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Archive => RPG Theory => Topic started by: clehrich on April 12, 2003, 06:08:30 PM

Title: RPGs and Soap Operas [LONG]
Post by: clehrich on April 12, 2003, 06:08:30 PM
In the RPG Structure and Recruitment Problems thread, there have been some mentions of soap operas and RPGs.  So I'm finally going to post a draft version of this article I'm working on.

A few points to note:
Title: RPGs and Soap Operas [LONG]
Post by: Bruce Baugh on April 12, 2003, 07:00:00 PM
Man. That's great stuff. (You may also want to note the way soap opera conventions manifest in professional wrestling.)
Title: Wow.
Post by: Palaskar on April 15, 2003, 09:30:02 PM
I'd just like to say that's freakin' brilliant.
Title: RPGs and Soap Operas [LONG]
Post by: Ron Edwards on April 15, 2003, 09:52:33 PM
Hi Chris,

I'll be the dissenter here. What's being offered, actually?

Don't get me wrong - the essence of this post is that I agree with every word you've presented.

However, I'm a little shocked that any of the material you've offered is being perceived as a revelation. How is it that any of the following is new to anyone?

1) Protagonists engage audience attention because their concerns are understood and "felt" by us.

2) Resolution of conflicts carries an automatic message that is actually constructed by the viewer, but perceived as external (which is to say, intrinsic to the story).

3) Pacing how information and events are delivered to maximize both of the above is the heart of composing a story.

Superhero comics are soap operas - always have been, always will be. I think one of the main reasons Champions basically "won" the early-80s death-match for premiere superhero role-playing game was because it was the only one of the many current designs to incorporate soap-opera elements into character creation. Champions - the great incoherent game design of all time - was forced to Drift in play, and those of us who Drifted it hard-a-right Narrativist found one another easily. We used the principles you describe aggressively. Many early supplements and scenarios for Champions were essentially "build your own soap with this, this and this" toolkits.

The question for role-playing began then, and it remains: who is the author? If the answer is shared, then when and how? This is not a Narrativist issue; it is a role-playing one. Sorcerer offers one sort of answer. JAGS offers another. Universalis offers another. Tunnels & Trolls offers another. Vampire, textually, doesn't offer any.

Maybe I'm the one who needs some re-orienting - if people are finding Chris' post enlightening, then what were they thinking before they read it? That is a complete mystery to me.

Best,
Ron
Title: RPGs and Soap Operas [LONG]
Post by: szilard on April 15, 2003, 10:08:41 PM
Quote from: Ron Edwards

Maybe I'm the one who needs some re-orienting - if people are finding Chris' post enlightening, then what were they thinking before they read it? That is a complete mystery to me.

I don't know that it is enlightening, per se, but I did find it extremely useful to read for a couple of reasons.

First, you (and others) talk about pacing issues a great deal. I know that pacing is of utmost importance - I've played in both games that handled it well and games that handled it poorly. I rarely see useful advice that's more than a tip here or there on how to acheive good pacing. Chris attempts to develop a framework which has good pacing as a natural feature.

Second, the post put into concrete language a lot of thoughts that I'd seen (or had) before and provided me with framework for them by analogy to a common narrative form. (I'll note that when I read the post, I was thinking that comics would have worked as well as, if not better than, soap operas - particularly insofar as they incorporate action scenes in a more central manner.)

So was the post revolutionary? Not particularly. Was it something I found to be extremely useful and interesting, though? Yup.

Stuart
Title: RPGs and Soap Operas [LONG]
Post by: John Kim on April 15, 2003, 11:15:48 PM
Quote from: Ron EdwardsSuperhero comics are soap operas - always have been, always will be. I think one of the main reasons Champions basically "won" the early-80s death-match for premiere superhero role-playing game was because it was the only one of the many current designs to incorporate soap-opera elements into character creation. Champions - the great incoherent game design of all time - was forced to Drift in play, and those of us who Drifted it hard-a-right Narrativist found one another easily. We used the principles you describe aggressively.
Do superhero comics really follow this?  My impression was that they were instead serially episodic -- i.e. close to the format of an action TV series such as Buffy the Vampire Slayer, rather than a soap opera like Guiding Light.  For example, in each issue Spiderman or whoever would face a significant challenge which would be the focus of that issue.  NOTE: I've never read much of superhero comics even as a kid, though I have gotten into Astro City recently.  

