« Previous entries · Next entries »

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 Vera 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.

« Previous entries · Next entries »

Abandoning Immersion

So I’ve been out of the country for four months, and there’s nothing like being thrown into the unfamiliar for a prolonged time to clear the head. While I was away I had very little time to keep up with the sundry blogs and forums that I normally follow. When I could find some precious time to look around, I found that with distance, my brain was becoming more and more frustrated with the discourse of gaming in general, and in particular, with immersion. It’s a word I’ve been using for a long time now, and a word I really was rather fond of once, but I think it’s long lost any semblance of meaning.

So I’m letting it go.

Since last fall when I started shifting my focus towards specifics and away from some nebulous idea of the body immersive, I’ve found it more and more helpful in actually establishing some kind of communal understanding and explorative progress with the people who I’m talking to. So from here on in, (on SA and wherever possible) I will be using words like goal and socket and payoff as a kind of matrix to point to specific things rather than try and situate things that are clearly different in a catch all word like immersion. Rather than saying You are immersive or I am not immersive, which really tells you nothing because too many people assert too many conflicting qualities to immersion, I will talk about the means of play, the motivations of play, and the path of play, which hopefully can allow me to talk to the three of you quite clearly, at least for the next ten minutes.

This also means that if I get general questions about “what this means to immersion” in the comments, I’ll likely be ignoring them.

While I’m on the topic of comments, I’d like to note that going forward I may or may not respond to any or all who comment. I’m doing this on my blog rather than on a forum for a reason which has little to do with you and a lot to do with me. If I wasn’t doing it here, I wouldn’t likely be doing it anywhere, and I’ve found over the last year or so since I started Sin Aesthetics that engaging in response is very powerful to me. It historically has the power to fuel or destroy my enthusiasm or my momentum and that I’ve given it the unmitigated power to do that pisses me off.

So, from here on in I will be attempting to engage with it selectively to feed my energy and momentum when it can and to let it go when it can’t. When I will and when I won’t probably has little correlation to the value of your response, so don’t take it personally. Please ask questions and comment where you see fit. Even if I don’t respond immediately, it doesn’t mean I won’t read it and let it influence me or that I won’t get back to you as a later date.

« Previous entries · Next entries »

GameChef ‘06 Volume I in print!

Technomancer Press, LLC will have the first print edition of the 2006 “Game Chef” challenge winners available by GenCon. Technomancer is happy to see 4 of the top 8 indie RPG design winners into this first print volume, including grand prize winner Moyra Turkington’s 2-hour procedural drama/cop show RPG “Crime and Punishment”.

Further, all profits from the GameChef series will be devoted to the Child’s Play Charity, bringing games to sick kids in children’s hospitals. As Game Chef lead Andy Kitkowski notes, “If it sells, yay, more cancer kids get Gameboys.” Game Chef is also a nominee for the prestigous 2006 Diana Jones Award, to be awarded at GenCon.

“Game Chef 2006 Vol I” appears in stores and at the PAX convention on November 23, and a limited number of copies will be on sale at the Studio2Publishing booth at GenCon August 10th to celebrate the Diana Jones Award nomination. Distributors and retailers can order via their Studio2Publishing.com accounts. Information on Technomancer Press is available at www.technomancer-press.com, Game Chef details are at www.game-chef.com, and Child’s Play at www.childsplaycharity.org.

« Previous entries · Next entries »

PUSH!

PUSH is available for purchase, and having read an commented on all of it, there’s some damn interesting stuff in there! Go buy it!

« Previous entries · Next entries »

Get voting, you.

Our very own Sister Abigail, Jess Hammer has received an Ennie nomination by way of the book Everyday Heroes!

Go vote for her now.

Now why are you reading this line? I said now, didn’t I? ;)

And don’t vote for White Wolf, or I’ll have to get a rolled-up newspaper.

« Previous entries · Next entries »

Immersion Goals Borrowed from Literary Theory

Borrowed from the literary tradition, I’d like to put forward some new words for your perusal that might help explore the differences of goals that exist under the catch-all word immersion. There may be others that would help too, but I think these three are important.

Catharis: Yes, I know you know this word, but do you know what means in the context of literary theory? Catharsis (which was introduced by Aristotle in The Poetics and means either “purgation” or “purification” in Greek) is the emotional effect a tragic drama has on its audience. The audience of a tragic drama would experience an overwhelming feeling of exaltation or relief following the drama because either they formed a vicarious identification with the hero which cleansed the emotions as if they have themselves had undergone the trauma of the story, or because the audience becomes so engrossed in the emotions for the hero that they are removed from the context of their own lives and return refreshed and renewed back to themselves following the drama.

Kairosis: is associated with the epic novel (association with the Greek meaning “the right time”, and represents the feeling of integration experienced by the audience with the protagonist. It is associated specifically with the moments of moral and psychologicical transitioning of the character in important, dramatically impacting moments. It is interesting to note that Kairosis is often achieved by challenging unique dynamic characters with typical, everyman dilemmas and emotionally engaging in the moments of change.

Kenosis: is associated with lyric poetry, and represents the audience’s abandonment of the ego manifestation in favour of the immediate emotional body and sensory manipulation of the poetic. It comes from the Greek word for “emptiness” and is used to achieve a feeling of timelessness or transcendence.

(If you don’t care about the words in their application in literary theory, you can skip this indented part.

***ETA: There’s more discussion after the indented part. Pick up the post again in the paragraph starting with: “So, what the heck am I talking about?”**

When I look at these terms, I make some adjustments on them to compensate for the differences in the method and process of the act of roleplaying:

Where we in a widely literate, educated and media saturated environment have specified, culturally driven, inherited understandings of drama, and in a world where the lines between the novel the drama and lyric poetry have been distorted, deconstructed and blurred, it seems to me that goals may not cleanly align by the form but can still maintain similar extant resonance to the emotional outreach of the audience.

Where we, as roleplayers, serve as both the authors and audiences of our own characters, inside a dynamic, living drama rather than a static text, we can elect to chase the fulfillment of multiple goals at once.)

So, what the heck am I talking about? Well, I know for a long time I have been describing my particular brand of character immersion as an intense, cathartic connection with the character in which I feel the character’s emotional state acutely, understand the mental process of the character acutely and objectively (rather than the character understands it: subjectively) and feel a vicarious emotional response of my own towards the character.

When I look at this in relation to the terms, I know Catharsis to be my primary goal: It is the place that the intense connection to the character is formed, in which I feel, simultaneously, the character’s emotional state, my own emotional state, my character’s inner workings, my own inner workings and my empathy for the character. Catharsis will make me physically weep when my character’s lover dies in her arms even if she does not shed a tear, because while I feel her emotional state as acutely as she does, I am feeling it vicariously. I am immersed in who she is, but I am not her. The feeling of exaltation or relief is something I can validate. An intense, cathartic immersion experience can leave me feeling a little high in an emotionally-induced endorphin way. This goal, IMHO, is all about feeling (For you following the MBTI stuff, it is an immersive F gamer’s playground).

I also know, although it is not part of my description above, that Kairosis is a frequent goal for me. It here that I go to for the moments of resounding transition; the moments that feel as if the soundtrack on the drama has picked up and the character’s life and the story will never again be the same. The “right moment” of Kairosis is the one where the character and the story interact and change each other, powerfully and irreversibly. This one is both about thinking and about feeling. In order to do this reliably and intentionally it requires a thinking setup, but transitions to feeling mode in the actualization of the moment’s resonance. I suppose it is possible to be setup and actualized both in T mode, but I’m not sure if it would lead to the immersive integration that the goal is looking for. This kind of immersion could serve story socket players as or even more effectively than character socket players. It is also, I believe functionally incompatible with Kenosis.

Kenosis is not a goal of mine, but one that is associated with the term immersion quite frequently in discussion, especially in association with larpers over the pond. Also called “Deep IC” or “altered state flow” or that I have been calling “submersion”, the goal here is to feel completely like the character and to feel as little like yourself as possible. The feeling of timelessness or transcendence is something that a lot of these folks talk about, even sometimes going so far as to compare it to a religious experience. Again, this is also about Feeling, I think (MBTI note: and I would think that it is commonly a goal of “SF” immersive gamer types, who would require strong myth to make a full transition from self to character). Note: This kind of immersion goal would also work as well for a setting socket player as a character socket player: the goal would be to get out of the player’s world and into the world of the player’s character.

I also think it’s interesting to note that when looked at this way, it’s unsurprising that there is so much debate about the compatibility of the goals of nar games and the goals of immersion. A goal like Kairosis requires intentional dramatic framing and intention to achieve the synthesis of character transitioning in the right moment and as such would be perfectly compatible, whereas a goal like Kenosis may repel such deliberate constraint, or force the player back into his own head, making the styles incompatible.

