Showing posts with label Theory. Show all posts
Showing posts with label Theory. Show all posts

Sep 1, 2021

Blogs on Tape Does the Six Cultures Essay

Blogs on Tape recorded my Six Cultures of Play article for anyone who finds reading giant walls of text difficult.

I've been featured three times previously on Blogs on Tape, all in 2018.

Tests of Skill and Tests of Chance [Original article]
Considerations on Restocking the Dungeon [Original article]
Layers of the Sandbox [Original article]

Thanks Nick!

(Disclosure: Nick of Blogs on Tape and I are friends and have played games together off and on since 2012)

The summer has continued to be busy, especially as COVID-19 spreads rapidly through the poorest parts of the world, combining with natural disasters and political instability to create a great deal of work. I am delayed on both a response to questions and an article I hope to write at some point following up on the six cultures piece about Vampire: the Masquerade's influence on roleplaying. My apologies for the continuing delay.

At the same time, Blogger has decided it will not let me add more blogs to my sidebar (thus adding to a growing list of incapacities including my inability to comment on my own blog or anyone else's)? The backend of this blog seems to grow less and less functional over time. There are a number of interesting responses people have written to the original article on their own blogs, and I am thankful to everyone who shared it, commented, link to it, and so on, but there are two I'd like to point to in particular.

Chiquitafajita wrote an excellent three-part series using Lacanian psychoanalysis about the structure of desire in roleplaying games: Part 1, Part 2, Part 3 It's a great use of existing academic tools for the analysis of literature (while critical of Lacan's version of psychoanalysis, I think CF is judicious in its use and doesn't rely on the most questionable propositions of the system).

Gus of All Dead Generations has also written the first three parts of a series outlining his beliefs about classic play, and how he wants to rejuvenate it. Part 1, Part 2, Part 3. I am looking forward to more.

Apr 6, 2021

Six Cultures of Play

In this post I am going to present the taxonomy of the six main play cultures as well as a few notes about their historical origins. I am doing this to help people from different play cultures both understand their own values better as well as to encourage stronger and more productive cross-cultural discussion.

There are at least six main cultures of play that have emerged over the course of the roleplaying game hobby. There may be more: my analysis is mainly restricted to English-language RPG cultures, tho' at least three of them have significant non-English presences as well. In addition to these six cultures, there's a proto-culture that existed from 1970-1976 before organisation into cultures really began. 

A culture of play is a set of shared norms (goals, values, taboos, etc.), considerations, and techniques that inform a group of people who are large enough that they are not all in direct contact with one another (let's call that a "community"). These cultures of play are transmitted through a variety of media, ranging from books and adventures to individuals teaching one another to magazine articles to online streaming shows. A culture of play is broadly similar to a "network of practice" if you're familiar with that jargon. 

Individuals in the hobby, having been aligned to and trained in one or more of these cultures, then develop individual styles. I want to point out that I think talking about specific games as inherently part of some culture is misleading, because games can be played in multiple different styles in line with the values of different cultures. But, many games contain text that advocates for them to be played in a way that is in line with a particular culture, or they contain elements that express the creator's adoption of a particular culture's set of values.

The Six Cultures

1) Classic

Classic play is oriented around the linked progressive development of challenges and PC power, with the rules existing to help keep those in rough proportion to one another and adjudicate the interactions of the two "fairly". This is explicit in the AD&D 1e DMG's advice to dungeon masters, but recurs in a number of other places, perhaps most obviously in tournament modules, especially the R-series put out by the RPGA in its first three years of operation, which emphasise periodic resets between sections of the adventure to create a "fair" experience for players as they cycle around from tournament table to tournament table playing the sections.

The focus on challenge-based play means lots of overland adventure and sprawling labyrinths and it recycles the same notation to describe towns, which are also treated as sites of challenge. At some point, PCs become powerful enough to command domains, and this opens up the scope of challenges further, by allowing mass hordes to engage in wargame-style clashes. The point of playing the game in classic play is not to tell a story (tho' it's fine if you do), but rather the focus of play is coping with challenges and threats that smoothly escalate in scope and power as the PCs rise in level. The idea of longer campaigns with slow but steady progression in PC power interrupted only by the occasional death is a game play ideal for classic culture.

This comes into being sometime between 1976-1977, when Gygax shifts from his early idea that OD&D is a "non-game" into trying to stabilise the play experience. It starts with him denouncing "Dungeons and Beavers" and other deviations from his own style in the April 1976 Strategic Review, but this turns into a larger shift in TSR's publishing schedule from 1977 onwards. Specifically, they begin providing concrete play examples - sample dungeons and scenarios, including modules - and specific advice about proper play procedures and values to consumers.

This shift begins with the publication of Holmes Basic (1977) and Lost Caverns of Tsojcanth (1977), before eventually culminating in AD&D (1977-1979) and the Mentzer-written BECMI (1983-1986) line. Judges Guild, the RPGA, Dragon Magazine, and even other publishers (e.g. Mayfair Games) get on board with this and spread Classic norms around before Gygax and Mentzer leave TSR in late 1985 / early 1986. Judges Guild  loses its license to print D&D material in 1985, and the RPGA's tournaments have shifted away from classic play by about 1983. Most of the other creators at TSR have shifted to "trad" (see below) by the mid-1980s, and so the institutional support for this style starts dries up, even tho' people continue to run and play in "classic" games.

Classic is revived in the early 2000s when the holdouts who've continued to play in that style use the internet to come together on forums like DragonsfootKnights and Knaves Alehouse, and others, and this revival is part of what motivates OSRIC (2006) to be released. NB: This is the only name in this essay where it's not an autonym used by the practitioners themselves, tho' Gus L. of All Dead Generations is interested in many of their ideas and does call his own style "Classic".

One weird quirk of history is that people who were trying to revive classic in the early 2000s are often lumped into the OSR, despite the two groups really having distinct norms and values. Some of the confusion is because a few key notable individuals (e.g. Matt Finch) actually did shift from being classic revivalists to being early founders of the OSR. Because both groups are interested in challenge-based play, even if they have different takes on challenge's meaning, there are moment of productive overlap and interaction (and also lots of silly disputes and sneering; such is life).

This intermingling of people from different play cultures who initially appear to be part of the same movement but turn out to be interested in different things is pretty common - story games and Nordic LARP go through a similar intermingling before they split off into different things (more on that in a sec).

2) Trad (short for "traditional") 

Its own adherents and advocates call it "trad", but we shouldn't think of it as the oldest way of roleplaying (it is not). Trad is not what Gary and co. did (that's "classic"), but rather is the reaction to what they were doing.

Trad holds that the primary goal of a game is to tell an emotionally satisfying narrative, and the DM is the primary creative agent in making that happen - building the world, establishing all the details of the story, playing all the antagonists, and doing so mostly in line with their personal tastes and vision. The PCs can contribute, but their contributions are secondary in value and authority to the DM's. If you ever hear people complain about (or exalt!) games that feel like going through a fantasy novel, that's trad. Trad prizes gaming that produces experiences comparable to other media, like movies, novels, television, myths, etc., and its values often encourage adapting techniques from those media.

Trad emerges in the late 1970s, with an early intellectually hub in the Dungeons and Beavers crew at Caltech, but also in Tracy and Laura Hickman's gaming circle in Utah. The defining incident for Tracy was evidently running into a vampire in a dungeon and thinking that it really needed a story to explain what it was doing down there wandering around. Hickman wrote a series of adventures in 1980 (the Night Verse series) that tried to bring in more narrative elements, but the company that was supposed to publish them went bust. So he decided to sell them to TSR instead, and they would only buy them if he came to work for them. So in 1982, he went to work at TSR and within a few years, his ideas would spread throughout the company and become its dominant vision of "roleplaying".

Trad gets its first major publication articulating its vision of play outside of TSR in Sandy Petersen's Call of Cthulhu (1981), which tells readers that the goal of play is to create an experience like a horror story, and provides specific advice (the "onion layer" model) for creating that. The values of trad crystallise as a major and distinct culture of play in D&D with the Ravenloft (1983) and Dragonlance (1984) modules written by Hickman. TSR published Ravenloft in response to Call of Cthulhu's critical and commercial success, and then won a fistful of awards and sold tons of copies themselves. 

Within a few years, the idea of "roleplaying, not rollplaying" and the importance of a Dungeon Master creating an elaborate, emotionally-satisfying narrative had taken over. I think probably the ability to import terms and ideas from other art forms probably helped a great deal as well, since understanding trad could be done by anyone who'd gone through a few humanities classes in university.