Quote from: Ron EdwardsMaybe I'm the one who needs some re-orienting - if people are finding Chris' post enlightening, then what were they thinking before they read it? That is a complete mystery to me.  
OK, I will state in short form what I got out of it.  To me the new thing was the rigid structure: i.e. the idea that in each RPG session you will always touch on all of the plots currently in play; and that none of them are the "main plot".  That's not something I do in my current game.  I would say that about three-quarters of my sessions are dominated by a single group plot.  For example, last session all of the PCs went on a search for one PC's missing son (Poul's son Maushop).  There were a number of subplots which came up in PC interactions, but it was definitely centered around the group search.  

Some of my sessions are like soap operas, though, cutting back and forth among the PCs and time to all the various interactions.  I have never tried to push to have an entire campaign run this way, however.  It seems daunting, and yet knowing about how soap operas do it give some hope to working it in an RPG.  One worry I have is that soap opera structure doesn't often allow open group discussion/interaction amongst the PCs/players, which occurs pretty frequent in my games.  Another issue is secrets.  By the model, all scenes are open information to the players (thought not the PCs).  However, there is some hidden background which some players should probably know -- i.e. one PCs player might know that she is secretly a ninja-trained assassin.  Which things are known to all players, some players, or no players?
Title: RPGs and Soap Operas [LONG]
Post by: Bruce Baugh on April 15, 2003, 11:48:05 PM
For me, at least, the clarity of it makes a difference. I still don't have an opinion on the GNS-specific parts, but the rest said things mostly but not entirely familiar to me, just in a much clearer way than I'd seen before. It's the kind of thing I could very easily see presenting to a wider audience and expecting them to get a lot of good out of it, which isn't at all the case of most theory or analysis. And I like it when something teaches me something and seems like it could teach my customers things, too.
Title: RPGs and Soap Operas [LONG]
Post by: M. J. Young on April 16, 2003, 12:16:17 AM
Quote from: John KimTo me the new thing was the rigid structure: i.e. the idea that in each RPG session you will always touch on all of the plots currently in play; and that none of them are the "main plot".  That's not something I do in my current game.  I would say that about three-quarters of my sessions are dominated by a single group plot.
This (moving between stories) actually is dominant in Multiverser play.
Quote from: John thenOne worry I have is that soap opera structure doesn't often allow open group discussion/interaction amongst the PCs/players, which occurs pretty frequent in my games.
I wondered about this quite a bit, particularly when we were in playtesting. What I discovered was that there are several things that work in your favor in all this.
Title: RPGs and Soap Operas [LONG]
Post by: clehrich on April 16, 2003, 04:01:14 PM
Just a few thoughts:

1. Group play and group plots
I agree with John here: the way this is formulated, you're not going to get a whole lot of group interaction at the character level.  My own preference would be to lean on the group plots, giving them more "screen time" as it were.  But by surrounding such play with a constellation of individual PC plots, you should be able to maintain tension and keep things relatively continuous.  That is, when a big Group Plot arc finishes, there should be enough going on in the other plots that you never slack off tension as you go looking for another group plot.

As to group interaction at the player level, I say somewhere in the article --- apparently not very directly --- that I think lots of NPCs should be played by players.  That way everybody's involved in every plot, but sometimes people are formally de-protagonized.  That's sort of my take on the protagonizing thing: if you really want every character to have his or her special moment in the sun, not just a little event or use of a power but actually a plot all his or her own, then everyone else has to be de-protagonized.  That way protagonization happens almost by default.

2. Secrets
Yeah, that's a biggie all right.  I believe that it can be done by letting those with the big character secrets structure their own PC plots, such that if you don't want everyone to know (yet) that you're a ninja spy, you don't spend time with your employers in your PC plot.  On the other hand, you can do so if you like, and player maturity will ensure that this character doesn't get treated as though his secret were out --- you'll just have the character's sense of mystery made relatively overt.

