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	<title>Comments for Sin Aesthetics</title>
	<link>http://games.spaceanddeath.com/sin_aesthetics</link>
	<description>In which Mo explores the social pathology of roleplaying and begins to experiment with game design.</description>
	<pubDate>Sun, 20 Jul 2008 16:36:19 +0000</pubDate>
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		<title>Comment on Character Disposability by Rufus Polson</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/67#comment-704</link>
		<author>Rufus Polson</author>
		<pubDate>Wed, 02 Jul 2008 23:39:04 +0000</pubDate>
		<guid>http://games.spaceanddeath.com/sin_aesthetics/67#comment-704</guid>
					<description>I'm of two minds about this whole phenomenon.  On one hand, I don't like having a character I'm fond of die in some meaningless way.  I rarely like having one die meaningfully, come to that--to me situations where dying would be more productive than all the things you could do by continuing to live are amazingly sparse.
However, I do appreciate the existence of the *risk* of dying or otherwise being obliterated.  The lack of this risk would be a serious problem for me; it would rob tension from the story.  And I think that's true across a few different styles of play.</description>
		<content:encoded><![CDATA[<p>I&#8217;m of two minds about this whole phenomenon.  On one hand, I don&#8217;t like having a character I&#8217;m fond of die in some meaningless way.  I rarely like having one die meaningfully, come to that&#8211;to me situations where dying would be more productive than all the things you could do by continuing to live are amazingly sparse.<br />
However, I do appreciate the existence of the *risk* of dying or otherwise being obliterated.  The lack of this risk would be a serious problem for me; it would rob tension from the story.  And I think that&#8217;s true across a few different styles of play.</p>
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		<title>Comment on Real Roleplay by Mo</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/77#comment-699</link>
		<author>Mo</author>
		<pubDate>Fri, 16 May 2008 16:07:11 +0000</pubDate>
		<guid>http://games.spaceanddeath.com/sin_aesthetics/77#comment-699</guid>
					<description>Sure thing, if you'd like. :)</description>
		<content:encoded><![CDATA[<p>Sure thing, if you&#8217;d like. <img src='http://games.spaceanddeath.com/sin_aesthetics/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /></p>
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		<title>Comment on Real Roleplay by Ryan Stoughton</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/77#comment-698</link>
		<author>Ryan Stoughton</author>
		<pubDate>Fri, 16 May 2008 15:01:16 +0000</pubDate>
		<guid>http://games.spaceanddeath.com/sin_aesthetics/77#comment-698</guid>
					<description>Hi Mo - I didn't see a 'contact mo' option so I figured I'd ask here.
Is it OK to make comments on old posts?</description>
		<content:encoded><![CDATA[<p>Hi Mo - I didn&#8217;t see a &#8216;contact mo&#8217; option so I figured I&#8217;d ask here.<br />
Is it OK to make comments on old posts?</p>
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		<title>Comment on My Gaming Census by Ryan Stoughton</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/55#comment-697</link>
		<author>Ryan Stoughton</author>
		<pubDate>Fri, 09 May 2008 22:58:45 +0000</pubDate>
		<guid>http://games.spaceanddeath.com/sin_aesthetics/55#comment-697</guid>
					<description>You know, I never figured out what that meant either.  

I got involved with (what was) (a year ago) the (poorly named) York D&#38;D Meetup.  Now it's called Toronto Area Gamers ("TAG"), and we absorbed the active members of TRMA and a boardgame meetup.  We have a monthly social (20ish people) at the Yellow Griffin pub to try to break the ice and keep in touch with the people who are on different schedules or live in different areas of the city.</description>
		<content:encoded><![CDATA[<p>You know, I never figured out what that meant either.  </p>
<p>I got involved with (what was) (a year ago) the (poorly named) York D&amp;D Meetup.  Now it&#8217;s called Toronto Area Gamers (&#8221;TAG&#8221;), and we absorbed the active members of TRMA and a boardgame meetup.  We have a monthly social (20ish people) at the Yellow Griffin pub to try to break the ice and keep in touch with the people who are on different schedules or live in different areas of the city.</p>
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		<title>Comment on My Gaming Census by Mo</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/55#comment-696</link>
		<author>Mo</author>
		<pubDate>Fri, 09 May 2008 22:17:15 +0000</pubDate>
		<guid>http://games.spaceanddeath.com/sin_aesthetics/55#comment-696</guid>
					<description>Heh. Considering that I can't decipher the acronym, I don't think so. ;).

