{"id":34458,"date":"2016-09-17T13:28:07","date_gmt":"2016-09-17T17:28:07","guid":{"rendered":"http:\/\/www.shamusyoung.com\/twentysidedtale\/?p=34458"},"modified":"2016-09-17T13:28:07","modified_gmt":"2016-09-17T17:28:07","slug":"rutskarns-gminars-ch7-the-gamesbow-8-10","status":"publish","type":"post","link":"https:\/\/www.shamusyoung.com\/twentysidedtale\/?p=34458","title":{"rendered":"Rutskarn\u00e2\u20ac\u2122s GMinars CH7: The Gamesbow 8-10"},"content":{"rendered":"<p>With this miniseries, I hope I&#8217;m demonstrating how important a game&#8217;s rules are. Mechanics direct and shape gameplay on a profound level. The first few games we talked about stretched their rules across the entire world, for GM and players alike, and asked the player characters to be essentially <em>plugged in <\/em>to an objective framework. The middle games demand only creativity and initiative of the GM and reserve almost all of their rules for players to <em>interestingly <\/em>determine success and failure. Now we&#8217;re onto the latter games, where the rules define how the players tell the story&#8211;and the GM doesn&#8217;t exist at all.<\/p>\n<p><em><strong><a href=\"https:\/\/summerbird.wordpress.com\/2012\/02\/14\/mist-robed-gate-pdf\/\">Mist-Robed Gate<\/a><\/strong><\/em> (2008)<\/p>\n<p>The elevator pitch for <em>Mist-Robed Gate: <\/em>instead of dice, you use poker chips and a <em>knife<\/em>.<\/p>\n<p><!--more--><\/p>\n<p>Seriously. <em>Mist-Robed Gate <\/em>is a wushu RPG that&#8217;s all about dramatic, symbolic gestures, and one of these is that the pace of the game is dictated by how visible, accessible, and <em>in-use <\/em>the <em>real, actual knife <\/em>in the center of the game is. In purely mechanical terms, there&#8217;s a sort of &#8220;tension level&#8221; that increases as characters take decisive actions, with higher tensions levels both <em>allowing <\/em>and <em>demanding <\/em>that character actions have serious consequences. In not-purely-mechanical terms, the &#8220;tension level&#8221; is a <em>goddamn knife. <\/em>It starts the game covered. Then you uncover it. Then you unsheathe it, or unfold it, or however your knife works. Then you <em>stab character sheets. You actually stab character sheets in this game. <\/em><\/p>\n<p>I can&#8217;t promise you&#8217;ll love <em>MRG<\/em>, but I can promise you that after playing it, rolling to see if you climb a 45-degree slope successfully will lose some of its luster.<\/p>\n<p>It&#8217;s also worth talking about how the game resolves its central wushu combats. Players don&#8217;t roll anything&#8211;they simply narrate back and forth, describing how they counter and return each attack, how they use the environment, etc. The other players vote on who they think should be winning by dropping poker chips of the player&#8217;s color into a bag. Ultimately, the winner is decided by a random draw from the bag. There are several games that frame combat as performance, and define success by the skill and appeal of the narration, but <em>Mist-Robed Gate <\/em>is one of the few I&#8217;ve encountered that does so for relatively serious drama&#8211;as befits a more solemn wushu epic, like <em>Crouching Tiger, Hidden Dragon<\/em>&#8211;rather than Western pulpish shenanigans. It&#8217;s an interesting and nearly wholly unique experience.<\/p>\n<p><strong><em><a href=\"http:\/\/bullypulpitgames.com\/games\/fiasco\/\">Fiasco <\/a>(2009)<\/em><\/strong><\/p>\n<p>&nbsp;<\/p>\n<p><em>Fiasco <\/em>is designed to create self-contained stories where a broad cast of eccentric people get themselves into bad situations because they&#8217;re bad people. As these bad people realize their ship is sinking, they try to make things better&#8211;badly. If you&#8217;ve seen a <a href=\"https:\/\/en.wikipedia.org\/wiki\/Coen_brothers\">Coen brothers movie<\/a>, you&#8217;ve got the basic premise.<\/p>\n<p>What&#8217;s interesting is that <em>Fiasco <\/em>doesn&#8217;t waste much time explaining this idea to its players. It manages to get across the basic idea solely through its  mechanics.<\/p>\n<p>Players begin by choosing a prewritten playset. Every playset is designed around a premise; they range from fantastical, like &#8220;You&#8217;re adventurers who&#8217;ve just killed a dragon and now you&#8217;re bringing the loot back to town,&#8221; to mundane, like, &#8220;You&#8217;re a particularly quarrelsome homeowner&#8217;s association,&#8221; to historically grounded and frankly dark, like &#8220;It&#8217;s the day of the Kennedy Assassination.