Sunday, February 7, 2021

Gaming snob? (Or “Shut up and play”)

I have a problem. I only want to play the ‘perfect’ game engine: one that has the perfect balance of crunchy details when I want it, and offer a totally streamlined experience the rest of the time. One that I can tell anything in. The perfectionist in me seeks a zen-like clarity of the perfect framework.  However, there is no such thing as a one-system to rule them all...

I make the joke that the aging gamer in me is getting tired of learning new game engines, but that’s not really true. I LIKE reading up on new ideas, new frameworks. There are venerable games I feel beholden to because of the nostalgia I feel for them. But when I sit down with those old books I feel the age of the writing; The mechanics holding things back. I’m progressive at heart: keep what works, try what might be better, leave behind what doesn’t work any longer. I’d often try and update or adapt an old setting to a new framework. But that can be tricky… Games are written the way they are to achieve the intended atmosphere and effects. That’s something I have to accept, even embrace. Also: just because there’s a rule for it in a game engine, doesn’t mean I have to use it (as a GM. Players can’t go ignoring the rules the GM sets for them.) That said, there’s always room for improvement.

Within me there are two gamers: the Storyteller and the Simulationist. The Simulationist is the part of me that has been trying to make sense of the world and how it works for as long as I can remember; life makes more sense to me when I have systems that explain things. Models that I can use and apply and evolve with experience: I wanted to know how things were made: I got into Car Wars because you could design vehicles in that game. I loved science fiction, so I got into Traveler for its starships (I own all five official versions and a couple unofficial versions). I fell in love with big robots so I got into BattleTech, Mekton and Silhouette (Heavy Gear and Jovian Chronicles). Everyone played D&D, but I got into GURPS and the HERO games because they were all about character design. And that’s just the first two decades of my gaming experience.

I started gaming as a Simulationist, and it’s still in my bones. But I have grown more in the second two decades as a gamer, leaning far away from simulationism. Or more accurately: looking for systems who’s mechanics were less interested in simulation fidelity than in emphasizing and supporting good storytelling. Games like Burning Wheel, FATE, Cypher, 7thSea, White Wolf (now known better as Storyteller). Games that shifted the mechanical focus from beat-by-beat dice rolling to determine to-hit, damage, saving throws, etc. and more into narrative influence and more into meeting the intent of the character (and player). Twenty years of chasing simulationist games has taught me that while random dice and table rolls can inject drama and make interesting stories, most of the time dice just hate me. Most simulationist games aren’t focused on fun, but that’s another diatribe. I’ve come to the conclusion that I don’t trust dice mechanics when it comes to making fun gaming experiences. 

The Storyteller loves good exposition, strong characters, immersive settings, drama. The best games I remember actually playing sometimes never had dice thrown or character sheets or rules referenced. Shadowrun by candlelight when the power was out due to a major storm. Pure character interactions during back-at-camp scenes when not exploring dungeons in tactical mode. Meta gaming discussions outside game time with the GM and other players, expounding upon the world and setting up scenes to come. The Storyteller appreciates detailed mechanics when it suited the storytelling, but not when they get in the way. Mechanics inform the story, not drive it. Leave the detailed simulationist stuff to computer games these days; they’re far better at handling the minutiae.

Yet there are games that go just a bit too far away from my simulationist roots. Powered by the Apocalypse at its core is proving difficult for me to grok. “Wait, I only roll dice when i say the magic trigger words?” I love the dice concept of the Genesys engine and their absolute focus on degrees of success, failure and complication. But in both cases it’s just out of my comfort zone. I need to see them in action more. 

I feel like my time and attention are a limited resource, especially when it comes to gaming. I don’t want to waste time of games that I don’t think will be fun. But this is also holding me back. While I can read how a game is supposed to be played over and over again, it takes actual play experience to see how they actually work.

I need to play more. Try new things. See what works and doesn’t.

