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Post - Jiituomas

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Gioco Concreto / Serpente di Cenere: chi me lo spiega?
« il: 2009-09-01 04:39:08 »
Rafu, in such a design ""GM" is indeed more of an outdated term for the totality of game designer intent and the organizer who is present, coming from the way such games used to be made and run by the same person. So "GM", in my mind, for each run of such larps is a mixture of the original designer and the run-time organizer.

And in the case of Serpente, the questions are, in my opinion, not the different beast they would be in many other games. These all centered on the parameters of acceptable play, and the dissonance between the apparently limiting character/setting concept and the players' need to make the game provide suitably strong stories for them. Some just asked during play, some before it, and some only lamented the perceived dissonanace afterwards.

The tabletop equivalent I can think of is roughly that of players asking the GM questions of "would it fit the game if I did.." - or wanting to ask those questions but due to one reason or another never presenting them. So not rules questions, but questions of expected play style versus the type(s) of freedom they need. And that's in my view a very Narrativism-oriented kind of question, regardless of which N definition we use, and simultaneously also a request for the GM to present his own clear vision of what the limits of acceptable play there are.

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Gioco Concreto / Serpente di Cenere: chi me lo spiega?
« il: 2009-08-31 19:08:13 »
To yet clarify my Narrativism point before the thread dies: I indeed use it in the broader, not-so-Forgean sense, as it has been appropriated by several people, apparently individually, from the older roots (such as historical narrativism - seeing history as a set of stories - which was referenced earlier). Ron's definition is one very essential to role-playing, but professional ludologists such as Juul and Aarseth have come to it from a different direction. The sense in general is "players who want a very clear, strong story to unfold, for either themselves or for the game in general" - which is of course somewhat different from Ron's no-one-story, due to the other theorists also covering stuff like video games.

And when I speak of Serpente failing in the case of Narrativist people who require a "clear GM vision on the story", I do not mean railroading. No forced plot or theater-expectations there. The issue, in my view, is about how much instruction the differing players want/need/request/presume from the GM on the issue of making the game provide them with sufficient stories. In other words, some players seem to want very clear instructions/permissions on how they are supposed to make the game their own (as opposed to being forced to follow a railroad), or establish story background, where many others just adapt and invent.

I witnessed this myself at Modcon, where one player kept running to me during play (off-game) for extra information while others just adapted and invented. What makes that case intriguing is that the player who asked for more info was then easily able to add those to the way he played, and made it all a stronger experience for everyone because of it. (Very typical - larps do benefit from playing style differences.) But his need for a "GM permission" on the choices was very obvious. A certain demographic of players apparently feels it problematic to follow their own impulses if the GM's intents seem to contradict (to them, true or not) their needs. And then the game seems "bad" or "insufficient" to them.

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Gioco Concreto / Serpente di Cenere: chi me lo spiega?
« il: 2009-08-29 04:26:38 »
(Claudia, I had been waiting for you to jump in, because I know you did not enjoy it either. Welcome.)

Claudia: In my view, your experience again proves my point to some extent: Enough did not happen for you to find it interesting. This is a very narrative-oriented critique. And I know, as said above, that your point is valid. Serpente is, on the narrative level, about very small things, and seems to go onto circular arguments a lot. However, despite this, I have encountered two things from players after this many runs: One, if there are a lot of narrativism-favoring players, the game does seem to develop an internal plotline after some repetitive talks, usually leading to a character death. Two, even when it does not, many people (mostly non-narrativists, aparently) still seem to enjoy the repetitive talks, because they like things like the "social combat" aspect (taken in a Gamist manner by many) or the sense of it "feeling like a real situation". But it does fail for people like you or Moreno, especially if the play-preferences in the rest of the group are highly mixed.

Andrea: My feedback numbers are actually a combination of talking with players myself and the incredibly thorough reports many of the GMs have sent me, saying precisely stuff like "the other said they loved it, but player X said the game did not work for him, because of..." So not numbers I'd directly use as statistic for a scientific paper, but enough to show a game designer whether people in general like it or not, and why.

Hasimir: Very true about the "intentional murk", although I see it as enabling a player-based selection of action rather than me hiding the rules. Your last paragraph very much sums what I was after when designing it, and tried to get to by not being too explicit with game instructions.

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Gioco Concreto / Serpente di Cenere: chi me lo spiega?
« il: 2009-08-28 10:41:55 »
Yes, it is. It works mostly on a very low-key level of interaction (unless the players choose otherwise themselves), and this is one more way to facilitate the player freedom. Other games of mine can be very different in structure, play-style and intent. Serpente is supposed to go very, very near real-life experiences by former cult members, and for that (too) it needs a certain lack of pre-defined codes of conduct. And unlike in many other games, for Serpente some normally very useful low-key instructions would be just distorting (for most players, anyway).

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Gioco Concreto / Serpente di Cenere: chi me lo spiega?
« il: 2009-08-28 09:43:49 »
A very good question, Mauro.

