ars ludi

art of the game, roleplaying game theory from the brain of ben robbins

Our Ground is Level and Our Table is Round

A lot of people have asked me to talk about how we do things at Story Games Seattle. We’ve had a lot of luck getting hordes of people to sit down, play games and have fun. What’s our recipe?

If you’re bringing new people into gaming you could say there are actually two phases. The first is the Invite, persuading them to actually sit down and try it. The second is the Experience, playing in a way that they enjoy and would want to do again. I’ve touched on the Invite in other places so this article is about the second part, the Experience.

The Kind of Games We Play

We get new people coming in nearly every week. Most of them have never played story games. Some have played “traditional” role-playing games like D&D or World of Darkness, but we get a lot of people who’ve never played any role-playing games. At all. Ever.

We also get an entirely different mix of people every week. All our games are one-shots, so people can come one week, miss a week or two if they’re busy, and come back later with no problem. In the last two years I don’t think we’ve ever gotten the exact same crew two weeks in a row.

At each session we welcome everybody, make introductions, explain a few things about how we’re going to play, and then ask people to pitch games so we can break into groups and play.

What kind of games do we play? There are two main guidelines:

1) No GM

2) No prepared games (meaning, no one comes to the table having already prepared what’s going to happen in the game — learning rules or printing stuff does not count)

These aren’t just personal preference. I made these rules to put everyone on an equal footing as soon as humanly possible. Our goal is not to provide entertainment. Our goal is to get everyone to recognize that their creative contribution–the crazy stuff that comes out of their mouth–is an essential ingredient to making the game awesome.

Why no GM? Our table is round.

If you’re reading this you’re probably an experienced gamer. But forget everything you know about role-playing games. Imagine you show up somewhere to try something new, to play a game with total strangers. Be creative, they say. But one person seems to be in charge and have final authority over what everyone else is allowed to do or make up.

Weird, right? That’s not a very normal social situation and it certainly isn’t going to make you feel like an equal participant. Because you’re not. But that’s what GMing looks like if you take a step back and squint.

But in a GMless game, no one’s sitting at the head of the table. We’re all equal. The table is round.

Even the perception of inequality can sabotage participation. Because we have lots of new people and lots of new games, we usually have facilitators, someone who has volunteered to teach everyone else the rules. And there is a danger of mistaking the facilitator for a GM (particularly among players accustomed to GM’ed games). We go out of our way to make it clear that this is not the case, that while they are there to teach and remind us of the rules the facilitator has no special authority beyond that. They’re playing the game like everyone else.

Why no Prep? Our ground is level.

People are generally pretty respectful of each other (and hey, would you want to game with anyone who wasn’t?). For example, we respect the time someone puts into something. And we should.

If you know someone at the table already spent X hours preparing material for the game (like writing an adventure) before you even sat down, by definition they have more stake in the game than you do. They put X hours into it and you’ve put in zero so far. You are likely to recognize (consciously or not) that in fairness they should have more say in what happens than you do. You know they have more investment and therefore more ownership. It’s “their” thing not “our” thing.

Again, baked-in inequality. Instead we play games that are designed so that decisions are made together by the people sitting at the table. Everyone starts off with equal creative contribution. We all start on level ground.

When we say “prep” we specifically mean decisions about the fiction, the creative stuff in the game. Reading the rules and and printing out blank character sheets is tremendously useful (and someone’s got to do it) but that doesn’t influence what we’ll make up when we play, so it isn’t an issue.

A lot of the games we play start off with a very blank slate (Shock, Microscope, Fiasco) but even if a game starts to create the world or framework for us (Mars Colony, A Penny for My Thoughts, Polaris) that’s okay because we players at the table are still equal contributors. It works even if the game builds a whole world and scenario for us brick-by-brick (Montsegur 1244).

Spoiler: We Have Lots of Fun

So our ground is level and our table is round. Does it work? Do people jump in and embrace their unexpected creative power?

I could tell you I fired up the UNIVAC-9000 and fed it punch cards to collate all the data and spit out a multivariate analysis of gamer satisfaction but I’d be lying. Can you even buy punch cards anymore? The only science I have is attendance, which has gone progressively through the roof in the two years since I took over the group and started doing things this way. Our biggest problem? Not enough chairs.

Anecdotally I can say that I’ve seen people’s faces light up in glee when they realize they are the creative engine that is making the bus go. There’s this “a ha!” moment when it dawns on them that everyone else at the table really, really wants to hear what they have to say.

People get to be creative (to some degree) in any role-playing game. With this recipe they get to be the ones making the magic, now. And that’s pretty cool.

“How is this possible? How can I enjoy role-playing games without a GM?!?”

The GMless RPG workshop at last year’s PAX was so much fun that when Emerald City Comic Con was looking for gaming panels, I decided to pitch it again.

I expected a handful of people to show up, maybe five or six at most. After all, this was a comic convention with almost no previous RPG presence. Instead the house was packed.

“How many of you play tabletop role-playing games?” Forty-eight hands go up. “How many of you have played an RPG without a GM?” Two hands go up. Yep, that’s an entire room full of people who have never tried GMless RPGs but want to know more, so I took a fairly different angle from the PAX workshop which was loaded with veterans.

