Dance me to the end of game.

“Enjoying roleplaying is rather like enjoying dancing: At some point you have to throw your inhibitions to the wind, admit you might look like a fool to passing spectators and enjoy the moment. Also like dancing, which at first may seem like a fairly limited activity, roleplaying has almost infinite depth and variety in the experiences it provides.”

From this week’s the Escapist. Check out The Dice They Carried for a fun article.

Context

So my Great Aunt Gertrude keeps asking me to get on with writing more about that body of post-immersionist theory (thanks Mick, great way to put it!) I’d been working on last year, and it just so happens I have a couple more things I’ve been itching to talk about: The first of a pair is context. The second will come in a later post.

As you might have suspected, I’m really big on context – all my theory’s heavily invested in the idea that play success is wholly dependant on the contextual positioning of the player in relation to everything else: other players at the table, social contract, system, preferred payoffs, goals, modes of play, yadda, yadda, yadda.

But, for the purposes of this post, I’m going to use the word context contextually: what I’m specifically looking at here is the player’s requirement for context. Also, while I absolutely think this discussion has application with some of the other sockets, mostly I’ll be talking about character socket play, because, well, that’s what I like & know best, and so focus on. So in a nutshell, what I’m looking at is how much or how little contextual establishment a player requires for her character in a game, and how I think that might relate to her payoff, goals and modes of play.

So what is contextual establishment? Well it has to do with how a character relates to herself, the world, the story, the other characters. As a person, you have a context in every moment of every day. That context is critical to your understanding of the world and to your ability to interact in it. It is built by all of your past experiences, by an inventory of your present situation, by the expectations which you invest in the world, and your ability to forecast future outcomes.

Picture this: You and your friend John are walking through the mall. You’re looking to buy a new leather jacket which is going to cost 500 dollars and you’re planning on paying cash. You’re counting out the money on the way to make sure that you have enough.

Now picture this: You and your friend John are walking through the mall. You’re looking to buy a new leather jacket which is going to cost 500 dollars and you’re planning on paying cash. You know that John has compulsive habit of punching people in the head when he sees large sums of money and taking it because he’s done it to you a half a dozen times. Are you still counting out the money on the way? (Why, you’re probably asking, am I even with John at the mall?)

Now picture this: You and your friend John are walking through Compton. You’re on the way to the store to buy a new leather jacket which is going to cost 500 dollars. Are you carrying 500 dollars in cash? If you are, are you counting it there in the middle of the street? Are you still with John, given that he’s a reckless head-punching bastard?

So yeah, as a person, context affects how we feel about things when they happen and how we decide what to do in response to them. Most of the time we don’t notice our internal relationship with context. We have long-tuned instinctual processes built to deal with it like the one that makes you flinch in fear when that head-punching bastard moves his arm quickly but doesn’t when your cat Buster darts across your lap.

When context changes radically or inexplicably, the instinctual processes can totally break down. And as anyone who’s ever traveled extensively can tell you, being deprived of context (cultural context, for this example) over a long period of time can be disorienting or even frightening. Learning to intentionally work through differences in context (rather than instinctually coasting through sameness in context) causes a lot of cognitive dissonance.

When I lived in Brazil or India everything I did, no matter how simple, took energy and focus because I had to work to understand the cultural context of everyday life and try harder than usual to act within that model. The propensity for failure to understand the context and then act inappropriately also became greater, which caused a heightened sense of latent (and sometimes acute!) anxiety than I would otherwise feel.

So in roleplaying context is important too. All players need at least a little context to get traction in play, and some players need a lot more than that. At a broad and basic level, context is established through setting, system, genre, and past play (among others). Telling you the game we will play takes place in the real world, gives you different building blocks to build a contextual model than telling you it takes place in Narnia, Glorantha, or aboard the Millennium Falcon. Telling you that the game will be a pulp, will affect your mental model differently than if I’d said western, noir, or space opera. This is really why RPG’s loves them some genre and why games in general are prone to setting books, splatbooks, archetype lists etc. etc. They are all ways to shortcut communal context around the table and get people in position to play together.

You can cut context a thousand ways but where I want to get to in this discussion is that beyond the communal context at the table which everyone needs and which makes the game possible, some players require specifically higher degrees of context to achieve their goals in play, interact with their character in mode or get at their payoff. Some examples:

  • Higher context players might require historical context in character (like a background), to provide a contextual sense of where the character has come from and who the character is as a person whereas a lower context player may prefer the character to be a blank slate that’s fully open to interpretation.
  • Higher context players might require in character social freeplay to get a sense of the contextual relationship between their character and other personas (PC or NPC) in the fiction while lower context players might find it just as satisfying to invent those relationships on the fly.
  • Higher context players may need contextualization before conflict to position themselves to be able to experience the interaction whereas lower context players might more fully enjoy the experience if they’re given the thrill of in medias res scene framing.
  • Higher conflict players may prefer moment-to-moment or event-to event play while lower context players might find time lapsing or sudden time jumping a happier pace.