&#8221; More importantly, playsets contain information for character creation, which in <em>Fiasco <\/em>is a very creative and communal process. There&#8217;s no stats, there&#8217;s no skills&#8211;there&#8217;s just relationships, which are defined as the group distributes items from a long list of places, qualities, and objects. These are unique to the playset and are usually as specific as possible&#8211;players might share the &#8220;need&#8221; to &#8220;get out of dodge before the heat comes down,'&#8221; the &#8220;item&#8221; &#8220;a bloody golf club with <em>Dickie Harrisburg <\/em>engraved on the shaft,'&#8221; etc. Players use these relationships to figure out who their characters are and how they fit together.<\/p>\n<p>From then on, the game is broken up into &#8220;scenes.&#8221; The rules explicitly allow scenes to be out of chronological order, to be short or long&#8211;there&#8217;s very few constraints. Scenes are nearly entirely improvisation on the part of the players, who might play characters in the scene or might provide a little GM service (&#8220;The rain&#8217;s coming down hard,&#8221; &#8220;There&#8217;s a knock on the door,&#8221; &#8220;Suddenly a shotgun goes off,&#8221; etc.) There&#8217;s only three things that must be defined:<\/p>\n<ul>\n<li>Who the scene is <em>about <\/em>(players take turns; if it&#8217;s my turn, it&#8217;s my character&#8217;s scene)<\/li>\n<li>Who defines what <em>happens <\/em>in the scene<\/li>\n<li>Whether the scene will ultimately end <em>well <\/em>or <em>poorly<\/em> for the subject.<\/li>\n<\/ul>\n<p>Whomever is the subject of the scene gets to choose at the beginning either to set the scene&#8211;describing where and when it is and basically what will happen in it&#8211;or how the scene goes. Whatever duty the player chooses not to do, the rest of the group does for them. And then the scene plays out as it will.<\/p>\n<p>There&#8217;s one catch: in the center pool is a limited quantity of <em>good <\/em>and <em>bad <\/em>dice. You can essentially only choose a &#8220;good&#8221; outcome if there&#8217;s a good die to take, and you can only have a &#8220;bad&#8221; outcome if there&#8217;s a bad die to take. You&#8217;ll want to have all of your dice be the same at the end of the game, so it&#8217;s prudent to shoot for whatever the other players aren&#8217;t taking or getting. In this way, strictly through mechanics, the game encourages some players to be the sad sacks who never get what they want and some players to be the lucky ones who always do well.<\/p>\n<p>At the end of the game &#8220;good&#8221; and &#8220;bad&#8221; dice are rolled together, with &#8220;bad&#8221; dice results being subtracted from the &#8220;good&#8221; dice total. A very high result or a very low result means the character gets a good ending. Mixed results mean the character gets a bad ending&#8211;possibly a <em>very <\/em>bad ending.<\/p>\n<p>I&#8217;m going to get straight to it: I&#8217;ve had a lot of fun with <em>Fiasco<\/em>, but it feels like a playtest of a game with more serious potential. There are a lot of little ways the desired madcap outcome is frustrated&#8211;the way the players set their own scenes gives the game a meandering flow, which I imagine is partially intentional, but unlike a Coen brothers movie where random events create a poignant and interesting tapestry <em>Fiasco <\/em>games just feel random. The sum of the scenes is exactly equal to the total of the scenes; the payoff generally feels contrived and a little rushed. I&#8217;ve played a dozen <em>Fiasco <\/em>games with some pretty diverse groups, and I&#8217;ve never had an endgame that wasn&#8217;t at least a little disappointing. <em>Fiasco <\/em>is an incredibly bold game that accesses an experience few other games have gotten close to, but having accessed it there&#8217;s no effective mechanics in place for making memorable use of it. <em>Fiasco <\/em>was designed by <a href=\"https:\/\/en.wikipedia.org\/wiki\/Jason_Morningstar\">Jason Morningstar,<\/a> and as best as I can tell it&#8217;s one of his most famous ventures&#8211;probably more famous than his next big release&#8230;<\/p>\n<p><em><strong><a href=\"http:\/\/bullypulpitgames.com\/games\/durance\/\">Durance <\/a>(2011)<\/strong><\/em><\/p>\n<p>&#8230;which I consider one of the better story games ever made.