How’d it go? Listen for yourself:

(Fifty minutes long. You can also download the MP3 if you prefer.)

The attendance question at the beginning is about how we run Story Games Seattle. We were chatting, waiting for the clock to strike 5 so the talk could officially begin.

As you can probably tell, it was a great crowd and a really fun time. For a lot of the recording it sounds like I’m alone in a broom closet, then suddenly everyone erupts in laughter and you can hear how packed the place really was. But the real indicator is that mobs of people from the talk showed up downstairs to play GMless games. Which also meant I got to meet and game with a lot of the people from the talk, which made for an awesome weekend of gaming.

Emerald City Comic Con: Dance the Victory Dance

The verdict is in: the indie role-playing section at Emerald City Comic Con was a smashing success. An off-the-charts, moon-shot, do-the-dance-of-our-people level home run. Can you tell I had a good time?

I’ll be honest: I wasn’t sure anyone at Emerald City Comic Con would want to game. The gaming track was a brand new thing so there were no past evidence to draw upon. Would people show up to a comics convention to play RPGs? I had no idea.

If I had to put money down ahead of time, I would have guessed we’d get a few brave folks willing to try a new game or two, but mostly the facilitators would be hanging around and gaming with each other. I would not have guessed that we would keep the indie RPG area jumping all weekend, in fact so packed that we had to cannibalize our “welcome” table and use it for more games.

The first clue that there was serious gaming ahead came when I went up to do my GMless RPG talk Friday afternoon. The indie RPG tables were pretty quiet when I left, but when I got to the conference room I was shocked to find a packed house. Of the 48 people there, exactly two had played GMless games before, but they were enthusiastic to find out more. My closing comments: “Stop listening to me and march downstairs and play some of these games. That’s the only way to know if you’ll like them.” And they did. In droves.

According to our logs we ran at least 61 games. Sixty-one! The big winners were Fiasco and Microscope, clocking in nearly a third of the games each, but a bunch of other titles got some love: Shock, Polaris, Zombie Cinema, Mouse Guard, Apocalypse World, Capes, Danger Patrol, Do, InSpectres, and even (gasp) Penny For My Thoughts.* And all this despite our area not even being listed in the program — another big huzzah for the excellent sign Shuo whipped up, which showed people far and wide where to come for the fun.

We also had a great location shoulder-to-shoulder with our friends and allies at Gamma Ray Games. People would wander up to their booth and ask questions about some game that caught their eye and an adroit Gamma-naut would spin them around and hand them to our facilitators and >boom< they were sitting down and playing before you could say “fruitful void”.

Which highlights that the whole thing would have been simply impossible without the crack squad of facilitators and shift captains from Story Games Seattle who kept the whole thing going and were always ready to greet new people and invite them to sit down for a game. Adrienne, Caroline, Jay, Marc, Miles, Morgan, Pat, Reid, Sage, Sev, Shuo and Xander: kudos one and all.

The other ingredient that made the weekend a win? A truly stellar crowd of new gamers. Where did these people come from? I have no idea — well that’s not true, I know some came from Portland, Tacoma, Olympia and parts of Texas, in addition to good old Seattle. But how we got such an awesome gang of folks who had never played a lot of these games before but still took to them like ducks to water, that I do not know. But I’m pretty happy about it.

* playing Penny with total strangers in a con environment takes huge brass dice. From what I heard the game went very amazingly well, more evidence that the gaming gods were with us this weekend.

Gamers ♥ Dinosaurs

Our table sign for Emerald City Comic Con, designed by the inimitable Shuo Meng. I think it just about says it all:

You can still get tickets at the door if you have a burning desire to come game. Don’t deny your burning desire. Even though the main show closes at 7 pm, the gaming area is open to Midnight Friday and Saturday.

West Marches at Emerald City Comic Con

Emerald City Comic Con has added a gaming track. I wanted to do this for PAX last year but it didn’t come together. Now the stars have aligned.

Sandbox RPGs: Running A “West Marches” Style Campaign

Sandbox RPGs put the players in the driver’s seat. Go where you want. Do what you want. Learn dark secrets of running a sandbox game from the creator of the West Marches D&D campaign.

Sunday, April 1st, 2 pm

Yeah, you read that right: dark secrets. You can pick my brain about running a West Marches game of your very own.

I’ll also be doing a talk about GMless RPGs Friday, March 30th, 5 pm. Every other waking minute of the con I’ll be playing games in the gaming area with my crack squad of story game ninjas (Conference Center, across the street from the main Convention Center, lower level). And you too, if you show up.

Top 100

RPG Countdown compiled sales stats from 126 brick and mortar stores to figure out their top 100 selling RPGs of 2011.

Microscope comes in at #23, which is pretty sweet. I talk a little bit in the podcast about the connection between Microscope and my old D&D game, how I used to run spin-off campaigns in different parts of my world’s history, starting at 2:08:56 (yes, that’s two hours in). Fun stuff.