Toronto.... rolplaying... m&gt; Association?</description>
		<content:encoded><![CDATA[<p>Heh. Considering that I can&#8217;t decipher the acronym, I don&#8217;t think so. ;).</p>
<p>Toronto&#8230;. rolplaying&#8230; m> Association?</p>
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		<title>Comment on My Gaming Census by Ryan Stoughton</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/55#comment-695</link>
		<author>Ryan Stoughton</author>
		<pubDate>Fri, 09 May 2008 22:01:39 +0000</pubDate>
		<guid>http://games.spaceanddeath.com/sin_aesthetics/55#comment-695</guid>
					<description>Huh.  Bizarro world exists.  Or it existed, back in '07.  

Your group sounds a lot like ours, although better at getting games running, and less accidental expansionism.  

Were you guys ever involved in the recently-ended TRMA?</description>
		<content:encoded><![CDATA[<p>Huh.  Bizarro world exists.  Or it existed, back in &#8216;07.  </p>
<p>Your group sounds a lot like ours, although better at getting games running, and less accidental expansionism.  </p>
<p>Were you guys ever involved in the recently-ended TRMA?</p>
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		<title>Comment on Character Disposability by Ryan Stoughton</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/67#comment-674</link>
		<author>Ryan Stoughton</author>
		<pubDate>Tue, 06 May 2008 12:54:03 +0000</pubDate>
		<guid>http://games.spaceanddeath.com/sin_aesthetics/67#comment-674</guid>
					<description>Interesting... so I can see that PTA would be a good fit for that preference, then.

I'm wondering about what Vincent said about the rules providing the thing no one wants.  Is there any other game where the game provides pressure on you without that pressure ultimately relating to removal from play?</description>
		<content:encoded><![CDATA[<p>Interesting&#8230; so I can see that PTA would be a good fit for that preference, then.</p>
<p>I&#8217;m wondering about what Vincent said about the rules providing the thing no one wants.  Is there any other game where the game provides pressure on you without that pressure ultimately relating to removal from play?</p>
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		<title>Comment on Character Disposability by Mo</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/67#comment-673</link>
		<author>Mo</author>
		<pubDate>Mon, 05 May 2008 16:26:25 +0000</pubDate>
		<guid>http://games.spaceanddeath.com/sin_aesthetics/67#comment-673</guid>
					<description>Hi Levi...

It's really context dependant depending on the fit of the solution and the scope of it relative to the fiction. It might be better, but still, the mechanical mandate of it is not likely to be desirable for me. I've never met a mechanic that did emotional calibration in a game better than my group's own skills do. This isn't too surprising considering how delicate a nd personal thing emotional calibration is and how intimate our home group is. I'd be shocked (and delighted!) to come across one that did. 

