Friday, November 21, 2014
Do you as the GM have obligations?
So, do you have an obligation to the players, or not?
I find the idea quite compelling if I go to a con and sign up and pay for a game to be guaranteed a story. If I am proactive and engage I will have fun, but even if I sit back and have a day when I just want to hang out and see what happens, something still happens!
On the other hand, I know that a game where the players are engaged will be more fun, and it will be easier to run for me if the players are there as co-creators. Maybe we even share narrative control, and it will be more of a interactive storytelling.
Interactive storytelling is actually one of the key words for what NisseNytt was all about. So how does this tie together?
I think you as a GM do have an obligation to the players. But, I also think as a player you have an obligation to engage in the game. Middle of the road, wishy washy conclusion, eh?
Have you, dear reader, read any of the Play Dirty GM advice by John Wick? If you have not, I suggest you do. John is sometimes very polarizing, but he is seldom boring. His way of GMing is all about bringing stuff to the players. But, it's not at all holding hands and telling a story. No, he suggest you hurt the PCs as much as you can, and kick them while they are down. "They will love you for it", he claims. I guess you could say John Wick argues you have an obligation to make life tough for the player characters, so to sweeten the final victory.
Obviously, there are more than one way to skin this particular cat.
Maybe this in one of the reasons role playing games are such a powerful tool too express yourself through. It's adaptable to multiple approaches, and none are wrong. I have played in a NisseNytt scenario where I knew there was a story going on, and for me the big thing was to follow along to participate through the viewpoint of my character. I've also played with James Raggi, where he sat back and watched us squirm after presenting us with a extremely messy situation we as players had to sort out as our PCs. Finally, I've also played a session of Dogs in the Vineyard where the game master put me, the player, under more and more pressure to act with my PC as the situation we had become part of spiralled out of control as it began to emotionally engage us as players just as much as our PCs. I was down, and the kicks kept coming.
I loved all of those situations. So, ask yourself this the next time you sit down behind the GM screen. Do you have an obligation to the players this time?
Wednesday, December 18, 2013
Some thoughts on veils and lines
When I listened at the podcast I started to wonder about the things the hosts listed as their personal lines and veils. Naturally they talked about sex, but also about other things. What made me think was when they brought up torture.
Personally I find torture really horrifying. It dehumanizes both the perpetrator and the victim, and it's useless for information gathering so it's basically just a power game. Still, it happens in games. But, more to the point, it happens in real life.
So, should you just ignore such icky stuff in your game? Should you maybe include it, and face it and through play explore what it does to people and include it as a motivator for stopping the bad guy/gal?
This reminds me of when I first started playing Dogs in the Vineyard. Our GM noticed that some of the things we as dogs encountered was making me shrink back and try to do ignore, maybe hoping to push it into the lap of some other player. Naturally he saw me squirm and pushed it harder towards me, forcing the issue and forcing me to make a stand. It was an awesome session. Someone might consider this a dick move, but I was playing God's emissary with power over life and death. There was a Situation going on, demanding me to act, and it made for a better game when I was forced out of my comfort zone.
So, how about that torture thing?
I can look at my visitor statistics and find that a large percentage of my visitors are living in a country that practice torture, and where people in the highest political levels have shown their support for the practice. Are you really cool with that? Would it be a good thing for you, if this applies to you, to be forced into that same situation I was in when I was playing Dogs? It did make me take a closer look at who I am and how I act.
I guess the answer is, it depends. I had signed up to play Dogs in the Vineyard. I knew what I was getting into, and wanted hard choices. Most people don't want to play that way.
The idea of having Lines and Veils, and talking them over before your game might be a good idea. To make sure you are on the same page, and so the GM can go all in after that, and not have to pull any punches. She knows you can take it. Sometimes, just sometimes, it might be worth thinking about those lines and where they are drawn in the sand.
I know for a fact that if I ever run Kult again, there will be no lines or veils. Then I will mess with my players, and if they squirm I will push harder to blow through beyond any lines. I know that something interesting will come out the other side.
Wednesday, October 9, 2013
When do you need a game system to support your play?
Interestingly enough, on the podcast there was a player who did not feel the game "clicked" for them. The question came up whether the theme of the game was satire, and if it was reinforced by the system of the game. Considering you don't count hits in that game, but kills, I think it's pretty obvious. But, there are some subtle things in there I felt like talking more about in this space.
