Monday, November 7, 2011
This Metatopia Thing
Vinnie, for those that don't know, is the robot brain behind Dreamation, Dexcon and a host of other nerd events in northern New Jersey. I've talked in the past about how good Dreamation and Dexcon are, and a lot of that is a reflection on how hard Vinnie works.
These conventions have historically been hotbeds of game design activity - a place to run playtests and to talk with designers of small press games. The problem is, the streams don't always mix well, and this came to a head at a previous convention, when confusions between what was play testing and what was actually a game to play interfered with some people's experience.
So, Vinnie pitched the idea of peeling off some of this and creating a designer-centric convention, one explicitly for playtests, discussion groups, seminars and roundtables. There was a lot of support for the idea, but a lot of uncertainty regarding what such a thing would look like. I admit, I shared in that uncertainty.
This past weekend was that convention: Metatopia. We got to see how the idea translated into reality, and from my perspective, it was very nearly miraculous.
I drove up very early Saturday morning, so I missed some of the fun on Friday night (including a panel of Ken Hite and Fred Hicks talkign about how to steal from other games) but I got two full days of goodness in. I didn't know quite what to expect, but I jumped in enthusiastically.
There were three major activities at the convention: Seminars, Playtests and Focus Groups.
Seminars are what you would expect: one or more people talking about some subject or other. This doesn't sound like much, but it's worth noting that the sister conventions have historically had a fairly anemic seminiar track. The reasons for that get a bit chicken and egg, but the bottom line is that it was really nice to see good seminars with enthusiastic attendees. It was good enough that I want to see what I can do to help with seminar tracks at Dexcon & Dreamation. It also provides a double excuse to try to drag Chuck Wendig back - we totally need to get him to talk about writing.
Playtests are also reasonably self-explanatory. Designer shows up with a game, runs it, and gets feedback. These are interesting because their value really depends on the GM's attitude. For GM's who came into it looking to really tear into their own game to find what made it work, it was a godsend, and you could spot those GMs because they were the ones making changes in response to play experience. For GM's who felt they had a finished game, I think it was a lot less useful - fine tuning is something you do over time. The feedback you could get at this convention was more suited to the guts of your game than the chrome.
This actually kind of hurts as a designer, because I'm not sure how to provide feedback on it, especially when it's clear there are problems with the game. Even moreso when it's clear the problems maybe things the designer is already married to. I don't want to discourage people from playtesting their game in this context, but if you're not ready to be told your game doesn't work, it's probably not helpful.
The last (and most interesting to me) were the focus groups. These were for people who had an idea for a game, but not necessarily much more than that. You sit down in a room and talk about your game and your ideas, and you proceed to brainstorm. For folks who've attended the Indie Roundtables, it's rather like that, but more focused. I LOVED these, and I wish I had done more of them - something to make a note for next year.
Anyway, there's a lot more to talk about, but for everyone who has wondered, I just wanted to make sure you had a sense of what this Metatopia thing is.
(I should also add, enough people at the con had nice things to say about the blog that I'm now feeling guilty about my half-assed writing schedule, so we'll see if that can be fixed. Also, if you attended my seminar (thank you!) I'll be posting my notes soon, probably as tomorrow's post.)
Friday, October 28, 2011
What We Want
What we want in a game is a lot like what we want in life. I’m gonna riff a bit here on David McClelland via Peter Bregman with the list of desires that drive us:
- Achievement (To compete against increasingly challenging goals)
- Affiliation (To be liked/loved)
- Personalized power (influence and respect for yourself)
- Socialized Power (to offer others Personalized power, which is to say, influence and respect)
Now, there’s no one point I want to make from this, mostly because I think there are dozens of points to be made from it, so it’s important to me to lay this out as a foundation, because it makes subsequent points easier to discuss, so with that in mind, let’s run through these.
Achievement
Achievement is probably the most obvious, since it lies at the heart of the game part of most games, and it’s intimately tied to things like advancement, encounter design and so on. It’s important to call out that there’s a reason this is achievement, not challenge, because challenge is only a part of it - it’s the increase that is truly critical. Our brains thrive on mastery - we get a buzz from learning things and overcoming difficulty, but only the first time. If we’re faced with the same problem again, it quickly bores us. If we’re faced with an utterly different problem, that might be fun, but the sense of progress is not there. It’s counter-intuitive, but the best reward for success is a greater challenge.
This is one reason we’re so attached to character advancement in games, because it’s the easiest way for a GM to ramp up challenge. Without advancement, the GM needs to either push harder every time (as you would in a non-RPG as you progress in competitive ranks) or get very creative.
Now, I should note that there’s a lot of leeway in terms of what the challenge is, and that interacts pretty strongly with what Achievement needs. Fight scenes are challenges, and they’re the sort of challenges that advancement speaks to, but if the challenge the player seeks is creative, that requires a very different sort of ratcheting effect to keep increasing challenge.
Affiliation
Hopefully, this is largely obvious - it’s a big reason we play these games rather than write fiction to similar effect. The social element of play is huge, and not to be underestimated.
However, in my experience this is also a big part of satisfaction in play. One of the rules of design behind a lot of Evil hat decisions is that everything should have a face. Settings are made most interesting by the imaginary people in them, because the fact that they’re imaginary doesn’t really keep us from forming strong attachments to them (as can be evinced by the message boards of any fandom). Play that provides opportunities to scratch the affiliation itch is going to be satisfying play.
Personalized Power
Well, duh.