Also, it gives some good groundwork for why immersive players are at odds as to what kinds of game processes or mechanics are counterintuitive to their immersion activity. A Kairotic Immersives might not have trouble discussing stakes or out of game strategy to optimize the “right moment”, Cathartic Immersives might have no trouble authoring to intensify drama but could have real trouble any time the game required transition from a Feeling to Thinking mode, such as crunchy calculation or resource management. Kenotic Immersives might find any out of game negotiation that draws them out of character unappealing.

« Previous entries · Next entries »

[BitV] Session 4

Logs! Get your new logs here! Now complete with headpunching!

Session 4 - Whole Log
Session 4 - Fiction Only (No OOC)

Enjoy!

« Previous entries · Next entries »

Getting around to (one of) the point(s).

So, 10 or so months ago I started Sin Aesthetics.

I did this post on immersionand this post on authorial intent and this post on push and pull.

None of them were supposed to be very groundbreaking, they were just setup posts to get everybody onto the page of a few things I wanted to talk about. The next one was supposed to combine some of these elements to having a discussion about how one could use pull techniques to help immersion-heavy players cope functionally and productively in push-heavy nar games. This seems like it’s kind of anti-climactic now after all the discussion that’s gone on about p/p. At least the post can be much shorter now, because we won’t have to sort through examples.

Basically, the point is that if the goal of nar games is to create drama by addressing premise, and if differential techniques (p/p) can equally be used to do this in a valid way then those techniques can be (and are) used intentionally to create a personal fit to a shared game, even if the game fosters a playstyle that is less friendly to the player using the technique. I’m an immersive player and find that many nar games with explicit push systems (read: mechanically supported) often interrupt my ability to immerse because the system requires me to toggle between IC-head and OOC-head too long or too frequently, or because they break (personal) character continuity over issues of ownership (e.g. winning narration rights).

The design intent over many of these explicit structures exist to create what matters. What matters might be drama through conflict, or to highlight the address of premise, or to reward giving over to the story. It might be simply to pre-negotiate the social system of the game so that there is less work or negotiation required to produce functional and enjoyable play. In any case, they are designed to produce.

In some cases, where the explicit structures prevent or deter a player from fully socketing to their locus of enjoyment in a game (so for me, to character, emotionally) the player can premptively produce what the explicit structure has been built to require in order to eliminate or minimize the negative impact of interacting with that structure, while still remaining functional and socially responsible to the game and the play group.

For example, say one explicit structure in the game is: once you have played to a point where crisis is coming, the players roll dice and the winner is given sole authority to narrate the outcome of the crisis. The point of this structure is to provide a means of resolving conflict and a clear direction of social authority. A player that sockets emotionally via character might find this structure impedes or prevents personal enjoyment in the game because when they lose conflicts the winning player is free to narrate what the loser’s character can do, and this creates static in the player’s personal sense of continuity with the character, knocking the plug out of the socket.

(Some of you might want to tell me that if this is the case, the player shouldn’t play this game. Sure, optimally we’d all be playing games with groups and in systems that fit us perfectly 100% of the time, but the reality is that we don’t. Sometimes we play games that fit other people’s preferences more than our own, because playing with the person is more important to us than the system we play in. Sometimes, everything else in the system makes it worth running into the occasional hump.)

So in this case, what can the player do to premptively produce what the system is looking for so as to lessen the impact of or eliminate the hump? Well, since it’s fresh, Brand’s moment of crisis post offers us one way. Since the structure is very FatE, a skilled player could pull to resolve the conflict and determine authority using social DitM. In order to succeed in the pull, the player must win the buy in of the other player, and in giving buy in (especially in a context in which going to the FatE is his mechanical right in the game) the other player is exhibiting an acceptance to what the pulling player has done (any of this could be an OOC explicit negotiation or an IC negotiation). Both players are happy, the premise has been addressed to the satisfaction of both players, and the drama rolls on. The transaction is functional and productive, and the pulling player has not had to experience the static produced by the FatE structure.

This kind of thing isn’t always going to be possible, of course, and could take considerable skill and finesse to make work, but it’s something worth thinking about.

It’s also an interesting consideration to take when designing. As the designer, if you want people to be able to use their personal skills to compensate for areas of your system they might have problems with, does your explicit system make room for them to do so? If you do not want this, how do you constrain this ability in your design? Is there other things we can do to expand the support for multiple playtypes, or multiple sockets or whatever? Do we even want to?

Anyway, it’s something I’m still musing on, so I thought I’d put it out there.

