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General Forge Forums => Actual Play => Topic started by: TonyLB on November 11, 2004, 04:48:29 PM

Title: [Capes] Losing Control
Post by: TonyLB on November 11, 2004, 04:48:29 PM
So I've had the pleasure of playing in two Capes playtests in two days.  The first (hereafter "Chambarra Capes") was on IRC with Doug (hi Doug!)   The second (hereafter "Ensemble Capes") was face to face with Eric (a Capes veteran) and Jen (a veteran roleplayer, but new to Capes).

I'm ever so tempted to dump a laundry list of the things that I saw happening in the game (from the addictive fun of expanding social networks during character creation to the intriguing dynamics of players handing characters back and forth between scenes), but the thing that struck me most strongly about both sessions is this:  They went completely out of the control of any single player at the table.

I mean that in a very, very good way.

I went into both sessions with the rough outline of a plan in mind.  Other players went in with the rough outline of a plan in their minds.  I don't think any of our plans lasted more than about five minutes before they started fraying at the edges, and getting recombined with each other.

In Chambarra, young martial artist Lee and disguised-dispossessed Prince Yueh were under the care of venerable Master Wei.  I wanted mooks to come and try to take Yueh's Jade Necklace for some mystical villain somewhere.  Doug wanted Yueh to be hidden and Lee to end up fighting the mooks for the good of the village.  What ended up happening was that Lee got captured and Master Wei (at first played by me, but later played by Doug) ended up being the protagonist.  

We're not quite sure how that happened, but in retrospect it feels inevitable.  It becomes clear that the shadowy magician must have been an old rival of Wei's, and that his past is coming back to haunt him.  Will Wei be debilitated, forcing Lee to take up the mantle of this vendetta?  That's my plan, but my last plan involved a Jade Necklace that never even ended up being introduced into the story, so it's a matter of luck and communal preferences whether this second plan has any more impact than the first.

In Ensemble Capes Freya (seductive warrior-goddess) and Volcanus (cluelessly virtuous man-mountain) faced off against Man-Shark in the museum of natural history.  My original thought was that he was a lackey sent to steal a new synthetic material on display.  Never even got that far.  Eric introduced a polynesian necklace that glowed ominously when Volcanus (with all his volcano/pacific-rim origins) came near, and obviously that had to be what Man-Shark was after.  And then even that got derailed as the bumpy romantic relationship between Freya and Volcanus took front and center.

About half-way through I said "This'll be cool... I'm sure Eric has a plan for that necklace."  Eric looked at me in utter horror and said (in tones of voice I have used myself on many occasions) "Plan?  I don't have a plan!  Why should I know what the heck is going on with the necklace?  I'll leave that for someone else to figure out."

It must also be pointed out that the other players in Ensemble Capes kicked my butt on earning Story Tokens.  They were much better than I was at providing good conflicts with insight into other characters (my own included).  They're totally running the story now, until I can get my bearings and figure out how to play to them and get some Story Tokens of my own.  Cool.
Title: [Capes] Losing Control
Post by: TonyLB on November 11, 2004, 06:04:54 PM
P.S.:  Okay, fair's fair... that wasn't what Eric actually said.  It's not his style.  I don't remember his exact words.  That's the general meaning of them, paraphrased heavily (I do not doubt) by me.
Title: [Capes] Losing Control
Post by: Sydney Freedberg on November 11, 2004, 06:08:48 PM
Just to be sure:

You're now playtesting how this runs without any one person serving as "the GM"? I.e. everyone has a hero PC, no one has special authority, and the story (background, plot, NPCs, etc.) is made up as you go along in pure "no myth" fashion?
Title: [Capes] Losing Control
Post by: Vaxalon on November 11, 2004, 06:26:11 PM
Dammit.  Invite me to this!
Title: [Capes] Losing Control
Post by: Doug Ruff on November 11, 2004, 10:47:44 PM
Well, I had the pleasure of playing the Chambarra Capes session with Tony, and it was a heck of a lot of Fun. As it was also my first game of Capes, my first time using IRC, and my first time playing an overtly "Story comes first" game, I feel very fortunate indeed.

So, why did it go so well? Here's my take on it, I will be very interested in seeing if this matches with Tony's experience, as we didn't have time to discuss this after the session because of Real Life demands.

Firstly, Tony's Click-and-Lock method of character generation has come on a long way. I'm mentioning this first as it was a factor before we even logged on to play. Tony had sent me some new templates to use, and the Templates for "Martial Artist" and "Simple Soul" leaped out at me and screamed "kung fu!"

10 minutes later, Lee Chan was born. It would have been 3 minutes, but I dithered over which three abilities to drop.

Secondly, Tony was good enough to pick up my idea for a kung fu based campaign and run with it. As I had previously asked him for a "Spandex campaign", and didn't hit him with my new idea until we were in the IRC channel, I've got to salute him for this. Again, the speed with which Capes allows you to generate new characters (heroes, opponents, allies, bystanders) helped.

Thirdly, and most significantly, we were both committed to creating a good story. This means that we were both open to suggestions, were comfortable with shifting the spotlight, swapping characters, changing the plot, and by the end we were narrating actions for each other's characters during our own turns.

I don't know if this would be a surprise to Tony, but I didn't see this as being GM-less play. I always considered Tony to be the GM, but he was a good GM who was willing to listen to and adapt to his player. There was no need for him to put his foot down and say "I'm the GM, do it my way".

As far as the plans "fraying", I think this was largely down to our willingness to drop our plans if a better opportunity came along. Again, the system supports this, because almost anything is "fair game" for inclusion in the narration, or as an Event or Goal.

