Soaps vs RPGs

Over on LJ, Jim Henley was talking about improv and its proximity to RPG’s and ended up asking me some questions about the improv soaps I used to do a lifetime ago. It made for an interesting brain dump, so I thought I’d post it over here in case y’all found it interesting (edited for format, readability and atrocious grammar).

Jim: It occurs to me that I need to know everything about your soaps. I know you’ve referred to them before, but they seem like a whole extra level of ambition beyond the creation of a play at a time, which is a level of ambition above “let’s make up a skit from scratch.” Some nosey questions that come to mind: Am I correct in inferring continuing characters across episodes?

Mo: Yup, constant characters. The soap would generally run for about 12-16 episodes. Sometimes they were like daytime soaps, sometimes Sci Fi, sometimes horror. When Vampire and Mage came out, we used their source material as a base… before they made them in to LARPS!

Jim: Were these performed for an audience or just within the troupe?

Mo: A faithful, if exceedingly rowdy and badly behaved audience. They would pay every week to see the next installment. Typically shows were late at night following another play (often other plays that some/all of the cast was in!), and had to be flexible enough to work off of whatever set and audience was in the theatre space at the time - which made for some fun challenges. Usually they were on Friday or Sunday nights, but one of them went nightly over the course of the week. In some of the soaps, the audience would shout out instruction or direction that the actors would feel free to take or ignore.

Jim: You had a set scene list to go through in performance? Would that mean that Scene X had to come out a certain way to justify Scene Y, but the actual beats of Scenes X and Y were still improvised? Did plans for scenes ever gang agley? What then?

Mo: We’d come in 1.5 – 2.5 hours prior to the performance, and do a quick physical warm up, then the director would post the scene list. The scene list would be skeletal, kinda like: “SCENE FIVE: X character encounters Y character in Z location. X tells Y this bit of critical information and leaves. Alone on stage, Y determines to do this thing about it.” Yes, often there would be subsequent scenes in the same episode that would directly depend on the outcome of your scene, but sometimes the scene was just for colour too, or set up something for next episode.

Usually scenes were between 1-3 people, thought sometimes we would have larger groups or the whole cast involved. Sometimes it would start with a couple, and one person would leave and another would come in. Each scene would take anywhere between 3 and 10 minutes, give or take, occasionally longer for very complex scenes.

After the director posted the scenes, everyone would crowd around and find out what they were doing that night, figure out which scenes they were in with whom and about what and have a few scarce minutes to talk about the scene, or block it out, if it were very physical.

I remember one particularly memorable scene where my character killed another character in a beat down drag out fight, complete with squibs and pre-scored costumes and props and stuff. We blocked it on an unfamiliar set in 10 minutes and never had time for a test run of course - crazyiness! For that scene, of course, because one character would be removed from play, it had been decided at the rehearsal three days before, so we had time to gather props and such. We didn’t know how the death would go down, just that it would. (edited: Of course, also when any scene where big props or big special effects were needed would have to known it was coming at least partly in advance. Once: homemade pyrotechnics!)

So we’d talk, brainstorm, block, then go get into costume and makeup, and then have five minutes of a voice warm up, often backstage as the audience was coming in.

Scenes occasionally went very wrong indeed, though much less than you might think. Someone once, because they were a late comer to the scene, missed entirely that he was supposed to be in that scene, and so the two people on stage ended up stranded. The funniest part about that one was that there was no backstage area in the theatre that episode, so all of the actors were sitting on a long bench in a darker nook but in full view of the audience. When it became obvious that something had gone awry, the other actors pointed him to the stage him, he got up, went to the post, read the scene made a “Well, here goes nothing” face and then jumped in… to gales of laughter from the audience, who always loved it when we’d fuck up.

If something went wrong, well, we’d just have to get it back on track, which demanded some quick thinking at times. Usually though, especially when there was a backstage, people would review their scene objectives just before going onstage, so when things went wrong they didn’t affect continuity of the whole show.

Jim: Let’s talk Socket Theory! Or maybe MB&G. Did you “attach” to the soaps differently than you attach to roleplaying games? Would you say your MB profile within the soaps was the same as your RPG profile, your real-life profile, or was it a third profile?