SO. To appropriate, or rather, adapt a koan of wisdom for writers: As writers read more than they write, so game designers need to play more than they write game systems. I think I need to start hosting a regular game test day; pick something I haven’t tried at all or very much and see how it works in actual play.

Who’s in for trying new things?

Monday, February 1, 2021

Incentivizing Failure, or “Making failure fun”

Classic Dungeons and Dragons games, and some modern hardcore ones, may end in ‘total party kills’ or ‘wipes.’ Sometimes this is because the characters choose to take on something they really weren’t prepared for or even capable of defeating; sometimes it’s bad planning and sometimes the best possible plan fails because of a couple bad dice rolls.Aside from the gravitas and potential hilarity of these events, not to mention elevating the perceived threat of whatever did the party in, what’s the next step? Start with a new cast of level one characters? There’s a certain appeal to starting over, trying new concepts and tactics. However, I happen to be one of those kinds of players who get rather invested in their characters; their death by arbitrary dice outcomes is an emotional cost that’s anxiety inducing. 

I wonder sometimes if this is how George R. R. Martin ended up writing his infamously character-lethal novels; he couldn’t find anyone willing to roleplay tabletop with him again after arbitrarily murdering off everyone’s characters?

It also depends on the conflict system: D&D rolls dice twice per melee attack or offensive spell casting; one could just miss outright, one could hit but then roll very low for damage; or miss a saving throw against a spell. Characters often have enough hit points to survive several attacks. This all combines to make conflicts decided over several rounds of exchanges so the averages tend to even out: you might have missed this turn, but critically hit next turn, and so on.

Other game systems are more abstract in their conflict handling; In a Powered by the Apocalypse game, for example, an entire conflict could be resolved in a single roll, and in PBtA, you either completely fail 45% of the time, succeed ‘at cost’ 27% of the time (you win but get hurt), and perfectly succeed the other 27% of the time (before you take into any modifiers). That’s potentially a lot riding on one roll.

Of course, character death is the extreme example of bad dice luck. Negotiations, investigations, crafting and other ‘systems’ that are determined by dice rolls (or card draws or whatever your resolution mechanics are) can fail at dramatic moments and derail stories and even end campaigns abruptly if not handled well.

Some games already take failure into account, mechanically speaking:

Burning Wheel games, for example, track success and failure on every stat and skill roll. When you reach a certain number of ‘tests’ against your current skill or stat rank, it goes up by one instantly and automatically and your progress of tracking tests starts over again. In Mouse Guard, you need failed tests as well as successful ones to advance.

In the Dragon Ball Z rpg, by R. Talsorian games, characters have an overall Power Level (something characters actually talk and brag about in the fiction, and is also a stat in the RPG mechanics). Comparing this stat to your opponent’s determines how much experience points you gain just for encountering them. Win or lose. This incentivizes challenging characters more powerful than yourself to grow stronger. An excellent example of game mechanics modeling story/world themes.

Aside from the mechanical aspects, most modern Game Master’s guides and ‘how to roleplay’ essays address -to a greater or lesser extent- not letting dice rolls derail a good game or story. However I feel this is often unclear, and information provided a little too late. Mechanics that enforce design goals is more direct, and sometimes a more subtle way to guide a game. 

It’s worth also pointing out that succeeding all the time gets boring; the anime One-Punch Man being a wonderful exception; but Saitama’s end solution to his problems is the punchline (pun intended) to the comedy; it’s what leads up to that point that’s the story. Let’s stick a pin in that for later, because it gives me ideas...

So. How do we structure play, mechanics and stories that make failure not only tolerable, but even desirable in some cases?

Failure can be tied to growth, like in Burning Wheel games. BW emphasizes characters challenging themselves (and the failure that comes with that) to get better at things. The point of a Burning Wheel game isn’t always character growth: growth is just the natural outcome of testing one’s abilities. In a game where character death is quite the possibility, however, striving to grow means walking a tight line of challenging your character’s abilities but not going so far as to die from it. 

