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[Inglese] L'Albero Genealogico dei GDR Indie

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Moreno Roncucci:

--- Citazione da: Mattia Bulgarelli - 2011-06-12 10:50:37 ---
--- Citazione da: Moreno Roncucci - 2011-06-11 22:48:25 ---(insomma,  Piledrivers & Powerbombs e Contenders sono hack di My Life With Master, si era capito...   ;D )

--- Termina citazione ---

Mhhh... Io non sarei così drastico.

Ne riprendono alcune meccaniche-chiave, tipo il fatto di aver punteggi che crescono e che scatenano i finali, ma introducono alcune cosette tutte loro.

--- Termina citazione ---

Se un Hack non aggiungesse nulla di nuovo, sarebbe un supplemento...   8)

[edit: aggiunta seria perchè la battuta potrebbe ancora essere equivocabile:  si dice che un gioo è un hack di un altro quando c'è una precisa e diretta ispirazione, ancor più se è unica, come nel caso dei giochi di Prince.  Al punto di NON segnalare altre influenze: sono giochi ottenuti pensando di fare un gioco "simile a LMVCP ma che tratti di pugili / wrestler ". Non si sa poi dove il design e il playtest ti può portare distante dal modello originale - qui addirittura si è passati da un gioco con un "Padrone" ad un GMless - ma è il processo: partire dal gioco e adattarlo a qualcos'altro, invece che partire da un altro tipo di ispirazione (un setting, un tipo di esperienza, o anche la fusione di più giochi) ]
 

Mattia Bulgarelli:
Ecco, quella cosa lì e tutti d'accordo. ^_^

Ron Edwards:
Five or six years ago, I sketched a diagram of the games produced by the independent, Forge-centered design community up to that point.

I have not made it available on the internet until now because I know it will be read badly by a lot of people. It's based only on certain variables that interested me, and yet I'm sure people will read it as being about every imaginable aspect of every game, toward the end of producing some kind of definitive taxonomy, which it is not. Also, the arrows don't necessarily mean direct inspiration or experience with the earlier games, and I'm sure some author or another will say "But I never played game X!" as an intended refutation of their game being at the end of an arrow from game X.

But Moreno has asked for it, and it seems to me that the Italian GCG discussion community is pretty rational, so you can find it here (direct PDF link). Please be careful to read the notes as well. If someone wants to translate it into Italian, please feel free. I ask that you do not post all over the blogs and other discussion pages with links to it. I don't want this to be some huge secret, but I'd like the discussion to be centered here. I also have an ulterior motive for talking about it at GCG in particular, as I'll make clear in a moment.

The rest of my points assume that you've looked at the document. I can't over-emphasize that the branches that I've drawn are very limited and do not create separatist categories for game design. Lots of design variables "jump" around the branches: e.g. Dust Devils narration-rules are Pool-inspired and then hop back into the Primetime Adventures narration rules; Polaris demonics and much other content are Sorcerer-inspired. My Life with Master's fictional content is definitely not typical of the right-hand branch, but its turn structure and endgame are very strong components of that side (stemming from Soap and Extreme Vengeance), both of which feature heavily in games branching from it as well. It might be considered its own full branch growing from both sides of the games under the dotted line (drawing on Sorcerer for its left-hand side), but the games derived from it do belong on the right, I think. That point leads into a related one: that as a strictly historical document, it's not intended to become a categorization tool for further work; nothing dictates that the historical associations need to be preserved.

As I see it, the diagram's value lies in capturing at least some of the relationships and diversity among the independent games of the Forge's most productive era, right at the moment when a surge of newcomers arrived and perceived the games more-or-less as a unit. Until that point, people did not really think in terms of "Forge games," and the games in the diagram reflect that: some of them were made entirely outside of the Forge, then revised upon contact with it (e.g. The Riddle of Steel, The Burning Wheel, Orbit). Others were designed privately after much contact with Forge discussion (The Pool, My Life with Master, Trollbabe, Polaris) and still others were designed through intensive discussion at the Forge itself (Dust Devils, Legends of Alyria, Universalis). The Iron Game Chef was not yet generating literally dozens upon dozens of designs in a short period. Perhaps most significantly, the discussion community had not yet become the primary marketing community yet, as it quickly did in 2006-2007.

I did revise the diagram in 2009 or so, adding games to see what had happened to the categories, but I have apparently lost that file. As I remember, the left-hand side saw a lot of additions to existing boxes and the right-hand side developed a more sophisticated and interesting set of branches, but more importantly, so many games had appeared by then which drew upon the available techniques across the whole diagram (in my case, Spione), that there wasn't much point in trying to preserve the structure after the 2006 mark.

As Moreno mentioned and as my first post to GCG expresses, I think the Italian indie/new-wave discussion community would benefit from more familiarity with many of the games, especially in this historical context.