Ok, maybe it’s a little more complicated than that - step back a minute and consider what power means. It means the capability to accomplish things, to make things happen. It’s the ability for your action to have a measurable, noticeable outcome. It’s the ability to shape the world through your actions. When we have this power, it is a great feeling, and when we are denied it, it can be frustrating beyond measure.
Now, the first instinct is to look at RPG characters and drawl a line to their obvious power. Throwing lightning bolts, lifting cars and cutting through hordes of monsters are such clear expressions of power that they’re the first thing the mind goes to, but in doing so, it misses the mark. Certainly, that sort of blatant power is fun, but it is not in and of itself satisfying.
The real power of an RPG character is the ability to act. Part of this is implicit in the structure of rules (you roll the dice and something is going to happen) and some of it is implicit in adventure design (it’s a poor adventure where there’s not much to do) but taken as a whole, it’s an ability to simply do things which we often lack in our day to day lives. In real life, there are complication. Doing things is slow and boring, or our situation may not allow us to impact things that matter to us. In games, we can act. We may not always succeed, but just being able to try is empowering.
Lightning bolts and flaming swords just make that ability to act more colorful. It’s the action that is power.
Socialized Power
This one is probably the most interesting because while it’s probably the most poorly served by games in general, it’s possibly the most powerful when a game makes it go, because in play it’s most often reflected by as making other people awesome, which is (to my mind) one of the best things that can happen at a table.
The real meaning of this is something that could take up multiple posts of its own, but one interesting thing about socialized power is that it is hard to do without affiliation and personalized power, since it’s the fruitful combination of the two (it’s possible, but doing so tends to be more like martyrdom than a healthy dynamic). As a result, it can take more work to achieve, and it’s benefits are probably the least obvious until you have tasted them.
There’s more to say, but at this point it starts turning to how these points interact with games at the table, and that’s fodder for future posts.
Monday, October 24, 2011
Playability in Settings
Setting is, to my mind, utterly essential to RPGs, and has also been the poor cousin to rules design in a lot of the deeper discussions of RPGs. I’m not entirely sure how to address that, but I think a good start involves looking at setting design with the same eye we’ve applied to rules, and see what we find.
On my mind at the moment is the question of what makes a setting particularly playable. This is not the same thing as what makes a setting good or compelling, and in fact, a good, compelling setting can end up making a very good game even if it has no elements that make it more explicitly gameable.
While this is far from a comprehensive list, these are the elements that float to top of mind for me.
Communication
Unless the setting implicitly keeps the entire group of characters within shouting distance (something dungeons do) then they need some means of staying in touch. In the absence of this, you can end up with difficult pacing problems if the game starts going one particular direction without one or more players participating. Communication (and its companion, ease of travel) is the solution for this. Modern games have an easy solution to this with cell phones, but things like Amber’s trumps can fill this purpose as well.
As a paradoxical bonus, the presence of a communication element is necessary to make the absence of communication into a plot element. Running from zombies and trying to find cell signal is something you can’t do in 1974.
Recovery
If your game is going to have any amount of violence, then you need some way to keep long hospital trips from bogging down the game, you need some logic to address this. It might be a genre thing (as in cinematic or supers games), or it might be an element intrinsic to characters (like Vampires and Amberites) or some easy means of healing (like spells or some magical substance); whatever the form it takes, the real purpose is to keep play moving.
The exact means of recovery may also be a plot element in its own right, so its worth considering that this doesn’t exist in a vacuum.
Social Context
This can take a lot of different forms, but it is best described as characters having a role in the setting, something that has a context beyond themselves, but still of an understandable scale. A family or secret society might fill this roll, but a nationality won’t because it’s simply too big.
The litmus test for this is whether or not it helps answer questions about what the character does and has done “off camera” and how well armed they are to answer questions and make decisions without a full GM briefing. That may not seem intuitive, but consider that the social context provides resources with faces - people who you can talk to and turn to in complicated situations. Not only is that play generating, it creates a virtuous cycle where that play reinforces social ties, which in turn allow fodder for more play.
However, one needs to be careful to keep contexts playable. It is structurally better to have everyone within the same context, or at least within one context, otherwise the context draw away from play. Consider the problem when every player is an agent of a different group - you can construct something artificial to tie them together, but it’s tricky to maintain. Easier to either use different groups or subgroups. Consider these examples:
- In Vampire, characters were members of their clan, but they were also part of the political structure of their city. The latter could help bring a group together without the former completely pulling them apart.
- In Eberron, the Great Houses were really interesting and colorful, but they were potent enough ideas that they wanted to pull the game in their own direction. Unfortunately, because it was paired to the power system, it was easy to end up with things pulling apart.
- Amber has the family has an overarching group, but it has numerous shifting factions and alliances within that group.
Mobility or Position
This is not literal mobility (though that has a place, as noted under communication) but rather social (or social-ish) mobility. Characters need to have the opportunity to change their situation through their own efforts. Partly this is something that helps buy into the context of the setting, but it’s also a big avenue for player-generated plots - if they have something they want that they can get, then sooner or later they’re going to get motivated to go after it. It’s also worth noting that while this may interact with character advancement, there’s no guarantee that it will.
The alternative for this is to give the players position (and with it, responsibility). It’s a similar play motivator, just from the other end. People like being important, and important people have things to do.
There’s no reason a setting can’t have both of these, but one or the other will suffice.
I am by no means asserting that a game can’t be fun without these, or that a setting can’t work without them, but I know that when I sit down to scratch out a setting (or even a sub-part of a setting) for a game, these are the things I try to make sure are present.
Friday, October 21, 2011
Play is an Argument
Thursday, October 20, 2011
I Woke Up With This In My Head
