday, January 24, 2010
On game design theory and its applications
When I finally got to play Polaris, for instance, it was a little bit like a rite of passage. Though, I have to admit, it was a lot more inspiring to put together La Familia and, somehow, have it work even better than I'd imagined.
So yeah - I've gotten to see the concrete results of what some would call theory-wank. I've definitely met my fair share of folks who don't much care for the deep end of RPG theory/design, and usually that's a-okay.
I say "usually" because I've definitely gone through a period wherein I've proselytized on behalf of story-games in general, and Narrativism-supportive games in particular. When this proselytizing has worked, so much the better, and my excellent! recent game of Polaris shows that pretty well.
But when big-time RPers haven't been interested in what I'm pushing, I've come to realize that there's a sort of fault-line between us. Nothing personal or ideological creates this divide; it's not as big or as complicated as that. Plain and simple: I had bad experience X, they had bad experience Y, and while X led me to seek out a fundamentally new way to RP, Y simply led other folks to seek out new people with whom they could play.
Let me unpack that a little: for me, the biggest bad experience I had in RPing was, bluntly, a big difference in priorities at the gaming table. I can even point to the precise moment when this started to really gel for me as something I needed to address; it was after a couple of years of lurching around at the Forge, where I had yet to really grok anything about the Big Model, but I was very eager to try out all these cool new games I saw - the subject matter, the creator-owned nature of the games, the collaborative process of design via the forums - - it was all pretty great.
But - my precise moment. I was playing a game of Exalted, and I was running an Abyssal, essentially a sworn soldier of darkness who drinks blood to gain power and wants to unleash oblivion upon the world of the living. Fun stuff! I didn't just want the cool powers available to him; I was also really interested in his story - why he was a death-knight, what he thought of oblivion, his dark masters the Neverborn (shudder), etc.
I'll spare you a lot of the details, but he eventually realized that he really, truly believed in total, worldwide destruction, you know, as a good thing, and quite sincerely at that. His dark masters, however, were content to jockey for power between one another, fighting each other as much as they fought their sworn enemies, the Solars (sun-themed heroes). So, over the course of the game, I explored the relationship between my character, other Abyssals, the Neverborn, etc., trying to drum up fellow "true believes" to the cause.
It didn't go well, but at least one of the other player-characters was also an Abyssal, and so we schemed and argued together about the point of unleashing destruction.
At the end of the game, we all confronted a Big Bad of some kind, possibly a servant of the Neverborn, a rogue Neverborn, something like that. There were some Solars fighting the creature, too, and I decided the best possible way to finish my character's story was to try and join the side of the Solars, begging their forgiveness and wanting fervently to have comrades who were just as true-blue as me.
They were very, very hesitant to accept me, what with our races' vendetta and all, not to mention the battle going on, but hey, they didn't kill me! That was the last session for the campaign, as well, and I felt, at long last, like I really got to tell a story! with a game, instead of being actively thwarted from doing so. Sure, the game mechanics got in the way (whiffing sucks! I advise all game designers against it), and only one of the six people playing with me actually showed any interest in what I was doing (they were content to be "run through" the scenario in a very traditional way).
Realizing I was out of step with the group wasn't new; realizing what it was that made me out of step was a bolt of light in my eyes!
Since then, I've gobbled up every Story Now game I can get my hands on, and I've even made forays into Gamist play, as well.
But, like I said, I've noticed that some people just aren't as excited about trying new ways of gaming as I am, and sometimes folks who *are* that excited don't have any desire to elaborate on it in the kind of language that I do.
Which is, you know, okay and all, and I'm definitely thankful to be around more people these days who like indie games.
It's a little weird to also note how quickly the *application* of theory, or at least the observation of Forge theory put to practical use (i.e. a game design, and then the playing of said game), makes all the verbosity of forum theorizing kind of melt away - I can much more intuitively guess at what Creative Agenda(s) a given game system supports best, as we play, which I've mentioned before (in the context of how simple CA really is, once you see it in action). Other concepts, like Fortune in the Middle, turn out to be equally simple in application - it's as simple as "can I affect the final result after we roll the dice, or do I need to put all my Boost Power in *before* I roll?"
And yet, naturally those little tweaks can make a huge difference. Fortune at the End does not do well with a Story Now agenda, as it really saps player agency away (in my opinion). If Fortune happens, and then we can tweak it, even if said tweaking is limited and finite, it at least gives us one more meaningful choice to make, as players. [lol i totally meant fitm WITH TEETH]
I was playing Last Night on Earth, uh, last night - it's a zombie apocalypse board game. There's a touch of Fortune in the Middle in there, as it happens - when you're inside a building, you can either move or search (as opposed to just moving, if you're outside), and searching gives you a one-card draw from the Hero Deck (Human Deck? I forget). The FitM part is there because you roll the d6 to see how far you can move, and then you get to decide whether to take that move OR search. It's nifty!