Mo: (What’s MB&G? Myers Briggs?) Hard to compare them, because at the time I did them, I wasn’t gaming. I came back to gaming (had played D&D as a kid) just at the tail end of them. Because the last few we did used games as source material, I ended up meeting a number of local gamers and started to play again. However, I would say my relationship to game grows directly out my time in the theatre in general, and out of the soaps in particular - especially my socket.

To prepare for the soaps, well before you’d hit stage, we’d have a couple of rehearsals that fleshed out the idea of the soap, the themes, the setting, the basic locations, the kinds of characters that would be needed. We’d play handfuls of characters in endless freeze games, and then pull characters we really liked, or were particularly effective (funny, scary, poignant, melodramatic, etc) out and make a cast of them, sometimes creating new characters to fill in the gaps.

Then there would be a whole bunch of rehearsals where we’d have character interviews. You’d literally go up on a hotseat, on stage, under a spot, and the rest of the cast and crew would rapid fire questions at you. In an hour they’d have dragged all this character history out of you and under pressure, you’d often find your character voice developing. There were also some funny, and always repeated questions like: “Are you now or have you ever been a member of the communist party?” or “So why do you want to join the secret service?” You were supposed to stay in character for the whole time and react to the questions as if they were really being asked. Some of the character history would be retained, some discarded.

Then there’d be a series of rehearsals where we worked on movement and voice, getting down the physicality of the character, the voice of the character, the idiosyncrasies and twitches. Then we’d have improv as your character in the world scenes that didn’t have to connect to one another – real sandbox stuff. Usually there’d be 1-2 months of ramp up before the soap, depending on the commitment of the director. By the time you got to the actual performances, you knew your character’s inner workings, and could slip in and out at a moment’s notice. Ideally, by the time it came to opening night you’d have done this so well you couldn’t really be caught off guard because you’d really immersed in the personage of the character. - So yeah my socket to character and my immersive tendencies both grew directly out of this world.

However, these days gaming is a deeply personal thing for me. The catharsis that I dig for is something very different than I used to have back then. The payoff of the soaps was performative, while the payoff of my games today is experiential. There’s more intimacy and nuance than ever would have been possible in front of an audience, even when that audience was very well behaved.

Jim: Hiding behind all the above questions is the ur-question of how the soaps were NOT essentially RPGs of some sort.

Mo: Really, I’d say that the biggest way in which I’d delineate RPGs and the soaps would be the expectation of a quality, finished and coherent product (that was worth purchasing). This idea includes the idea that you’d spend ten times the preparation time investing on the fiction than you’d ever spend inside the fiction itself. It also includes the “draft”ing of the fiction, or the willingness to input things that will never be incorporated, or will be edited and distilled down to a story that makes it something that’s not just worth doing (important!) but worth both having other people find it worth watching (the point) and worth paying to come and see (the way we keep afloat doing what we’re doing).

We look at RPGs in the rosy hindsight of post-interpreted narrative where we selectively remember the elements of play that make most sense to keep based on their retroactive meaning and importance in relation to the story that won out in the end. The soaps had to hit the ground running with a linear, developed narrative (for that episode) in place from the get go, no real room for (critical) error, and no second chances. (As a side note, it’s worth noting that a couple of times our soaps were then further distilled down into plays and re-performed like a traditional, scripted play after the season had ended.)

Also important to this difference is the collectivist approach to the process. There was no need to mitigate authority or have mechanical intervention to gateway events because our collective goal was the performance, and whatever you had to give up to achieve that goal, be it character autonomy, narrative input, spotlight time, whatever, the goal came first. RPGs, in my more general and current experience, have too much individualist practice/inclination to work the same way that the soaps did then.

That said, within the intimacy of my playgroups, be it solo with Brand or the small, cultivated playgroups I play in most and enjoy best, that collectivist impulse is still, mostly, beating it’s hummingbird’s heart.

Caw!

So Jonathan Walton started up a quick design contest this week, and I guess my creative juice was itching because I took the bait.

Crow, an aesthetic socket living poetry game, for your perusal.