<\/p>\n<p><em>Fiasco<\/em>&#8216;s scene-setting was the kernel of a great idea. The main problem is that defining the <em>circumstances <\/em>of a scene, the place and event that might go well or poorly, is the part that gets all the focus&#8211;which it doesn&#8217;t need, because it&#8217;s the easy part. Setting a scene often fails to produce drama because it fails to invite it. Time, place, and person are the prerequisites for <em>any <\/em>scene&#8211;not just a good or dramatically interesting one.<\/p>\n<p><em>Durance <\/em>hit upon a solution too good to ignore: don&#8217;t found scenes on <em>settings<\/em>, or even on <em>outcome quality<\/em>, but upon <em>questions<\/em>. When it&#8217;s your turn to set a scene in <em>Durance<\/em>, you have only one contribution: you ask a question. Possibly a very <em>leading <\/em>question.<\/p>\n<p>&#8220;What will happen when Robbie discovers Margaret&#8217;s infidelity?&#8221; This can be asked even if Margaret wasn&#8217;t established yet to be unfaithful.<\/p>\n<p>&#8220;What does Samantha find in a lockbock in the wasteland?&#8221; This can be asked even if a lockbox hasn&#8217;t been established or Samantha isn&#8217;t in the wasteland yet.<\/p>\n<p>&#8220;Who fired the shot that took down the overseer?&#8221; This can be asked even if the overseer is still in power&#8211;and another player&#8217;s character.<\/p>\n<p>The rest of the group decides what the scene is, how long it goes, who&#8217;s in it&#8211;your character (rather, <em>characters&#8211;<\/em>you&#8217;ve got two in <em>Durance<\/em>) will not usually be directly involved. This means you don&#8217;t pick questions based on what you want your character to do, which in a game without objective threats and obstacles is often boring, but what you want to see happen&#8211;which every single time I&#8217;ve played it, has made for a more engrossing and dramatic experience than <em>Fiasco.<\/em><\/p>\n<p>I&#8217;m in love with the central mechanic to the point that I&#8217;m having to remember to mention the setting or premise, which are also pretty great&#8211;<em>Durance <\/em>is about the tension between colonial officials and transported criminals on an inhospitable nightmare planet. You play one colonist and one criminal of roughly opposite standings&#8211;you can play the governor, or you can play the boss of the prisoners, but you can&#8217;t play both. Status is baked into the character creation of the game, which is much simpler than in <em>Fiasco<\/em>&#8211;characters are simply a rank, which the player chooses, and a guiding principle-cum-oath, which another player will generally choose for them.<\/p>\n<p>The game ends when half of the characters are either dead or have broken their oaths. Unlike <em>Fiasco<\/em>, there&#8217;s no mechanics to outline how long this should take. Make no mistake, <em>Durance <\/em>requires cooperation, creativity, and thoughtful storytelling&#8211;but I&#8217;m not convinced its mechanical tools could be better designed to make use of them.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>With this miniseries, I hope I&#8217;m demonstrating how important a game&#8217;s rules are. Mechanics direct and shape gameplay on a profound level. The first few games we talked about stretched their rules across the entire world, for GM and players alike, and asked the player characters to be essentially plugged in to an objective framework. [&hellip;]<\/p>\n","protected":false},"author":5,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[15],"tags":[],"class_list":["post-34458","post","type-post","status-publish","format-standard","hentry","category-tabletop-games"],"_links":{"self":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts\/34458","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/users\/5"}],"replies":[{"embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=34458"}],"version-history":[{"count":0,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=\/wp\/v2\/posts\/34458\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=34458"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=34458"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.shamusyoung.com\/twentysidedtale\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=34458"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}