There's a TON of voluntary and spontaneous stuff like you're talking about that goes on in our games. While we don't play ghost stuff much, that situation in Dogs has happened in our games. Traits go dormant (or conflicted!) as new contradictory fallout traits are earned, and sometimes we'll actually change a trait in reflection to do that (though the rules don't support that, I know).</description>
		<content:encoded><![CDATA[<p>Hi Levi&#8230;</p>
<p>It&#8217;s really context dependant depending on the fit of the solution and the scope of it relative to the fiction. It might be better, but still, the mechanical mandate of it is not likely to be desirable for me. I&#8217;ve never met a mechanic that did emotional calibration in a game better than my group&#8217;s own skills do. This isn&#8217;t too surprising considering how delicate a nd personal thing emotional calibration is and how intimate our home group is. I&#8217;d be shocked (and delighted!) to come across one that did. </p>
<p>There&#8217;s a TON of voluntary and spontaneous stuff like you&#8217;re talking about that goes on in our games. While we don&#8217;t play ghost stuff much, that situation in Dogs has happened in our games. Traits go dormant (or conflicted!) as new contradictory fallout traits are earned, and sometimes we&#8217;ll actually change a trait in reflection to do that (though the rules don&#8217;t support that, I know).</p>
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		<title>Comment on Character Disposability by Mo</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/67#comment-672</link>
		<author>Mo</author>
		<pubDate>Mon, 05 May 2008 16:17:21 +0000</pubDate>
		<guid>http://games.spaceanddeath.com/sin_aesthetics/67#comment-672</guid>
					<description>Hi Ryan,

Nope. I totally feel empowered in IAWA to describe how the down for the count goes down, but what I'm addressing here is more that I am forced out of play (for this game and possibly forever if I'm not on the WOL) due to an arbitrary mechanical process.

It's the unpleasant thing Vincent's intentionally trying to impose. It makes it interesting to me from a design perspective and undesirable for me as a player. Where characters go out in my games, it's via vigorous creative agreement.</description>
		<content:encoded><![CDATA[<p>Hi Ryan,</p>
<p>Nope. I totally feel empowered in IAWA to describe how the down for the count goes down, but what I&#8217;m addressing here is more that I am forced out of play (for this game and possibly forever if I&#8217;m not on the WOL) due to an arbitrary mechanical process.</p>
<p>It&#8217;s the unpleasant thing Vincent&#8217;s intentionally trying to impose. It makes it interesting to me from a design perspective and undesirable for me as a player. Where characters go out in my games, it&#8217;s via vigorous creative agreement.</p>
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		<title>Comment on Character Disposability by Ryan Stoughton</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/67#comment-671</link>
		<author>Ryan Stoughton</author>
		<pubDate>Mon, 05 May 2008 15:38:06 +0000</pubDate>
		<guid>http://games.spaceanddeath.com/sin_aesthetics/67#comment-671</guid>
					<description>Hi Mo, I'm Ryan, I'm a big fan of IAWA.  

From my read of the rules, 2 zero dice to mean out definitively dead or out of the story - just out of the chapter (too injured, too exhausted, or too humiliated to continue).  Where the rules are slippery, IMO, is who gets to say which outcome happened.  It's either the winner or the loser of the final conflict, or an agreement between them.  If you interpret it as the agreement, which is what we do, you get to decide when your character really goes down for the count.  

Would that help?</description>
		<content:encoded><![CDATA[<p>Hi Mo, I&#8217;m Ryan, I&#8217;m a big fan of IAWA.  </p>
<p>From my read of the rules, 2 zero dice to mean out definitively dead or out of the story - just out of the chapter (too injured, too exhausted, or too humiliated to continue).  Where the rules are slippery, IMO, is who gets to say which outcome happened.  It&#8217;s either the winner or the loser of the final conflict, or an agreement between them.  If you interpret it as the agreement, which is what we do, you get to decide when your character really goes down for the count.  </p>
<p>Would that help?</p>
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		<title>Comment on Character Disposability by Levi</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/67#comment-669</link>
		<author>Levi</author>
		<pubDate>Mon, 07 Apr 2008 05:58:02 +0000</pubDate>
		<guid>http://games.spaceanddeath.com/sin_aesthetics/67#comment-669</guid>
					<description>Mo;

From curiosity - in the context of this stuff, how do you feel about mechanical mandates of *serious transformation*, as opposed to removal?   As couple examples:

1) Imagine if upon character death, you always became a ghost, but were not out of play.