Disruptive Emergence & the Impassioned Character Socket

**Warning** This post will contain a spoiler about season 3 of The Wire. You’ve been warned. Also, if you’re responding, please don’t spoil seasons 4 or 5 of The Wire for me. K?Thx. **Warning**

So last night, Brand and I are watching the last three episodes of Season 3 of the Wire, and along comes the scene where Pryzbylewski is standing, gun in hand, looking at the dead body of the cop he’s just shot. (For those who don’t know and didn’t care if they were spoiled, Pryz is a misfit wildcard inept cop that got through the Academy on nepotism, who early in Season 1 nearly beat an innocent kid blind for sassing him, and ended up behind a desk. His becomes a real redemption story when turns out, despite everyone’s best guesses (including Pryzbylewski’s) that he’s actually “real po-leece” when it comes to the analytical trace work involved in Major Crimes. The first time he’s out of the office in like two and a half seasons, he gets involved in a random chase and ends up mistaking a cop for a perp and shooting him dead.)

At this point, I hit pause on the g-d-clickybox and turn to Brand. “That there is what Vincent’s looking for when he talks about mechanics that bring on undesirable emergent story.” There wasn’t really any lead up to the scene, just a few quick shots interspersed with the other scenes: McNulty and Pryz eating Chinese food and getting the call, McNulty running through a back ally while Pryz round out in the car to head him off. Then there’s McNulty on the walkie, and he hears the shot fired, and finally there’s Pryz standing there with his gun out, looking freaked out of his mind. The killing is out of the blue, and all the lead up and shooting itself don’t even happen on screen. It’s obviously the work of disruptive mechanics.

Brand loved it. I didn’t. …. Shocking, I know.

But it did make for this great two hour conversation before we ended up getting back to the show. There’s a lot from that conversation I won’t get to in this post, might get into later if I’m up to it.

There ensues this real clear articulation that happens over how we interact (differently) with media - mainly movies and TV, but touching on print stuff too. He likes this scene with Pryz because it’s dramatic, because it moves the story, and because it lends a kind of realistic satisfaction to the series. In real life, our shortcomings come out to haunt us in the moments we think we’ve overcome them. When life is at its most brutal it often is over before you know what’s happening. It’s swift and explosive and afterwards nothing is the same. The Wire also (mostly) strives to provide a sense of real-lifeness as cop dramas go, so this makes the presence of this kind of event even more satisfying, in his eyes. He feels this turn of events is full because it’s a value add. It provides another kind of drama that enriches the story overall.

Brand, through his story socket, connects with the event and appreciates it cognitively. It’s intellectually fulfilling.

While I totally get why he likes what he likes there (and see it as valid) I don’t like it because it feels empty. It feels like the show has witheld. I’m engaged with the show, and I’m very much enjoying it because it does a very good job of creating complex characters in all shades of grey, and then all of a sudden, it changes the rules on me and I’m not allowed access to the character experience. On a dime, the character’s life is changed forever, I have no access to understand what really happened, nor to make the transition with the character (because I have been sharply and emotionally decontextualized from him). All of a sudden Pryz feels foreign to me and I can’t empathize with him properly. Sure, I can step away from it and type now: It is an interesting narrative device. I can cognitively appreciate what they were trying to do, and even how they succeeded in doing it. I even mean it when I type that, but it doesn’t change the fact that it was unfufilling to me in the moment of engagement.

I, through my character socket, became unconnected to the event which prevented me from appreciating it in the impassioned moment. It’s emotionally unfufilling.

Intimacy and the Impassioned Other

So here I’m going to talk only about the upper right block, the domain of the Impassioned Other, where I spend the most and best of my play.

As I’ve mentioned before, I’m a strong masker. I maintain a distinct identity within the characters I play, but I have a powerful empathic connection with the character. I funnel my influence over the game through the agency of the character. I am influenced and informed by the character as a conceptual model, but because I can still maintain a sense of the character as a conceptual model, I can also assert influence over its development (with time and context) without denying my payoff. I willfully give the character a measure of transformative power over me as a goal of play, and for me, that transformation equals my cathartic goal.

All of these things are only fueled forward by my strong preference for impassioned play. Funneling decisions and actions holistically and intuitively via the character within the emotional milieu of the story and the character’s context in it optimizes the cathartic connection (open the floodgates!) and works to constrain any cognitive dissonance that might interfere with the empathic connection to character.