Like Tony, I also have a "laundry list" of stuff to say about the session, but I want to save this for a separate post, and leave this post as a celebration of the Fun we had playing Capes.
Title: [Capes] Losing Control
Post by: TonyLB on November 12, 2004, 04:22:04 AM
Doug, thank you for the kind words.

Sydney:  Yes, I am playtesting with all participants being equal in the eyes of the rules.  My experience with the two sessions matches Doug's assessment.  I was playing the GM role in Chambarra.  I wasn't in Ensemble.  I tried to play the GM role in both games, but only succeeded in one.

I understood what Doug was aiming for, and I did a passable job of supporting it.  That let me work the rules in ways that gave me more influence over the story, claiming the GM-role both through consensus with Doug and through the game mechanic.

In Ensemble I never quite made that connection, for whatever reason.  Eric and Jen did a better job of supporting each others stories (and mine) than I did of supporting them.  So they are sharing the GM role between them.  I don't have the resources (yet!) to really jump in and dominate the story.  I need to go along for the ride for a while, and see whether I can get my mind around what they're looking for and how I can provide it.  

I still have ambitions of becoming at least first-among-equals in the GM department, the same way a player in a throne-war scenario needs to have ambitions of being crowned king.  But it's only going to happen if I get my act together and figure out how to become their preferred provider of fun.
Title: [Capes] Losing Control
Post by: Doug Ruff on November 12, 2004, 07:45:12 AM
Tony, you earned them. But enough backslapping:

One of the traditional roles of the GM - as provider of story - isn't essential in Capes. It may be needed if the players are having a problem coming up with their own stories, but that's it.

Tony was still the GM in our game, because he was the final authority in calling the rules of the game (after all, he did write them...) I'd also expect him to have final say in setting the Scenes. If Tony had said "no kung fu", I would have respected that (but I'm real glad he didn't.)

So "first-among-equals" is still possible - which means that te GM gets to play as well, and not just as an NPC. It also means that the GM "hat" can be passed on, or shared, or whatever. As long as everyone knows who has the Final Say at any point in the game.
Title: [Capes] Losing Control
Post by: TonyLB on November 12, 2004, 01:17:38 PM
Some of the final revisions going into the rules (minor, thank God!) talk about exactly that issue of Final authority, and how to make it very explicit who has it at any one time.  For instance, it will have the opportunity to set the scene (if people want) go in turns.

In some groups this might be about preventing arguments among people whose instinct is to take control.  In the groups I've played with it's about empowerment among people whose instinct is to defer to others.

Without rules people say "Well, yeah, theoretically I could go out and define a scene, but so could anyone else, so I should give other people a chance"

With clear rules they say "Okay, everyone gets a turn and this is my turn!  Now what will I do with it?  So many choices...."
Title: [Capes] Losing Control
Post by: Eric Sedlacek on November 15, 2004, 08:22:55 PM
Quote from: TonyLBP.S.:  Okay, fair's fair... that wasn't what Eric actually said.  It's not his style.  I don't remember his exact words.  That's the general meaning of them, paraphrased heavily (I do not doubt) by me.

A fair paraphrase of what I said, I would say.  I did not, and do not, have a plan.  I figure there is no reason to bother making one since it might not end up being under my control anyway.  If it is, I will come up with something.

Another thing I would note is that the elimination of the GM sparked a certain competitiveness that was not there before.  I don't know that this is inevitable in general, but it probably was with the personalities involved in this case.  The cool thing is that as long as the game remains friendly and the level of competition stays reasonable, this can be a source of creativity instead of a problem.

It is in the very nature of Capes that you cannot win all the time.  In fact, you could say that you win by losing effectively.  A lot of times, the biggest problem with playing in a group of "Type A" roleplayers is that everyone gets very jealous of their screen time.  In this system, you gain power by ceding screen time to someone else.  It is a very powerful mechanic the likes of which I have never seen before.  The elimination of the "GM" really does cement the dynamic.
Title: [Capes] Losing Control
Post by: TonyLB on November 18, 2004, 03:57:24 PM
Played session two (of three) of Ensemble Capes last night.  Hooboy!

So we had Freya (seductive warrior goddess) and Volcanus (stone-faced mountain man) and the strange throbbing necklace they had discovered just lying out in the museum of natural history.

Between sessions I emailed Eric suggesting (in an off-hand sort of way) that he might want to write up the Necklace as a character, with the throbbing and the strange magical effects and all that.  He went, to put it mildly, nuts over the idea and showed up with a carefully constructed and balanced write-up of a general Monkey's Paw sort of artifact.  And, of course, insisted on playing it as well as his own character.  Hey, he's got the story tokens for it, nobody's going to stand in his way.

So the first scene starts out with Freya, Volcanus and the team's resident supporting bookworm (played by Jen) examining the necklace.  I brought in Jenny Swift, my charming little young speedster.

Emotion Run-down:  Freya loves Volcanus.  Volcanus doesn't have a clue.  Volcanus loves (increasingly) the necklace.  Freya wants to impress him with her helpfulness, but also is uneasy about the covetous gleam in his eyes.  Jenny idolizes Freya, and wants to monopolize her time.  Jenny therefore dislikes Volcanus as an obstacle to that ambition.

Things got particularly fun when I added the "Event:  Someone claims the Necklace for their own".  Eric said later (paraphrased) "I didn't go in with the plan that Volcanus would become possessed by a spirit in the necklace... but once it became clear that both the necklace and he were rolling on the same side to get him to pick it up, it was obvious what was happening."

Best I can remember the sides it went like this: