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Messages - Simon C

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121
roleplaying theory, hardcore / Re: an instance of Step On Up
« on: September 21, 2010, 04:02:41 PM »
Not a backdrop of narrative stuff. A backdrop of any stuff. Zombie rats (instead of "foe with X qulities"), Necromancer (instead of "Boss fight"), sewers. What part of the GM's job covers making up stuff like that?

Things like us pretending like our playing pieces are people and not playing pieces. Is there ever in-character dialogue in StWT? What for?

Abolutely, talking about your girlfriend or whatever just stinks up the place. But there's some backdrop that makes the game more enjoyable, yeah?

Also! What do you think of Luke's incredibly controversial definition of rpgs?

http://story-games.com/forums/comments.php?DiscussionID=10218&page=1

Quote
"[An RPG is] A game in which a player advocates the goals, priorities and survival (or doom) of a persona who, in operation of the game's mechanics, is confronted with one or more ethical choices."

Is StWT an rpg by that definition? (Not that it needs to be, just curious).

I'm still keen to check that this is an enjoyable conversation for both of us. I'm finding it slightly frustrating but also hugely interesting. If it's boring for you, by all means just be like "whatever Simon" and I'll be like "It's cool". Like I said, you don't owe me an explanation. Let's not be voices on the internet.

122
roleplaying theory, hardcore / Re: an instance of Step On Up
« on: September 21, 2010, 12:52:18 AM »
So even when we do enact a narrative, it's only a backdrop to the actual event. The actual event is the contest, Sebastian and his monsters vs me, Elliot, and our characters. Absent that contest, there's no event at all. The narrative doesn't bring us to the table; without the contest, we don't play and the narrative evaporates.

Cool. Yup. I buy that. Why does the game need a backdrop? Why does that make play more fun? How does that make play more fun?

Possibly related, what are the three GM agendas for Storming the Wizard's tower?

123
roleplaying theory, hardcore / Re: an instance of Step On Up
« on: September 20, 2010, 04:09:15 PM »
The way things turned out, it would have been poor play, straightforwardly, for his character to abandon mine, like if he'd failed to collect rent from someone who landed on his hotel. If he chooses to do that, it's like choosing to come to poker night without bringing any nickels: it's choosing not to play at all.

Huh. Ok. That is very different to D&D play I've experienced, where "press on or go home" is a pretty big part of the decisionmaking (and the game would be less fun if it wasn't). The way you're describing it does sound like it's not the same as the way I play D&D.

So, in actuality, you can't choose just to go back home. In the fiction you can though right? I mean, we imagine our characters as having that choice, we just never take it?

Also! Why is it a loss to play a different character next session? Same chance of winning, right?

124
roleplaying theory, hardcore / Re: an instance of Step On Up
« on: September 20, 2010, 02:17:21 AM »
Hi!

Like I said in the other thread: I buy it. As in, I can relate to that experience of play. It sounds like play I've experienced myself, more or less, and I'm not thinking "hey, you're leaving out the important bits!" or anything. The important bits are right there.

But!

The next encounter is three rat-zombies working together and that gives them access to some tactical plays we just can't deal with. Elliot and I try to concentrate our fire - Elliot's guy's gunfire, my guy's magical backup - but we can't concentrate our fire AND protect my vulnerable low-endurance butt, so the end result is that they swarm us.

Elliot's guy drags my guy out of the sewers. I'm alive, the game's forgiving that way, but I'm going to be playing a different character next session while this guy recovers in the hospital.

There are some choices happening here, right? Like, Elliot could have been like "screw your vulnerable butt, I'm outta here!" It would be highly unusual, and probably would never actually happen in the scope of normal play, but it's an allowable thing in the rules (I'm going by an old playtest version of the rules here, so I don't know this for sure). The game doesn't hit you over the head with a big "You lose" here either, right? You just keep on playing? You're choosing, as characters and as players, to stick by each other and support each other against this threat.

The choice isn't exactly a "live" option. If you choose not to stand up to the challenge, you're basically choosing not to engage with the game. But it is a choice. It's what I'd call "Phatic". We go through the motions of it being a choice, even though we all know that it's not really. Does that sound accurate?


125
roleplaying theory, hardcore / Re: Creative Agenda and GNS
« on: September 19, 2010, 05:29:32 PM »
Hi!

I read it! I'll be able to comment later today. In brief: It reads like a plausible and familiar kind of play. I recognise it. Certainly no escalating conflict.

But! I'm going to ask you questions about how you "win" StWT, and what it felt like when one dude was protecting the other dude, and why one of you didn't just run off and leave the other, and what that would have felt like if you had.

Can I check in that we're still having a productive conversation? I'm enjoying this and I feel like we're still getting somewhere. I feel like I could be all wrong, but I haven't seen how yet, and I have like this sneaking suspicion that I'm not.

But if you're finding this frustrating or boring, let me know. You don't owe me an explanation, so feel free to talk about stuff you're more interested in if you want to.

126
roleplaying theory, hardcore / Re: Creative Agenda and GNS
« on: September 19, 2010, 04:08:08 PM »
The role of passion and conflict in Step On Up play is super interesting, but how am I supposed to talk about it with someone who denies the possibility?

I'm denying what now? Because that sounds super interesting to me too.

Simon, "hard men with big swords" doesn't necessarily signify any more than the horse-shaped piece in Chess, the "kings" and "queens" in a deck of cards, or the "houses" and "hotels" in Monopoly. It's a mnemonic. It gives texture and landscape to the playing field. It works with the game's rules to communicate and reinforce how to play and how to win.   

Really? I don't agree, and frankly it seems a bizarre position. You'd have to at least agree that D&D is richer in this texture and landscape than Chess or Monopoly, and probably richer still than a wargame like Mechaton. I mean, I agree it's the same thing, but why does D&D have so much of it? And why does it have the specific colour it does?

Here's my position: If I and a bunch of my friends enact a narrative about killing a bunch of monsters underground, for example, that means something symbolically. That symbolic meaning isn't accidental, and is part of the reason we chose to do this thing in the first place. Sure, it's not the whole reason, because we also like how it's a fun tactical game. But there are a lot of fun tactical games out there. We chose this one because it is about Dungeons and Dragons.

127
roleplaying theory, hardcore / Re: Creative Agenda and GNS
« on: September 18, 2010, 11:24:38 PM »
Simon, that's like "why are we playing a card game when we could be playing a board game?" the answer is: the medium - card, board, roleplaying, video game, sport, whatever - is part of the game. It's a constraint on the game's design and it offers unique opportunities for the game's play.

I agree.

Why did we choose that medium? Once we've chosen that medium, what makes the subject material interesting? Why is D&D about hard men with big swords going into dark holes in the ground?

128
roleplaying theory, hardcore / Re: Creative Agenda and GNS
« on: September 18, 2010, 09:55:11 PM »
What makes those things interesting?

129
roleplaying theory, hardcore / Re: Creative Agenda and GNS
« on: September 18, 2010, 03:26:29 PM »
Why are we playing a roleplaying game?

130
roleplaying theory, hardcore / Re: Creative Agenda and GNS
« on: September 13, 2010, 11:40:47 PM »
Hilarious! It was playing lots of Moldvay D&D that convinced me of the opposite!

131
roleplaying theory, hardcore / Re: Creative Agenda and GNS
« on: September 13, 2010, 10:33:18 PM »
Crossposted!

Oh yeah, I'm not getting hostility, maybe just frustration that this is still an issue after all these years.

I don't have any emotional investment in proving GNS wrong or anything. I'm cool with that. What I'm thinking is that there's not good language for talking about creative agenda more finely than those broad categories, and it would be cool if there was, because I feel like there are whole worlds of design out there that we don't even know how to talk about.

132
roleplaying theory, hardcore / Re: Creative Agenda and GNS
« on: September 13, 2010, 10:29:15 PM »
Oh yeah, they're totally not creative agendas in of themselves, they're just some things that are fun about roleplaying games.

Well, but theme isn't present in all roleplaying. Raw thematic matter - passions and conflicts - is common, but not universal. Passionate characters escalating through conflicts to crisis and resolution, far less so.

I dunno. By the Big Model definition of theme, then sure, absolutely. But in the literary criticsm sense (which I might be horribly misusing), I think any work can be read as a text and you can glean meaning from it. Passionate characters etc. aren't a requirement for a work to mean something, right? They're just an awesome (possibly the only) way to have that meaning be explicit and relevant and negotiated in play.

Here's what I'm getting at: We play our bunch of dudes, all sword-bearing psycopaths, barely even personalities, let alone protagonists. We send them out murdering folk who look different from them, just because it's fun for us to show off our skills at that. I think that means something. I think the violence isn't just backdrop, I think it's central to the experience of the game. It's fun because it's us, me and my buddies, triumphing over the things that are not us.

People who just want to show off their tactical skills play chess.

I dunno. Is this making any sense? It's frustrating because I feel like there's this connection missing between what you're saying and what I'm hearing, and vice versa, and in person I'd be like "oh shit, of course!" and you'd be like "sheesh, finally", and then we'd high five.

133
I've been toying with a Planescape-y Solar System hack, using MC moves to make that kind of city-based, highly political play easier to run.

What I did was organised a few different kinds of front. I'm still working on it, but here's two I've got:

Conspiracy:

A conspiracy is a group of threats working towards a common goal, concealed behind an apparent goal.

Choose a true motive for the conspiracy

Choose an apparent motive for the conspiracy

Choose a threat that is at the heart of the conspiracy - those that stand to gain from its true motive.

Choose two or more proxies for the Conspiracy. These are threats that may be motivated by the true or the apparent motive.