So, as you might imagine, out here where I play can be a really vulnerable place to be. There is a direct conduit between my emotional centre and the experience of the character, and I heavily invest in that empathic conduit. I feel things that my character feels as emotionally acutely as if I was the character, and although I maintain some degree of distinctive identity from the character, I am deeply affected by her plight even in situations where I personally do not agree or sympathize with her. When the games I play are the best that I can ask for, I have not just invited the game into my emotional centre to mess around, I have in fact, demanded that it do so.

Like Brand mentioned in his article on danger, some people would call this behavior in a game “dangerous play” or “edge play” because it is a willfully vulnerable state, and could possibly end up in the player getting hurt (I.e. psychologically or emotionally damaged, not “hurt feelings”). This is not what I consider “dangerous play” nor “edge play”; for the most part, it’s just “play”. I rarely get hurt in a game, but if I do it’s not because of this process, but because I’ve chosen to play in dangerous territory, with issues that I know are triggers or grey zones for me. Even then, because of the way I set up games, I don’t ever really get hurt, I just get shaken, and need a period of recovery (If people want, I can talk about this in a separate post, but I don’t want to go any farther here for fear of getting off topic).

However, the point is, that it is a vulnerable place to play, and that the structure that is required to support that vulnerability never happens incidentally. It requires a considerable amount of personal and emotional intimacy, both with the other players in the game and with the character & the story to make work. So I’m going unpack each of these individually for a bit.

In the post before last, I gave you an overview of My Gaming Census. The reason I needed that was to help explore how my gaming environment contributes the level of intimacy required to play where I play. I don’t think it’s necessary to go through each of the following and expedite how they might foster the kind emotionally intimate environment that would help somebody feel supported in being vulnerable in a group activity. So I’ll just repeat some key census data here:

  • I’ve known the people I play with for, on average, 10 years.
  • One of the people I play with most often is my husband.
  • I socialize with almost all of them more frequently than I game with them
  • I’ve been to all of their weddings, took care of their property, pets and/or kids. (and vice versa).
  • I know them all well enough to list that data off the top of my head.
  • We’ve played in intensive, high emotional, epic games with each other for years.

And a few more that might be suggested by the ones above but that I want to make explicit:

  • We’ve adjusted our play groups, meeting times and locations for game around, vacations, pregnancies, life events and baby raising.
  • We have had a thousand discussions on what we like and what we don’t like.
  • We’ve had a thousand wicked play experiences, and some really big play disasters.
  • We cook together, eat together, mind babies together, and clean up together, usually all in and around a game session.

And there are three things that I didn’t go into on the census. The first is that the more we play, the better, and more intentional our social contracts have become. Most of my games these days are based on IWNAY. Some are NGH with lines as clearly defined as possible. These clear policies help to define the boundaries at the table, or to mandate the expectation of support when things go badly, and strengthens the trust around the table.

The second, is that we make common use of ritual in our games. Each long running game has its own soundtrack, often has a theme song, has repeated key lead-in phrases, and environmental cues like incense or candles to help transition into and out of a protected space.

The third is that the majority of people that I play with are also Impassioned players, and a good chunk of those are Impassioned Others (notably, I believe, all of the women). While we are all not following precisely the same process or seeking precisely the same payoff, our shared preferences help us understand each other’s needs in the game, and so, for the most part, things in this area are pretty well protected (I by no means intend to say that my gaming group does not ever face obstacles or challenges, it’s just that in general we’ve done these pretty well, IMHO).

The second kind of intimacy that is (mostly) required to play where I play is an emotional intimacy with the character and the story. The answer to securing this one is usually just time, energy, and focus. For me and the majority of people I game with, emotional investment into the character and/or story compounds over the time played. It’s very rare for me to be able to plug in to a character immediately and have enough investment to seat in an emotional context and achieve the cathartic payoff I’m looking for. Sometimes it takes whole sessions to find, sometimes I get glimpses of it, sometimes it stutters in and out (Vincent, if you’re reading this, I’ve had more success in seating out the gate with Dogs than with any other game I’ve played).

However, in a long-run campaign, it’s rare that I don’t slide right into the emotional context of a character as soon as we start, even if it’s been a while since we’ve played a game. This is also a reason why “time lapsing” is disruptive to me in games. By that, I’m not implying any particular lapse of time, but instead a lapse over a critical period of time, whether that is 1 day or 100 years. In Exalted, if we just finished a plotline in which a sense of closure was achieved, skipping 100 years probably wouldn’t be a problem. However, if we skipped a day or week in the life of the same character where no closure had been achieved, I might have trouble with engaging the emotional context of the character. The same goes for the story.

