Tuesday, February 22, 2005

Historians and Prophets

For some reason, it's a day for essays which should frighten any intelligent inhabitant of the planet.

Thom Hartmann brings us a sense of historical perspective. Scott Ritter makes some strong revelations (and has a track record to back this up). And finally, Paul Krugmann makes some prognostications which coincide creepily with some hefty accusations out of the administration.

As one of the comments in the latter says, having the Krugmann article side-by-side in the NYT opposite an "assassination" article is a Dali and Godot kind of moment. Thankfully, at least one court in the affair is calling them on their bullshit.
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Wednesday, February 16, 2005

Thumbs Up

Just go here. Now.
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Threadsplitting

Forked from this thread on Vincent's blog.

Stakes and Price are different.

Here's how I see it. Stakes must exist for the conflict to even start. If nothing's at stake, then no dispute exists. And if the stakes are unclear, or mutable, then that has a serious effect on the conflict. (If we're arguing about who gets to shoot the hostage, and then suddenly the hostage escapes, that's just not the same conflict anymore. We've been preempted without resolution. This form of "resolution" of conflict probably deserves its own discussion; it's very cogent to working on Conflict Resolution systems. Digression, save for later.)

Price happens as a result, but it doesn't have to be on the table up front. The things which could be affected by Price might be on the table implicitly (you're physically present and thus might get injured, but that's not the point), explicitly (you suddenly find out that your sister is physically present and in danger, but while keeping her safe is good, it's not the point), or initially not at all (coming out of the conflict with a demonic son wasn't on anybody's list, going into the scene).

The point is the distinction between "necessary" and "desirable". This came up in my Project Management course, which makes me wonder what else in that could be mined for Conflict Resolution goodies. (Aside: I stand accused by Star of being a geek polymath, for using Maslow's Hierarchy from our foster parent training to build a reward system for Heresy. Adding my project management training to that probably just makes it worse.) A given project requirement should always be examined up-front for whether it's necessary for the project to be considered complete, or merely desirable. It's a big difference, because "is it done?" is one of the questions that the course urges you to make WAY sharper than we normally do when thinking sloppily. Which is Conflict vs. Task resolution in a nutshell, right there.

In my multi-role Heresy setup, delineated in the previous post, I split Stakes and Price apart. Different duties. That's deliberate and I'd stand by it.

So in Dogs, I would contend that Fallout is not Stakes in analytical terms. That's why it's handled separately. Taking or not taking Fallout is irrelevant to completion of the Conflict itself. Fallout is simply Price. Vincent thinks Fallout is part of Stakes... my analysis says that Vincent's just smarter than he thinks he is, and has already done the Stakes/Price distinction in his design without acknowledging it in his model.

Let me assert this parallel, then: If you want player collaboration in your game, if you want a robust group-based "conflict resolution" model, then the possibility of Price has to be clearly on the table, just like the Stakes do.

The game where the GM decides, secretly, that your sister's gonna bite it tonight... that's the parallel, but not the same, as the game where the GM decides that you're gonna get caught sneaking into that encampment even if he has to make you roll Stealth all night to do it. In both cases he's taken that element of conflict off the table. Not always a bad thing! But not collaborative.
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Friday, February 04, 2005

Theory and Practice

Raw theory should always be wedded at the hip to execution. I'm gonna discuss a little theory here, and then switch to exploring a little implementation with respect to one direction Heresy could go.

This is a followup to some of the game design content devolving currently on Vincent Baker's blog. Specifically, before diving into this post, you might want to go read this entry and the dialogue beneath it. I'm gonna jump from there in another direction, though.

I'm going to suggest here that adversity has an anatomy, and that that anatomy is something we should try to get a handle on as designers. By adversity, here, I mean the kind of difficulties which matter, regardless of which playstyle or GNS mode you may be talking about. The adversity may be there to make moral situations that count; it may be there to give you a chance to shine as a player; or it may be there to make the game world glow. Doesn't matter, I think... the adversity itself, as a tool to each of these ends, seems to look pretty much the same.

The easiest bit to identify seems to be the stakes. There has to be something fundamentally at issue, a reason to confront the adversity, a logical consequence of success or failure. You'd think this would be obvious to designers, but just keying in to this element is the difference between conflict resolution and task resolution... and that's a huge difference that even now is used in fewer designs that it deserves.

Adversity clearly involves uncertainty. Exactly what that uncertainty is about isn't a trivial thing; for instance, frequently the uncertainty should most appropriately not be "can he achieve the goal?" it should be "what will it cost him, and is it worth it?". Uncertainty is an interesting element in that it has to be sustained in order to build impact. This is where Dogs in the Vineyard is cool, and knocks some of my tentative thoughts on Heresy right out the window... because in Dogs the bulk of the handling time is given over to sustaining and perpetuating the uncertainty, and as a result you're interested in finding out what the next twist of the conflict will bring, at each instant.