« Previous entries · Next entries »

[BitV] Session 3

And here are the logs for Session 3:

Session 3 - Whole Log
Session 3 - No OOC (fiction only)

Enjoy!

« Previous entries · Next entries »

[BitV] Session 2

The logs from the second Bitches in the Vinyard game, for your perusal:

Session 2 - Whole Log
Session 2 No OOC (fiction only)

Enjoy!

« Previous entries · Next entries »

[C+P] Playtest Shilling + P/P

[xposted on SG]

Now that I’ve let it slip that my design for Crime and Punishment was partially an experiment in mechanically supported pull/push, and there are folks out there revving to see push/pull in action or to talk about the application of the model as it applies to design….

Can I get any takers to do playtesting? Huh? Huh? Pretty please? Crime and Punishment will restore receeding hairlines! Help you lose 10 pounds! Liven up your sex lives! Enlarge your…. well you get the idea. ;P

Easier than anything, you only need three players and 2 hours to play!

I’m going to go with playtesting for the moment based on the Game Chef version of the game which can be found here. So if the answer is yes, let me know and just snag a copy from the link!

« Previous entries · Next entries »

Push and Pull - One Last Time

(This was posted over on StoryGames, I thought since I put so much work into it, I should paste it in here, too. It helps me, continuity-wise, too.)

Chris and I have been knocking Push and Pull out very fruitfully over on Deep in the Game. Thanks Chris!

Here are your no-nonsense definitions:

Push is an assertion of individual authority.

Pull is a directed solicitation for collaborative buy-in and input.

Both Push and Pull are a part of fundamental human communication patterns. They are tools used in social interactions that provide movement to the interaction and provoke response and action within it.

In a RPG context, Push and Pull happen both as they do in a non game context (socially and incidentally because we are still people engaging in interaction), and as techniques used to affect the game, the social environment and the drama. Both Push and Pull can be mechanically or non-mechanically supported, functional or dysfunctional, effective or non-effective. Neither is inherently better or worse than the other, though people can have preferences for one or the other.

A player, using a Push technique, uses his own authority to put something out there. This something could be an assertion of an element or action into the fiction, it could be something in the social contract that causes or prevents something from happening (E.g. identifying that an NGH or TTP line has reached a hard stop) or in other ways (I’m not going to categorically list them here, that could be a discussion for a future time, suffice to say that although a push can be used as a technique to address the fiction, it’s not tied to it).

Push Example #1:

Game: Truth & Justice

Situation: The heroine has just found out that she has a long lost brother, and that her brother idolizes her secret identity for her work in the same science area that he is studying in. She, a precog, has a vision in which her estranged father and long lost brother are in a mall when a group of assassins break in and try to kill them. She could go save them, but if she does a whole busload of schoolgirls who have been captured by an evil cult will die terrible horrible sacrificial deaths. She chooses to go save the schoolgirls, because the ritual that they are being killed in may prove very, very bad for the world. In the vision where her brother and father are, the guns ring out, the bullets fly, and the father and brother are gunned down, their blood splattering.

The player (me) takes 4 hero points and hands them to the GM (Brand), declaring “Major Detect & Discover. Josh [the brother] is a mutant. He doesn’t die.” Brand cackles and gives time powers to Josh, so that when the reality of the precog vision comes true, he rewinds time in the second before he dies and uses his power to take out the villain, saving himself and their father.

I didn’t want the brother to die without having my character have a chance to interact with him, so I used a mechanic available to me to make it not happen.

Push Example #2:

Game: Unbreakable (A home-styled nar game) that’s loosely styled on the themes of M Night’s movie Unbreakable.

Situation: Our hero has been putting his ass on the line to make his Alphabet City neighborhood a safer place. In doing so, he’s pissed off a number of gangs in the area. In a previous bang, he had seen a member of the gang that has been hunting him down being shaken down by three guys of a rival gang over mule-ing drugs through their territory. Arjuna had interceded, scared the rival gangs off and saved the kid’s life. He even gave him back the drugs, as a show of good faith/bribe to leave his block alone.

The kid, afraid of what would happen if the leader found out about getting his ass saved by an enemy hadn’t passed the message on, so in another scene, when Arjuna’d come face to face with the sociopathic leader of the main gang, and had pointed out his show of good faith, the fit hit the shan. The gang leader thanked him for the interaction, and declared the feud between them over. He told Arjuna he would take care of the discrepancies.

Coming home that night, the GM (me) declares that in the vacant lot behind his house, the kid is dead – gutted – and has been left on display for him. The area has been police taped, and cops are on the scene. Alongside the body: the knapsack, likely still carrying his prints.