And since this has turned into a really long post, I’m going to start to wrap up. The whole article is meant to say that playing where I play takes certain support parameters (as I am sure do many areas on the grid, especially along any given perimeter) and to explore the kinds of support my group employs. Also, this post has been meant to say that if you don’t recognize my play style, one possible reason could be that you just don’t encounter it. If your main source of gaming is pick-up play, convention play, or (tabletop) play in a public space, it’s possible that the environment is not conducive to people who play like me.

Some Notes on Being Human

Now of course, the place you find yourself on either the Cognitive / Impassioned scale and the I / Other scale is not a static thing. If you gamed 10 years ago and you’re gaming now, chances are that there are a handful of things about game back then that you’d just as happily not import into the present. Likewise, in next 10 years there are things you’re doing now that you probably won’t be doing then and vice versa. Like my Wargamer cum LARPer friend of a couple of posts ago, the things we do, both in life and in game change us (at least if we’re doing it right) and changing as a person often means a shift in goals and priorities. What makes us happy now may not make us happy tomorrow or next year; what made us happy last year may never make us happy again.

Also, just because you put a dot on the scale that is meant to represent you doesn’t mean that you are not capable of shifting to accommodate the situation at hand, or that you never act outside of the placement of that dot. When playing with strangers, I tend to play down the emotional scale to ensure that I don’t make anyone at the table uncomfortable. I also tend to play closer to the “I” than usual to ensure that I am making directive decisions that will foster the fledgling social situation at the table.

Why does my dot wander? Well, because in that situation, my payoff and my goal are different than they usually are. My payoff might be “advance the social milieu of the group at hand, and have a fun, un-awkward night in the process”. In that case, my goal isn’t a cathartic one, it’s entirely socially based goal that has little to do with the game. In that case I may not even be character socketed; I might adopt a social or story socket for the night, because the payoff is powerful enough to make it worth it.

Likewise, under constraints imposed by other players or by system, my dot might have to wander in specific situations. About six months ago, Brand and I introduced a group of our friends to My Life with Master. The point of the night wasn’t even really to game, it was just to hang out. The point of playing MLWM was not to get impassioned or cathartic, it was to introduce some of our traditional RPG friends to some of what the Indie scene had to offer. It was a one shot, with a lot of players, so there wouldn’t be a lot of time to create catharsis anyway. So my goal, my socket and my payoff weren’t what they normally are, so my dot was in an entirely different place.

This is all to say that there is a difference between what you have occasionally done, what you did all the time a long time ago, what you are capable of doing, and what you do on a regular basis. When you’re examining your goals, sockets and payoffs, it’s important to identify if the situation you are analyzing is atypical, and therefore not representative of what you normally do to get your RPG rocks off.

When you are looking to place yourself on the scale what you’re looking to do is to identify: when you are playing for the payoff you most often play for or the payoff you want most (note that these might not be the same thing), how do you want to experience the game and through what method will you interact with it? It may be very useful to you in the moment you are playing an atypical game to understand how your payoff is different than normal and how you respond to that shift, but to start with, it’s most useful to trend yourself over the course of the payoff that you are trying to achieve most of the time.

Getting in the Cockpit

So, the second axis I wanted to have a look at is the place that you position yourself to drive your actions in the game. I’m going to talk about this a lot more in future posts, especially about the wording I’ve chosen to describe it: I and Other. For the sake of understanding this introductory post, remember that I am currently working on trying to map the body of play that I once (unsuccessfully) tried to shoehorn into the word immersion; Other could at some point have further application, and will definitely have a more detailed meaning than this, but for the sake of this one post, think of Other as your object in the fiction: your PC, a communal character that you inhabit in the moment, an NPC with which you drive the game as a GM. The I, of course is you as you (though even that will become a little more complicated later on).

You all (except maybe my Great Aunt Gertrude) will be utterly unsurprised to hear me say at this point that the first indicator of where you sit to drive your play is your socket. A person with a primary character socket and no secondary socket is likely going to sit right up at the top of this scale, especially if their goal is Kenotic, and their payoff has an escapist bent.