But for other sorts of secrets, the ones that characters find out from the world/GM, I don't see any reason they can't be allowed to get found out the usual way.  As I've noted somewhere else around here, I think the Big Secret thing is very difficult to do in any RPG structure: half the time the Big Secret has the characters saying "AAAH!" and the player saying, "Yes, of course, we knew that, but I guess my guy is surprised."  I don't think the Soap structure particularly helps or hurts here.

We'll find out, though: with any luck, next fall I'm going to be running Shadows in the Fog, which is all about secrets, in a soap structure.

----

Many thanks for the comments and suggestions, one and all.
Title: RPGs and Soap Operas [LONG]
Post by: clehrich on April 16, 2003, 04:28:24 PM
As to your comments, Ron:

Quote from: Ron EdwardsDon't get me wrong - the essence of this post is that I agree with every word you've presented.
I'm quoting this so that you realize I haven't missed it; my comments, like yours, should be taken within that framework.  And thanks for the vote of confidence!

QuoteI'm a little shocked that any of the material you've offered is being perceived as a revelation.
The important point here, I think, is that I'm not offering a revelation.  I'm not making an argument, but proposing a somewhat different model for play.  I think you're missing that, somehow.

You list 3 points I'm making:
Quote
    1) Protagonists engage audience attention because their concerns are understood and "felt" by us.
    2) Resolution of conflicts carries an automatic message that is actually constructed by the viewer, but perceived as external (which is to say, intrinsic to the story).
    3) Pacing how information and events are delivered to maximize both of the above is the heart of composing a story.[/list:u]
All of these were assumptions for me, as I think they are for most readers.  If any of these were not true, then of course the whole thing is not going to work.  But I'm not proposing these things as new, by any means.

I think you're skimming, or transposing the model before you really consider it.  The example suggests this:
QuoteSuperhero comics are soap operas - always have been, always will be....Many early supplements and scenarios for Champions were essentially "build your own soap with this, this and this" toolkits.
I utterly disagree, I'm afraid.  Superhero comics are continuing stories with lots of characters and subplots.  That's not the same as a soap.  When I say Soap Opera, I mean soap opera.  Don't transpose to another genre until you've considered the original carefully.

What I'm trying to suggest here is that while there are a great many ways to structure a game, sometimes with literary or other non-RPG fictional models, the structure of a soap is unusual and different.  I maintain that that model could be used to structure a game, with interesting effects.

The effects, I think, are:
Title: RPGs and Soap Operas [LONG]
Post by: Ron Edwards on April 16, 2003, 04:43:58 PM
Hi Chris,

Agreed on all principle-based counts.

Regarding my most recent experience along these lines, our Hero Wars game essentially demanded that it continue from our original 10-ish session run into a ... geez, what was it, well anyway, really long game. It partly corroborates your point especially well, because it was not the unfinished nature of the original 10-ish sessions that led to the continuance, but precisely because we'd hit a satisfying conclusion that led to new things. Not a precise model for your points, but a little bit anyway - definitely not a single ever-expanding plot over the whole course of things.

As for the superhero issue, I do not agree with you, but I'm willing to back off on it unless we want to take it to specific titles. My view is that the perceived "continuing" nature of most of the titles are a bit of an illusion, with the reality being frequent recycling, episodic stories with far less textual continuity among them than most fans like to perceive. But again, it depends on the title in question, and the publication period in question.

One thing that's cropped up a bit is the concern about the various internal stories' independence, most especially the idea that player-characters would not be directly interacting. I think that relationship-based character design can go a long way toward addressing the concern, especially those with "semi-NPC" attached-characters, as in Hero Wars, Trollbabe, and (if I understand correctly) Exalted. Therefore a player can be active in a scene featuring someone else's player-character via an "extension" of his or her character who doesn't exist mechanically except as an ability or term on that character's sheet.