In the game you have a flashback mechanic. Using that you can take narrative control, and define the psychology of your trooper. This is where the game enters the "hippie game" territory. But, here's the interesting part. Using the flashback you can fail and succeed on your terms, but it does not force you to adhere to the theme. In fact, it's only the last flashback that's mandated, as Hatred for Home. Basically, there is an endgame and there is a setup. The latter picture mindless carnage and the former suggests moral doubt and satire after turning military glory into genocide. What is interesting is that up until that point, you can play it however you like. There's nothing forcing you down the path of satire. Sure, there is that end, but it's fairly open to interpretation and you get to choose the seriousness of it.
Some people like to point out that even though D&D basically only has rules for combat, it's not really about combat. I'm not going to get involved in that discussion, but I want to compare that situation to 3:16. In that game you have a setup which is all about killing. Your game system only involves itself with killing, and that which some consider its core, the flashback system, does not force the issue of the theme. Just like in the case of D&D, it's more about System than system. System with a capital S is the sum of what happens around the table, not just the rules in the book. I think 3:16 is a very subtle design, in that it rather tries to give you a playground and let's you discover its social mechanics than putting it into text.
Killing bugs and going into genocidal frenzy is something that can affect you, not only your character. This is something which I've also found happens in Dogs in the Vineyard. At least for me it does. When I first played it, I started thinking about how I felt about the events my character encountered. If you let that inform your character's actions is of course up to your individual play style, but I found it both challenging and refreshing. 3:16 is a game that works the same way.
If you don't feel a bit repulsed by your trooper's mindless killing you I don't say you are playing it wrong, but if you do get that effect it sure is a memorable one!
Tuesday, October 18, 2011
Dogs of the Riftsyard
For some reason (yeah, I know), this game often makes people blush or just have them talk about how they are above that kind of stuff. I'm not. I like that gonzo shit.
Now, I've been thinking about how to play Rifts, and using any kind of game system but the one in the book. Stay cool Kevin, I'm not going to be publishing any conversion notes! But, that game probably could work with what it got. Hey, I'm thinking of a cool way to approach the setting.
I was listening to the very cool podcast Canon Puncture Show and in it the idea was suggested to think of the setting from a new perspective. The idea was to merge Dogs in the Vineyard with Rifts. This got me thinking. I would do this, but take it one step further than suggested in that show.
So, in DitV you play 18 year old virgins, with guns, who have been educated to act like god sent emissaries of mail, doctrine, justice and death. You are supposed to enforce a social rule which many people find quite medieval at times. In the North America of Rifts we have another society, The Coalition, which is a hundred times as unpleasant. Basically it's all the racial elitism and militarism of Nazi Germany or some of the gun toting nut jobs around even today.
Now, mix and stir.
You play young soldiers in the Coalition, and not only are all the aliens out there really out to get to get you, that racial supremacist ideology is the last hope of mankind. How about that?
That could be a very interesting game about hard choices, ethical dilemmas when you explore the truth of that ideology. Maybe it could even be quite interesting as a very black comedy.
Lot of people probably would not get it at all...
Monday, January 24, 2011
Now, what do they want?
But, thinking about what makes Dogs in the Vineyard work, I realize it is not only the fact that the PCs are clearly in charge, and have something to do (even though it helps) but one thing that makes a difference is that the NPCs all want something. Maybe even a monster in a dungeon wants something, even if it's just a slice of that pie? BtMoM was about wants.
Not exactly revelations of deep design insights, I know. But, I somehow feel maybe it should be more up front. The first thing you get to know when you see them is what they want, not that they guard that door or treasure over yonder.
Maybe it's just be that suck at NPCs that have finally caught up with the rest of you...
Sunday, October 10, 2010
Games - narrow, broad or both?
Many new school games post-forge, are very narrow. The are designed to do one thing, and just that. Compare that to T&T, which back in 1975 contain the masterpiece called Saving Rolls. With them you can on the fly whip up game mechanics to cover any situation. If your game is about killing stuff, they can help you do that, and if your game is about dealing in the dust of the blue lotus it can do that. Today if someone made a game about dealing dope, it would have rules for that and not much else. Take Dogs in the Vineyard for example. It has rules for fighting and arguing and so on, but it is a game about belief, power and consequences.
Personally I like the narrow games. Some very tight gaming can be had, but it might feel a lot less like hanging out with your buddies and rolling them bones. Different games for different feel, eh?
I know that some people, the most visible example is probably Vicent Baker and his Storming the Wizard's Tower, have tried to do a new school narrow game with an old school feel. We play tested it a bit in our group in Ontario, but I never really liked it. the mechanics felt far less dynamic than they read. It was unfinished by them, but it still made me think.
Looking at it from the other end is the narrow old school game. Is there such a beast? Is it feasible?
I know some people like to claim that D&D is such a game, since it is about defeating monsters and taking their stuff, and that's all that's in the rules. Naturally, it's not that simple. Reading the original rules from 1974 there's a lot more going on, and there are rules for a lot more. You could claim it's a game about sneaking around finding traps, killing things, leading troops in battle, establish a fief and so on and so forth. Just like T&T it is a game which can cover more than is obvious.
Now we have the last item on the list, a modern new school game of broader scope. Is there a game of the new style which focus on shared narrative or narrative control or game mechanic for internal mental and social interactions that at the same time try to be useful for any game situation?
I'm not sure what I'd do with either of all these, and if I'd like them all. Now I am just throwing those questions marks out in the wild.
Sunday, January 24, 2010
Castles made of sand, stories made from threads of many colours
As you might remember, I posted about how I had a bad experience of my players ignoring the hooks to adventure I dangled before them. This about a work ethic made me think.
I really think you can have a good and solid game which feels interactive, even if the GM have a story to tell. I also think that having a open sandbox sounds like it's liberating, but it comes with its own set of problems not advertised on the box.
One suggestion from in one of the comments to my post lamenting my experiences with adventure hooks has the key. Imagine a campaign where the outlines of the world are prepared, and there are forces at work in the setting. This will lay some groundwork for greater machinations going on behind the scenes. Now imagine how those machinations will manifest themselves on a concrete level, visible to the players. This is an adventure hook.
This makes me think of how Dogs in the Vineyard works. The players have a town in front of them, and if the go there they will be entangled in the webs of intrigue and the twisted relationships there. Also, whatever they do will have consequences.
If the GM wants to have epic stories play out in his world, this is how they evolve. Great changes are afoot, and if the characters interact with the results of those changes the players will help shape the future. The GM will decide how much he lets the players shape until they have stepped up their game to the global level.
Let's imagine for an instant that the players ignore that town, ripe with sin and glorious options for kicking ass. If there are more things going on in the world there will be more things happening soon which will hit the fan close to where the characters are standing. This is another adventure hook.
Our hard working GM might be a bit frustrated by now if the players don't take that hook. No worries. Keep moving your "story" along, and if you don't decide to kick out your players for not doing their job (go ahead and do it!) things will happen they can't ignore. Bring 10 000 orchs to their hometown.
What I'm imagining here is not a Sandbox as such, at least not the way it sounds like when its praises are sung on old school blogs. I don't think it's a railroaded Story campaign either. I suggest a new term is founded to express the idea of a campaign frame where there are a Story fuelling conflicts in the setting, an open world whereupon the players can leave their mark and finally a whole bundle of threads which tie into the bigger issues that they players can ignore as long as they take some of these threads and start weaving. I'd like to call it a Threaded Campaign, as a middle ground between the open Sandbox and the Story Campaign.
I realize I might misrepresent some of your holy cows here. Some is for emphasis, but I think my main thrust is interesting. Feel free to comment upon that, and other thoughts you have.
Saturday, January 23, 2010
Defining Dogs as a sandbox, and how hooks and threads make the box tick
If we put it down to basics, riding from town to town settling issues might not look very much like an open game. It's correct that there are few allowances in the game to, say, settle down and grow crops instead. But, within the limits of the way the game is set up, it's very open. Let's take a look at that, and then the rules for settling down and grow crops.
As you come to a town in Dogs, usually the problem with the town will be apparent for all to see. This person have sinned, or stepped out of line socially and the society has to be healed somehow. If you accept that your role is to heal that town, you now have total freedom! ? You could burn the town to the ground, shoot all the sinners, forgive everyone or any kind of harsh or mild action. You are invested with the power to say it is alright, and you choose how to exercise it.
So what if I wanted to grow barley instead? Well, nothing is stopping you. If you take a look at what the game system, you'll see that is not a task system. In fact, conflicts in DitV is even not really about who "win" the conflict. The system is a betting game where all you're doing is to see how far you are ready to go to win. There's even suggestions for other settings in the rulebook. If you want to settle down and grow crops you can do it, and when conflicts arise from agriculture the game system will help you decide how for you are ready to go to get what you want. Let's take a look at the social aspect of play.
Since my dear readers have pointed out that this idea that you are a "wandering religious lawman" could be considered very limiting, let's ask ourselves how that is. I'd suggest that the meta layer of the game, the social rules is most important here. Just like in my game (posted about earlier) where the players ignored the fact that they had sat down to be adventurers and thus go on adventures, there are always social rules that are the basis for a functional game.
I'd say that accepting the fact that in DitV you are supposed to be a lawman is just as basic as accepting that in D&D you wont play a starship captain. It's a social meta rule. I think these rules are probably what makes a game tick. If the players accept a limited arena of action it will feel cool, and the spaces wide within that arena.
Now, why would anyone even accept a more narrow arena than a wide open world? Well, I think it ties into the idea of adventure hooks. Even the most open game will go nowhere unless there's a hook somewhere. It might be in the character backstory, or something the GM put together. Actually, I think the game where it will feel like a real world, and with endless possibilities is one where the GM have a whole bunch of hooks, or story threads. Let's say he have a dozen he hand dangle in front of the players and they can pick and choose which one to go for. I think then you will get a good game from that prep and the socially accepted arena. It will be open, but not wide open. The edges of the box will have come into focus, but everything you do will make sense and have an effect. Isn't that what we all want as players?
Wednesday, January 20, 2010
The Wild West sandbox
So, that means that the most well known new school Forge-style indie game is based on sandbox play, not Story. Interesting.
Thursday, November 26, 2009
On a mission from God - playing Dogs in the Vineyard
We made characters for Dogs in the Vineyard, and all three are interesting. Maybe the young female convert from the East is most flamboyant, but the others have interesting aspects. I like the intellectual sharpshooter, and the doubting theologian as well.
For those of you who have managed to miss it, DitV is a game about "Mormon gunslingers in a West that never was". It's not really about Mormons, and not really about the Old West as it was in our world, but something like it. What it is, is a game where actions have consequences and your morals force you to act and think about it. Everything that's causing brain damage about alignment just works out like it should in real life in this game, it feels real and meaningful. Also, it will blow your mind that you can have that much freedom of action as a player, and learn to feel serious feelings of regret about the consequences of that freedom.
The session was a bit short, but to my surprise we managed to get all three characters done, and initiate two of them. The latter is kind of like the Prelude in Vampire. You play out a scene or passage of scenes which happened before starting play and it will help you learn the game system, and kick start your brain into your newly designed persona.
My favourite scene was probably when one of the characters, who had a illicit sexual relation in his backstory, suddenly chanced upon a couple doing the nasty thing. He started berating them, and when the girl saw his hesitation she yelled "You would do it if you had the chance!" The look on the player's face was glorious to behold. It just became better when she then with a intuitive strike accused him of not being so innocent himself. Never have self doubt been so fun to act out at the game table. You know you have succeeded when a player is squirming on his chair and trying to get out of the mess, while at the same having a smile plastered on his face.
I just love Dogs. Thanks Vincent!
Tuesday, September 8, 2009
Who in gaming is worth knowing about?
After my exasperated outburst about people not knowing about Ron Edwards I started thinking. Jeff Rients, always with his eye on the pulse of gamerdom, asked a very relevant question. Maybe the contributions by the "Forgeites" are not really impacting the hobby very far? Maybe rpg theory is largely ignored by most gamers? Even if that it true (and I hope it's not), it still leaves me with the question of who you should know about?
Earlier this year, a friend was giving me a ride home after a gaming session. I was kind of tired, and as I usually do in that state I was blathering on about whatever my mind had gotten stuck on. Amazed (and bored?) my friend asked me "How do you know all these biographical details about all these game designers!?" after I had talked about when someone started this or that game company. I am interested in the history of our hobby, and some things sticks in my mind. The ups and downs of the business end of the hobby seem to be one such thing. So, is this something everyone should know about? Quick! When did Greg Stafford start The Chaosium? Who else was involved? What? You don't care?
So who do you think everyone should know about in gaming? I guess the most famous people probably are Gary Gygax and Dave Arneson. Being there from the start counts a lot. How about Rick Loomis, who in 1970 started the oldest game company still around doing the same kind of business? How about Mark Rein*Hagen who helped create the phenomenon that is White Wolf? How about Matthew Sprange who runs one of the most successful game companies today? How about Ed Simbalist? Frankly, I'm not sure I know who everyone should know about. I have many times found that the one-game-gamers who only know of Gygax and D&D to me seem like they have deprived themselves of some of the sublime heights possible in the hobby which so succinctly combines game elements, storytelling and performance art. And some really cool game mechanics and worlds, to boot! Just look at two very distinctly different games like Dogs in the Vineyard by Vincent Baker, and Tunnels & Trolls by Ken St Andre. Both opened vistas in my head I didn't even suspected existed!