I put something down in front of him that said: Here, deal with that shit.

A player, using a Pull technique, solicits another player’s buy-in or input. This can happen by catering input to the other player’s tastes, by enticement, by reward, by negotiation, by collaborative mutual decision (and I’m sure there are other ways) Again, the Pull can be used to influence the fiction, but Pull techniques are not limited to the fiction.

Pull Example #1:

Game: The same Truth & Justice game as Push #1

Situation: Heroine encounters a villain for the first time. The game has a very graphic novel feel, and the social contract of the game has it established that there is (like many comic books) usually a pattern wherein at the first meeting, the villain will gets away, eluding the heroine.

The scene is set in a bank with a robbery underway, the mooks present are human goons for hire with lots of bad ass weaponry, the main villainess is a sexy succubus-y she-devil that is enrapturing the Bank Manager. The character comes in with great pith and daring do, and faithfully begins to kick the asses of the mooks en route to the main villainess. The mooks prove to be too numerous and too underhanded and threaten the innocents in the bank, but if she doesn’t do something about it, the villainess will get away with the booty!
The heroine takes the only action she has to spare to do a single attack on the villain, knocking her away from the bank manager, and into the vault and as part of her description says:

“Paper bank notes and bills flutter away from the hefty vault door as it slams shut with a satisfying THUD and a long series of clicks that lock the Hell Queen in its deep heart, keeping the bank’s patrons safely clear of her terrible, evil tactics!” The player (me), turns to the GM (Brand), raises an eyebrow and says in overly accentuated, sarcastic way:

“And Déjà Vu turns back and focuses her FULL attention on the members of Terror Inc, FULLY CONFIDENT that her “safe deposit” will be waiting for her once she has taken care of the gunboys!” Wink wink, nudge, nudge.

Brand, grins and says “Revolting Development?” and I agree, roll my dice and cash in on hero points which I then use to lay a righteous smackdown on the Terror Inc boys. When I get back to the vault to collect the villain, there is a hole melted in the floor, and the villainess and the booty are, of course, long, long gone.

If the villain got away, I wanted her to get away because something completely unexpected (to the character) had happened while my character continued to do the righteous smackdown. I was also low on Hero Points and knew that the Revolting Development would pay off. So, because I wanted these things, I created a situation where both requirements could be fulfilled, and one that I knew would be appealing enough for Brand to pick up on.

I wanted to go in a direction and so I made it a direction that Brand would like so that we could go that way together.

Pull Example #2:

Game: Breaking the Ice

Situation: It’s getting on to the end of the third date, and the fates of the lovers are being decided. They’ve racked up a pretty high attraction score, but their compatibility rating is low. This is reflected in the game’s fiction. The characters have never been ambivalent about each other; they’ve never fully managed to make it to a place where they click romantically, but they end up in bed despite that. Afterwards, one of the characters (mine) shows a bit of the desperation of the act by drawing a parallel between watching the woman he just lay with as she slept and the love of his life that died in a car accident (in which he was driving in heavy rain) a year ago. The other player (Brand) finding the earlier silly-ish game ending on too dour a note, wanting a chance at a bonus die, and knowing that I have a penchant for elegiac romance, wakes his character up and has her comfort him, saying in character:

“I can’t promise that I’ll be here forever, or even that I’ll love you forever, but I’m here now, and I love you now, and that’s enough. It’s a mistake to think you were driving then, or that you are driving now. Life is hydroplaning, and there isn’t any control to be had.”

And he earned the bonus die, and in their mutual comfort earned the one last compatibility (#3) that gave them at least a slim shot of making it.

Brand wanted something with more hope, and he wanted the characters to have a chance, so he found a way to appeal to my tastes in game to use a mechanically supported tool that allowed me to reward his pull.

Why is any of this important?

Well, if you’re designing, analysis of these kinds of social transactions and how they differ from each other helps you understand what kind of game you are creating, and who will be happy with it.

Now, I’ve never used the Power 19, because my brain naturally does this sort of thing without needing the tool, but it seems to me that if it represents a list of the things that are important to consider in game design and theory (which it seems to be, considering how many talk about it/use it), that discussion of social transactions such as Push and Pull are intrinsically connected to the following questions:

6.) What types of behaviors/styles of play does your game reward (and punish if necessary)?
7.) How are behaviors and styles of play rewarded or punished in your game?
9.) What does your game do to command the players’ attention, engagement, and participation? (i.e. What does the game do to make them care?)
10.) What are the resolution mechanics of your game like?
11.) How do the resolution mechanics reinforce what your game is about?
14.) What sort of product or effect do you want your game to produce in or for the players?
19.) Who is your target audience?

