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.
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.
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.
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.
[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!
So… the weekend was a lot unique. Brand’s paperwork finally came through, so we took an overnight run down to Niagara Falls to land him at the border and to celebrate. Very fun, very exciting, such a latent load of stress off for us both! – all of which might have contributed to what happened next. On Saturday, our second (and last) day out, we were supposed to be going to lunch and then heading to the Aviary. We never made it. Over lunch I told Brand (again) that I wanted to make games with him, like, soon. We’ve been batting around cool ideas and what if?’s and how do we do…?’s for a long while now.
So we did.
I mean, we’re by no means done, but in the three hours in the restaurant, the three hours at the train station, the two hours on the train and the two hours over dinner we’d sketched out what we wanted the game to accomplish, how we wanted to accomplish it, came up with an in-progress mechanics model, a chargen system, a system of social support and engagement based on a game idea I dreamed up a couple of months ago.
Yesterday I spent the day creating characters, to “try on” what the game’s dimensions were from the inside. In the next couple of days we’re going to theoretically model the system works (Hey! I guess this means my Process & System Analyst training comes in useful in my regular life for once, eh?) This weekend we’re mapping it out and trying to flesh out enough text that other people will be able to try it out. I’m hyped about moving towards a playtest because I want to see how people will react to it, what they will create with it.
I’m not sure how much I want to go into details yet, because things are still ruminating in my head, and are changing on an hour to hour basis. Suffice to say I’m extremely excited because if we can do what we’re setting out to do, we will be offering support for types of play not necessarily supported by existing games – hard hitting, strong emotionally connective stories that are modular, evolutionary , are designed to accomodate both immersive and non-immersive players and that have strong ritual support that both underline and encourage social responsibility in play.
Tall order? Hell yes! Can we do it? I guess you’ll have to tell us when we’re done!
For now, we’re referring to it as 1000 Stories. Not sure what it will be called down the line… Can you tell I’m hyped?