This is because in my experience, players (not just Finns, mind you) have a tendency to sometimes overdo those things. It all goes down to game dynamics, really: "Can't" needs to be explicitly stated, because it's a necessary limitation, meant to create a pre-set tension in game. In contrast, saying directly "you can change your opinion during play" is far more likely to result in unrealistic, drastic turncoat behavior - especially from very narrativistic players - than the natural human response to different viewpoints.

In addition, I wanted the game to be open for various levels of player interpretation on how much a character's opinions could change, based on their own experiences in life. But the way some have read it as completely forbidding any change in attitude nevertheless amazes me.

Again, I want to emphasize that this has seemed to work very well for most people who have played Serpente, but obviously not all. In contrast, a similar attempt of mine in "Plastik" (run at Ropecon in 2006) failed precisely because I emphasized player liberty in the way Moreno desires. (Yes, about a third of my convention games are failures, I admit that. But those do not get translated, so you guys never see that side of my work.)

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Gioco Concreto / Serpente di Cenere: chi me lo spiega?
« il: 2009-08-28 08:19:04 »
Indeed there is no point in continuing this further, as you refuse to see any other point of view besides your own as even remotely valid, Moreno, and twist refusals to accept that into supposed ad hominems against you..

1. As I said above, your opinions and critique have been noted as a valid minority opinion, and I have at no point suggested you lie. I simply do not, as so many other people have contradicted your comments over these years, accept that your viewpoint is anything more than just your own, or that of a very small minority demographic. This is not data manipulation, but basic statistical analysis. "One Moreno does not a crowd make, but his opinion, too will be noted as a valid point of view."

2. I have at no time claimed that you have lied. However, I do think that you enter many games with the expectation of seeing them fail, and thus - at least for you - they do. And furthermore, you have very clear pre-expectations on what is a "good game", and that it differs in many cases a lot from that of others.

3. To add text for a more defined instruction on how to play would be to remove some freedom of choice. So no, ultra-explicit-clarity-requiring people like you were not worth making the game less good for the great majority.

4. In the games where no changing of opinion was included, it was always, always clearly said to be so. Thus no contradiction.

Until now, I have really valued your criticisms of the games we have been discussing, because they have shown that there really is a set of players whose preferences differ a lot from the rest, and that they get easily ignored.

But at the point where you claim that since I do not consider you the majority opinion of what is good and proper in a game, I must be forging my research data, you go well over the line. And that offends the game designer, the university theologian and the professional  scientist  in me, to the point where I will have to simply disregard your commentary as inherently supremacist to the level of potential non-credibility.

(Should anyone besides Moreno have more to talk about on the scenario, please do. I will be happy to continue any reasonable discussion on it.)

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Gioco Concreto / Serpente di Cenere: chi me lo spiega?
« il: 2009-08-28 06:30:58 »
Citazione
[cite]Autore: Moreno Roncucci[/cite][p]There are LARPS that I have played before where you can't "change your character" in that way.[/p][p]I don't know if they are really unknown in Finland and you didn't know they existed, or if you are only trying to "attack the messenger to drown the message", but in that case you really shouldn't assume that every gaming culture is the same as your own.[/p]


During these 15 years I have seen plenty of larps where people can't change their minds, but never one where things were so but it was not explicitly told to the players. That is, again, very different from you not grapsing the freedoms inherent in this particular design.

I have quite extensively discussed the Italian playing culture(s) with many people, thank you, although the fact is that my games were already being run in Italy by others well before I got that far. But the feedback data still applies, because, guess what,  the message you are shouting seems to be mostly just your own. It also differs in tone, if not basic premise, from that said by the few others in Italy who stated that they found it "not good". As I have said multiple times on this thread, many many people also in Italy have liked the scenario a lot. You did not. And you are very well known for hating most games that do not meet your  pre-expectations. So what is the most likely explanation?

That this type of game structure is not simply suitable for people like you, and never will, even as others may love it. This is not a question of design quality, then, but of a clash between playing style (or play preferences) and the nature of the game in question. Had fewer people liked Serpente, in italy and all over the world, I might agree there is a problem at my end, but this is not so.

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Gioco Concreto / Serpente di Cenere: chi me lo spiega?
« il: 2009-08-28 05:27:37 »
Again, brief commentary for some of those multiple points that arose during the night:

1. Moreno, yout comment on the problem of not knowing "can I change my mind" completely explains everything: In any setting in real life, most people change their minds constantly (in very small ways, at least), or are at least given new thoughts about what they have encountered, if they stay their old course. And since Serpente is a larp, not a theatre piece, any player who is incapable of understanding that they can change their character's mind during play will very likely be utterly unable to grasp the point of the game - because he's of the type to whom changing a viewpoint is very alien in the first place in his real life, too.

2. Mauro, the whole point of this particular scenario is that beyond the setting and the discussion, which are very obvious as concepts to most (their value may not be, which is a part of this debate now), is that it grows and changes according to what the players do to it. To add "How should I play this" kind of things would make it actually more restrictive. As would a general "what can I or can't I do in the game" beyond the parts said in the text.