Trad is the hegemonic culture of play from at least the mid-1980s to the early 2000s, and it's still a fairly common style of play. For an example of a fairly well-thought through style of trad by someone who's been influential on the last 15 or so years, check out S. John Ross's RPG Lexicon. 

Both of the next two styles emerge out of problems with trad, especially the experience of playing Vampire (a tradder-than-trad game in its authors' aspirations), but the details of that are larger than this essay can contain so I'm just going to mention it and leave it for another time.

3) Nordic Larp

This is again an autonym. The "Nordic" part is more about origins and mass of the player base than a true regional limitation of any sort. The "Larp" designation is part of the name for reasons that are unclear to me, even tho' its ideas started in tabletop roleplaying, and its philosophy and aspirations are realisable in tabletop games just as much as in dress-up games. (Edit: Spelling it as if it wasn't an acronym is a shibboleth of Nordic Larp, so in keeping with the autonym principle I've edited it to follow that convention when referring to the culture, but kept the activity as LARP)

Nordic Larp is built around the idea that the primary goal of a roleplaying game is immersion in an experience. Usually in a specific character's experiences, but sometimes in another kind of experience where player and character are not sharply distinguished - the experimental Jeep group often uses abstract games to affect the player directly. The more "bleed" you can create between a player and the role they occupy within the game, the better. Nordic Larps often feature quite long "sessions" (like weekend excursions) followed by long debriefs in which one processes the experiences one had as the character.

Embedding the player's character within a larger story can be one way of producing vivid, absorbing experiences, but it's not necessary and may even interfere with pulling it off (especially when done badly). Nordic Larp players emphasise their collaborative aspects, but when you drill into this, it's a rejection of trad's idea of a single DM-auteur crafting an experience, and the collaboration is there in service of improving immersion by blending player and character agency more thoroughly.

I think LARP conjures up images of people doing fantasy cosplay, and there are sometimes elements of that in some Nordic Larps, but I actually think the trend has been away from fantastical games to scenarios and set-ups that are closer to real life since it allows the incorporation of modern architecture, technology, and other details from the real world to facilitate immersion.

Nordic Larp's first major publication that I know of is the very self-conscious Manifesto of the Turku School by Mike Pohjola in 2000, and I think the early community is in dialogue with the Forge crew, tho' the two groups have very different ideals of play. By 2005 you have specific groups like Jeep developing these ideas, and in 2010 you get the publication of the Nordic Larp book. Nowadays there's also a wiki and an official website

Nordic Larp is the part of roleplaying that seems to receive the most grants and funding for academic study. I'm never sure why, tho' I suspect some of it has to do with the interest in commodifying LARP ideas to create immersive entertainment experiences for tourists at mega-resorts in the Gulf Cooperation Council countries. I'm not going to link to any specific individuals connected to Nordic Larp who have jobs there to avoid doxing private individuals, but they exist (please don't dox anyone in the comments, either).

4) Story Games

Again, an autonym. Most people who dislike them call them stuff like "Forge games" or "post-Forge indies" after the Forge indie RPG forums. "Indie RPGs" was a term for these at one point as well, but I don't think it was particularly distinctive or edifying, and evidently neither did the adherents to this culture since they mostly abandoned it. Here's a post discussing the origin of the term "story game" from Across the Table.

The Big Model is notoriously obtuse and post-Forge theory has a lot of ideas I strongly disagree with, but I think a fair characterisation of their position that doesn't use their own terminology is that the ideal play experience minimises ludonarrative dissonance. A good game has a strong consonance between the desires of the people playing it, the rules themselves, and the dynamics of the those things interacting. Together, these things allow the people to achieve their desires, whatever they may be. "Incoherence" is to be avoided as creating "zilch play" or "brain damage" as Ron Edwards once called it.

The story games crowd, to their credit, is willing to be very radical in terms of techniques towards that end - both the mechanics proper and the development of positions (story gamers often call them "Creative Agendas") like "narrativism" are meant to produce consonance and avoid dissonance on as many levels as they can picture it happening.

Story games starts with Ron Edwards in 1999, when he writes System Does Matter and sets up the Forge. By 2004 you have the Provisional Glossary and the Big Model, and one million arguments on the internet about what is or isn't "narrativist" and how much brain damage RPGs are causing, etc. The Story games forums themselves are founded in 2006 as a successor to the Forge. For the past decade, the big cluster of story game design has tended to orient itself around "Powered by the Apocalypse" games patterned after or building on Apocalypse World by Vincent Baker.

BTW, if you want a great example of someone applying the cultural norms of story games to a game that was written to be played in a trad way, The Sacrament of Death by Eero Tuovinen describes his experiences doing just that.

5) The OSR ("Old School Renaissance / Revival") 

Yes, it's this late in this chronological listing. And yes, the OSR is not "classic" play. It's a romantic reinvention, not an unbroken chain of tradition. 

The OSR draws on the challenge-based gameplay from the proto-culture of D&D and combines it with an interest in PC agency, particularly in the form of decision-making. The goal is a game where PC decision-making, especially diegetic decision-making, is the driver of play. I think you can see this in a very pure form in the advice Chris McDowall gives out on his blog for running Into the Odd and Electric Bastionland. 

An important note I will make here is to distinguish the progressive challenge-based play of the "classic" culture from the more variable challenge-based play of the OSR. The OSR mostly doesn't care about "fairness" in the context of "game balance" (Gygax did). The variation in player agency across a series of decisions is far more interesting to most OSR players than it is to classic players.

The OSR specifically refuses the authoritative mediation of a pre-existing rules structure in order to encourage diegetic interactions using what S. John Ross would call "ephemeral resources" and "invisible rulebooks", and that the OSR calls "playing the world" and "player skill", respectively. Basically, by not being bound by the rules, you can play with a wider space of resources that contribute to framing differences in PC agency in potentially very precise and finely graded ways, and this allows you to throw a wider variety of challenges at players for them to overcome. I could write an entire post on just what random tables are meant to do, but they tie into the variance in agency and introduce surprise and unpredictability, ensuring that agency does vary over time.

I tend to date the start of the OSR from shortly after the publication of OSRIC (2006), which blew open the ability to use the OGL to republish the mechanics of old, pre-3.x D&D. With this new option, you had people who mainly wanted to revive AD&D 1e as a living game, and people who wanted to use old rule-sets as a springboard for their own creations. 2007 brought Labyrinth Lord, and the avalanche followed thereafter. The early OSR had Grognardia to provide it with a reconstructed vision of the past to position itself as the inheritors of, it had distinct intellectual developments like "Melan diagrams" of dungeons and Chris Kutalik's pointcrawls, and I would say it spent the time between 2006 and roughly 2012 forming its norms into a relatively self-consistent body of ideas about proper play.

6) OC / Neo-trad

This is the only one of the terms that isn't fully an autonym, tho' "OC" can be appended to a "looking for game" post online to recruit people from this culture consistently, so it's closer. I also call it "neo-trad", firstly because the OC RPG culture shares a lot of the same norms as trad, secondly because I think people who belong to this culture believe they are part of trad. You also see this style sometimes called "the modern style" when being contrasted to the OSR. Here's an example of someone who calls it "neo-trad" elaborating a very pure vision of the style (tho' I disagree with the list of games provided as examples of neo-trad at the end of the article). On Reddit, "OC" is often called "modern" as in "the modern way to play" or "modern games".

OC basically agrees with trad that the goal of the game is to tell a story, but it deprioritises the authority of the DM as the creator of that story and elevates the players' roles as contributors and creators. The DM becomes a curator and facilitator who primarily works with material derived from other sources - publishers and players, in practice. OC culture has a different sense of what a "story" is, one that focuses on player aspirations and interests and their realisation as the best way to produce "fun" for the players.

This focus on realising player aspirations is what allows both the Wizard 20 casting Meteor Swarm to annihilate a foe and the people who are using D&D 5e to play out running their own restaurant to be part of a shared culture of play. This culture is sometimes pejoratively called the "Tyranny of Fun" (a term coined in the OSR) because of its focus on relatively rapid gratification compared to other styles.

The term "OC" means "original character" and comes from online freeform fandom roleplaying that was popular on Livejournal and similar platforms back in the early 2000s. "OC" is when you bring an original character into a roleplaying game set in the Harry Potter universe, rather than playing as Harold the Cop himself. Despite being "freeform" (meaning no die rolls and no Dungeon Master) these games often had extensive rulesets around the kinds of statements one could introduce to play, with players appealing to the ruleset itself against one another to settle disputes. For the younger generations of roleplayers, these kinds of games were often their introduction to the hobby. 