Mystery

A mystery is a linked series of threats that protect a secret. The secret is a source of power, either physical power, or political power.

Choose a secret, and how that secret gives the holder power. The secret is discovered when the inner sanctum is penetrated.

Choose an inner sanctum. This is a threat that holds the secret. They may use it or not. The inner sanctum is reached when the second tier is breached.

Choose a second tier. This is a threat that protects the inner sanctum. Maybe agents of that threat or else dupes. The second tier is reached when the public face is deeply investigated.

Choose one or more public faces. These are threats that represent the pbulicly-known effects of the secret. The public face is known to most or all people.


Are those useful to you? Do they make any sense? That's all taken from my rather dense notes to myself.

134
roleplaying theory, hardcore / Re: Creative Agenda and GNS
« on: September 13, 2010, 08:43:12 PM »
Motipha,

You're confusing me saying I don't find GNS useful with me saying I don't believe there are creative agendas. I'm on the creative agenda train, I'm just not getting off at the GNS station.

There's certainly an interesting discussion to be had about what role the fiction plays in games where players are more invested in displaying tactical skill and in-game knowledge. I'm unsatisfied with the explanation that it exists just as a space to manipulate for advantage. Unreliable currencies (such as are garnered by judgements of the fiction) are unsatisfying for hard-core competitive play.

Mike,

Hence why I say "Step on Up supporting" texts. If (I genuinely don't know) there are no texts that explicitly support Step on Up play, people could still be playing Step on Up by drifting game rules in play to support their creative agenda.

But that's all about the far less interesting subject.

Here's what I find interesting and useful:

I think there are three broad aspects of play that contribute to creative agenda - three sources of enjoyment that in combination (not exclusively) make up a creative agenda. Here's what I think they are:

Quote
Theme
When you play a game, you produce fiction, when you look at that fiction, when you "read" it as a text, it has a meaning - a message. It has a theme. Like, if your young farm boy grows up to kill a dragon and marry a princess, it has themes about personal agency, heroism, and so on. If you play unscrupulous mercenaries murdering orcs for pay, it says another thing, about the value of the lives of "other" peoples, and such. Doesn't matter what you intend to say with your game, there's a meaning there. Some groups pay attention to and appreciate that meaning as they're playing. Some do that more than others.

Some groups enjoy play where the meaning is explicit and negotiated during play - you don't know what the meaning of the game will be until you play it, but you care about which way it goes.

Other groups want the theme to be more like an organising principle: a single question we set up at the start and then find out the answer to in play: Can good overcome evil? What price loyalty?

And some other groups want the theme to be a statement that's reinforced through play (they might not say that, but they do). Like "Good always triumphs" or "Other cultures are sub-human" or something like that.

Experience
When you play a game, it makes you feel certain things. Like in AW you feel like you've been punched in the gut when you've gotta make some hard call. Or in The Mountain Witch you feel tingly and suspicious when you think about what the other characters' Dark Fates are. Or in Bliss Stage you feel weirdly exposed and intimate the first time you go into the Dream. Some groups care more about the experience of play than others.

Some groups appreciate feeling very close to how their character feels. Play is for feeling strong emotions, for making tough decisions, for seeing how it feels to be in particular circumstances. Good players get close to their character.

Some groups appreciate feeling closer to the other players when they play. Play helps you understand people differently, or helps you reinforce social bonds. Good players are emotionally vulnerable in play (or at least amiable and amicable).

Performance
When you play, you're displaying skills: improvisational skills, acting and oratorial skills, tactical skills. Also knowledge of the game's rules, the game's setting, and so on.

Some groups appreciate a well-performed character. You act out a powerful scene, and everyone else finds it convincing and enjoyable. You talk in-character for an hour, and everyone is like *high five*.

Some groups appreciate tactical skill. You moved your dude into the right square, maximising your chances of hitting the monster. Everyone nods, being like "right on". Often those same groups appreciate clever use of in-game knowledge, like, "I took sleep because it's the best spell" or "I brought fire-arrows, to use against those trolls".

Every group will have its own way of appreciating the three things above. Some of them will get a lot of attention, and some of them will get very little. They're all important to the experience of play though.

I think that talking about these three things is useful to explaining play and design.



135
roleplaying theory, hardcore / Re: Creative Agenda and GNS
« on: September 12, 2010, 01:22:38 AM »
Vincent,

That's maybe true, but also pretty unsatisfying as an answer.

I mean, every rpg text I've read starts with the assumtion that there will be an engaging and coherant fictional world created in play. None of them (except for a very few) talk explicitly about winners and losers. Does that mean that I haven't read any Step on Up supporting texts? That every group playing Step on Up is drifting the rules?

I get even more confused thinking about Right to Dream.

But, whetever. It's not that interesting a question. What seems far more interesting to me is, given the huge range of creative agendas encompassed by Story Now, how do we talk more productively in order to foster better design and play? Is there a framework, a model, a system, for thinking about these creative agendas?

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