Heck, come to think of it, Step On Up play is all about meaningful choices, too - they're just more strategic or tactical instead of thematic. So yeah, FatE (ha, irony) has been a procedural default for some decades now, in most games I've encountered, but when you make that tiny tweak (courtesy of theorizing Forgies, thank you verra much! ^_^), things begin to flower, as Mao would put it.
Anyway - I've learned that RP theory has undoubted practical applications (duh! Actual Play!), but not everybody wants to see under the hood, or think about how to build a better car, when they like their driving experience just fine, so far.
End.
Tuesday, December 22, 2009
a (real) storytelling game of (actual) personal horror
What if, instead of coldly tactical names like Contacts and Allies, you had, respectively, much more emotionally relevant traits with names like "People Who Think I'm Human" and "Lovers and Close Friends"? Some traits could stay the same, like Status (which is inherently social), but most of them would need to change.
More examples - how about "Vampires I've Cowed Into Submission" for Influence, and "My Human Victims" for Herd? One more - "Purity of My Blood" for Generation: you're either too young to inherit so much power, or you've killed some very important people to get where you are, and either way, it'd make sense to develop a certain level of disconnect from the mud-blood monsters.
Anything, anything at all to make it easier for players to treat the subject matter more appropriately, and less like dark-clad superheroes! The way the rules are set up currently, it's all too easy for a player to be told by the GM and fellow players to act one way (as though he's playing a storytelling game focused on a personal brush with horror), and to be encouraged by the rules and mechanics to act another way entirely (as though he's playing Marvel Superheroes, but everyone has to be "dark and creepy" caped crusaders).
This is the sort of split mind that D&D has pushed onto people historically, although 4th Edition seems to have much more clarity of purpose, encouraging people to go ahead and min-max and have the most effective characters they can - they're going to need them! ^_^
I downloaded an odd little document - a list of each White Wolf game (Old World of Darkness) and all the background traits made available in that game, and finally, which book(s) each trait was mentioned in. Kind of a strange reference document.
Saturday, December 19, 2009
Finally! Progress on a Dwarf Fortress RPG
Anyway, here's a sample example from the rough draft:
A quick example – you're playing a dwarf named Urist. His key phrases are “I left Mountainhome to strike the earth” and “What I do, I do for power”. You've been rolling terribly, though, and Urist hasn't contributed much to the Fortress; he's seen as pretty useless by his comrades. It's your turn to roll again, and your best skill is a 4 in Mining. You roll, and get two successes! You cheer, finally getting a chance to describe a cavern with actual features! You spend one to establish a cavern, and one to give it an ore vein.
But then another player clears his throat and says, “So your dwarf ...”. You wonder what he's up to. You give him the go-ahead, and he adds, “So your dwarf, Urist, finds a new cavern, but he doesn't notice the platinum vein it holds,” you groan, “until one of the other miners reports it to him.”
Curses! Urist won't get any credit for this discovery! Unless.... You announce Urist's options to the table: either he lets the other dwarf be lauded by the tinkers, when it should really be him instead, or he kills the miner, and takes what's rightly his.
You decide to take a new Desperation: “I am willing to kill those who get in my way.” Scowling, you bury your pick in his head, to the surprise of everyone present (they all get -1 Mood)1. Rolling 2 Threaten,2 you add +1 to the result, thanks to your new key phrase, and get one success. Turning to the huddled, terrified miners, you bark, “I'll kill the rest of you, too, if you don't do what I say. It was me who found the platinum, and one of you swung your pick without looking and killed him. Is that clear?”
Ah, how happy and fun! They dutifully stay silent on the matter, although the miner's friends are quite upset to hear of his untimely death. But the Fortress still gets the platinum, and another player, in awe of your cruelty, picks up the dice and makes a Tinkering check.
If, instead, you swallowed your pride and took a point of Anger, you could get one extra reroll the next time you're confronted by your Passion.
1You can off a nameless NPC dwarf as part of a Passion dilemma without even picking up the dice. Named NPCs must be killed the hard way -with Scene Skills.
2Assume these dwarfs have no Mood buffs to mess with your roll, in this example
So that's a little of what I have, so far. You basically portray the more deranged or obsessive members of your Fortress, contending with your darker urges while trying to keep the place running, and it's all in the shadow of an inevitable goblin invasion.
Losing is fun! ^_^
Sunday, June 7, 2009
Creative Agenda - sometimes it makes sense
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
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.
