ars ludi

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

Pitching New Game Systems, or “Let’s play Star*Axe!”

Back in the day, if I had a new game and I wanted to get other people to try it, I might have said something like this:

“Let’s play Star*Axe! It’s sci fi, kind of buzzmetal-grunge-future. You play space vikings sacking colony ships and planetoids, killing lots of stuff under the watchful eye of your ancestral spirits and unspeakable alien Gods. Big vibro-axes, gnarly bolt-throwers, that kind of stuff. Who’s in?”

If you pick it apart, you’ll see that I’m only talking about two things: setting, and who the characters are. I’m describing what happens in the fiction, but I’m not saying how the players are going to interact with that fiction as a game.

And that would have been fine, because back in the aforesaid day, all roleplaying games followed the same model: players controlled their characters (and nothing else) and steered them through the world and challenges concocted by the GM — what we now refer to as the “traditional” model, because yeah, that was how it was done. You knew what to expect.

But nowadays, if we’re talking about new-fangled indie / story / fringe games, all those tidy assumptions that go along with the traditional model go out the window. Maybe there’s a GM, maybe there isn’t. Maybe you have your own character, maybe you don’t. Maybe you have the ability to freely make up facts about the universe, maybe you don’t. Maybe you roll dice, maybe you flip coins, maybe there are no randomizers at all…

A more useful pitch might sound something like this:

“Let’s play Star*Axe! One player controls a hero, narrating adventures, but instead of a GM, the other players control the ancestor-spirits of the protagonist. They describe challenges, but also interject tales that dare the hero to live up to the exploits of his forefathers. When a hero dies that player becomes the ancestral voice of that hero, and another player steps up as a hero of the next generation. There’s a standard starting setting, but after big conquests a players win the right to invent new worlds, which you can then go plunder. Oh, and it’s in space, with axes.”

See the difference? This description tells you what you are going to be expected to do if you play this game. It gives you a sense of what you get to contribute.

Is that second pitch less sexy? Yeah probably, but it’s more honest. Instead of getting people jazzed on flashy fiction but then dropping the boom on them (“oh sorry, you all take turns playing solo scenes with the GM. Just wait and you’ll play in a little bit. And no, you have no creative control over the story…”) you’re telling them what playing the game is actually going to be like. You’re letting them make an informed decision.

This same thing applies to people looking for game systems, the obligatory “I want to play a game in setting X, what system should I use?” A zillion different replies follow, and they’re all answering the wrong question, because the seeker never said what kind of game they wanted to play in that setting.

The Fiction Is Not How You Play

Strangely enough, the fiction does not in any way clue you in to how you’re going to play a game. Five games, ostensibly about exactly the same thing, could use wildly different styles of play.

Forget that second Star*Axe pitch and just look at the first one again. Now sit down and write a game that matches that description. No fair looking at your neighbor’s paper. What did you make? Did you make a cooperative dungeon crawl / kill-for-lootz game, with a straight GM / player authority divide? Did you make a competitive player-vs-player “my axe is bigger than yours” game? Or maybe you made a narrative game with each hero pursuing their own goals in parallel stories? Is there a fixed setting in the box, does the GM make it up, or do we all get to add bits as we go? Do the heroes continue and grow, leveling up from game to game, or do they pursue their story arcs in a one-shot and then we’re done with them?

Those are all radically different games, but they would all fit the bill. So would a pile of other systems. All of which should underline just how uninformative that description really was.

I’ll go farther on a limb and argue that it’s easier to season fiction to taste, but it is a lot more complicated to tweak game mechanics and the structure of play.

“Hey, can we be corporate barons taking over industry instead of space vikings?” = easy! Just change the names.

“Hey, instead of you telling me what the challenges are, I want to set the challenges for my own hero.” = consequences unknown!

Even tiny rule changes can have unexpected mechanical consequences. You may not obviously crash the game, but you may do something worse: you may make it boring.

The Challenge: Raise your Star*Axe

You know what to do. Don’t just pitch the fiction. Tell people what they will get to do in this game, what they’ll get to contribute. No two games are alike.

Even if you are playing what seems like a truly traditional game, you may discover that discussing how you intend the game to be played surfaces all sorts of hidden assumptions. If you’re a player sitting down for a game, wouldn’t you like to know ahead of time whether the GM expects you to follow his carefully planned plot, or is happy with you ad libbing bits about the world, or encourages you to run off and follow your whims? Even if it’s not entirely what you had in mind, if you know, you can choose whether to give it a try. Or not.