I think OC RPG emerges during the 3.x era (2000-2008), probably with the growth of Living Greyhawk Core Adventures and the apparatus of "organised play" and online play with strangers more generally. Organised play ended up diminishing the power of the DM to shift authority onto rules texts, publishers, administrators, and really, to players. Since DMs may change from adventure to adventure but player characters endure, they become more important, with standard rules texts providing compatibility between game. DM discretion and invention become things that interfere with this intercompatibility, and thus depreciated. This is where the emphases on "RAW" and using only official material (but also the idea that if it's published it must be available at the table) come from - it undermines DM power and places that power in the hands of the PCs.

These norms were reinforced and spread by "character optimization" forums that relied solely on text and rhetorically deprecated "DM fiat", and by official character builders in D&D and other games. Modules, which importantly limit the DM's discretion to provide a consistent set of conditions for players, are another important textual support for this style. OC styles are also particularly popular with online streaming games like Critical Role since when done well they produce games that are fairly easy to watch as television shows. The characters in the stream become aspirational figures that a fanbase develops parasocial relationships with and cheers on as they realise their "arcs".

No Quizzes, No Buckets

When I first presented these on a forum, someone joked that I ought to create a quiz for people to determine which culture they belonged to, but I'd rather not. Truthfully, I think most individual gamers and groups are a blend of cultures, with that blend realised as an individual style. The play cultures are more like paradigms - they cohere at the level of value and reflection on what "excellent play" could mean (put more formally, they share teloi of play). To be a part of a play culture is in some sense the capacity to recognise when someone else is playing in accord with a set of values you share with them.

My main purpose in the above taxonomy is to help people better understand that there are distinct paradigms of play that esteem different things, tho' they can be sutured together (with all sorts of fun results) in concrete situations. I doubt this list is exhaustive, and there are probably cultures I've left out as well as ones that are yet to emerge. The purpose of the list is mainly to briefly illustrate that there are many different values of play, and to discuss the logic animating some of the more well-known ones.

The original purpose of this essay was to talk about OC roleplaying, since I think it's the least well-characterised out in the wild, and most characterisations are relatively pejorative (see the above "tyranny of fun"). There also tends to be a lot of confusion between people working within the paradigm of OC and trad, since they often use the same terms to refer to very different things. 

Also, without wanting to be a jerk, OC roleplaying tends to be the default paradigm of new players coming to the hobby through streaming, and thus has the largest group of people who are low-skill and ignorant of the history of roleplaying. I'm hopeful that articulating their values and relation to the larger hobby will encourage them to develop OC roleplaying culture in interesting and robust ways, while also steering them away from arrogance about the universality of their vision.

I am hopeful that the above taxonomy will help people to apprehend and navigate the differences between cultures and styles rather than constantly running into dead-ends as it turns out that the baseline assumptions about play that one is working from simply aren't shared with one's interlocutor(s).

I unfortunately can't respond to comments on the blog directly, so if people leave comments or questions about the above taxonomy, I will collect them up and respond in a blog post.

Mar 16, 2021

Some Suggested Reading

I've been keeping myself busy in quarantine during 2021 by reading academic papers.

Here's a few papers about games that I've found interesting recently:

No One Plays Alone (Bateman, 2017) about communities of player practice
Towards a Theory of Choice Poetics (Mawhorter, Mateas, Wardrip-Fruin, & Jhala, 2014)
Understanding Procedural Content Generation (Smith, 2014)
Player Types: A Meta-Synthesis (Hamari & Tuunanen)
Design Metaphors for Procedural Generation in Games (Khaled, Nelson, & Barr, 2013)

And one that isn't directly about games but bears on the issue of choice:

Cognitive Economics and the Functional Theory of Stress (Wolfendale, 2018)

I'm not rereading this, but it's an important, short paper about contemporary game design theory which I've talked about elsewhere that I strongly recommend if you're at all interested in designing games:

MDA: A Formal Approach to Game Design and Game Research (Hunicke, LeBlanc, & Zubek, 2004)

Right at the start of the year, I read this book, which I found to be excellent:
Games: Art as Agency by C. Thi Nguyen

Also, check out these two videos by Nguyen that explain elements of the book and combine them with social epistemic analysis: Games, Public Policy, and the Pandemic and Why Games are Good but Gamification is Terrible)

I've put Brian Sutton-Smith's The Ambiguities of Play on my to-read list, since he's the guy who first coined the idea of a "play culture", a term I've used a lot over the past decade and a half, but haven't actually started it yet. It's more strictly about play than games (an important distinction!) but I'm hoping there's some good stuff in there.

In other news, I am currently in two D&D 5e games. I don't love 5e, but the groups are good. One is the same group that I'd been playing 3.x with since early 2018, just switched over to 5e. The other one is a long-running group (20 years) that I've temporarily joined.

Mar 10, 2021

Digestive Cookies and Barbie Clothes

I was talking with Jojiro of Dungeon Antology yesterday about designing dungeons for 5e, and while doing that I used the terms "digestive cookies" and "Barbie clothes" and then had to explain them. I thought I might as well share them for others to use.

Digestive Cookies

A digestive cookie outside of games is a something that looks delicious but is actually good for you. In a game, it's a small interactive element presented as a problem even tho' there is no actual risk, the purpose of which is to cultivate useful habits in low-risk situations.

That sounds confusing but I think it's can be illustrated clearly with a few examples.

1) An ancient mural is covered in dust that obscures its subject. The PC is tempted to clean it off and reveal what's underneath because it's a mural (PCs love murals). After they move to do so, you say something like "This will require touching it with your bare hands, are you sure?" and then after a moment's panic or so, if they still wipe it off, you reveal that there was no trick or poison or anything. 

2) There is a loose cat doing something adorable nearby (cats are great when you haven't prepped anything). The PCs stop and interact with the cat for a moment, and you're like "It seems hungry and dirty". The PCs debate a few options before realising the cat is not their responsibility, at which point it wanders off.

3) The PCs are in a dungeon and there is a two foot wide crack in the earth giving off vapours. You ask them how they plan to cross it, and each person takes a turn describing how they get across. When one of them is going across, the notice a gleam down in the steam. If one of them is brave enough to reach down through the vapours into the crack, they can pull up a single gold piece.

These are all very minor, somewhat silly examples, but they inculcate a practice of interaction with the environment and serve as minor opportunities to demonstrate bravery, a command of salience, and provide a moment of characterisation. Digestive cookies almost always appear in "empty" dungeon rooms in a Gygaxian sense, tho' they're also quite common in city adventures. They usually serve as a good opportunity to convey atmosphere at the same time as they make the environment interactive beyond a strict matrix of challenge or risk.

Barbie Clothes

Barbie clothes are mechanically-meaningless cosmetic rewards you can give players, sometimes in the form of loot, sometimes in the form of scars or other changes. A cloak that billows in a cool way, or an eyepatch with a design etched in silver, or a beautiful but near worthless vase or a title of nobility that conveys no real power or authority or wealth are all types of Barbie clothes.

 Once, in a campaign, a PC got sprayed with an alien acid, and even after the wound was healed, the flesh on his chest was translucent. Another got his skin burnt off and wore a silver skin-tight nanosuit as her new flesh. That's Barbie clothes. I think they achieve their greatest effects when they are used to soften a PC failure, or when they incentivise PC action (perhaps the cloak is on a statue in the dungeon that they have to loot it from).

5e Dungeons

This all came up in the context of talking about 5e dungeon design, as mentioned above. I'm currently playing in two 5e games (and am shortly to join a Swords and Wizardry game as a PC to keep my old-school cred intact). Because of the centrality of combat to the pacing of 5e dungeon exploration, I think 5e dungeons need a lot more "empty" rooms where there are various kinds of environmental interactivity that don't deplete resources or force agonizing decisions. Barbie clothes and digestive cookies are two ways (of several) that I introduce that interactivity without simultaneously slowing everything down with resource attrition.

Mar 11, 2020

Roleplaying, Decisions, Intelligibility

The core activity one needs to master to be a "good roleplayer" is making decisions and rendering the reasons for those decisions intelligible [1] to the other players.

If you have ever written dramatic works, you probably know that the progression through a character-driven arc is composed of a series of decisions which cannot be reversed or undone. The challenge of this sort of progression is to provide a sense of appropriateness and intelligibility to the protagonists and antagonists' decisions and their consequences. Successfully doing this constitutes "characterisation" properly understood.

The folk understanding of how decisions work is broadly that beliefs about the world combine with desires to motivate acts which are undertaken to bring about states of affairs that correspond to the satisfaction of those desires (this is called the "Humean" account in ethical literature). When we are trying to understand another person's actions (and do not consider their actions arbitrary), we try to reconstruct the above elements in a coherent way that is appropriately situated. We can do this retroactively or predictively.