In Trollbabe particularly, relationship-characters defined as Rivals or Enemies play a role that I haven't seen before in role-playing games. Their actions and rolls are player-handled, their attitudes and motives are GM-handled, and their story-role emerges from the two. This role is (a) often catalytic or complicating, introducing a lot of adversity for the protagonist, and (b) often carried out in scenes that do not include the player-character in question but do include other player-characters.

Best,
Ron
Title: RPGs and Soap Operas [LONG]
Post by: clehrich on April 16, 2003, 05:23:21 PM
Ron,

Thanks for the comments.  I'll reread Trollbabe from this perspective.

Still,
Quote from: Ron EdwardsAs for the superhero issue, I do not agree with you, but I'm willing to back off on it unless we want to take it to specific titles. My view is that the perceived "continuing" nature of most of the titles are a bit of an illusion, with the reality being frequent recycling, episodic stories with far less textual continuity among them than most fans like to perceive. But again, it depends on the title in question, and the publication period in question.
I agree with your description of superhero comics, so I don't think we need to get into titles.  I just don't think that (1) illusionary continuance, and (2) episodic stories, have very much to do with soaps.  Soaps are (1) genuinely continuing, and (2) not at all episodic.

The latter is precisely my point, really: I'm trying to formulate a session structure that is not episodic, without at the same time falling into the purely linear D&D model (which I find unsatisfactory for character or premise exploration).

Either we're on the same page here, or you're misunderstanding what I mean by a soap.  I'm honestly not sure which.
Title: RPGs and Soap Operas [LONG]
Post by: Ron Edwards on April 16, 2003, 05:31:39 PM
Hi Chris,

I can't say without genuine telepathy, but I think I understand your points pretty well. My input on this thread hasn't been to refute any of them, but rather to express my shock at the response posts.

Furthermore, I am very very sorry for introducing the superhero issue at all, because it was intended as a supportive point, and has turned out to be a point of contention. If I'd been clear about which title, which time period, and which creators I had in mind, then I think you'd have accepted it as a valid example. However, rather than do that, I'm beginning to think that the whole topic is too close to the heart for one or both of use to be useful. I suggest we drop it very fast.

Best,
Ron
Title: RPGs and Soap Operas [LONG]
Post by: clehrich on April 16, 2003, 09:42:02 PM
Ron,

Okay, consider it dropped.  I didn't think it was particularly contentious, really, but it does seem to be sidetracking the conversation.

So how are Luke and Laura these days?
Title: RPGs and Soap Operas [LONG]
Post by: Matt Wilson on April 16, 2003, 09:52:17 PM
This is good stuff, and I've been thinking about similar issues in a game I'm working on, particularly the PC plot. I have what I call a "spotlight episode" for every player character.

The attention to soap operas makes me think a lot of Joss Whedon's shows, which I've probably raved about before. They, and a few other shows recently, have managed a pretty good marriage of action and drama, like a soap with fight scenes. Whereas older shows tend to be one or the other, or there's only one well-developed character on the whole show.

With reference to the story-arc thread on Actual Play, I think the idea you're talking about here is the way to do story arcs. Everyone gets one to manage.
Title: RPGs and Soap Operas [LONG]
Post by: clehrich on April 17, 2003, 01:18:47 AM
Quote from: Matt WilsonI have what I call a "spotlight episode" for every player character.
This certainly sounds functional.  In the interest of clarification, let me just point out that the structure I'm talking about ends up being a spotlight episode for every character every time.  Each character gets spotlighted periodically in each session.  This is where I'm talking about a difference from an episodic structure.
Title: RPGs and Soap Operas [LONG]
Post by: John Kim on April 17, 2003, 02:37:04 AM
Quote from: clehrichThis certainly sounds functional.  In the interest of clarification, let me just point out that the structure I'm talking about ends up being a spotlight episode for every character every time.  Each character gets spotlighted periodically in each session.  This is where I'm talking about a difference from an episodic structure.  
I'll add to this.  I have watched a fair bit of Buffy although not others of Joss Whedon's shows.  I have also been playing in a Buffy RPG game (though it is on hold at the moment).  Again, I like Buffy a lot, but it does not have soap opera structure.  
Title: RPGs and Soap Operas [LONG]
Post by: Ryan Chaddock on April 17, 2003, 04:00:57 AM
Hmm.  This style of play seems like it would work well to spice up Amber Diceless.  The Amber universe's two courts are similar to the two families observation and I can see how the courts themselves would act as static locations around which all the plots would center.  The unusual geography of the Courts of Chaos would be useful for allowing people to accidentally wander into scenes for dramatic tension.  