Likewise, a person who has, say, a primary system socket, a secondary social socket, and a tertiary story socket might never actually make their contributions to the game through a game object, but will instead, contribute directly to the game. I’ve heard some actual play recordings where the players involved never actually inhabited a character object all. Characters, PC or NPCs were never referred to in the first person, and never had an actual voice in play. Even if the character spoke and was not just paraphrased, the player narrated the speech as if it were dialogue in a novel, rather than a character to inhabit.

On the runway from the I to the Other, there are lots of ways to funnel participation through the character as a game object. I’m going to run some of them down for you using the best analogies I have at my disposal. I am peripherally aware that they are similar to some terms already in use in immersion theory. I want to be clear that I’m not at all trying to adopt those terms and their associated meanings (or baggage). Remember that I don’t read rpg.net or the Forge and I’m not a big forum girl. As such, please do your best when you read on to disassociate what you have been taught I might mean and to concentrate on reading them as simple analogies:

As a marionette, where the player does not inhabit the object, but dances it through the fiction with a directed will, there is a distinct emotional and sensory distance between the player and the character. The two share nothing; the marionette is nothing more than a tool with good aesthetic value.

As a puppet, the player inhabits the object only partially, all decisions are unmitigated by the puppet and are made for the direct, unencumbered benefit of the player or the story or something external to the character object (even if that benefit is the player’s sense of the character’s continuity in the story). The player has some amount of emotional investment in the character object and may have a very detailed blueprint of the puppet but is not influenced by the character object directly. Influence on the game is equally (qualitatively and quantitatively) made via the character object and directly without it.

As a mask, the player maintains a distinct identity within the character object, but has established an emotional, often empathic connection with the object and uses it as the primary vehicle to influence the game. The player is influenced and informed by the character object, and the character object is willfully given a measure of transformative power over the player as a goal of play. The player can take intentional action in the game that is uninfluenced by the character object, but optimally will do so only through the funnel of the character.

As a possessing force, the player abandons a personal identity and surrenders to the character object as a goal of play in order to directly, experience the full subjective reality of the character. The more intensely this is done, the less able the player is take any self-directed action as it does not originate from the (the player’s matrix) of the character’s subjective reality. This is all the way up the Other scale.

I / Other Scale

Once again, the purple dot is me (my trended behaviour, mind not an absolute that doesn’t exist). The empathic connection to character object is critical to my goal and my payoff, because it is in the ability to feel the emotionality of my character object’s response to the story that my impassioned engagement is fueled and the cathartic response is won. However, it is just as important to me to not then extend to allow the character to be a possessing force because to create really effective cathartic situations and get my Epicaric Virago on, I must have the freedom to manipulate the character and drive her towards badness and strife.Brand is the red dot again. He doesn’t need to be up close and personal with any particular character object in order to get his groove on. In fact, having to live within the confines of a character can sometimes hold him back from getting at his payoff. The character is a very rich source of story bits and momentum tools that make the story hot, but they are not usually gratifying to him in and of themselves.Also it’s worth noting that as a GM, Brand interacts with the Other as if it were a marionette, while as a player, he leans closer to being a puppeteer. I have a similar shift, though not as pronounced: As a player I solidly mask the Other, while as a GM I interact with the Other as both mask and puppet.

So, you can affect the game directly as your self, or you can affect the game funneled through an interaction with a character object. These modes of play are determined by the kind of payoff you are looking for, the kind of goal you set to achieve it and most importantly, by the socket that you use to engage with the game. Now that only two of you (of the original three) are still reading, I’d also like leave you hanging by noting, that while I’ve talked about the Other as character object, I do think it might be possible that other kinds of sockets can also become the Other. Setting is a particularly intriguing one when you think about how no-mythers might marionette the setting while deep setting socket folks (Elliot, I’m looking at you here) may well be considered to be possessed by the setting. If you have ideas on this, post them. Somewhere down the line I’ll likely be coming back to this.

Covering the Bases

I’m pretty sure that the three of you that read Sin Aesthetics understand me when I use words like sockets, goals or payoff, but just in case my Great Aunt Gertrude decides to check in on me and is having trouble understanding what the heck I’m talking about, this post is a quick run down. For the sake of my lazy ass, I’m going to quasi cut and paste some from a couple of public conversations I had with Thomas Robertson, who asks too many damn questions for his own good, but as such is useful in getting me to explain my damn self.