If the idea is to intentionally build games that cater to the target audience to maximize the potential fun that could be had by them, then it would be extremely helpful to consider whether the game coexists peacefully with the skills of your target audience and provide extra, explicit support to the skills that are not inherent to the group.

Conversely, if your target audience is “As many people as goddamn possible.”? Well, then, understanding the kinds of different play out there helps you to identify where support will be needed to get different players to peacefully co-exist in the same game while achieving the maximum potential for fun.

Example in Action:

I put my observations of Push and Pull into direct application in Crime and Punishment. In life, I like Pull. It’s energizing, it builds. I am less comfortable with Push, it feels confrontational and space invading. Now this doesn’t mean I don’t find Push useful… obviously I do, because I employ Push techniques in my games.

Crime and Punishment is designed to build collaborative environments that build investment between members of the player group to provide a basis and support for applying hardcore Push.

Huh?

Read the game. The entire first half is all built on Pull techniques, contributing ideas, soliciting investment, earning the approval and buy in of the other players to create a communal endeavor. The second half of the game is all Push. In this environment of investment and reinforced by the framework we have built together, players can now Push hard against each other to maximize the potential of the storyboard. To make the drama come to life. The mechanics support it here, too. You use the investment of other players that you have earned, to bid and buy and win how you want things to happen in the game.

Please go read C+P with all of this in mind.

While you’re at it, if all of this has finally made some semblance of coherent sense, you might want to go read a bunch of stuff again:

http://www.spaceanddeath.com/sin_aesthetics/2006/01/push-vs-pull.html
http://www.spaceanddeath.com/sin_aesthetics/2006/01/pull-clarification-and-promises.html
http://yudhishthirasdice.blogspot.com/2006/01/brand-pushes-and-pulls-and-blows.html
http://www.20by20room.com/2006/05/push_and_pull_e.html

I think that’s all I have for now.

Best,

~Mo

« Previous entries · Next entries »

[BitV] Logs - Setup and Session 1

Hey all,

There were demands on Storygames for us to share the logs of the sessions of our All-Female Dogs game, affectionately called “Bitches in the Vinyard”.

Here are the logs, edited for clarity:

In case it isn’t clear from the context:

  • Lines preceeded by “OOC” are out of character.
  • Lines preceeded by “Dogs: ” are the dice and resolution effects.
  • “Sister Abigail” is “KJ” Jessica - kleenestar.
  • “Sister Clemintine” is “PJ” Jesica - peaseblossom
  • “Sister Hannah” is Nancy
  • “Sister Chase” is Mo

Also, we experienced some technical problems with our first conflict resolution tool, so if the numbers seem screwy, don’t worry about it.

Cheers!

« Previous entries · Next entries »

Gencon

So…

Brand and I have had our hotel booked since February, and although the reasons that we were planning on going have changed (Suryamaya will not be released but Crime and Punishment came into being and will) we were both totally hyped about going. Since Jonathan asked what my plans were around boothing it, I’ve been a flurry of emails with what seemed like the whole world about the ins, outs and upside downs about Gencon distributing.

I’d like to thank Jonathan Walton, Ben Lehman, Emily Care Boss, Ron Edwards, Luke Crane and Brennan Taylor for all of their help, advice and encouragement over the last week. It’s made me very excited about the release of Crime & Punishment, and very happy about the coming of Gencon.

Which is why this is so dissappointing. :(

I regret to say that Brand and I will not be able to go to Gencon this year. Life has taken a strange and wonderful turn and we will likely not even be in the country at that time. I can’t really discuss the details of what’s going on as of yet, but suffice to say, our plans for Gencon have been well, and truely scratched.

That said, I still plan to release Crime and Punishment in time for Gencon, and hope to have it distributed in my absence, though I haven’t figured that one out quite yet.

And for all those folks that Brand and I promised games and drinks and strange times to? Well, you’ll have to go back next year to collect, because we will be there with bells on.

« Previous entries · Next entries »

GameChef!

I am thrilled to announce that I have claimed the title of Iron Game Chef for my new game Crime & Punishment. I am also pleased as punch to announce that a much expanded version has been scheduled for release at Gencon this summer.

Anybody interested in playtesting for me?

« Previous entries · Next entries »

Bad Behavior has blocked 219 access attempts in the last 7 days.