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[Misery Bubblegum] We were terrible, terrible people
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Topic: [Misery Bubblegum] We were terrible, terrible people (Read 1471 times)
TonyLB
Member
Posts: 3702
[Misery Bubblegum] We were terrible, terrible people
«
on:
June 22, 2005, 01:07:30 PM »
Shawn de Arment and I tested the extremely, extremely broken alpha
Misery Bubblegum
system last weekend. I wanted to get the rules fixed up before risking anyone looking at them closely, so I've held off on writing up the Actual Play. Which was hard, because it was fascinating.
Shawn decided to play Ralph, a jock. I played Jacob, a nerd.
The Misery system (which takes away from your ability to act) was critically, critically broken. I lose ten of my twelve dice almost instantly. Shawn fared badly, but not that badly, with five dice left to his name.
The only way (in that system) to get rid of Misery is to spend it against high traits. The only way to get traits is to have someone else assign them to you, and then to work them up by
using
them.
I offered Ralph (Shawn's character, remember) "Brutal" and "Wants to dominate others." I know, I know, what was I thinking? He took these Traits and started using them to brutalize and dominate Jacob. He worked off his Misery, while keeping me pushed down. There was, really, nothing else he was equipped to do, and I had run out of resources to change him in any meaningful way.
Shawn, in turn, offered Jacob "Nerd", "Clumsy" and a whole host of other traits that helped Ralph to look very good by comparison. I needed them to
survive
, that's how much I was dangling by a thread, system-wise. I snarfed them up. "You're happy to laugh at me as I trip over my own shoe-laces? Well, as long as you're happy Ralph, that's all that matters!" And I had to roleplay every moment of this, to actually rack my brain for ways to use these traits, in order to build them up high enough that they could hope to soak up some of my Misery.
I hope that Shawn will weigh in on this. It was an extremely unsettling and cool experience for me. I was playing a character that was
nothing
like anything I would have chosen. He was pathetic, snivelling, weak... and every time I tried to give him a backbone I came within a hair's breadth of losing what little chance I had of ever having him improve. Very high school.
Ralph, on the other hand, was totally in control of the situation,
except
(of course) that he couldn't really do anything except continue to abuse Jacob. It was totally unstrategic for him to do anything other than continue to use Jacob to soak up his own Misery. I can't imagine that felt very comfortable from Shawn's point of view. Which, again, is pretty cool. Shawn, any comments?
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hix
Member
Posts: 531
Steve Hickey
[Misery Bubblegum] We were terrible, terrible people
«
Reply #1 on:
June 22, 2005, 01:38:37 PM »
Did you prep anything? Bangs? An R-map?
How did 'story' emerge during the game? Was it collaborative GMing? Did you guys just improv and suggest Threats against each other? Or did the action emerge purely through stating actions, succeeding or failing and then applying Misery?
What about NPCs? Did their actions have a significant influence on you and Shawn?
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Cheers,
Steve
Gametime:
a New Zealand blog about RPGs
TonyLB
Member
Posts: 3702
[Misery Bubblegum] We were terrible, terrible people
«
Reply #2 on:
June 22, 2005, 01:54:58 PM »
We were without a GM... had we had more than just the two of us I would have jumped into the GM seat and run things a bit more aggressively, but with two it wouldn't have given us any chance to work the conflict mechanics at all, and I needed to see the system in action more than I needed to run a coherent game.
Story emerged entirely from what we gave each other and our desperate attempts to make something of it. "What do the characters do?" is definitely going to be a point in need of future development in the game. We introduced one NPC threat (Becky!) but without anyone having the resources to thoroughly define her she remained very, very ambiguous.
I distinctly remember, though, that Becky asked Jacob to a dance (as an attempt to take Jacob away from Ralph, so that the jock she wanted to hurt would have nobody to do his homework for him). I managed, miraculously, to get some decent rolls using "Trekkie" (which Shawn had so generously gifted me) and actually impressed Becky. It's the James Kirk voice, I'm tellin' you.
This was particularly memorable because the very next thing Shawn did was to have Ralph explain, in very careful, unavoidable, terms that Becky
couldn't
be interested in Jacob, because Jacob was a total loser geek. Really, Ralph was just trying to protect the poor kid, he really was. It wasn't pleasant for Jacob to hear though, no it wasn't.
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New Project: Misery Bubblegum
Larry L.
Member
Posts: 616
aka Miskatonic
[Misery Bubblegum] We were terrible, terrible people
«
Reply #3 on:
June 22, 2005, 06:52:49 PM »
Wait...
Where's the broken part come in? It sounds like it's doing the right thing in play. I'm not seeing broken here.
(Or perhaps you mean this is the highlights reel from an otherwise unsuccessful to get the rules to work?)
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Larry
Indie Gamers Minnesota
TonyLB
Member
Posts: 3702
[Misery Bubblegum] We were terrible, terrible people
«
Reply #4 on:
June 22, 2005, 07:24:10 PM »
Oh, this is very much the highlights reel.
The down-sides: We had no real idea what dice pools we should be rolling from, and chose them randomly. The traits as defined overlapped each other in uninteresting and confusing ways, so that we couldn't tell whether something was a promise or a threat (for instance), and chose at random. The misery mechanic reduced it (effectively) from a dice pool system to a single-die system, and flattened any possible strategic complexity to a thin layer of forced decisions.
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New Project: Misery Bubblegum
Shawn De Arment
Member
Posts: 37
[Misery Bubblegum] We were terrible, terrible people
«
Reply #5 on:
June 23, 2005, 12:53:06 AM »
The broken part was Tony's character wallowing in the misery hole with little chance getting out. Tony had 2 dice, he would hand me 1 to pay for the use of a trait. I would offer him the die back with a trait like "Fashion Nightmare" and he would have to take it. He needed the dice.
I probably could have done more to help Tony get his character out of the hole, but I think one of the points of the playtest was that Tony couldn't do it on his own.
I found our play disturbing, in a well modeled classic jock/nerd abusive relationship way. I would like to distance myself from my character, and with Misery Bubblegum I have an interesting excuse. Tony is the one who gave me those Traits. I was just playing to them.
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hix
Member
Posts: 531
Steve Hickey
[Misery Bubblegum] We were terrible, terrible people
«
Reply #6 on:
June 23, 2005, 01:13:04 AM »
I'm trying to build up a clearer picture of the session and the system. Aside from assigning Traits to each other's characters, what did the two of you
do
during the playtest?
Was there any particular part of the system that struck you as really fun or filled with a lot of potential to explore?
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Cheers,
Steve
Gametime:
a New Zealand blog about RPGs
TonyLB
Member
Posts: 3702
[Misery Bubblegum] We were terrible, terrible people
«
Reply #7 on:
June 23, 2005, 04:33:45 AM »
We didn't really do anything except torture each other. Another failing.
And Shawn... yeah... I think you have every right to distance yourself from Ralph. Ralph was my fault (despite the fact that you were playing him). It's
Jacob
you're responsible for. I'd almost managed to suppress my memory of the Trait "Fashion Nightmare."
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sirogit
Member
Posts: 503
[Misery Bubblegum] We were terrible, terrible people
«
Reply #8 on:
June 23, 2005, 07:06:43 AM »
Even though it sounds pretty rough in terms of system, the game has earned the highest praise it can from myself, the self-titled "Ooh mr.confrontationial-issues-in-games-man", in that reading this thread made me uncomfortable and pine for those nice roleplaying games with the wizards on the box.
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Eric Provost
Member
Posts: 581
[Misery Bubblegum] We were terrible, terrible people
«
Reply #9 on:
June 23, 2005, 08:52:07 AM »
I am totally facinated at seeing theory come into play here. Starting out with the idea that one can make a game that has a profound effect on the players then actually creating rules that do so. I get chills just thinking of it.
On a more specific note, I'm having trouble with the resolution system. Specificially I'd like to understand the split between succeeding at the task you've assigned for yourself and the What It Means bit. From this seat it seems like you've distilled the worst bits of task resolution and given them form. I'm assuming that I'm just not following the rest of the class somewhere.
Ok, so I say "I wanna cross the gauntlet of jocks and kiss the girl". One half of the roll determines who gets to say if I've actually kissed the girl or not, the other half of the roll determines who gets to extrapolate on the ramifications of kissing the girl or not. If I win the top half and loose the bottom half I may narrate kissing the girl while my opposing player narrates that I drool all over her in the process thus turning her off to me forever.
Is that a reasonable understanding of the system so far?
Because if it is, then it seems to me that the second half of the resolution gets to one-up the conflict that I chose for myself, likely cutting off the long-term goal that I really wanted to meet, but didn't want to address with a single roll of the dice.
To use DitV to put some perspective on what I'm thinking here, imagine if I set my goal as convincing the steward to mend his naughty ways. So, I make my goal, but loose control of the meaning. That would allow my opposing player to narrate that convincing the steward to mend his naughty ways ends up tearing the town apart, which totally breaks my larger-picture goal. Poo.