Braunstein 2010

Major Wesely has returned to the internet! He left a comment about last year’s Braunstein and his plans for GenCon 2010.

Wait, what was Braunstein, you ask? Just the grandfather of D&D and, well, pretty much all the roleplaying games you’ve ever played.

I will be once again arriving really late Wednesday/early Thursday (after midnight if the train runs late) on Amtrak. (anyone meeting the train to carry my luggage to the hotel will get first choice of character in Braunstein).

This time I intend to spend most of my time at the NSDM (National Security Decision Making Game. I am bringing along my handouts for BS again, and will run it if I can get the people time and space (NSDM may provide the space and time).

Major Wesely’s contact info, more about Braunstein, and a shout-out to Rob MacD are all in his original comment, so I decided to give it a post of it’s own so it didn’t get overlooked.

(I think the Origins mention is a typo, since the post was after Origins — probably should read GenCon)

I won’t be at GenCon this year. No Lieutenant Student A for me. If you are going to GenCon, and you’ve never tracked down Major Wesely and made him tell you stories of gaming with Dave Arneson, and y’know, being part of the invention the entire RPG hobby, then this could be your year to do it.

Seriously. Do it. You’ll be glad you did.

You Will Miss That Really Cool Game

Go Play NW is coming up. If you’re going, here’s a shocking statistic: you will miss 95% of the games.

It’s basic math. A hundred people, with an average of five people per game (or less) means twenty games per slot, and because of those pesky laws of time and space, you’ll only be in one of them. One out of twenty. Five percent.

Feel that twinge? That dread that you’ll miss the good games? Yes, all those other games people are playing may be awesome–or they may be terrible. But either way, it doesn’t matter: in every time slot, your game will be the very best game you play, because it’s the only game you’ll be in.

Cast The Winning Vote

It’s easy to get sucked into the “ah man, somebody else is playing the cool game” mentality. I’ve been there myself. You can focus so much on the imagined glory of the games you’re not in that you don’t give your best to the game in front of you. Lame!

Games are not predestined to be good or bad. What you do at the table decides. You can make any game great, right then and there.

Operative word: you. Don’t show up at a game waiting to be entertained. Show up ready to make it fun. This is not passive media, it’s a team sport.

Decades of traditional games have taught us bad lessons: we show up to the GM’s game, and we see what the GM has prepared for us, and if it sucks we sit back and say “that guy’s game sucked!” Because clearly it’s not our fault. But just as we all have an interest in the game succeeding–who the hell wants to waste their time with a bad game?–we all have the power to make a difference. Fun is a democracy, and every vote counts. We just forget sometimes.

Lingua Franca

I’ve been running a group that does weekly pickup games, specifically story games. It’s open to the public, and anyone is welcome to play, so we get a pretty random mix. I have yet to sit down with the same combination of players twice, which is great exercise for your gaming muscles.

We get new folks just about every week. Now back in the day, if you got a random batch of gamers together you could be pretty certain everyone had played D&D, at least once. Often they’d tried nothing else. It was the common tongue of gamers (pun intended).

Indie gamers, even very experienced indie gamers, are an entirely different kettle of fish. They play a game once or twice, maybe never play it again, pick up the latest release, try that, maybe never play it again, and so on. And because there are so many indie games, if you get a bunch of gamers together they might not have a single game in common — not one game that they’ve all played (which is fascinating in itself).

It may seem like you have common ground, because a lot of indie games use similar concepts: scene framing, narrating to bring in dice linked to descriptions, conflict resolution, things like that. You can glance at a totally new game and say “oh, yeah, I get it, the conflict resolution rules are just like Game X, and hey, the scene rules are a lot like Game Y.”

But sometimes you get fooled. You see rules that you think are the same as other games you’ve played, but the similarity is only skin-deep — what my French teacher called “false friends”, because they look the same as English words but mean something totally different. If you’re trying to learn the game, you may unwittingly morph it into what you’ve played before, instead of recognizing what’s new and different: the originality gets sucked into the gravity well of the familiar. Even if it’s a game you totally understand, you can hit snags when you explain it to someone else: they hear part of your explanation and say “yeah, I totally get it!” because they’re thinking of some other game they’ve played before too.

You think you’re all speaking the same language, but you’re not.

One Game to Rule Them All

A lot of the folks who show up for our games haven’t tried story games, or only have limited exposure, so part of my job is to suggest games that might be a good fit and then explain how to play.