Specifically, the games that I think would matter most include Orkworld, The Riddle of Steel, Hero Wars (or probably later version, HeroQuest), as well as the literally criminal omissions of Matt Snyder's games, Dust Devils and Nine Worlds. I regret that Violence Future isn't available, to my knowledge. Certainly The Pool (for which I hope my recent essay is helpful essay), Universalis obviously, and perhaps Fastlane.

Now for why I am saying any of this. What exactly do I perceive as possibly missing for the Italian community represented in this forum? As many of you know, I am not famous for tact. So I will say it in the way that I think it. My question is, are Italian role-players wimps, or in cruder English terms, pussies? My answer is, "Maybe, yes!" - but let me clarify. I certainly do not think this is due to personal inclination or to a limitation in creative ambition or ability. I think it's a matter of understanding the available tools at a visceral, emotional level. I will try to explain.

When we were developing the games just over the dotted lines in the diagrams, we did not think in terms of perfect, pure, or packaged items which would provide a neat and well-molded product of play. We were thinking in terms of personal rebellion and making a given system that could be pushed as far as it could in the service of a given emotional need during play. In fact, pushed past the fictional applications of which we, the designers, were currently capable ourselves.

Therefore a game was like a door, or as I like to say, a set of musical instruments. If I designed X, just how far could it be employed? If I invent the electric guitar, that's not because I am Jimi Hendrix. Jimi Hendrix is another person, who showed what the electric guitar could do. The goal was to design in ways that might be discovered and developed into such explosive and inspiring experiences through others' play. I see that as very different from many of the so-called story games of today, in which the goal of play is to experience the designer's vision, as carefully packaged and explained for the user. I see them as Rock-and-Roll Hero toys - the music is already written and indeed, already performed.

Specifically, the Italian community did not experience and develop the thematic savagery at the root of the left-hand branch, distilled into pure form in Sorcerer. By thematic savagery, I mean being willing to discover that your character is or isn't a good or successful character, and for that to have its own meaning. Effectively, to discover through play whether your intended or initially-conceived Batman is actually the Joker, or whether your very heroic and wonderful protagonist has instead, through play, become the dead or destroyed counter-example to the theme which emerged. It is clear to me that this desire and ability does exist among Italian players. That's why my compliments to the players at my Sorcerer game at INC were not empty. I was convinced that they were, in fact, able to play this game, even if they had only barely seen a little bit of what it could do at that session. I had seen that they were willing to find out. But I am not at all convinced that people in this community collectively realize that this kind of "breakout" play is even possible, or that games like Sorcerer (or Dogs in the Vineyard) exist primarily for this purpose.

On the right-hand branch, this community did not experience and develop the freewheeling openness of Universalis and The Pool. If the creative freedom of Primetime Adventures seems outstandingly broad to you, for instance, then it's valuable to learn that it is actually a reduction and specification of the vastly wilder and wider freedom of those two games. After playing Universalis and The Pool a lot, playing Primetime Adventures allows channelling and shaping that same energetic freedom in productive ways - but if the first thing you encounter is Primetime Adventures, those forces may not have been "released" among you and your group, resulting in a much more imitative version of play, tamely reproducing the content of television shows instead of literally creating a new kind of television via playing the game. It's also valuable to realize that The Pool is not a game which permits the wild and free creation of back-story among every member of the play-group, whereas Universalis is, and I think it's essential to understand what creative freedom can produce within each game's very different constraints for this issue

So ... is it possible for someone who perceives 3:16 as a "story game" to access its potential for raw and vicious political satire? Is it possible to GM The Rustbelt without realizing that your role is to brutalize and destroy the player-characters, because their very survival is solely the players' responsibility? Is it possible to play Dogs in the Vineyard without realizing that its "mission" context is effectively a lie, and that these characters may turn out to be the very worst people in the story? I think it's possible for the occasional individual person or group to come upon these insights by chance or happy accident in terms of specific personalities.

I apologize for any insulting or patronizing content of this post. As I say, I've presented it as it appears in my mind, and not as a public-relations project. I want to stress that I have in fact seen enormous potential among many of the groups and sessions that I've seen at INC '10 and '11, for exactly the things I'm talking about. My goal here is to show how that potential might find available tools, and I hope that you will find the diagram at least interesting.

Best, Ron

Ron Edwards:
Since my diagram is NOT based on direct influences from each designer's point of view, but instead based on particular variables which interested me personally, I want to present this as well: Jonathan Walton's tree of RPG influences using networking software, which IS based on designers' accounts of what influenced them.

http://www-958.ibm.com/software/data/cognos/manyeyes/datasets/indie-roleplaying-game-design-influe-3/versions/5

Use the "relationship" option to visualize the diagram, then you can play with it by moving "around in" the diagram. I think it's very illuminating as well.

Best, Ron

Davide Losito - ( Khana ):
http://www-958.ibm.com/software/data/cognos/manyeyes/visualizations/new/network-diagram/indie-roleplaying-game-design-influe-3/1
this?

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