So, hell know who is important enough in the big scheme of things. I just hope everyone out there treats the whole field of the hobby is one big dungeon, filled with treasure. Who don't want to explore some more, and get just a little bit more loot home? Happy delving!
Tuesday, July 7, 2009
Moral and ethics in roleplaying - alignment causes brain damage
Today I'm going to join the rest of the blogosphere and talk about morality, ethics and good and evil. Compared to the mainline D&D faithful I'm a heretic, so don your asbestos suit! This might be considered by some as a rant or a flame. Here we go!
For as long as I've known about Dungeons & Dragons I've known about alignment. At day one I thought it was one of the must stupid things in a very stupid game. These days I've changed my attitude a bit, become older and knows a lot more about how a game system support a style or play or not. But, I still hate alignment. It causes brain damage.
I have heard, as have probably everyone who have played D&D, the phrase “You can't do that, you're lawful!” This is just plain ridiculous. How come everyone but me knows what my character feels, thinks and wants?
There are many problems with this phenomenon. First off is the problem that it limits player creativity and enjoyment. One of the great strengths of face to face roleplaying is that it totally open ended. Playing a computer game or a family board game you can only do what the designer thought of. In a RPG you should be able to explore and stretch your legs. It's the biggest strengths that roleplaying games have.
A second problem is that it causes rigidity of thought, and turns mental powerhouses into vegetables. It causes brain damage. Since there are rules for what can't be done, there's no room for common sense. Suddenly you have sensible human beings who might be loving, caring friends and parents in their normal existence but now have become bloodthirsty murderers and amoral robots. Find a tribe of orcs, with females and kids? Suddenly one of the brain dead will say that they must be killed, “because they are evil” or “because they are chaotic”! I have seen it happen and every time I see it, it disgusts me.
So, if someone say that the Rules say it is right to kill sentient beings because they are Evil, what does that say about those who act upon that command? From my point of view it tells me that those who argues that RPGs should be banned because they teach the kids satanism could very well have a solid cause for banning, if they argued that they taught intolerance. Just the kind of intolerance that makes you want ban stuff, incidentally. I'd say it's perfectly fine to play a game where the player characters are, say, hired by the secret police in a totalitarian state in our world. What is cause for concern is what the players do with the responsibility. Having alignment to fall back to absolve the player from morals, and cause an "I only followed orders” mentality. I'd say it's flat out dangerous behaviour.
Now, maybe you object that it's just guidelines for roleplaying, and a starting point to ground the actions of your character. If it is “just a help”, why are there rules for punishing someone who acts out of line? If a rulebook tells me what is right and wrong in life I object (even if I agree!!), since I don't like to have someone elses morals forced down my throat, thank you very much! An observation from experience also tells me that those who claim it's just guidelines probably will be the ones shouting and arguing when someone acts against alignment later on in the session. Bad players are one objection to that observation, but I claim it's the aforementioned brain damage, since they seem to be just fine players as long as the "A" word is not mentioned.
If that wasn't enough there are more things which makes me rage about alignment. How does it work with spells like Known Alignment? Game mechanics have broken down the wall between player and character and suddenly the world knows about the rules of AD&D! The same thing applies to the concept of Evil or Good artifacts of detection spells. The only way to make that work out is for Good and Evil to be relative to the individual. If a cleric of a sun god encounters a warhammer sanctified to the good of darkness it will probably feel evil.
Since some people feel very strongly that moral relativism is more dangerous than HIV, I'd like to add that there's nothing saying that acts and ideals in the game has to be floating free in a sea of post-modernism just because of what I just said. You as a player probably have a set of moral values, an idea of right and wrong. Use those ideas in your game! It's not as if the game will degenerate into an unruly mess just becuase you don't have the crutch of alignment rules. A game about moral issues, where the choices made by the players come from their own convictions, have a much higher chance of being moving and engaging for real. Take a game like Dogs in the Vineyard. In that game your character have the power to define doctrine, and to meter out justice on the spot. You can overturn it all. But, when I've played it, it has every time been a question of us as players asking ourselves how far we really feel comfortable taking that power! Playing a game like that teaches understanding, not intolerance. Probably it will also give you some idea about what evil actually is.
That was a bit long, and rantish. But, I feel quite strongly about this. Alignment is not just a badly designed rule, it has social consequences that I feel are worth fighting. Feel free to disagree, but read what I wrote one more time and try to get what it is I'm trying to say.