My original plan was to keep bringing new and different games, to expose people to lots of styles and let them decide what they liked. That’s still a long-term goal, but after doing this for a few months it’s on the back-burner. My new plan is to repeat the same game system over and over again with different combinations of players.

Why? On one hand I think playing a game just once isn’t enough to really scope it out. Half the time you’re listening to someone explain the rules or asking questions, rather than relaxing and being creative. Some portion of your brain is busy learning and comprehending rather than playing, even more so when the whole style of play is new to you.

But my main reason is to establish a lingua franca, at least one game almost everyone in our tiny community has played. It gives everybody something in common, something they can talk about, compare notes about, or use as a reference point when explaining or trying to learn other games. Compare and contrast, love or hate — at least we know we’re all talking about the same thing.

A side benefit is that it may speed up the process of making people comfortable running games themselves: if you’re new to story games and you’ve played four different games once, you might not feel like you know any of them well enough to teach others and facilitate, but if you’ve played one game four times, you should be pretty confident how it works.

Begin As You Mean to Go On

What game have I been using? Shock: Social Science Fiction. It hits my key criteria: it’s high creative involvement for all players, equal authority, no GM, no prep, and relatively simple mechanics. And because there’s no inherent setting — you spawn a whole world concept during setup — you can play it over and over again without feeling like you’re treading old ground.

I also think it’s a lot of fun. If you were in my shoes you might pick something entirely different, depending on your preferences, but I like it and it does the job. I did not want to start with a game that was closer to traditional games (something with a GM setting the scenes and guiding the action). As the saying goes: begin as you mean to go on.

Competition Likes Precision

Here’s a simple maxim:

Competitive games need clearer rules than cooperative games.

The reasons should be pretty obvious: in a competitive game, the participants are motivated to interpret rules differently, because each person wants to interpret the rules in their own favor. In a cooperative game, the participants are motivated to interpret the rules the same way because they share the same goal.

If the rules aren’t clear in a cooperative game, you can get along on good intentions, but a competitive game will (and should) grind to a halt. A competitive game with fuzzy rules doesn’t have a long life ahead of it. Look at successful games like chess or Monopoly: there’s nothing to debate.

Many competitive sports have referees, but you almost never see the ref interpret the rules. They don’t stop the game to discuss whether the rule about the ball needing to land inside the line makes sense. Their job is to judge reality. They watch and see if the ball was in, whether the runner touched the base before the catcher touched them. Once that physical fact is decided, the rules are crystal clear on what it means. You might not agree that the pitch was in the strike zone, but we all know what a strike means and does.

“There’s nothing in the rulebook that says an elephant can’t pitch!”

It makes sense that computers are excellent platforms for competitive games: no need to interpret rules at all. The computer enforces the rules for you. It’s the referee and the rule book, all in one.

This should also tell you something you already knew about D&D. Yep, rambling, confusing, inexact, fuzzy, wonderful, mysterious, “why can’t elfin chain mail be magical?” old school D&D was never competitive, or else it would never have been as enormously successful as it was. Sure, somewhere in our teen years we passed through the crucible of making it competitive, pitting players vs GM, but hey, we were kids with kid-powered egos.

We also learned (the hard way) that the players can try to compete with the GM without definite catastrophe, but if the GM decides to compete with the players and puts any effort into it, everyone loses.

Define Busy

“Fire up the Orbital Mind Control Lasers! Aim them at the Seattle area!”

Bob thinks I’m being lazy and ignoring ars ludi, but it’s not true! I’m actually just really busy.

On the volunteer front, I’m helping organize Go Play NW 2010, plus I’m organizing weekly meetups for Story Games Seattle. That’s right: slaving away so that you, the people, get to game more. No, no, hold your applause.

But don’t think I’m sacrificing all my fun to do dull admin work. I’m gaming a ton: 11 games last month, and that’s without a convention or anything adding density. Three Microscope games, three Mouse Guard, four pickup story games at meetups, and (ahem) one Star Wars Saga — hey it was Run Club, I had no choice. So yeah, poor me.

Wait, you want more? You may have noticed that little thing called Microscope in the list. One year of playtesting, and I continue to demonstrate that the fine art of perfectionism is not dead, revising and refining and flat-out hacking out chunks with a chainsaw when I realize (eventually) that they don’t serve my purposes. Sometimes it does take three dozen games to realize something’s broken, but luckily I’m very patient. No sacred cows here, or at least none with all their limbs.