Sockets:

The socket is the place in the RPG which serves as the participant’s locus of enjoyment. It’s the place where people plug themselves into game and give and take their focus and energy to and from. Obviously character can be a primary socket, because immersion wouldn’t be such a problematic word without the character being an extremely invested locus.

It’s also easy to identify what some other kinds of sockets are. Setting is obviously a socket for a lot of people. System is an obvious one too. We can be pretty damn sure in our community that there are Story socket players. There are other kinds, too: Social socket people, Choice socket people, probably a lot of others too.

I think that many/most people have more than one socket, that is, more than one place that they can plug into the experience of the game, but I suspect that there is always a primary socket, one that is preferred above others. I would say of myself that character is my primary socket, but that I also have a distant story socket as well. Farther still, I could have a social socket and a setting socket, even a choice socket… but the farther down the road a game pushes me to go to find a socket, the less like an RPG it will feel like to me, the less it will fulfill the body of what I come to games to for, and if always pushed to a different socket, the less likely I will be to continue playing the game.

Payoff:

This one’s simple, though figuring it out often is like pulling teeth. We all have one reason that we play RPG’s. Regardless of the kind of player we are, or the kind of play we do, our reason is one in the same: We come to the game to get out of game what we want out of game. People talk about the concepts of “art” or “game” or “play” as lofty ideals but in reality, gaming has a payoff for everyone who engages in it, which is why we play RPG’s rather than golfing, stamp collecting, worm breeding, singing in a choir or whatever else might have had an appealing payoff if RPG’s didn’t exist, or more importantly, didn’t give us what we want.

That payoff will differ vastly from person to person. For some, the payoff is simply “completely forgetting I am me for a couple of hours”, for others “engaging in an actively creative co-operative endeavor with people I like” might be the payoff. “Feeling fully, really challenged in a social engagement while making something that feels lasting to me” or “proving that I have the biggest dick at the table” might be the thing you want. “Being validated by other people recognizing my talents as a really good GM”, or “participation in creating an epic that was worth telling” might also be what keeps you coming back.

If some of those sound more important than others, if some of them sound right and some wrong, then you’re missing the point of why I am talking about payoff. There’s no right/wrong/better/worse/worthy/not worthy/valuable/not valuable when it comes to you and what keeps you coming back to the game. You want what you want. It’s whether or not you are being honest about what you want, both to yourself and to other people where things can get to being wrong. If my payoff is: “working hard, winning big, and lauding my victory” and your payoff is “non-conflict co-operation towards an emotionally engaging experience” we’re not going to play well together unless we really, consciously work at it. That doesn’t mean that either of our payoffs are better or worse, it just means we like different things out of the hobby.

You’ll notice too, that many of those payoffs in the list up top sound like they would align really well with the kinds of sockets I was talking about earlier. Is that surprising? It really shouldn’t be… we do most what works to get us the payoffs we desire, after all. In my case, with a primary character socket, a secondary story socket and a penchant for highly emotional cathartic play it shouldn’t be at all surprising that my payoff is something like: “to experientially feel a sense of emotional euphoria as a result of a powerfully engaging story”.

Goals:

Back in this post, I talked about some possible goals of play, though they were certainly not meant as an exhaustive list.

Goals in this context define what the end experience of the game is that you work towards, and may imply or suggest a method you use to move towards achieving it. Ideally, your goal should closely align with your payoff. I’ve seen lots of situations in reality where that wasn’t the case, but each and every one described a very unhappy player.

I had a friend who came from a heavy competition war gaming background who stumbled upon and came to really like the social dynamic of the LARP scene. Playing in it drastically changed the kind of payoff he expected from RPGs. He went from a payoff of “validation of my intelligence and cunning through hard won challenge” to something like “escapist enjoyment of being someone else in a highly theatrical mode”. The problem was that when he came back to table top, he employed his old high challenge, high competition skills and techniques towards his old goal, but could never, unsurprisingly, achieve his new payoff. He doesn’t play anymore, and most of the people he used to play with (post LARP) aren’t really sad about that.

So there you are. That there’s the basics: sockets, goals and payoffs. There will probably be more as I ramble on, but that’s where I’m starting from.

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