When we are "roleplaying", we are conveying the necessary information to other players to engage in these kinds of reconstructions, and our success is determined by how well they are supplied with the information they need to do this.

We cannot ensure that they will reconstruct things identically to how we conceived the relation between the pieces of a decision, or even that they are particularly good at doing this, but this is an ordinary problem of intersubjective communication that we navigate all the time, and not peculiar to this situation.

The silly voices, tragic backstories, expository monologues, themes, tones, and the like are (often fairly crude) tools to convey information about the character's beliefs and motivations, and to aid others in predicting the kinds of decisions they are likely to make. We rely on tropes, stereotypes, conventions, history and other activations of the attribution bias to transform these trivial and incidental features into meaningful information.

But despite how obvious this sounds, I recurrently run into individuals who have all of the trappings of characterisation, but can't deploy them to render their decisions intelligible to others. For example, it's quite common to give characters a bunch of "quirks" that occur only sporadically when the player remembers them. They sit around, being invoked or mentioned but not motivating any behaviour or having much relation to the decisions the character makes. Then suddenly, the player becomes bored or thinks it would be funny, and the quirk is invoked in an inappropriate situation as a rationalising motivation for some bizarre action.

e.g. A character might have arachnophobia. Most of the time this quirk is irrelevant to what's going on and so is forgotten, but then one day, while the player is bored at the table, they recall that their character is afraid of spiders and decide to do something stupid like stab the innkeeper, justifying the action with "I saw a spider on his back" or some such.

The problem here is not having a fear of spiders per se, or even stabbing the innkeeper because of it, but that because the quirk normally motivates nothing, it has insufficient persuasive or explanatory force in reconstructing the decision for the other players when it finally does crop up. It just comes out of nowhere and is clearly a post hoc rationalisation, and not a very good one at that.

I believe having a large accumulation of trivial quirks like this is detrimental to roleplaying well, much like allowing a lens to become covered in spots and grime does not improve its clarity or focus. Either they provide too many possible rationalisations, diminishing the ability of other players to pick the right one to predict or reconstruct your motivation, or even if they can be successfully picked out, the actions they motivate are usually unreasonably intense (e.g. murdering someone) in comparison to the trivial and sporadic nature of the quirk.

The more quirks, the more facts about one's self that one can draw on, and the more random and incoherent they are, the more possible situations in which these quirks can be invoked (however intermittently) to provide a ready-made justification. But this renders the character unintelligible. Because the other people at the table have no idea which quirk will apply to which situation, and how tightly any of them will bear on a situation relative to the other quirks, the character seems inconsistent, unpredictable, and incomprehensible.

Most problems of this type rely on an over-estimation of the explanatory force of a character's facticity. That is, they expect a single fact, or very small set of them, about the character or the world to do the bulk of the work of justifying motivation and behaviour, often regardless of other relevant facts.[2] "I am a chaotic evil orc assassin, so of course I stabbed the barkeep in the back". This sort of thing lacks a persuasive account of the desire at work and attempts to fill the gap (or cover over the actual desire) with some facts instead, which is unsatisfactory.

Against this, constancy, simplicity, and clarity of desires and sensibility and salience of beliefs are great aids in conveying a character whose decisions are easy to understand and predict. I think these values and the practices of roleplaying that display them are, if not underrated per se, at least badly taught in many instances where new people are being shown what roleplaying is.

One example of how they are badly taught is the value that is often placed on elaborate backstories for PCs. While by no means a universal value, I do think many people at one point or another come in contact with the idea that a good character has a lot of stuff happen before or outside of the game proper, which a good referee then activates in the game over the course of play. The backstory does the work, theoretically, of rendering the character's actions intelligible to others, by filling in various facts that situate their present actions as part of a larger causal chain. And, if kept simple enough, it can indeed help tremendously with this.

But the moment it requires more than a few sentences or a short paragraph to summarise, it's probably too convoluted and complicated to actually inform the other players' attempts to understand how it fits into the rationale for what you're doing. The more stereotypical and cliched, the longer it can be since we can rely on other resources (familiarity with genre and comparisons with other texts) to help understand it, but otherwise, I strongly suggest keeping it simple.

One perhaps inobvious paedogogical tactic that comes out of this understanding of roleplaying as intelligibility, is to teach people to clearly communicate why their character is doing something and only after they have mastered these kinds of rationalisations to move to conveying them through more coded means.

These can, initially, be relatively brief out-of-character statements, but you can actually get very good roleplaying out of people with even mediocre acting talents by having them provide these rationales in the first person, in-character, to the other players, especially if you have a couple of players doing this at once with one another. Instead of the cognitive load of a funny voice and a convoluted backstory, a player-character can devote their attention to persuasively arguing for their beliefs and desires.

As a supplement to this, you can bring things to a "dramatic crisis" as a referee by establishing the common and shared beliefs about the world that the debaters share near to the start of the exchange, thus removing the factual disagreements and forcing the PCs to talk explicitly about what they want with one another. If there's a trusted neutral party (a PC uninvolved in the debate) you can also have them do it, tho' I recommend also pushing this to occur in character and to be narrated in the first person. You can also do this with PC-to-NPC exchanges too, of course.

I've found that shifting over to this understanding of roleplaying from one that considers it to be more closely aligned with acting has been tremendously useful for teaching new players how to roleplay, especially since it does not simultaneously encourage them to think of campaigns as a type of prewritten story with a troupe of semi-competent improv actors assigned to figure it out. I encourage you to consider the above and determine its effectiveness for yourself.

[1]"Intelligibility" as I'm using it here means the motivations and considerations involved can be successfully reconstructed by an external party in such a way that conserves their persuasive or explanatory force. It contrasts with two failure states that are distinct from merely bad decisions or decisions one disagrees with:

a) "Bizarre" or arbitrary decisions are ones that cannot be reconstructed, or that when reconstructed lack persuasive or explanatory force.
e.g. Stabbing an innkeeper because you're bored and want something to happen, or spontaneously deciding that you hate innkeepers and plan to kill them all, despite having interacted with many of them in the past in non-murderous ways

b) "Perverse" decisions where one makes the decision based on a different space of reasons than the one normally under consideration in play
e.g. Screwing over Jim's character because you're pretty sure he's sleeping with your partner IRL or, alternately, making a choice that boosts your character's mechanical power but involves introducing an explanation that can't be reconciled coherently with elements of the character you've previously established.


[2] There is a related problem in games where people scrounge around looking for the single fact that will trivialise or eradicate the need to make a decision for themselves even when no such fact exists or can be discovered by them prior to making the decisions. This involves the extension and repetition of a useful behaviour - identifying and eliminating from consideration undesirable or less-optimal alternatives using evidence - until it becomes detrimental, in a sort of speculative turn by which a thing turns into its opposite, The further the desire to eliminate all but some theoretical totally optimal and satisfactory option is extended past the point of possible knowledge, the more detrimental it becomes, until one can no longer understand the situation or progress through it to some other decision. This is an example of Hegel's famous "bad infinity".

Jan 23, 2020

A Brief Note on Alignment

So I finally struck out "Good" on my originally "Chaotic Good" wizard's character sheet and wrote in "Evil". It's funny, some of my most popular characters have been Chaotic Evil wizards, which many people consider an "unplayable" alignment for PCs.

I'm not a great believer in alignment's value, but I have played with many people who consider it tremendously important. I have therefore had to develop a "theory" of alignment.

Most people I know who really care about alignment love the version with the full nine positions, as opposed to the earlier Law vs. Chaos version. They also tend to prefer the psychological interpretation of alignment, rather than the Moorcockian cosmological interpretation.

My position therefore attempts to be comprehensible to those people and address both their desire to specifically situate any and every character in one of the nine positions and to address the psychological elements that cause them to be so situated.

Broadly speaking, I treat one's position on the good-evil axis as a matter of sentiment, conscience, and instinct.

Good people are by default deeply concerned with the well-being of others, and callousness or harm to the well-being of others is an exceptional state that requires strong reasons or experiences and is constrained to the minimal scope necessary (at least ideally). Their conscience militates for them to care as a general tendency, albeit one that can be resisted or overcome in specific situations.

Evil people tend to callousness to the well-being of others. This does not mean they are universally and completely callous, but rather that caring deeply for the well-being of others is the exceptional state of affairs for them, and is specific in the same way that callousness is the exceptional state for the good person.

Neutral people are not strongly inclined to be either particularly concerned with, or callous to, the well-being of others, and mostly default to states of mild concern or distaste unless given specific situational reasons to lean one way or the other.

In this rubric, the law-chaos axis is about whether extrinsic or intrinsic motivations predominate in one's reasoning. That is, a chaotic character is strongly driven by conscience and individual drives, while a lawful person is mainly concerned with extrinsic motivations (whether materialistic or more abstract ones like "respect" is irrelevant).