2) Imagine if, in DitV, all the fallout conditions were ways to radically *reverse* the meanings of traits.

How would those hit you?</description>
		<content:encoded><![CDATA[<p>Mo;</p>
<p>From curiosity - in the context of this stuff, how do you feel about mechanical mandates of *serious transformation*, as opposed to removal?   As couple examples:</p>
<p>1) Imagine if upon character death, you always became a ghost, but were not out of play.</p>
<p>2) Imagine if, in DitV, all the fallout conditions were ways to radically *reverse* the meanings of traits.</p>
<p>How would those hit you?</p>
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		<title>Comment on Character Disposability by Brand Robins</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/67#comment-643</link>
		<author>Brand Robins</author>
		<pubDate>Tue, 05 Feb 2008 21:39:27 +0000</pubDate>
		<guid>http://games.spaceanddeath.com/sin_aesthetics/67#comment-643</guid>
					<description>So, for everyone else, cause this will not be news to Mo...

I know exactly what Mo is talking about here, but I don't always feel the same. Sometimes, in well designed games (say, Dogs) I find that the "random character death" isn't actually random at all. Its an issue that comes as a result of choices with known risks, and shows something about the character in a very real way. 

However, it also often works best for shorter run games and games in which there is a story or theme, rather than character, focus. Its an emergent vs. gestalt thing as well, and Mo and I often split over that one.</description>
		<content:encoded><![CDATA[<p>So, for everyone else, cause this will not be news to Mo&#8230;</p>
<p>I know exactly what Mo is talking about here, but I don&#8217;t always feel the same. Sometimes, in well designed games (say, Dogs) I find that the &#8220;random character death&#8221; isn&#8217;t actually random at all. Its an issue that comes as a result of choices with known risks, and shows something about the character in a very real way. </p>
<p>However, it also often works best for shorter run games and games in which there is a story or theme, rather than character, focus. Its an emergent vs. gestalt thing as well, and Mo and I often split over that one.</p>
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		<title>Comment on Character Disposability by Chris</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/67#comment-642</link>
		<author>Chris</author>
		<pubDate>Tue, 05 Feb 2008 15:54:15 +0000</pubDate>
		<guid>http://games.spaceanddeath.com/sin_aesthetics/67#comment-642</guid>
					<description>The big feature of roleplaying is the improv factor of the storytelling- you don't know what's going to happen, so you don't know what aspects you're going to really like- you can't go back and rewrite during play.  So a major portion of narrativist design is about building rules to help groups figure out those parts that click with them and constantly "aim" play at those parts.

Random death is tagential to that- it can completely rip away the good/meaningful stuff the group was building.

A backdoor trick to EH is that players often play multiple characters- if you find that you're not as invested in your Hero as a supporting character- risk your Hero ASAP, get them killed, then take the supporting character as your Hero in the next scene...  In other words, if you find your emotional investment lies elsewhere, character death is a step towards fulfilling that.</description>
		<content:encoded><![CDATA[<p>The big feature of roleplaying is the improv factor of the storytelling- you don&#8217;t know what&#8217;s going to happen, so you don&#8217;t know what aspects you&#8217;re going to really like- you can&#8217;t go back and rewrite during play.  So a major portion of narrativist design is about building rules to help groups figure out those parts that click with them and constantly &#8220;aim&#8221; play at those parts.</p>
<p>Random death is tagential to that- it can completely rip away the good/meaningful stuff the group was building.</p>
<p>A backdoor trick to EH is that players often play multiple characters- if you find that you&#8217;re not as invested in your Hero as a supporting character- risk your Hero ASAP, get them killed, then take the supporting character as your Hero in the next scene&#8230;  In other words, if you find your emotional investment lies elsewhere, character death is a step towards fulfilling that.</p>
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		<title>Comment on Character Disposability by Mo</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/67#comment-641</link>
		<author>Mo</author>
		<pubDate>Tue, 05 Feb 2008 12:00:35 +0000</pubDate>
		<guid>http://games.spaceanddeath.com/sin_aesthetics/67#comment-641</guid>
					<description>Chris,

Good point about the intent-full quality of "random" or "premature" character death in media. Your core conflict observations too.

Now, what you suggest, the system pulling you, tempting you to shove your character down the road towards death is also a very different thing for me. It underlines genre conventions or shapes the quality of the story without making that same assumption that it it knows better than you do when the time is right for that to happen. 

It can also serve excitingly the opposite way as a gating system, helping to calibrate the quality and depth of a dramatic situation before the road is taken.

&lt;i&gt;I think there’s lots of unexplored options to making character death, or removal, serves stories better, but it’s going to require a lot of shift in thinking about what rpgs are about, and how stories are structured.&lt;/i&gt;

Absolutely. :)</description>
		<content:encoded><![CDATA[<p>Chris,</p>
<p>Good point about the intent-full quality of &#8220;random&#8221; or &#8220;premature&#8221; character death in media. Your core conflict observations too.</p>
<p>Now, what you suggest, the system pulling you, tempting you to shove your character down the road towards death is also a very different thing for me. It underlines genre conventions or shapes the quality of the story without making that same assumption that it it knows better than you do when the time is right for that to happen. </p>
<p>It can also serve excitingly the opposite way as a gating system, helping to calibrate the quality and depth of a dramatic situation before the road is taken.</p>
<p><i>I think there’s lots of unexplored options to making character death, or removal, serves stories better, but it’s going to require a lot of shift in thinking about what rpgs are about, and how stories are structured.</i></p>
<p>Absolutely. <img src='http://games.spaceanddeath.com/sin_aesthetics/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /></p>
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		<title>Comment on Character Disposability by Mo</title>
		<link>http://games.spaceanddeath.com/sin_aesthetics/67#comment-640</link>
		<author>Mo</author>
		<pubDate>Tue, 05 Feb 2008 11:47:03 +0000</pubDate>
		<guid>http://games.spaceanddeath.com/sin_aesthetics/67#comment-640</guid>
					<description>Hi Nicholas,

What Brand says, below. :) 

I think that I don’t need TSoY to let me feel that complete power over my character’s death because I’m empowered with that feeling already. Now that said, the games I’m specifically referencing are solo games, so I’m not having to mitigate other PC’s desires as I play. I think in that case, I might like to *buy* a “Secret of Transcendence” to invoke that story when the time was right but still wouldn’t want it occurring “randomly” out of a dice roll.

I just thought of another way to illustrate: I’m not fond of these mechanics because they feel like the game is asserting that it knows what makes a better (or “more correct”) kind of story than I do, even though Brand and I are the story’s (fully competent) co-authors. The mechanical system has no ability to actually evaluate the state of the fiction and no humanity to gauge how fulfilled a drama it is while Brand and I totally do.</description>
		<content:encoded><![CDATA[<p>Hi Nicholas,</p>
<p>What Brand says, below. <img src='http://games.spaceanddeath.com/sin_aesthetics/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I think that I don’t need TSoY to let me feel that complete power over my character’s death because I’m empowered with that feeling already. Now that said, the games I’m specifically referencing are solo games, so I’m not having to mitigate other PC’s desires as I play. I think in that case, I might like to *buy* a “Secret of Transcendence” to invoke that story when the time was right but still wouldn’t want it occurring “randomly” out of a dice roll.</p>
<p>I just thought of another way to illustrate: I’m not fond of these mechanics because they feel like the game is asserting that it knows what makes a better (or “more correct”) kind of story than I do, even though Brand and I are the story’s (fully competent) co-authors. The mechanical system has no ability to actually evaluate the state of the fiction and no humanity to gauge how fulfilled a drama it is while Brand and I totally do.</p>
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