I'm talking literally sustaining it in player terms, here, not in-character time. One of the subtle things about complex systems is that I think it's sometimes the job of the math to serve this function. Say it's a sniper's shot in Phoenix Command or something. The stakes get set quickly, the in-character acts pre-resolution get said almost as quickly. Then you stop and work through a moderately complicated series of modifiers and calculations. While you're doing it, the out-of-character tension is building. The same tension that, in Dogs, is being built by successive Raises and Sees, is being built here by players who understand the math dynamic, watching the modifiers rack up and revising and re-revising their estimates of how it'll come out. Is it as powerful? Heck, no, mostly not. Fewer people are contributing, the individual tension-building events have almost zero in-game Colour attached, it's fortune-at-the-end so the in-character acts are serving to inform the mechanic rather than the other way 'round, and it's task resolution so the conflict will be resolved only emergently. But is it tense? Sometimes, hell yeah.

So let's posit that good adversity depends on protracted uncertainty, to build tension. It's a little like sex that way, though I'll leave continuing that metaphor as an exercise for the reader. Best way to do this is almost certainly some form of multiple-contributor, back-and-forthing mechanism within which we gradually get a better feel for the odds as we approach completion, but can never rule out an upset.

The third and final thing I'd identify on a first pass at this, is that adversity requires a price. At least a potential price. This is, in my eyes, distinct from the stakes; this has to do with things that weren't at issue, necessarily, when we started. In Dogs, for instance, you can have Stakes: "The sorcerer wants you dead. If he wins, you're bleeding and gasping your last." Or you can have Fallout: "Not only did the sorcerer get the girl, but those five d10s of fallout you took from the shotgun to your kidneys is killing you fast." In general, in a conflict, the Stakes remain the Stakes; they're not likely to change, much or often, despite changed circumstances and increased tension. But the Price you might have to pay... that's right at the heart of escalating tension.

You can mix and match those three elements in whatever brew you like, but if they're all good and substantial, then odds are your adversity will be present and will do its job. (Making sure it does so smoothly, encouraging cooperation on the outcome, etc., are all about how you mixed 'em up together.)

So Show Me The Results

In the existing draft of Heresy, I capture these three elements (sort of) in my three core guidelines. The Rule of Sweat is all about the level of uncertainty; I chose to put it in the hands of the GM, based on his assessment of the dramatic relevance of this challenge vs. the character's capacities. The Rule of Tears governs sacrifice, also known in the above analysis as Price. This one currently sits in the hands of the player, who can opt to invoke sacrifice in order to pass one of the setbacks the GM threw at him instead of risking dice on it. And the Rule of Blood, in at least one of its versions, governed Stakes. In a way it still does, in governing Fates, except that they're Stakes on a totally second level of 'conflict' resolution with wholly Drama-based mechanics.

But reading Polaris, and doing the above theory, makes me think that I've put these elements in the "wrong" hands. If it takes a fairly strict guideline, I think this may be a clue that it's under the wrong person's control; better to give it to someone who has a vested player interest in seeing it handled appropriately, and give them either a lot of freedom or a lot of constraints.

Which gets me this, fascinating, variant on the design. It owes a lot to Polaris right now, which I expect to decrease as I massage the game from here.

If a given PC gets caught up in a conflict, split the three elements of adversity up among three other players in the game. I'm thinking we want actual symbols for this, as I'd rather not use Polaris' fixed seating-order method here. Skip over how we determine which other player takes on what role; it's important, it's vital, but it's a separate issue. For now, envision it as grab-as-grab-can. That might actually turn out to be the best way.

One player is Fate. Or, tying it to the old nomenclature, Blood of Fate. Their job is to identify and delineate the conflict. Fate's Blood declares "This is a conflict," initiates the use of the mechanics. He names the Stakes on both sides and gets agreement. Probably he gets a big chunk of the responsibility for scene framing, too; that seems like a good fit to the job. We will probably want to give him responsibilities during the resolution as well, to keep him busy (I like Polaris' "controls minor male characters" etc), but it's not honestly necessary. He's invested, he cares.

Another player is Fortune or Circumstance. Or, again tying to the old names, Sweat of Fortune. Their job is to sustain and manage the uncertainty in the conflict. Fortune declares "These things are happening during this conflict," and makes the PC deal with 'em. He sets the number of Setbacks (possibly from a budget, cf. Primetime Adventures), and springs them on the protagonist as he sees opportunities to do so. He gets to throw the curveballs that Setbacks are meant to be - unexpected occurrences, SNAFUs, moments of tension. He's gonna end up with a lot of responsibility for pacing the scene. The decreasing Setback dice sitting in front of him lets everybody get a steadily improving feel for how it's probably going to end.

