Visualizza post

Questa sezione ti permette di visualizzare tutti i post inviati da questo utente. N.B: puoi vedere solo i post relativi alle aree dove hai l'accesso.


Post - Ron Edwards

Pagine: 1 2 [3]
31
Sotto il cofano / Setting and emergent stories [English]
« il: 2011-10-28 19:06:54 »
I've noticed a great deal of confusion and struggle regarding playing the Solar System, particularly using the Near setting.

In preparing to play the German game DeGenesis, I decided to summarize my thoughts on using complex settings and more-or-less accidentally wrote a whole essay about it: Setting and emergent stories.

I welcome any thoughts or questions.

Best, Ron

32
Gioco Concreto / Re:[Trollbabe] Immortalità
« il: 2011-09-04 22:44:33 »
Hello,

Fortunately the rules will help all these questions.

1. In the first case, the simple answer is "yes." But there are a few issues to consider which make this issue more local and more focused than merely drinking a magic potion that restores hit points.

i) The Scale of play when the magic-casting trollbabe acts. Can she actually affect a group of that size? If the stated action, in this case a spell, is above her Scale, then the GM must narrate a diminished version of it. It would be perhaps a little too easy to use this as an excuse not to resurrect the trollbabe, who is, after all, only one person and so automatically within the Scale.

ii) Given a successful resolution, the GM narrates. The rules state that the GM must respect the stated action, so it would be against the rules for him or her to say, "You succeed, but she's a zombie," or something else that negates the point of the action. So yes, the attempt to resurrect the dead trollbabe would work. However, I am overlooking a few things before we get to the successful narration.

iii) What sort of conflict is involved? The player is free to say: "I cast a spell to resurrect her." The GM is free to say, "Conflict!"

I must stress that Trollbabe is not a game written with pre-set barriers and conflicts in mind. It is a game which says, "If you want to resurrect a dead player-character, then try ... but how do you do it?" It also says, to the GM, "This player is legitimately trying to resurrect a dead player-character. What kind of conflict do you think that entails?" The answers to these questions matter greatly, and I also must emphasize, not here, in our chairs, looking at a computer screen and talking about what we "would" do, but there, in play, while you play, in the context of that game and those characters and that situation.

That point really sets the stage and establishes the issues that this particular group wants to bring to the (perhaps) highly significant act of resurrecting a dead character. Keep in mind, too, that even if the act is successful, further conflicts and consequences may certainly be brought into play because of it - again, assuming that the person who calls such conflicts feels, personally, that escaping death should not be easy.

2. In the second case, no one may start an adventure off the map. This is not a trivial rule. It is one of most important rules of the game. Please do not consider it a minor detail.

The rules also explicitly state that metaphysical concerns like gods (and which includes such things as an afterlife, I think it's not difficult to see that) may not be established or assumed for this game.

I chose to include both of the above rules for many reasons, and their effects can combine in many ways. One way is answering your hypothetical question extremely easily: no.

Please let me know if my answers have helped.

Best, Ron

33
I'm responding to the question that was directly posed to me.

Citazione
where I can find such playfulness? During games? Check. During phone calls with -Spiegel-? Check. On the forum? Uhm, I don't know, how does it work on GCG, if it's present?

That issue is clearly still in flux for this forum, as it matures. The situation is very similar to a phase of the Forge's development. In 2001, a number of people became very emotionally invested in being considered "real game designers," which as far as this current discussion goes is at least recognized as an issue by the people here. However, another problem developed soon afterward and really poisoned the Forge until about 2005: people who specialized in esoteric and hyper-intellectualized critique, and who seemed determined to avoid conclusions through discussion. This is why I closed the old forums called "GNS Discussion" and "RPG Theory," because we saw 5-page threads about the tiniest and most abstract bullshit; and I then insisted that all such topics be grounded in actual play.

I don't think that problem has developed here in exactly the same form. The community here has its politics and personality clashes, but the most prolific and authoritative posters are already committed to the actual-play foundation. What is happening here, though, is indeed similar in that the intellectual atmosphere of talking about game design is not yet fully established. What the Forge discussions at that time lacked was a sense of whimsy and fun, the ability to stay on-topic and to be productive, but also the ability to share fun.