I do stretch extrinsic motivations slightly here to include extrapolations or extensions like "a right authority orders it" where the extrinsic motivation is a more just (or whatever) world built on universalisable moral principles, though I don't consider this essential to being lawful.

The focus on extrinsic motivations in lawful people tends to require their engagement with social structures or individuals who can provide these extrinsic rewards, and this engagement (even potentially antagonistic engagement if they want to do something like reform a rotten institution so it can function properly) is the basis of their lawfulness.

Neutral people don't have a strong tendency either way, and instead tend to waver between whichever of the two - extrinsic or intrinsic motivations - is stronger in a given situation.

Anyhow, all of this is codswallop since real human morality does not work this way, but I do find that this set up is more robust than most folk-theorising about alignment online, while allowing one to assign alignments to characters in games in ways that people find prima facie appropriate even when they are not aware of the rubric.

I play a lot of Chaotic Evil wizards under this rubric because I like playing characters with strong intrinsic motivations (I'm a "proactive" player) and because my characters tend to be relatively callous towards the well-being of others (they do kill monsters and harm people who resist them, after all).

On the other hand, the reason I can get away with playing Chaotic Evil characters in games is because rather than playing them as sadists with poor impulse control, I portray them as above, and often take care to make sure the other PCs are the exceptional instances of sentimental attachment.

I also try to make the inner motivations of these characters interesting and fun and then to portray them trying to actively and positively recruit others to help them realise them, while also being extremely risk-tolerant about the consequences (whether for themselves or others). This fulfils being Chaotic Evil based on the rubric laid out above, but tends to be taken extremely well by other players. 

I don't have any recommendations here. I developed this rubric to form a mutually-intelligible basis for analysis with some people I play with who love alignment and who want to use it characterise the psychology of characters, and I do so successfully. I find that its development aids me in playing characters with all sorts of unexpected alignments in ways that don't diminish the other players' fun.

Jan 17, 2020

Planning a Campaign as a Series of Decisions

Back in January of last year, I wrote what is rapidly becoming one of the most popular posts on my blog, The Basis of the Game is Making Decisions. One of the things I mentioned there was planning sessions and campaigns around reaching decisions instead of the referee pretending they were writing a novel's plot that the PCs imperfectly realised. I say a bit more about why one ought to do this in the anti-narrativism post I wrote years ago, but I also had a request to demonstrate the practice of planning this way.

As background, it would be helpful to read the Alexandrian's post Don't Prep Plots. I also believe in preparing situations (or problems) instead of plots and consider my decision-based method to be one way of doing so.

The method I'm going to describe is intentionally quite sparse when compared to other methods of preparing. I use it because it is "low prep" and undemanding.

You generate a handful of key decisions, assign elements from the campaign world and specific adventure to one of the possible branches of that decision, and spend most of the time between any two decisions playing out the consequences of the previous decision and setting up the next one.

When you start to get towards the end of the chain of decisions, you either extend the chain further, or conclude it and move to running downtime before setting up another. You can run multiple chains of decisions at once if you so please, so long as you make it clear to players which decisions are associated with which chains.

Here's an example:

You have four PCs: A, B, C, and D, playing in a Necrocarcerus campaign set in the Ooze Salient. The PCs are freebooters and camp followers hanging around the Association of Useful Citizens' military base. You want to run them through a scenario where they are hired to break into an abandoned incarnation temple in no-ooze's-land, steal a load of nepenthe (memory-juice) crystals, and then escape before either side can capture them.

The first step is to break this into a series of discrete decisions and graph out answers where you can:

Will they take the job? (Yes / No)
How will they get out of the military base and into no-ooze's-land? (Stealth / Talking their way out / Fighting / Magic)
How will they find the temple? (Guided by something / Searching the area)
How will they secure the nepenthe? (Not my problem)
How do they escape without getting caught? (Fleeing / Killing / Trickery / Magic)

The answers don't have to be complete lists, but it helps if you have a rough sense of the most obvious options PCs tend to employ. The important thing is really to get the questions rights rather than the possible answers, because the questions form prompts you can ask the players directly at the table.

I write these on index cards, but there are fancier technical ways to do it. I then line them up left to right, in order, from the first problem to the last problem.

The second step is to generate a bunch of elements that can feature in the adventure. You're going to want at least two for any given decision point, but more is better. I encourage you to recycle things, but since this is a mock example rather than an ongoing campaign, here are some ideas based on regular fantasy stuff:

Ooze-knights on motorbikes
A Cuban communist air-pirate + her air ship
Somebody's specific memory-juice in a reusable thermostat
A twelve-armed demon who is chief marketing officer of an "Uber for dental hygiene" start-up
Cyber-trolls that all started off as one troll
A dog with strong opinions
A cool magic tank that shoots lasers but not from its gun
The prophetic intestines of a guy named "Joseph Blankenwell"
A boiling cloud of acid with a New York accent and a heart of gold
A skeleton rights activist who is also a cleric of the Big Fire
A giant wolf-spider thing who works for an insurance company
A Jacobin golem with wheels
Thousands of obols
Cyberbullying
Schistosomiasis
A nuclear reactor on tank treads with a giant glowing crack
A 33-gallon fishtank with no top that's full of expired fireworks
Six ghost paladins on a holy quest that's kinda sketchy and low-key racist
An EDM dance party club
The colour "red"

I write these on post its or cards, one per post-it or card. At this point, if you're still jacked full of energy, you can pick a few of the cards and sort them under each problem like a curator. Or you can just shuffle them and stick few under each until you get a good combo.

The pile of cards are the relevant elements that you're going to introduce that can be used to solve the problem. The PCs can introduce their own elements of course, and you want to hold back a few cards so that if they come up with an idea that depends on them knowing something or dealing with someone, etc., you can whip out an element card to slot into that proposed solution.

If you want to get clever and run a "living world" you can also foreshadow elements under the next card or introduce them as Chekhov's gun type thing, and you can allow elements from previous problem cards that weren't used to recur (I just grab the unused ones that seem interesting and stuff them into upcoming piles). As elements are revealed, feel free to throw the cards onto the table for them to keep track of. You can write the name or location or use or whatever else they need to know on the other side of the index card. You can also write up new cards as you go.

For example, if the PCs want a guide to the incarnation temple and the dog with strong opinions is the thing they need, you could write "Imprisoned within the heart of a giant stone statue of well-known ethical philosopher Sabina Lovibond" so they remember that they have to break into the heart of the giant stone statue of well-known ethical philosopher Sabina Lovibond to free the dog so it can show them the way.

I suggest badgering the PCs with the questions periodically because they'll forget them and get off-track. If you let them get off-track frequently, you're running a "sandbox".

You can change specific questions ( and create more or remove others) as PCs progress through them and gain or lose interest in them, and move everything around - this isn't meant to be a rigidly mechanical system, but precisely the opposite - a way of condensing one's focus to only spend time on what one needs to in order to move things forward.

I hope this helps illustrate the idea that campaigns can just be series of decisions of varying scope via the demonstration of one technique of planning and implementing such a campaign.

Oct 11, 2019

Two Quick Tips For Being a Better Player

Here are two things that many experienced players do, but that new players often do not know to do.

1) Deliberate on other people's turns
2) Whenever you ask what's possible, include a reason you think it's possible

The first one is somewhat obvious, and yet it takes people a bit of time for people to pick it up. Planning your decisions while other people are enacting and resolving theirs speeds everything up, and only rarely will something change so drastically during their turn that you'll need to throw out everything you've just considered and start afresh just as the referee turns to you. 

Planning on other people's turns is ubiquitous amongst experienced players, and so most find it too obvious to mention as advice to new players. But I can clearly spot when a new player has not yet internalised this practice (and it is a practice many of them have to learn), and I see no reason to not tell them explicitly that this is a best practice. Also, while I try to avoid one-true-wayism, I think this is another one of those techniques that is a matter of skill and not style, and thus that doing this is always better than not doing this. 

Deciding what to do while other people are busy figuring out the results of their decisions is a very simple way to speed up combat and other structured activities without changing the mechanics of the game. The crunchier the system, the handier it is to have 300%+ more time to plan and calculate bonuses and refer to rules before anything is resolved. 

The second piece of advice is perhaps less succinct but also worth learning. Similar to the first piece of advice, I think it is a straightforward matter of skill at communicating and not one of style. 

It's very common for new players to ask broad, abstract questions of the form "Can I do [X]?". Answering those questions is nearly impossible for a referee to do off-the-cuff because doing so requires synthesising information about the paracosm that they have with information the player has about their character, and the player in this case has not volunteered the relevant information that needs to be synthesised. This phrasing forces a wholly unnecessary back-and-forth where the referee has to uncover the relevant information to synthesise into an answer by asking the player questions until they stumble across the right information.