Perhaps there's some way to keep the opposing player from crapping all over the big picture for you when you loose control of the meaning. Or perhaps that's already there and I missed it. Or perhaps, the meaning of the roll is really the hefty and important part of the roll and I'm missing something else entirely.
-Eric
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Jason Morningstar
Member
Posts: 1428
[Misery Bubblegum] We were terrible, terrible people
«
Reply #10 on:
June 23, 2005, 09:24:14 AM »
Quote from: Shawn De Arment
The broken part was Tony's character wallowing in the misery hole with little chance getting out.
I've been following this design with interest, and I must say, looking at things through the lens of vicious high school social Darwinism, that's not broken at all. Now whether that makes a fun game I cannot say, but the pathetic, abusive relationship described in this post rings very true to me.
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TonyLB
Member
Posts: 3702
[Misery Bubblegum] We were terrible, terrible people
«
Reply #11 on:
June 23, 2005, 10:19:54 AM »
Eric: You seem to understand the system pretty well. I don't think your objection is due to misunderstanding. Your recap seems solid, but then you go off into what (to me) looks like left field.
Comparing the TR in Misery Bubblegum to CR in DitV is just apples and oranges. There is no TR in DitV.
Naturally
, resolving a conflict under CR and then changing the Stakes would be unfair. But that's not what's going on here.
In the classic "Safe-cracking to find incriminating material" example, this is "You succeed at opening the safe, but because you failed to also get the Meaning, there is no incriminating material inside."
So, seriously, what's wrong with that? Similarly, what's wrong with kissing the girl and having it make your relationship
worse
rather than better?
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Eric Provost
Member
Posts: 581
[Misery Bubblegum] We were terrible, terrible people
«
Reply #12 on:
June 23, 2005, 11:08:23 AM »
Well, I suppose there's nothing wrong with it at all. Just so long as I went into the game with a clear understanding of how the dice were gonna give me a result. See, I didn't read the rules and really understand that I would start out by defining a Task for my character. I just assumed a Conflict.
Quote from: MB
When you want your character to do something... [snip]
There's some kewl stuff happening behind the mechanisms of the dice that I think need to be brought to the foreground.
Now that I understand how you expect the dice to work (and I think it's really cool) I'd never start with the task in mind. I'd start with the goal I want to achieve. If my goal were to get that kiss, then I'd set my task as crossing the gauntlet of jocks. If my goal were to get a date then I might set my task as getting the kiss. But if I went into the session mistaking the task for the goal, I'd be totally pissed at how the dice turned out.
Which is how I hit your left field in the DitV reference. I mistook your Task-setting as Conflict-setting.
-Eric
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Eric Provost
Member
Posts: 581
[Misery Bubblegum] We were terrible, terrible people
«
Reply #13 on:
June 23, 2005, 11:19:20 AM »
Quote from: I nearly
Something else just popped to mind.
I'd never set my target number below 6. Never.
If my real goal is to get that kiss and the task is to cross the cross the gauntlet of jocks then I really don't give a rat's ass about crossing the gauntlet. If the opposing player narrates that I get my ass kicked by the jocks it's no big deal. I can still narrate that the girl feels a swell of pity for my character and comes over to give me that kiss.
Wait! I re-read the Misery section, thinking that there must be some reason why you presented it between
Getting things done
and
What does it mean?
Now I see. Winning the task isn't really about winning the task at all. It's about Misery. I may get the kiss but still be miserable about it being a pity kiss after getting my ass kicked.
Brilliant.
-Eric
p.s. I almost deleted the entire post after realizing my error, but I thought it might be more useful to keep as an illustration of not only where the game is going, but where to find the confusing bits in the text.
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TonyLB
Member
Posts: 3702
[Misery Bubblegum] We were terrible, terrible people
«
Reply #14 on:
June 23, 2005, 01:00:40 PM »
Actually, FWIW, the Victory/Misery mechanic is much more flexible than just "winner avoids Misery, loser gets Misery." I finally got the fictional
example of play
finished for the new rules, and it includes three characters each with a distinct Misery-strategy.
Clarice
: Deliberately sets out to generate far more Misery than she needs to and dump it on other people by being victorious over them. Fear her wrath!
Dieter
: Avoids generating Misery of his own, and often-times steps in to oppose a roll that generates Misery, in order to succeed at it and to take that Misery onto himself (sparing the person who generated it). Isn't that sweet?
Mark
: Avoids generating Misery, and willingly sacrifices rolls where no Misery is at stake, but will go to great lengths to dump Misery on other people when it has been generated. He's just trying to survive! Why do they make him do these terrible things?
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