But the real story? Fiasco tops the list. Number one, baby. Ahead of both Pathfinder and D&D in the stores surveyed. A GMless, indie, very non-traditional game, and it’s on top.

How wild is that?

“You’d know because your flesh would start to melt from your bones!”

Seriously, that’s how they explained D&D to me. Listen to the interview, it’ll make sense.

Ben Robbins Interview with Bad Wrong Fun

This interview brought to you courtesy of Alex Guzman, mastermind of Bad Wrong Fun. They’re running an insane campaign combining Microscope and West Marches. I warned them there were Things Man Was Not Meant To Know but they’re doing it anyway. Brave, brave souls.

It’s only 15 minutes long but we cover a lot of ground: a beginner’s guide to spotting Gelatinous Cubes, Monopoly, bringing in new gamers and the social impact of GMless games, hidden motives of game design, memories of Shippensburg Adventure Game Camp, and (of course) Microscope.

The Dungeon Ouroboros

Dungeons loom large in the mental landscape of role-playing games. They are inescapably linked to its very roots. No matter how much we embrace story and issues and explorations of the human condition, sometimes it seems like marching down hallways and listening at doors is in our blood. Just try shouting “who wants to play an old-school dungeon crawl?” in a crowded room and see what happens. Stampede.

Reading about folks in the UK using Microscope to make the history of a dungeon a while back got me thinking. It sounds like they were just using the “life of the dungeon” as the concept for their history, but lots of folks are using Microscope to make a setting and then playing a traditional GM+players game in the world they built together. Which is pretty cool stuff.

But instead of just using Microscope to create the setting and then switching to a “normal” game, what if you went back and forth? Play a session of Microscope to explore the history of your dungeon, then play a session adventuring in the dungeon, then play more Microscope to reveal more detail, then adventure more, then history more, ad infinitum.

During dungeon crawls it would be a normal GM+players setup, but during Microscope the GM would be a player just like everyone else. The GM would make the dungeon and keep expanding it between sessions, incorporating facts and themes revealed during Microscope sessions. It would work the other way too: trivial details from the dungeon crawl could inspire whole chunks of history.

The GM is sketching out a new section of the dungeon that’s going to connect a bunch of surrounding areas. He decides to make a whole complex of chambers and halls that were once glorious but have now fallen into ruin: crumbling pillars, tumbled arches, lots of collapsed walls and dead-ends, etc. Rather than put a big lair-monster that would logically block other dungeon critters from moving around, he litters the place with creeping slimes and slithering oozes. They’re hiding in the shadows, crawling between the rocks and dropping on unwary trespassers. Done and done.

During the dungeon crawl, the party explores the ruins and gets bushwhacked by slimes more than once, since they keep cutting back and forth through the area and the DM has loaded the wandering monster tables with jelicious treats. Eventually the party mapper writes a note next to the rooms: “here thar be oozes!” And underlines it.

Later when they’re playing Microscope, that player is still thinking about the creepy crawling ruins, so she jumps back and makes a part of the history where a clan of troglogytes dwell there and worship their strange gods, vigilantly defending the borders of their realm until they are driven out and scattered by the endless encroachment of oozes from the deep caverns. They even play out a scene where the strongest son of the troglodyte chief rebels against his father (who refuses to see the writing on the wall) and departs with his followers to make the perilous pilgrimage to find a new home.

As the doom of the troglodytes plays out, a player creates a scene asking the Question “why are the oozes attacking so relentlessly?” The surprising result is that these halls are where the slimes were spawned long ago. They’re mindless but they’re migrating home instinctively, like trout swimming upstream, so no amount of slaughter will stop them.

Which sparks an evil flicker in another player’s eyes, but she wisely keeps quiet until its her turn to spring her idea:

Far, far back, in the ancient times of the dungeon’s history, the oozes weren’t the mindless creatures they are now. They were intelligent and civilized, cold and calculating lords of their own alien domain. These ruins were part of their ancient realm, fashioned by the worker-slimes and the unfortunate morlocks they kept as slaves and cattle…

All the stuff that happens in the Microscope game is true and part of the history of the dungeon, but it’s up to the DM to decide what to reincorporate when building more areas for the dungeon crawl. Did the troglodyte refugees find a new home and flourish somewhere else in the dungeon? Is there a whole undiscovered kingdom of still intelligent and incomprehensibly malevolent oozes in unexplored caves, far beneath the earth? Or are they long dead, their works destroyed ages ago by earthquake and enemy? It’s up to the GM.

I think it would be an awesome mix. You’d get the fun of old-fashioned dungeon crawling (doors will be listened to, doors will be kicked in) but with a whole deeper context and meaning for the players. Do the adventurers know the history their players created? Doesn’t matter! When the adventurers find ancient drow runes alluding to “the Faceless Ones” who once held terrible sway over these caverns the players know what it means. The players know it’s appropriate to have their characters shiver at the ominous yet incomprehensible (to the characters) warning. The players know what it means even if their characters don’t.

Even when the adventurers just kill critters and get loot, the players know they are walking in the shadow of giants. That could be a hell of a dungeon crawl.