If you, the player, think something might be possible, it saves the table time to provide that reason upfront. This allows the referee to shift from trying to model all of the possible ways something could be done while at the same time trying to reconcile those models with their imperfect memories of your capabilities to just evaluating your proposition. It's actually faster to list off three possible reasons you think you should be able to try something and get a yes or no answer for each.

Once again, while doing this is something experienced players generally know to do (tho' I still see many of them do it as well), it's something that takes new players a bit to learn. It's often conflated with "learning the system", but I think it's something distinct from that, since one can understand how one's powers work and still fail to provide that information to the referee.

May 1, 2019

Motive, Means, and Opportunity

I have said many times that I don't plan out plots so much as create situations that drive decisions. As part of this, I require a fairly large cast of antagonists, potential allies, and other persons of interest who interfere in its development. What makes these people relevant to the situation is that they have some sort of agenda and are pursuing it, and that these tie into the situation in a way that influences a decision.

Because of this, I don't have a ton of time or use for the sort of huge backstories written in long text blocks that many published modules use when they try to set up their villains that go into their elaborate backstories in great detail but culminate in a guy sitting in a dank room waiting for the PCs to show up and stab him in the face.

So rather than writing this sort of stuff, I primarily concern myself with three characteristics of NPCs, and I suggest that if you want to write interesting NPCs who engage meaningfully with the players, you might want to try this yourself.

These three characteristics are their motive, their means, and the opportunity for them to put their plan into action.

Motives

Motives are what a NPC wants. I recommend writing it out as one short phrase.

NPCs can have more than one motive, but I suggest you concentrate on one good one instead of a bunch of crappy ones. A good one should either be extremely concrete, or it should be a broad abstraction - stuff in the middle tends to be lacks the benefits of either.

A very concrete motive should have an object it is directed at, an emotional tone or affect that adheres to it, and a clear sense of the outcome. Something like "I want to release the vampire I love from undeath by killing him permanently" is what I have in mind. For "clear sense of the outcome" I suggest you think about what the change the person wants to happen is - that's the outcome that's at stake for them and that drives their participation.

The change here, can, perhaps counter-intuitively, include preserving the status-quo antebellum, though in that case you should think about what threatens the status-quo and phrase the goal as the removal or neutralisation of what they think of as threatening it.

Broad abstract goals work best for recurring NPCs who crop up in a lot of different situations as forces or constraints but aren't necessarily direct actors challenging the PCs. Abstractions work best when they motivate lots of different actions instead of just one action. e.g. A particular character might lust after power, and constantly crop up at the periphery of different situations angling to see what they can get out of it, without directly being one of the antagonists opposing the PCs.

You also should consider carefully whether a NPC actually should just have a progression of concrete motives instead of a single broad abstract goal. Typically, the former works better than the latter.

Means

Means are the tools, skills, resources, allies, etc. that a character brings to bear on accomplishing their motive. A common error at this stage is to phrase their means as a set of desires - they want to gather an army, build their death ray, etc. Those ideas are motives. Means are what they have in hand to progress towards realising their motives.

I recommend that you create 1-3 means that NPCs have to realise their agendas. A good split is at least one internal means (a skill or ability) and one external (a set of helpers, a magic item, a fortified location, etc.), with the third means as a back-up or contingency in case one of the first two fail.

Means are the mediating elements between PCs and NPCs. A NPC with no means has no way to effect their motive. For this reason, they often serve as key differences between NPCs. You can actually get away with recycling motives a fair bit between NPCs so long as the means by which they try to achieve them are different. Everyone can want the Gem of Ultimate Power, but if one NPC is intending to get it by sending his minions to retrieve it, while another is going to use her ninja powers to steal it from whomever has it, the PCs should have no trouble telling them apart.

Opportunity

An opportunity is the moment or set of moments when the NPC uses their means to try to accomplish their motives. Theoretically they are working towards their goals the entire time, even when they are not in conscious focus by the group, but in practice what you want is clear sense of when they enter the narration as agents trying to accomplish their goals.

I like to phrase these as IF-THEN statements, but you might something else useful. I try to avoid focusing specifically on PC actions, and use someone, everyone, anyone, or no one as qualifiers to push myself away from doing so.

I also like to phrase these so that there is a clear sense of what is not the opportunity. You want to be able to make a clear snap decisions that now is or is not the time for things to happen.

e.g. The opportunity for a NPC ninja assassin might be: If anyone retrieves the Gem of Ultimate Power (from inside the Dank Dungeon), then she will try to steal it from them the next time they are asleep without guards.

In that example, you know that until the PCs (or whoever retrieves the gem if they fail) are asleep without guards, the ninja assassin will bide her time.

Bringing This Together

The great advantage of this method is it steers you away from writing fan fiction about the NPCs that details their elaborate backstories and instead focuses on their decisions and interactions with other characters. It does so in a concise way that clearly lays out their future decisions and courses of actions, which are the most important parts of playing them at the table.

I also recommend doing this iteratively, and updating NPCs as you go along, rather than trying to frontload it all when you're coming up with them. Get a motive, a single means, and an opportunity written out on an index card or in an Excel spreadsheet, and then add more of each, or change entries, as inspiration strikes or the game develops in some direction.

I'm not overly rigid about things and prefer some loose improvisation as I go along, but I tend to keep a couple of big questions or decisions in mind that I'm driving towards, and what I'll often do is take a sheet of paper, write each question or decision out on it, and then write out the NPCs under each who I think bear on that problem.

From there, I can figure out whether the problem is sufficiently interesting (i.e. whether it has enough NPCs competing over it), or whether it needs more NPCs (or if there's some interaction between them that doesn't make sense or trivialises the problem accidentally).

Anyhow, I suggest trying this in your own adventure games to facilitate producing "dramatic" situations that are "character driven" without having to lapse into railroading or constraints on PC agency to make "the plot" happen (I'm putting all of these in quotes because these are the superficial impressions produced by what is ultimately a substructure of PC agency interacting with modular components).

Mar 17, 2019

The Rhythm of Procedure

I've been thinking about how to structure the rhythm and progression of the game lately, so my apologies for the scattered and incomplete character of some of these reflections. I think part of keeping a good pace going in the game involves careful management of the rhythm of procedures that constitute it.

There are, in my mind,  five basic types of procedures by which one can play the majority of any adventure game. These procedures are all loops - you iterate and reiterate them over and over again while the PCs do something, shifting between them based on which is the most appropriate for the PCs' current actions. I mainly want to talk about the first three in this post, since they're the ones that are the best defined and that vary the most from game to game.

Encounters (Combat, socialising, and some types of urgent problem solving)
Site Exploration (Marching around, mapping, searching areas, etc.)
Overland Travel (Travelling from hex to hex or landmark to landmark, searching hexes, etc.)
Recuperation (Spell recovery, healing, dealing with long term status effects, etc.)
Downtime / Projects (Pursuing personal projects, the domain game, creating magical items, etc.)

The turn, the round, and other abstract measures of time are all durations that exist to regulate the rhythm of the procedural loops that form gameplay. The actual time they measure (10 minutes, 6 seconds, whatever) is secondary to this more important function.

The value of rounds, turns, and watches is that each one allows you to synchronise all of the decisions, rolls, and consequences of a particular iteration of a procedure in a way that prevents the formation of a lot of asynchronous cycles that are demanding to track. I use the following rubric:

The round - One iteration of the encounter procedure
The turn - One iteration of the site exploration procedure
The watch - One iteration of the overland travel procedure

NB: The "watch" or "shift" is designed to serve the same function as the round and the turn do but for overland encounters. If you are running overland games, I suggest using it, pegged to either six or eight hours, depending on how often you want the PCs to have to make decisions while travelling.

The actual length of these units of time is strictly secondary to their value laying out the rhythm of play and its progression. That's why you can have a combat round be anywhere from six seconds to a minute without affecting play, but the moment one combat round doesn't represent a complete set of decisions, rolls and consequences, you get chaos.

For the purposes of game-play, the second, the minute and the hour as units of time are inferior to the round, turn, and watch because they lack any connection to a procedural loop. You can turn them into ersatz rounds and turns, pegging the durations of effects and procedures to them, but I think this tends to create procedural loops that are too short for the tasks we want them to handle - the second is too short for combat, the minute too short for dungeon exploration, the hour too short for wilderness exploration (or resting).