Some games make character death much harder to achieve; in 7thSea 2nd Edition when your character takes their fourth Dramatic Wound they become ‘helpless’ for the rest of the scene. To kill a helpless character requires a special effort on the part of the villain, one that can be easily interrupted by another character. Also, in the genre of 7thSea, proper Villains are often too busy in their schemes to bother with the effort to kill a hero (unless that hero has time and again foiled the Villains plans and royally pissed them off). The fiction of the genre influencing how the game mechanics work, and the mechanics support the genre of the fiction. 

A clever GM can make failure lead down alternative and interesting paths when the characters fail to do something. Can’t pick the locks to the dungeon you’re trapped in? Introduce a lazy, corruptible or sympathetic guard to the scene and let the players make another different approach. Let there be an earthquake that damages the structural integrity of their prison. Unfortunately this can lead to too many Deus Ex Machina moments, and really make the characters (and players) feel disempowered. 

Now so far we’ve looked into mechanics and characters, but not considered the player in all of this. FUN is had by the players, not necessarily the characters, and defining what’s fun for the players directs us to how to make character failure interesting and entertaining. There’s a strong reliance on the social contract here, with players trusting GM’s to try and make the game entertaining and the GM trusting the players to participate fairly with each other and respect the GM’s role in the game. After all, GM’s are players too, and deserve to have fun at the table as well.

Here’s where having a clear scope of genre and play established between the GM and players is so important. Sure your players characters may have goals, but what are the players definitions and limits on having ‘fun’? What’s fun for one player may be torture for another and knowing that distinction is critical. 

Ask yourself: when the character’s metaphorical (and maybe literal) back is against the wall due to circumstances and bad dice luck, what’s the players ideal way out of the situation? Then go with that. 

Let us introduce some example player archetypes: the role-player, the storyteller, and the tactician. There are plenty more variants and alternatives to these but for the purposes of demonstration let’s start with these three:

The “Roleplayer” is deep into playing their character and will likely get more out of pushing their characters boundaries than clever tactical decisions or min-maxing their character’s design. When a roleplayer’s character fails at their initial attempt at something, they’re probably going to be more happy to roleplay their way out of the situation than any other method. They will make decisions in character and accept the consequences because “they were acting in character”.

The “Storyteller” player is into what’s best for the drama: With character goals and motivations and natures in mind, they’ll pursue what both tells the best story and advances that narrative, rather than rely on dice or mechanisms. 

I’ll give a personal example here. At the climax of a long campaign, my character met their nemesis for a final confrontation. The fate of the kingdom and the fragile treaty holding four cultures together was in the balance.

Now, I have rather terrible dice luck; I prefer to roleplay/storytell, and i didn’t want to trust dice to decide the outcome of this crucial moment. I asked the GM for a sidebar and we talked about how we both wanted the scene to play out. What would satisfy us both. With that in agreement we went back to the table and together told of their epic final duel and how James Covington saved the day and redefined the covenant of Avalon forever after. Not one die was rolled.

Best damn conclusion to a campaign, ever. We still talk about the outcome and the ramifications of how it ended to this day.

The “Tactician” will enjoy gaming the system for the best possible outcome. Their knowledge of the game world, combined with their understanding of the game system will be their way out of the situation. They probably have a greater grasp of the mechanics of the situation than any other player; it’s their preferred playground.

Now these are all generalizations, but they’re useful starting points for conversation between everyone at the table.

This is where we bring Saitama back into the conversation. For those not familiar with the anime/manga One Punch Man, it’s a spoof of the superhero genre where the titular hero can defeat anything with one punch: Underworld demons, city-stomping kaiju, extinction-event sale asteroids, and even rainy days. Each with a single punch. What he can’t do is qualify as an actual superhero, or even hold down a regular job. If One-Punch Man were a role playing game Saitama wouldn’t even have a combat stat or skill: just a trait: “Can defeat anything with one punch.” And it’s his get-out-of-trouble card as well: When all else fails, punch the problem. Perhaps the point is to see how long a situation can go (and how absurd it can become) before Saitama resorts to punching something.