Here, the "fanmail" convention seems like it might be turned toward that end. As I see it, fanmail is most often expressed to declare solidarity with an intellectual point, which is potentially a great thing, but carries the risk of establishing turf over identity politics, like all the women in Oprah Winfrey's audience clapping when the stupid cow on stage is sniffling about her husband not listening to her, and then the admittedly-unattractive guy receives silence when he retorts that she's refused to sleep with him for ten years. It's also used to express amusement at jokes, which is also a great thing, but carries the risk of fun and laughter being reserved for trivia.

I think it would be nice to see these things combined: that posing an idea or possible game design concept can receive fanmail here on the basis of its genuine attractiveness to someone, without such a response becoming a referendum-vote, and without being subject to immediate criticism merely because someone dislikes it on the basis of personal preference. It's related to one of my moderating points at the Forge, which is that if you don't like someone's idea strictly on the basis of personal taste, then your criticisms are not relevant to the discussion about the idea.

Best, Ron

34
Hi everyone,

I recommend considering two things, neither of which is very strong without the other.

1. Exactly the same thing posted above: seriousness. Do you want to design a game, or do you want to achieve the social status you think is gained by a game designer?

If you're interested in my opinion, I only respect the former. Some of you may remember my comment during the discussion with Tobias in 2010: I consider myself a gamer with a personality defect called "game design." I am not a designer on some "higher" level than any player, gamer, or whatever you want to call it.

2. But also, playfulness. I see this complex term in many ways. (i) It can mean a sense of fun and joy, especially the willingness to look a little silly if that was fun at the time. (ii) It can mean experimentation, trying new things to see how they work without much pressure to make sure they work. And (iii) it can refer to the social interaction surrounding the design work, particularly back-and-forth with other people, or even an unconscious dialogue in one's head regarding other games.

Without #1, the resulting game design is empty and ultimately boring despite flashy associations. Without #2, the experience is grim and exhausting. I've seen dozens of examples of both.

But if #1 and #2 are both there, then all the issues of originality, for instance, melt away. I will eagerly play a game which is only a little bit different from an earlier game, if it was designed with both #1 and #2. But without both, then even the most original game is unsatisfying, perhaps because it is merely clever, or any number of other reasons.

Best, Ron

35
Hello,

I wrote the book to be read by anyone who wants to play, without the common assumption that the GM will read it, and then talk to the players. When you receive your copy, you will see that the prose is directed towards "you," and I always specify what "you" means, either player or GM. My hope is that everyone will read all of it, so that if someone is a player, he or she will know what the GM is supposed to do, and vice versa.

Thanks for your interest in my game!

Best, Ron

36
Hi Antonio,

The GM has no ability to say that the trollbabe is injured under the circumstances I've described. The only way a trollbabe gets injured is through the sequence of re-rolls.

Regarding being captured or grabbed (in this way), this is a circumstance but not necessarily as drastic as it sounds. By the rules, the trollbabe is uninjured and undefeated. The player may still name conflicts at any time. Such a conflict will only be problematic, in terms of Scale, if the opposition to the stated goal is above her Scale. If it is not, then the goal is entirely possible. Thinking in these terms is the essence of the pulp hero.

It is really up to the player to decide whether he or she will batter the trollbabe against the impossible, constantly over-estimating her own Scale, but achieving Scale-appropriate goals inside that context; or instead state powerful, Scale-appropriate goals which yield triumph within what appear to be larger-Scale circumstances. But it is in fact up to the GM to enforce the limitations and consequences of the Scale concept throughout play, without fail. Never feel sorry for the player and let them do inappropriately higher-Scale goals. You will be ruining one of the dynamic and productive features of the system.

Best, Ron

37
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

38
Hello,

Thanks for waiting. I think I'm going to present a few points in a certain order and see if they help.

1. Presenting an opponent at a bigger Scale than the trollbabe means that she cannot defeat it. So if the seven trolls are presented as a single foe, she cannot beat it. If she tries, and rolls, successfully, then the GM must narrate that success only at her Scale, and what happens at the bigger Scale is completely under the GM's control.

Player's conflict statement: "I fight them! I want to slay them!"

Roll: trollbabe wins.

GM narration: "You easily slay the first one to reach you. The others grab you, disarm you, and hold you captive. What do you do?"

2. When confronted by multiple foes (again, presuming this means the group is higher than the trollbabe's Scale), the player may name a subset as her opponent in order to fight at her Scale. But that still means the GM has full authority over what happens at the higher Scale and therefore would look a lot like #1 above. Remember, just because the player says, "I fight the first troll!" doesn't mean the other six stand there like dummies, waiting their turns. If she succeeds, OK, she beat a guy. But simultaneously, the others grab her, disarm her, and hold her captive.