3. All of the characters are based on the psychological profiles of so-called "cult survivors" in real life. They all contain a bare minimum of material in them, meaning some have clear opinions on subjects others do not. The way I (and many) see Moreno's character is that it just gives his/her style of talking ("speaks a lot, is sarcastic, sometimes even mean"), his opinion of religion ("not sure right now") and his personal reason for showing up. It does not, however, define for example his views on many things the other characters will want to talk about.

If I want to make an argument go round and round, I will write into the character something like "You will never change your mind" or "You are a fanatic" - but that will in my view always make said character effectively an NPC, because his choices are now limited. This is very different from Moreno's inability to read basic liberties and the addition of normal human behavior on a half-page of character text.

All of my convention games work on the premise that people should not change anything from the character background, but they are free to fill in the blanks and add more. I personally always emphasize this before play, and it's written down in most of them. But, again, this is very different from "am I allowed to change my mind".

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Gioco Concreto / Serpente di Cenere: chi me lo spiega?
« il: 2009-08-27 20:41:13 »
Quick points (before I must sleep):

-Domon, the great majority of the most positive feedback has come from places as diverse as Israel, Germany, New Zealand and Italy, not so much from Nordic larpers (although some from here, too). I think that says a lot.

-Mauro: the adaptability is for example in seeing that the game has way more to do about the way people talk about the past, and the influence of that past, than about what has actually happened. The story is very much about the now, and not "pre-written" like Morenao claims. And I therefore consider this to be very narrativist critique, i.e. seeing the "big story" of the past (the cult as it was, and its end) as somehow chaining the "little story" (the point of the game) of people having come through that "big story" and then being for a short while forced to hear very differing opinions on what actually took place.

Most people have seen Serpente as a very open game, especially narrative-wise, but those critics have often seen it as lacking a GM-presented way of making the narrative in it work, and instead see it as either "just talking, not a game" (as in Scotland) or "lacking playability, as it's too restricted" (like Moreno). But those critiques too come, in my opinion, from missing the whole point of the game - the subtleties of interacting with people who do not share your view of what you think is true.

I could "fix" the game for players like Moreno, but that would kill many potential narratives for the sake of just a couple very emphasized ones - or a general chance at creating anything from silence to pandemonium. To write the roles more open would be to kill the core of the interaction.

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Gioco Concreto / Serpente di Cenere: chi me lo spiega?
« il: 2009-08-27 20:01:22 »
Moreno, it is now obvious to me that you have completely missed both the adaptability of the character and the point of the game. Because strangely enough, many people in various countries have somehow managed to make that character their very own, and have had no problem with making the game run very differently from one run to the next.

As I have said before, the problem is that you have a very limited concept yourself on where a character should offer freedoms, and where you can add more yourself. And that is not an issue of debate, but an issue of your prejudices against certain types of design. You somehow manage to take a very, very open script and consider it limiting in a manner you are not comfortable with, then call that a general fault, and blame people for defending it.

And thus you are indeed moving towards the "murk" approach, just from a different direction. If the design has one problem - and this one it certainly does  - is that it does not work at all for people who have such a narrow vision of "playable larp" as yourself. This also happened, for example, at a run in Scotland to some extent. And my view, based on actual field data (Serpente, for example, has now been run at least 17 times, in at least 10 countries - as some people may have not told me of running it) instead of just a personal opinion like yours, is that most of the people who have a strongly negative reaction to it are people who want a communicated narrative vision - but on their own terms, and do not see adaptability even when it stares them in the face, because the game's nuances are too subtle for them.

As I will not want this to develop into me defending the design, Moreno insulting it (as he most certainly will, if the last post is any indicator), I suggest people take a look at it themselves. The communication gap is obvious enough. For me, the numbers say that the problems is at the other end, not in me constructing straw men to cover the "design fault" that some players simply can't adapt to different styles of play.

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Gioco Concreto / Serpente di Cenere: chi me lo spiega?
« il: 2009-08-27 18:33:25 »
(Please apologize the English - I can read Italian decently enough, but not write it. So please feel free to comment in you native language, friends.)

My main point ist that in almost all of the runs of games like Serpent of Ash or Prayers on a Porcelain Altar, the level of free choice - and thus emergent plot (as opposed to a strong GM vision) has been loved by about half of the participants and liked by the other half, excluding 0-2 people. (These games all have a 10-12 player maximum.)

Furthermore, almost all of the people who disliked them, especially those who felt the design itself was bad, were very much like Moreno in their play preferences. So what seems to have been loved by about 150 people, liked by roughly a hundred more - most of those 250 not being Nordic immersionists, but players of all types from Germany, Italy, the U.K, Israel, the U.S., etc. - was disliked by a minority (still a significant number, of course), a minority that has very strong narrativist tendencies. My reaction is that the design does not simply fit all player agendas - but that (by itself) in no way means it's a faulty design, Moreno, just that it's not for players like you.

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