By too short, I mean that the ideal length of a loop is long enough to contain the decisions, the rolls, and the determination of their consequences within it. Having to remember decisions made more than one iteration of the loop previously tends to tax people's memories, and it destroys the effectiveness of the loop iterations as counters.

e.g In combat, you want to declare that you're going to hit someone, roll to hit, and then resolve the hit if it's successful. You don't want to declare one round that you're going to hit, wait another round to roll, and then a third round to resolve it.

People confuse having a common unit of time (an hour, say) with having a synchronised procedure, even though the opposite tends to be the case. Using this sort of actual time measurement (in particular, hours) encourages desynchronised cycles that test one's ability to keep track of them.

e.g I've played in many games where a task takes eight hours and another task takes six hours, and what ends up happening most of the time is that the referee just abstracts out to the scope of a full day, everyone counts up the rolls they need to make, and then they do them en masse (three for the first person, four for the second person, etc.).

If the rolls fail, then the referee has to back-calculate to when this failure occurred, and discuss what happens at that point with the player, and it just turns from a smooth forward progression of time into a more zig-zagging movement that jams up much more easily.

The more you can synchronise all of this procedurally, the easier it is to run. That synchronisation helps both you and the players keep track of the progress made during play.

Beyond this point, I have a few scattered reflections to tack on here at the end:

1) Historically, the turn as a unit of measurement has been deprecated as site exploration procedures have become less and less formalised, while the combat round, the clearest and most robust procedure in the game, tends to be the one people default to when the other procedures aren't as clearly laid out, both as designers and as players of the game. That's why when you're dungeon-crawling in lots of new school games, you do it round by round instead of turn by turn. The firmer your site exploration procedure is, the more you need something like the turn to handle it.

2) The reason "the encounter" as a duration in some new school games confuses lots of people is that it's neither a real unit of time nor a single loop of a procedure. Instead, it's the worst of both options - a unit of time without clear boundaries, both within the fictive world and within the procedures of the game itself. This illustrates for me what happens when you screw up the rhythm of the game (thinking of it as a series of encounters and rests suspended in a non-time of exploration or travel like lumps of marshmallow suspended in jello).

I would just allow a "per encounter" power to continuously remain in effect until the procedure type you're playing changes. So a power invoked during site exploration remains in effect until you shift to overland travel or dealing with some encounter, and so on. This sounds weird, but works well in my experience. I mostly avoid this problem by changing "per encounter" powers and the like to some other duration.

3) The recuperation procedure tends to iterate each day. You might want to append "The day - One iteration of the recuperation procedure" as a fourth statement above. I didn't because I have recuperation as an option during the overland travel procedure so it occurs each watch, but I think for most people it's a daily procedure.

Good questions for a referee to get straight in their own head are:

a) When in the day the recuperation happens (Do healing and spell recovery happen at dawn, midnight, etc.)?

b) When the wandering monster or other interruptions occur, do those happen before or after the recuperation?

One nice effect of linking it to watches was to eliminate the 15 minute adventuring day. Once you pick the watch action of "searching a site" you're committed for the next six hours and can't invoke the recuperation procedure until the next watch. Blame it on adrenaline, paranoia, and traumatic flashbacks - you're too keyed up to rest until enough time has gone by.

4) I think downtime's ideal unit is either the week, the month, or the season, and have seen all three used successfully. Seasons are good in games where the main downtime activity is domain management, months work well in games focused on expeditions or that require training to improve characters' powers, and weeks work well in games mostly driven by narrative urgency, where the PCs will almost never have a month or three in between the villains coming up with some plot.

Mar 5, 2019

Summarising Key Elements

One of the skills I have that makes me a good referee is a particular style in my games whereby I summarise and restate the most salient and relevant aspects of a problem or situation immediately before asking players to figure out a solution, and then I do this again several times throughout the problem-solving process that they engage in.

It's not particularly difficult or challenging or insightful to do so - as the referee I can reference, remember, generate, and / or adjudicate which elements or aspects of the problem are the ones that must be overcome in order for a solution to be acceptable. But it's also surprisingly uncommon for referees to do this. I don't think there's any good reason not to, so I assume it's mainly due to referees either forgetting about doing this or never having learnt this for some reason. Therefore, this post is a simple exhortation to remember to do this.

There are three additional techniques of restatement that I think can improve one's practice of doing this even if one already is. The first is simply to pair proposed solutions with the aspect of the problem they purport to resolve during the restatement. This demonstrates progression and prevents constant relitigation of things which the players have already developed a successful solution for. It also highlights when a purported solution is inadequate to the task.

I often grade these slightly, mentioning whether a proposed solution completely trivialises the aspect such that no roll or expenditure is required, or if it merely allows a roll or expenditure that would otherwise be impossible, or if it represents an opportunity for an ordinary roll or resource use.

The second is to prefer to present the aspects in a flat and clear way. Sometimes referees want to keep some aspects of the problem hidden until the player characters are part-way through the task. This can be done, but it has to be done accepting that it will cause the player characters to pause and deliberate mid-task, and it must be done in a way where there is one cannot simply stop the solution, return to the initial state, and then start over from scratch. If the latter is possible, then the referee has simply wasted everyone's time through their lack of foresight.

By contrast, presenting all obvious and even some inobvious elements of the problem during the initial framing of the problem, and then including them in restatements and summaries of the problem allows the players to accommodate them meaningfully in their planning. It also encourages avoiding wasting time where the players ask questions the referee knows are meaningless and irrelevant. These aren't always bad, but en masse across the course of a session, they represent lots of wasted time, indecision, and inaction.

The basis of the game is making decisions, and while being tricked and fooled can be interesting for players, a referee should employ them sparingly in ways that emphasise the quality of surprise instead of merely keeping them as a tedious valence of ordinary moments of play.

The third technique is to use the question answer-question pattern with summaries and restatements. Once again, this helps deliberation progress, by providing a way of refocusing consideration on remaining elements of the problem. Using questions like "What information do you need to make the decision here?" helps avoid players getting bogged down in irrelevant side-issues.

Anyhow, if you already do all of this regularly, know that as a player I appreciate it greatly when referees do it, and if you don't, I would suggest experimenting with these techniques and adopting them if you find them successful.

Feb 5, 2019

Adventure Games: What I Meant When I Coined the Term

I coined using the term "adventure game" for roleplaying games in February 2012, and I've been using it since then consistently instead of "roleplaying game". There's been a recent discussion around the term started by Ben Milton, so I thought I might as well explain why I started using it in the first place.

I've summarised bits and pieces of my philosophy before on my blog. One doesn't have to read all of these, but they show variations and developments in my thought over the past seven years.

The Long Narrative
Roleplaying: Beyond Talking
The Basis of the Game Is Making Decisions
Anti-Narrativism
Running Technical Plots
Layers of the Sandbox
Low Concept Campaigns
Crappy Plotting

 I would say I first began thinking along these lines in 2008, when 4th edition Dungeons and Dragons came out and there was a sprawling online kerfuffle over "dissociated mechanics" at the same time as a concept known as "bleed" began to sweep LARPing circles. There was also a lot of debate around how "collaborative world building" and "collaborative storytelling" could be used to help referees give up the idea that they were writing an epic fantasy novel with the players as the railroaded protagonists. I don't know how successful this actually was (I still see questions regularly on Reddit about how to get the players to follow the amazing story the referee has come up with), but it was the context around when I began to think about what I used to call "anti-narrativism".

Anyhow, the four years from 2008-2012 not only had me reading a lot about these controversies, but it also saw the end of my then-regular gaming group (in late 2009, when the referee moved out of town) and my first foray into OSR-style games (Swords and Wizardry Complete, in particular). I engaged in a process of reflection about what I was trying to do with and in "roleplaying games" as I still mostly referred to them at the time.

The answer to what I concluded isn't simple or easy to sum up, but one element was that I realised that my prior conception of "roleplaying games" was not that different from the "immersion" crowd, and while not wrong, it was simply insufficiently broad to encompass all the things I liked about games, and also, from the perspective of producing enjoyable games, it misled me about how to do that by encouraging an emphasis on dramatic elements like acting out characters and vividly narrating a story.

Instead of skill of the portrayal of the character, it was the agency (and on the level of the party and group, the deliberation that fed into that agency) that I particularly prized as a player, and that I realised formed a set of key skills that players needed to develop even before they built up their acting chops.

To provide the stable and intelligible foundation for the shared world the player-characters move through, I needed to structure the decisions and consequences of those decisions, and to constantly communicate them clearly back to the players.

A player might talk in the third-person about their character or not, they might use a funny voice or not, their character might not have any family or background or whatever, but if we could make the choices that character made interesting and evocative and varied and relevant, the rest fell into place.