Therefore my point is that saying, "I fight each one, at my Scale, in turn" is a non-viable tactic. This is not Dogs in the Vineyard. You do not exclude external forces from the fight in order to resolve it.

3. As pointed out earlier, it is often useful to see what the player really wants the trollbabe to do. Let's say that she wants to kill the chief of a tribe, and seven warriors stand in her way. In that case, it is perfectly viable for the player to say, "I kill the chief," as the goal. The rules allow that! The guards cannot stop it! This is very important - it's 100% different from ordinary role-playing strategic situations, in which putting those seven guys there would form a barrier to protect the chief. She can in fact try to kill the chief, seven guys or no seven guys, and since the life of a single NPC is at her Scale, that's what the roll is about.

Now, granted, again, the GM has this group of seven guys (higher than her Scale) there in the scene. So what they do to her is the GM's job (grab her, disarm her, capture her). But since the conflict was called and the goal is at her Scale, the chief's life is now in question - and the GM cannot stop that.

I hope that helps. Please let me know.

I haven't addressed every individual poster because that would be tedious and I think - or I hope - that this presentation will cover all the issues.

Best, Ron

39
Hello,

I would like to respond to this thread, because some of the answers have caused more problems than the original question. However, I am tending three small children at this moment and I have to write my answer a few words at a time. I am not a moderator but I ask that people wait for my post.

(Is this what the "slowdown" tag is for?)

Best, Ron

40
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

41
Hi Niccolo,

Yes! When I am GM for this game, I tend to be quite generous about this.

Hi Moreno,

You are probably closer to the correct solution that you fear. Recovering from incapacitation does not necessarily heal wounds, but it might. It depends on what the nature of the recovery is.

Example 1: the trollbabe is injured and is then incapacitated by a blow to the head. In this case, the way the next scene gets framed, she recovers from being knocked out by simply waking up. That isn't going to heal her wound.

Example 2: the trollbabe is injured and is then incapacitated by a terrific surge of released magical forces. The way the next scene gets framed, she recovers from that incapacitation by being re-born in a mystic vat, literally re-created. This is going to restore her fully, unwounded.

Neither of these is intended to operate like a table of "incapacitations vs. recoveries" with a little third column telling you whether she's wounded or not. I'm trying to indicate that the solution will arise from the fiction - or more accurately, from how the scene framing proceeds, including the implied forces at work and the implied actions of NPCs.

If I were to try to put it systemically, I would say, "The default rule is that recovering from being incapacitated does not heal wounds. However, if a given instance of recovery does imply healing the wound as well, then go ahead and let it do so."

Best, Ron

42
I want to make sure Simone's initial question has been answered.

If I'm reading correctly, then I think the problem is solved by clarifying that a trollbabe can be wounded multiple times without any mechanical game effect. Wounded = wounded, and has the same simple mechanical effect on following conflicts, whether it's one arrow sticking out of her body or two, or three, or ten.

Simone, does that solve the problem? If not, let me know what I am missing.

Best, Ron

43
Sotto il cofano / Re:sorcerer ... com'è?
« il: 2011-06-06 21:40:04 »
Hello,

I will address one question that I think was asked but not answered.

When describing the action during the dice mechanics, I deliberately wrote Sorcerer to be neutral. This was in direct contrast to the way every single role-playing manual had been written before that. In those manuals, all narration was either provided by the GM or was subject to editing and veto by the GM. Even when such concepts were not explicitly stated, they were implied and illustrated through the examples.

Therefore the neutral phrasing in the Sorcerer rules brings equality to the table. I had observed in practice that many groups were capable of unconstructed narration, permitting anyone to speak first regardless of whether they are the player of that character, another player, or the GM; and that whatever they said was subject to group approval, sometimes so subtle that the people involved were not even aware they were doing it. The GM did not have final authority - their statements were just as subject to this approval as anyone else's. Sorcerer is written to accomodate this sort of play, in which whoever is inspired to talk and describe as soon as the conflict mechanics appear, simply does so. If what they say doesn't appeal to someone at the table, or if someone would prefer to speak instead, then that gets resolved. A group whose members cannot understand the normal, human, conversational processes involved is not encouraged to play Sorcerer.