This gives us a framework: For each character define their absolute go-to problem solver. It can be a skill, talent, quirk, whatever. It doesn’t even have to be something intrinsic to the hero and certainly doesn’t have to be something under their direct control: weird and extreme luck; a face and personality that turns the head of even the vilest and most sadistic member of the opposite sex; they will fall head over heals in love or infiltration with the hero (a la Tenchi Muyo and other ‘harem’ anime). Whatever it is, it has to be something the player enjoys. The character may not understand it, or hate when it happens, but in all cases and circumstances, the player must be enthusiastically onboard with it. 

I think this process can either be done proactively (“I can always punch my way out of problems”), or on the fly as game is played, or some combination of the two. The important thing in all cases is the earnest conversation about expectations, goals and comfort levels. Don’t force a player who’s not a great in-character talker to roleplay his character fast-talking out of a situation if the player isn’t into it. Don’t expect the roleplayer to know the best combination of dice and character details necessary to game their way out of a tactical nightmare. 

In descending order of importance it should be: player FUN, fidelity of character and world next, and implementing mechanical systems last. Another way to look at it is this: Mechanics exist to support and formulate the world and character concepts; world and characters exist to support and enable player fun. Different players have different definitions and limits to fun. So not all characters, world and game mechanics will 'work' for all players. Communication of expectations and deciding what mechanics support those expectations is the framework we want to utilize.

What do you think?

Wednesday, January 6, 2021

Finally! A game of Microscope!

I've been fascinated by the concepts of Microscope for quite a while, yet never had the opportunity to play in one until just recently. Over Discord and via a shared Google drawing with a group of first-timers (well, ALL of us were new to the game though two of us had read the core rulebook in advance) crafted "the rise and fall of the clockwork gods" and it was a lot of fun.

Cannibal artificial gods, cyberpugs, twisted love stories involving deities and mortals, and the big final question: "Are mortals doomed to be consumed in the end?" While it took a bit to get started, cross-riffing ideas soon took over and the game moved quickly; next thing we all knew it was five hours later.

The big takeaway for myself was about SCENES. Scenes in Microscope can be dictated, or played out in an improv way. I don't feel terribly great at improv roleplaying, but it's a skill I can work on. Another thing that's useful to have handy are books or other tools for generating random names of peoples, places and things. One player had access to these in our game, and we'd all ask at time: "please give me a couple names for this Scene." Another possibly useful toolset would be Inspiration Pad, but that tool needs some setup time if you want really personalized tables to roll on.

The biggest challenge to playing Microscope remotely, obviously, is the tableau of cards. Traditionally Microscope is played around a table with 3x5 or other notecards getting dynamically created and moved around the board as your non-linear history is filled out.

Enter Google Drawings. With an hours' fiddling, i was able to create a tableau for playing a Microscope game that could be dynamically updated and changed as the game played:

(this is my template, after some needed changes that were discovered in-game)

Players were invited to edit the Google Drawing, and the screen was streamed to Discord for those who couldn't view via a Google account. I saved the 'template' drawing, copied it, and filled out the copy as the game record (with a date for the document title)

The core Microscope rules talk about order of play in terms of 'left' and 'right' of the current player, as makes sense in a in-person roundtable setup. However in online play a more linear lineup of players in an online setting, i.e. Discord, the rules have to switch to 'before' and 'after' or 'above' and 'below'.

The final board for our game looked like:


Traditional tabletop Microscope alternates the orientation of the 3x5 cards, so that Periods, Events and Scenes have a visual flow that helps distinguish one kind from another as well as their relationships (which Scenes are part of which Event). As can be seen in the sample play screen above: some cards ended up being much larger than others because of content. In my final template, the card text will shrink down to fit in the shape, rather than require resizing objects as they are updated.

Having successfully played Microscope online, I am definitely going to try again. Either with the same gang as before or with new players. Any takers?