One of the problems I had with Amber, a popular game in my gaming community, is that it gets boring- too many subplots with only one or two PCs envolved.  I once waited 3 hours for a GM to get to my character, and then only for a moment.  I think giving the players extra characters to play would be useful for keeping things interesting for those who are waiting their turn.  

While reading the main post for this thread (which I find to be highly useful and interesting) I kept trying to think of real game examples.  I think that's what was missing from the post.  Soap opera style examples aren't as useful as game genre specific ones since the post already mentioned that the theme ingredient for Soaps is love story issues, while obviously this wont work for most RPGs.  I can see how you were trying to keep things generic so as to apply to all kinds of games, but it leaves me grasping for good examples.

While Amber and Vampire seem perfect for this style of play, it's difficult to think of good D&D style plots for this setup, for example.  It would take some serious revamping of the D&D paradigm for most players since the "party" concept is so central to the D&D style experience.

BTW, I've forwarded the main post of this thread to all of the people I know who run LARP Vampire games.  I think it might help them out.
Title: RPGs and Soap Operas [LONG]
Post by: clehrich on April 17, 2003, 04:11:24 AM
John,

Thanks.  Let me know if it works, ok?

Ryan,

You know, as soon as you wrote the word Amber, I kind of smacked my forehead.  While I haven't been in a campaign, I can immediately see that this game might go well with the soap thing, given the whole structure of the game.  Thanks!

As to real-game examples, you're dead on there.  As I think I mentioned in the first post, I hadn't actually intended to post this just yet, because, okay, I admit it, I haven't had a chance to try it yet.  So it's pure theory, at this point.  I don't see any reason it can't work, but who knows?  So I didn't put in real-game examples because they wouldn't be: they'd be fictions invented by me to be like real games.

Looks like John might give it a shot, and maybe the Vampire LARP folks (in which case, please encourage them to discuss their experience with it!).  In about 4 months, I hope to be running a game using this system, so at that point I should be able to see how it works in the flesh, as it were.  And if anyone else out there in Forge-land wants to give it a whirl, let me know --- or better, post to the Actual Play forum!

Thanks again for the comments, and thanks for passing it on.
Title: RPGs and Soap Operas [LONG]
Post by: Ryan Chaddock on April 17, 2003, 06:52:44 AM
The reason I sent this to my LARP friends is because with LARPers a never ending game is a good game, which is pretty different from the way I think most table-top GMs think (though I'm not sure).  The shortest ongoing LARP game I've ever seen was 3 months long, the longest ones run for years and years without stop.  Plus LARP Vampire has the court setting, which is part of the reason the game lasts.  No matter which characters are there, the game goes on because in a way the game is about the court itself, not the people in it.  Also the simultaniety of the LARP experience is more conducive to many plots going on at once.  The problem is cutting scenes for pacing and suspense.  It's almost impossible in a LARP environment which tends to follow real time rather than cutting.

Part of the reason I bring this stuff up is because I think the courts of Amber and the courts of Vampire are the reason those games jump to my mind as possible venues for soap operatic gaming.  The court is like the two families or the hospital or the town that the soap opera centers on and provides a framework for the tied plots and such with a known heirarchy, known rivalries and that great stuff that creates intrigue.  Obviously a D&D style game could center on a fixed place, but I see it as a forced fit.    

My Amber friends also like to run homebrew Dune games.  I think the Dune universe of politicking political houses is another great backdrop for this style of game.  Yet another court.

I'm just throwing out some ideas here.  I love experimental gaming ideas like this.  Always looking to expand my knowledge of the craft, as I'm sure you all are.