Modern day internet discussion has obscured all these points through a variety of idiot readings. One of them is a mis-reading of "narration" to mean "monologue," another is the notion of approval as some kind of explicit committee consensus process, and yet another is the unfortunate perception that RPG design begins and ends with Primetime Adventures, a game that derives its formal narration mechanics from The Pool, Dust Devils, and Trollbabe. Regarding that third point, PTA is a fine game but its toolbox is a limited and specific thing which should not be mistaken for the refined essence or even functional range of role-playing mechanics.

To get back to Sorcerer, there is nothing wrong with the players providing most of the narrations relevant to their own characters and the GM providing most of the narrations relevant to the NPCs. Nothing stops you from treating this distinction as the default. However, it is not set in concrete.

Let's say I am playing a character who is shooting at somebody, and the dice are rolled; my shot arrives before the target character's action, and that player or GM chooses to abort the character's action and roll full dice against my shot. They succeed; I fail.

I might say "The carpet rolls under your feet," or "The gun misfires," or "You simply miss," or ... anything. Or you might say it. Or the GM might say it, if that's a different person. Or someone else.

The key in Sorcerer is to make use of existing knowledge. "The gun misfires" might be exactly the right narration because we know that particular gun has been dropped and kicked around extensively before my character picked it up. Or it might be a boring narration because it was merely sitting in my character's pocket until this moment. Whether a narration is good or bad in Sorcerer is always, entirely specific to that moment and the conditions of the objects and people in the fiction. If you are fully engaged in play, then your ability to find that perfect narration is quite high. Ideally, it shouldn't matter who narrates because everyone is so entirely engaged that anyone is capable of eliciting the "oh that's perfect!" response from everyone else.

Incidentally, the above point applies to announcing actions in slightly more limited form. Although the player of a character has authority over the character's announced actions, good play in Sorcerer is full of informal suggestions made of sentence fragments and significant looks and gesticulations, because in many cases, the people near you are almost as excited about your character's current choice as you are.

Therefore be ready to narrate for your character as the default. But be ready to listen to others' excited narrations as well - sometimes they know your character or are inspired by the immediate circumstances better than you.

All of the above points may seem risky, especially in comparison to the formal narration mechanics that the readers of this forum encountered in games like InSpectres, Primetime Adventures, Dogs in the Vineyard, and Polaris. For these readers, however, I have a thought to present to you.

The thought is, that the authors of these games (Jared Sorensen, Matt Wilson, Vincent Baker, and Ben Lehman) were deeply influenced by Sorcerer. In order to make the games you are familiar with, they had to overcome the GM-only, GM-centric foundational thinking and to learn to permit everyone at the table to speak. I am not saying that they had not managed some distance already. Vincent, for instance, had been playing in an open-group narration context for years. But none of them had ever seen a game text which explicitly removed all mention of GM narration as the gold standard for the fiction, tacitly opening the talk at the table to ordinary human creative inspiration. Nor had any of them ever seen that idea intimately linked to dice before, in this case, both the bonus dice rule and the choice to abort or defend.

They went through a door that Sorcerer opened for them. Formalizing what they found on the other side of that door is a fine thing, and the pride for recognizing that belongs to Jared and also to James V. West when he wrote The Pool. But what they found does work, even before formalizing it into turns or mechanical signals.

So their progression is: (1) GM-centric, "GM says," as the first and only standard; (2) Sorcerer, opening narration to the table, inspiration-first; and (3) the games I just mentioned, which also include my own Trollbabe. Therefore if you were mainly used to (1), then you responded to rules in Sorcerer for what they were, a tool for liberation. But here in the Italian community, the experience seems to be (1) to (3), skipping the "liberation" step. The result unfortunately can lead to playing one of those games (Primetime Adventures, et cetera) in a way which is not especially fun or interesting at all - merely trading one boring and stupid procedure for another just like it, merely distributed among more than one person. And when you see the liberation rules, you react to them as if they were incomplete.

Best, Ron

44
Hello,

You are right, Ezio, but that point will be very weak unless it's integrated with the other two points. There is more at work besides a "gentlemen's agreement" not to violate the genre. Staying with the genre and committing to conflict-heavy play are synonymous in Trollbabe, and that commitment is a matter of finding opportunities in what one another says, as well as simply saying "Conflict!" yourself.

I hope people are not losing the connection to the real thread topic, about magic. Perhaps it would be a good idea to consider the magic scenes and spells in our games at INC. I was GM for one on Friday afternoon and for another on Sunday morning (which is described in a nearby thread). Can anyone who was there talk about those?

Best, Ron

45
Hi everyone,

I am unsatisfied with parallel conversations between the Forge and GCG. It seems wrong to me that a few people can scurry from a complex conversation here over to there, engage and enlist me through a necessarily limited summary of the issue, and then take whatever I say back here as a kind of Pronouncement of Mass Destruction to use in that conversation. The implied notion that some few people are "close to Ron" and others are not is especially obnoxious, and I can tell from some threads here at GCG that resentment about it is already understandably rising. I know that people posting at the Forge have not necessarily intended for this effect to occur, but I think the negative side of the result is nearly unavoidable. That's one of the reasons I'd like to become active at GCG itself in the first place, because the community and audience there should be respected.

So this particular thread is the last time I'll answer a GCG question at the Forge, or at least, when the question is already the subject of a complex thread there. Individual questions from Italians (or anyone else) are perfectly all right at the Forge from now on, but if it has to do with some thread of that kind, please let me know and I'll participate here.

I've posted this at the Forge as well and we can continue the discussion here.

Magic and Conflicts, part 1: the rules

The single concept which makes the entire four pages at GCG a hundred times easier is this: conflicts in Trollbabe are not fixed into a relationship with the fiction prior to any single instant of play. You cannot say, "She magically flies through the air," and look it up on a page in the rules and find a table which lists all the fictional magical things which require the conflict mechanics. Instead, conflicts are called when someone says they apply. Always. Period.

There are some obvious reasons why this point hasn't been properly applied in the CGC discussion and some subtle reasons. One obvious reason is what Moreno referred to at one point, "Are you playing GURPS or Trollbabe?" To say that Trollbabe operates differently from a game in which every action and effect is effectively pre-played by the mechanics, rendering the people speaking effectively mouthpieces for those mechanics, is true - but it's not sufficient. A more subtle and more important reason - i.e. a way to understand my point - is that the rule says, "someone" - not the GM, for instance. That is crucial. It means, among other things, that what makes a conflict in Trollbabe is not "judged by the GM" in the way such things are judged in, say, Primetime Adventures or Dogs in the Vineyard. Both of those games are a bit retrograde for this variable compared to their "parent," Trollbabe, although they too, unlike GURPS, allow certain things to occur without going to direct mechanics, under certain circumstances.

I will try to clarify. We'll start with the easiest case: the player states something the trollbabe does and says, "Conflict!" All done. It's a conflict. We figure out her goal and the Action Type, and go into fair-and-clear.

Now for the more interesting case. The player states something the trollbabe does and happens not to say "Conflict!" This does not necessarily mean the player does not think it is a conflict - maybe he or she does, and hasn't said it yet, or doesn't feel the need to say it because the conflict seems obvious. Or maybe, alternatively, the player does in fact intend it as Color and didn't have the mechanics of conflict in mind for play at that moment. Or maybe, in the heat of the moment, that particular level of abstraction isn't on the player's mind at all.

As you know, the GM is now perfectly legally permitted to say "Conflict!" in which case, it's exactly the same thing as the easy case except that the GM chooses the Action Type and sets the Pace.

All of the above works perfectly in reverse for a situation in which the GM states the actions of an NPC and might or might not happen to say "Conflict!" Just switch "player" and "GM" in the above three paragraphs and consider it to be three more paragraphs in this discussion.

With all that in mind, I hope you can see my point: a stated action in Trollbabe must get through a filter composed of two people's views on whether that action carries with it an inherent conflict to be addressed by the mechanics. It doesn't matter which one states the action. It doesn't matter which one says "Conflict!" The hard, fast, concrete, never to be ignored rule is that when someone does say it, it is.

And here's a key factor in that rule: it is never negotiated. You never, ever!, ever!!, ever!!! discuss this as an issue in play. The rule does not require agreement. It is in fact built to ignore, bypass, and obviate any need to arrive at agreement. It is not a consensual rule. That is why I do not support the idea that this issue is a dial to be "set" in the sense of pre-play discussion or during-play discussion. You do not "set" the dial in a deliberate way. You find out as you go along.

So a lot of that GCG conversation is completely beside the point. "I say she does X! Would that be a conflict?" The only answer is to ask, in play, do you say it is when you say that? And if you don't, does the other person say it is? Because if so, then it is. There is no other possible answer. "Would that be" is an inadmissible concept when discussing the conflcts in Trollbabe.