Of course, I shouldn’t have to say this because if you’re reading my blog you should already know that it’s implied, but: there’s no objective right or wrong, better or worse in this equation. Whether high or low, the threshold of context required by a player is relational to their enjoyment of play and the only place better/worse comes in is in how well the player’s payoff was realized.

Calibrating context correctly is an important process to enjoyment in game. Like me in India, the farther away you are from the context you’re expecting the less comfortable the game will be and the more detracting from fun. I suspect I understand how this trends with other elements of the emotional agenda, but I’m not ready to point at it until I’ve established the piece it’s (fraternally) twinned with.

Next up: Relief.

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.

Simon Says…

So Simon Carryer rocked my socks earlier this week with this Culture Builder that he posted elsewhere on the Interwebs. I thought more of the world should know about it.

Here’s the idea:

First, you need to come up with 13 “rules” for your culture. They should range from really broad, general, and non-intrusive, through to very specific, all-encompassing laws. You can crib them from existing cultures if you like. Depending on the game, maybe everyone can help come up with these. Number them 2-10, then Jack, Queen, King.

For example:

2: People wear blue for mourning.
3: Women always get first choice of food, and the eldest choose first.
8: There is a tribe called the “Gazzir” who provide guards to aristocratic families. The tribe is renowned for honour unto death, and fanatical loyalty to employers.
9: Swords are forbidden to be carried by anyone not of noble lineage. For this reason, pole arms are common.
Queen: Those who are sentenced to death, or contemplating suicide, can opt to join a sect of monks called “the Nameless”. They give up their old identities, and live ascetic lives of servitude.
King: The Emperor’s word is law, and none may question it and live.
(of course, you’d have 2-K all done)

Now, in game, when you need an off-the-cuff NPC, or if you’re preparing NPCs for a game, draw a card. Referencing the number on the card and check the suit. Take the rule you’ve drawn and interpret it according to the suit:

Hearts: The character embodies, enacts, or enforces the rule.
Diamonds: The character twists, alters, or avoids the rule.
Spades: The character’s life is altered (for good or bad) by the rule.
Clubs: The character breaks the rule.

So, drawing from the above list:

2 of Diamonds: Alaric the Mason wears blue every day, and has done for years. No one knows if he’s mourning a long-dead wife, or if he’s just weird. Though he seems perfectly normal in other respects, it makes people suspicious.

3 of Spades: Gwen is the mother of five hungry children, and poor. She lives with her mother-in-law, who always chooses the most food for herself, leaving very little for Gwen and the children. Gwen is forced to eat almost nothing, so her children can survive.

8 of Clubs: Numun the Betrayer was a Gazzir guard who betrayed his employer, a cruel and merciless man. Numun and a few of his friends slew the man. Now Numun’s tribe is hunting him down to restor their honour.

9 of Hearts: Darran of Everwood is a young nobleman, and an expert swordsman. He itches for a chance to test his skill against the best in the land.

Queen of Diamonds: Aliea is an advisor to the Emperor. Though she wears the garb of the Nameless, and claims none of her former identity, forgoing even her name, she is often present at high-level meetings, and has a strong voice in the Emperor’s war-council.

King of Spades: Beatrice, a serving-woman at the palace, is sentanced to death for refusing to go to the Emperor’s bed.

Aces: Aces are a special case. Come up with a previously unknown rule, and then refer to the suit to find the character’s relationship to the rule.

So the idea is that you get a whole lot of characters with kind of intertwined fates, different stakes in the culture.

Simon says… “I think it’s an interesting way of doing “show, don’t tell” in a fantasy game, where the culture, and how it works day-to-day, is revealed by the characters the players meet, rather than dictated from on-high. If nothing else, it’s a great prompt for imagination. These characters were all thought up on the fly as I was typing this, but I’d be happy to have any of them in my games. I like how they really act as plot-hooks, but they’re plots that are firmly rooted in the culture. So often I think fantasy cultures are treated as this monolithic thing, where all members of the culture adhere to a set of guidelines unerringly. What I like about this idea is that it introduces the complexity and moral ambiguity of real cultures, without endless complications to the game.”

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