I chose "adventure game" to represent that refocusing (I also chose to begin referring to the "dungeon master" or "games master" as a "referee" most of the time). For me, the core of gameplay is not narrative (not a series of rising actions that develop to a climax and then resolve in a denouement), but iterative, and the things being iterated and reiterated are procedures, little list of instructions that govern how and when to apply or not apply the various rules.

The classic example in most adventure games is the combat procedure, which tells you how to set up combat encounters, determine in what order players proceed, how and what they can do, and then delivers some set of consequences based on their decisions and various randomising factors. Once you complete a loop of this procedure, you reiterate it for the next combat round until some end condition is met.

My preference is to be continuously enacting one procedure or another, or when not possible, to provide a set of structured steps that lead the players through deliberations with one another that resolve into decisions they make and consequences they bear for them. Oddly, this often ends up resembling a traditional story (and I have no objection to its mere appearance as such), but I treasure the times where it doesn't in particular, as these are the moments where the adventure game medium generates something new and unexpected.

The "adventure" then is not the narrative the player-characters flow through towards an inevitable climax and resolution, but the procession of problems, challenges, etc. they face; the decisions and deliberations they make about what to do about each problem or challenge; and the procedures they enact as part of those decisions, and the consequences of all the above interacting with one another.

Many people have been calling this sort of playstyle "OSR-style", though that to me associates it too closely with a particular subset of games (mostly rules-light D&D variants) and subculture of product design, and loses the idea that it is a playstyle that can be applied to almost any "roleplaying game" (Some with more easily than others, admittedly).

Recently, as people have begun wanting to move away from calling themselves "OSR" for political reasons and to characterise their playstyle using a different term, I've repeatedly suggested "adventure games" as an alternative. I think of the OSR as a particular subculture, with a particular attitude towards independent publishing, the history of gaming, etc., but I think the playstyle characterised by "adventure games" is one that is not specific to it, and that this playstyle should be developed and shared more widely so that even people who are not part of that subculture can learn it and adopt whatever practices from it they find most useful, in the same way people think of "storygaming" or "trad roleplaying games" as distinct playstyles to be developed and studied.

In that sense, I don't see "adventure game" as a replacement for the "OSR" concept itself (referring to the subculture), but only for the "OSR-style" or "OSR playstyle" terms. And obviously, I encourage you to use it as such.

Jan 14, 2019

The Basis of the Game is Making Decisions

Some people are going to find what I'm talking about in this post so obvious they won't understand why I feel the need to mention it. To those people, I offer my apologies, but I have realised from discussion with a broad spectrum of roleplayers over the years that it is not so obvious as it seems.

The core activity of roleplaying games is making decisions. Every other activity feeds back into this core in one way or another. Rules are there to control and shape the field of possible decisions, determine the likelihood of particular outcomes of those decisions, and to structure who makes which decision. Characterisation, party dynamics and the world exist to shape the style of decision-making and the values and tools brought to it; to establish decision procedures; and to provide stakes and consequences for decisions.

I would contrast this understanding with the one that superficially claims that a roleplaying game is like a television show, novel or movie that is focused on telling a captivating narrative for an audience. This kind of understanding, taken to its extreme limit, leads to railroading, which I understand as the negation of player characters' ability to make meaningful decisions, combined with the players' knowledge that this is the case.

I think a decision-based understanding of gameplay is superior to this narrative understanding for two reasons. The first reason is paedogogical, and the second is schematic.

When explaining to a new player or potential player what the game is and how it is played, people often repeat some line like "You're like the star of a TV show going on an adventure" or "You're a character in a fictional world who lives out a story". This implies that the most important activity or skill is acting, and the structure of play will follow the scene-framing and development of other narratives. It is therefore, a rude shock when they start playing a game and they are not very good at acting out their character and the flow of a session does not follow the narrative progression of other media.

This shock is now sometimes called the "Matt Mercer effect" after players who got into D&D from watching Critical Role, but who are displeased to find out that they can't plunge immediately into a complicated and immersive narrative. I don't blame these people for this shock. They were led to believe one thing, and rudely surprised when it turns out that belief was just propaganda. On top of that, they don't necessarily know how to improve the situation they find themselves in and move to the sort of immersive game they were lured in with - witness the endless threads on Reddit and rpg.net and other forums on this very topic.

Paedogogically, I think focusing on decision-making instead is probably more useful for that new player. The new player begins by making and justifying decisions with the character as a pawn (on the character's behalf), then learns how to make decisions based on the character's subjectivity (as the character). Similarly, they learn to justify their decisions to the referee or other PCs on behalf of their character (or out of character), and then how to justify them as the character to the other character in world.

They're not rigidly locked into any one of these four options, of course, and further learning would be how and when to deploy each. This helps new players to feel like they're increasing their agency over time, rather than constantly failing. In my experience, this is both an easier course of development for new players to grasp, as well as being more likely to retain them as players than frustration and failure are.

Schematically, I've written about this before in my long post on "anti-narrativism" in constructing D&D stories. A distillation of the basic point is: Rather than structuring the progression of a campaign as a series of dramatic scenes with the PCs flowing from one to the other, I think games should be structured as a set of situations where PCs must make decisions. The occasional montage or descriptive flourish isn't awful, but thinking of the development of the story in terms of decisions actually provides a clearer and more effective plan than trying to think of the next "chapter".

As a bonus, the superficial sensual effect of a decision-based structure is that it actually seems more like a traditional narrative than trying to plot out a story as if it were a novel, television show, or movie, because making decisions and dealing with the consequences of them is what happens to characters in a well-written story.

I think many people will claim that they already accommodate the idea of decision-based adventure gaming in their planning, and I'm sure many do, but I am 100% certain that there are many more people who could improve their games by shifting their mindset over to this, or increasing its prominence and salience within the mix of ideas they have about planning. I especially encourage new players and new referees who are having trouble creating the kind of richly immersive world and story they admire in other people's games to try adopting this mindset.

Jan 3, 2019

Improving Descriptions Using the Gricean Maxims

I rarely make absolute statements rather than propositions or suggestions, but I can't think of a countervailing example to the statement that good descriptions improve roleplaying games. That is, the better the descriptive powers of the referee and players, the better the game. I don't necessarily mean complex, verbose descriptions (some people like them, some people don't), nor do I idolise the modern imitators of Hemingwayesque concision.

Rather, I want to talk at the level below that aesthetic level, at the level of the cooperative principle and its derivations, the Gricean maxims. For people who've never heard of them, here's a brief explanation in text, and one in video. The basic idea is that Gricean maxims are the principles that an audience uses to evaluate a speaker's utterances in a cooperative exchange. One can not only apply them, but also flout them (and opt-out of them under certain circumstances, and just straight up lie, of course).

The Gricean maxims are the root understanding behind the old roleplaying joke where a referee describes a throw-away NPC and the mere act of describing them causes the players to want to interact with them or suspect them of being involved in the plot somehow: the joke is just that they incorrectly apply the maxim of relation beyond a reasonable level.

Anyhow, weird as it may be to say about something this basic, I'm amazed at the number of games I've played in where the referee flouted or failed to wield the Gricean maxims fluidly when describing the world to the players.

Sometimes this is because they don't frame the utterances well. They fail to establish that this bit of scene-setting is just a bit of evocative description like an establishing shot in a movie, there to create a picture in the players' heads, instead of a sequence they're expected to execute decisions in relation to. (Secret bonus referee tip: I tend to gesture more dramatically than usual while doing these so that people understand I'm just describing things)

Sometimes this is just because they describe a ton of irrelevant crap in a manner that disguises instead of distinguishing what is relevant. Sometimes it's because they withhold essential information, often because they mistakenly think they're in a competitive exchange: Waiting for the PCs to ask about it or to figure out that they need to use a skill or power to discover it.

Sometimes this is because they're working from a module that was written by someone who didn't follow the Gricean maxims in its composition, or that was just otherwise written in an unclear way that buries the relevant, truthful information the players need in a place where it can't be easily reviewed.

All of those are bad situations to be in, both as a player and as a referee. They could all be improved by following the Gricean maxims. In fact, if you robotically follow the Gricean maxims for any situation the players are in, while merely speaking concisely and using prosaic terminology, you'd be surprised at how players will compliment your descriptive powers (I know this because I do it all the time). Add in the occasional evocative or captivating flourish, and they'll rave.

Individual referees have their own unique styles, and the members of any given group will be happier or not with a given referee's style. I don't think aesthetics are purely arbitrary and individual, but I also don't think it's worth trying to denounce or bolster a particular aesthetic style or taste outside of a concrete instance. But with the Gricean maxims, we are sub-taste, at the level of the pragmatics of speech and conversation, and mastering the pragmatics will only improve things for everyone involved.