Magic and Conflicts, part 2: social creativity

i) All of the above means re-evaluating the entire context of how you talk when playing this game. In older RPGs, when you say X, it's effectively assumed that mechanics X must be applied. Since a lot of the time that led to problems in terms of Creative Agenda, people found a number of ways to violate that idea, most of them deceptive, passive-aggressive, or both. Trollbabe does something different; it simply uses a different idea. The idea is that whenever you provide input into the fiction, you have to be prepared for the other person to make it a conflict, if you haven't done so yourself. If you can't accept that, and want to have 100% control over whether you will go to dice or not (by being the table's rules-expert or by being the GM of a traditional game, for instance), then this isn't the game for you.

As a more general point, I wonder whether a great deal of talking about RPGs is really an exercise in generating a complete and thorough model of what play will produce, before you play. This kind of talk - or what I think I see, anyway - is a symptom of not having any confidence that the entire activity will actually be fun. It's a way to know exactly what the game will do before you commit to it. However, it's also counter-productive for the kinds of games I write. There are a lot of indie games available for which this kind of talk is well-suited, although I frankly dislike these games intensely and consider them intellectually and emotionally trivial. My games are built to prompt emergent properties of play which simply cannot be anticipated. You will not be able to know "how Trollbabe will go" by working out exactly what will happen if you say X, or if you say Y, or if you say Z, prior to play.

ii) If I were a gamer, which I am, then I would read everything in part 1 and the first thing I'd say would be, "That means if no one says it is, then it isn't a conflict! Wow! I could play Trollbabe and never go to the dice!" However, that is actually the one thing not to do. It's why I made all those diagrams in the section about scenes. Given the opening of the scene, the people at the table must make the characters do things, say things, and move around. This must be occurring long before anyone starts talking about conflicts.

Let's take a look at what that is like for the people playing trollbabes. It means that if at any time, someone thinks his or her trollbabe wouldn't like something or would be disadvantaged by something or wants to overcome or change something, that person shouts out "Conflict!" Let me ask you now: if you are playing your trollbabe, and you have gone through the whole process (hair, horns, et cetera), and if you are in fact engaging with a scene by having the trollbabe move through space and talk with people and do things ... then do you think you could stand to have her accept everything she wouldn't like, tolerate every disadvantage, and pass up on overcoming or changing things? This woman? Do that all that way through an adventure?

Let's also look at what that is like for GMs, who don't have the visceral and imaginative fire of a conceived trollbabe in their mind - instead, the GM has the Stakes. That means one or more NPCs, probably more than one, who wants those Stakes and what is more, wants them the way they want them. In the same way I challenged the player above, I will now say that you are the GM, and I challenge you: if the trollbabe does anything assertive, will that very act upset the calculations and desires of one or more NPCs? Do you think you could say "no" to that question throughout a series of scenes, all the way until the end of fhe adventure. (Small but useful side point: This is especially useful for the GM because, although he or she cannot introduce new information, he or she can in fact use information that is unknown to the player.)

Both of these are directly related to magic because (i) doing it is very, very assertive; and (ii) someone in a location who can do magic is very, very noticeable and relevant to anyone interested in the Stakes.

Magic and Conflicts, part 3: aesthetics

If I were more oriented toward anime and 1990s gaming-fantasy than toward underground comix and Norse sagas, which I'm not, I would also say, "So my Trollbabe can shoot fire from her magic tiara! She can turn 50 meters tall! She can have magic lasers rotating on her head! She can turn into a hippogriff and a Japanese ogre!" None of this is true. And I claim that the rules say it isn't true.

Again, this isn't about setting a dial. You have a very limited, very specific text which provides exactly what everyone at the table may treat as known information. This is the opening piece about trollbabes and the setting material, including the map. Simply treat that as "known information" and use it. Going outside of those parameters is "new information" and the player has no authority to do this. Also, in the section about magical content and monsters for the GM to use when preparing an adventure, the rules are more restrictive than you may realize. The GM is not allowed to create extravagant monsters and magic all over the place as pure Color.

In conclusion

I hope you can see that parts 1-3 above are intended to reinforce one another. 3 supports 2 because the genre enhances and specifies that kinds of conflicts that people will intrinsically spot (and create) in situations. 2 supports 3 because the role-played interactions and the narrated outcomes of conflicts make the setting and genre more vivid and specific for that group. And 2 and 3 together reinforce 1 because one person's every statement becomes a window of opportunity for the other person, and 2 and 3 together create what statements are most likely to do so.

I hope this was a helpful post. Please let me know if you have any questions.

Best, Ron
Fanmail to everyone!!

Pagine: 1 2 [3]