Another player is Justice, or Tears of Justice, or maybe Judgment in place of Justice. Their job is to handle Price. They are the boss chief of collateral damage. In the design I'm tinkering with here, they get to offer opportunities for sacrifice. Fortune tosses a curveball, and (whether because it caught the player out of left field, or because he's running out of mechanical leverage aka dice) the protagonist's player stutters. Justice can say "Rather than roll dice, I can give you a pass for this Setback. But to get it you have to agree to X." Moral degradation, loss of tools or advantages, collateral damage, future events. X can be either an action on the part of the PC, or an event in the gameworld outside of him. It's the protagonist's player who says yea or nay.

These three play off of the fourth player, the classic 'player' of that character, the Will really if I'm gonna use names like Fate (it's a heavily theological game). He gets the classic level of control - character's actions, intentions, voice - plus the responses listed above to the other three's bailiwicks.

My gut says this would be really cool in actual play. Someone whose sole job (with respect to this PC) is to monitor for, steer toward, and ultimately initiate conflicts which cross the moral lines of Premise? Rockin'. Someone whose sole job is to do the taffy-pull of tension and uncertainty? Cool. And then the devil on your shoulder.

I'm gonna stop there for now, talk about this tonight in person with my usual gang. But screw the old way Fates were handled; split 'em between Fate and Justice in the above, and you're covered and then some.
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Thursday, February 03, 2005

Gaming Wow and Fwee!

Okay, so this spot's been pretty quiet for a while. No idea who's given up on it and who hasn't. But I have a few cool things for those who've stuck with me...

Four, count 'em, four games, available in some version or another right here online, and all really cool.
  • The Shadows of Yesterday by Clinton R. Nixon, a fantasy game with a really funky setting, a truly cool experience engine, and a fantastic scalable conflict-resolution mechanic. Don't like the way that one-roll-one-scene die roll came out? Then Bring Down the Pain. Wonderful stuff.
  • Toward One by Vincent Baker, a classy and incomplete game of binding djinn in the glory days of Islam. A period I really enjoy, and some brilliant touches (the djinn get stronger when successfully opposed, which is necessary for your goals)... this is on my list to playtest some Friday, probably soon.
  • The Mountain Witch by Timothy Kleinert, a one-shot game/scenario about a mistrustful group of ronin taking on the fearsome Mountain Witch of Mount Fuji in a mythical Japan. Half Kurosawa, half heist movie, with a Trust mechanic which just drips consequences. I've asked to help playtest this one, Tim'll be sending me a copy of the draft he's currently polishing sometime in the next couple of weeks. Players wanted.
  • Polaris by Ben Lehman, is a really classy oeuvre about a decayed ice-fey culture and the hopeless efforts of its loyal knights. I love his setting here, and the mechanics are a bit on the quirky side but really neat. Also a work in progress, this one, and I'm interested to see where he goes from here. I'd like to playtest the next edit he puts out.

    All of which makes me want to start running short campaigns of cool small-press games. Sound like a Fridays project to anyone? Death's Door, too, even though I'm still unsure about my ability and/or willingness to actually play that one. Half because it makes me nervous, half because I'm a little hesitant about the depth or shallowness of resulting story, and half because I really don't like things not having reasons and that part of the premise just bugs me. It is nonetheless a totally cool idea which we should all help James hammer into shape.

    On the more general game theory front, some good news and some scary news.

    Good news, aka a plan... One of the nights of GenCon this year, I plan to bring together as many of the brilliant indie minds I can get my grubby little hands on, for dinner and conversation. The subject: Distill what we know, what we think, and what we've seen work, into a prescriptive menu for indie design. Things that make games kick ass. Discussion of this will most likely take place here, for those interested. I'm really, really looking forward to this.

    Scary news. Seldom have I followed a "You are watching this link..." email on the Forge, to find something as flat-out flabbergasting as this. For a community I've grown very fond of, this is a fucking scary revelation. Probably wise, probably smart... but a big damn step. Expect this blog to retask itself slightly to carrying some of that banner. Because this is something I care about, a lot, and expect to have only increase as I go through with plans (shortly!) to formally incorporate Hellequin Games as a company. James, being who he is, beat me to the actual deed... but dammit, I was talking about it first. :P Any of the artists reading this feel like volunteering a logo design?

    Taking a half-step back out of the gaming world, we have this link to prove (to anyone who didn't already know it) that my beloved wife is evil, evil, evil. And I quote: "Dear, we do not need a thirteen-year-old boy." "Yes, but what if he needs us?"

    Grrr. Wench.

    And taking a full step back out of the gaming world and overshooting the real one for a moment, we have a surreal moment for all of you (note - free registration required). Register and read it; it's worth it. Your world will be a better place. And - somebody tell Jim.
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