The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 11:04:37 AM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Forum changes:
Editing of posts has been turned off until further notice.
Search:
Advanced search
275647
Posts in
27717
Topics by
4283
Members Latest Member:
-
otto
Most online today:
55
- most online ever:
429
(November 03, 2007, 04:35:43 AM)
The Forge Archives
General Forge Forums
Playtesting
(Moderator:
Ron Edwards
)
[Misery Bubblegum] Some traditions are FUN!
Pages: [
1
]
« previous
next »
Author
Topic: [Misery Bubblegum] Some traditions are FUN! (Read 1720 times)
TonyLB
Member
Posts: 3702
[Misery Bubblegum] Some traditions are FUN!
«
on:
March 02, 2006, 03:26:45 PM »
Hey! A Misery Bubblegum playtest where we actually got to finish a story-line and get through the evening with the rules pretty much working-as-roleplaying (if not working to the extent that I'd like them. It's a milestone!
Anyway, Eric, Shawn and Sydney were kind enough to shlep out, consume some Dim Sum (serious food is rapidly becoming my
sine qua non
of hosting RP events) and run through a Misery Bubblegum scenario. I was very surprised by what happened, and what I took away.
Basically, the current rules have two modes of having things happen. First, there is a mode
very
reminiscent of classic GM-fiat games. You tell the GM what your player tries, and the GM decides in a
completely arbitrary
manner whether it succeeds or not. Independently, there is another role (the Storyteller) that decides in a completely arbitrary manner whether unpleasant complications result. You can win without complications, lose with complications, win with complications, lose without ... yeah. There's a matrix of possibility. And, yes, there's more options for other players to engage with that action than I'm telling you, but they effect things more in the potential than in the actuality: the fact that, if the GM refuses to accept something that's clearly reasonable, other players can spend their resources to just flat override him is a powerful social tool.
But what it comes down to, most of the time, in practice is that in this mode you say "I try to scramble to my feet and get my willow-sword up before Reggie stabs me" and the GM scratches his chin and then says "Okay, you manage to block his blow," and then the Storyteller chuckles and says "But you're off balance, so your sword goes spinning across the clearing."
And here's what surprised me (though perhaps it shouldn't): That was
fun
with a capital fun.
The game impact of any individual action was pretty minor, and very clear, and so you could just pile up action after action after action, and yeah it eventually pushed you in a direction of (say) making yourself vulnerable to another person or (conversely) having other people make themselves vulnerable to you. But that's the same way that a twentieth level D&D fighter against an army of goblins will
eventually
run so low on hit points that they're actually in danger. It doesn't happen because one puny goblin gets a lucky shot. So you can hack and slash, and if a goblin gets a lucky shot, so what? You'll make it up somewhere down the line. You don't agonize, you just move on.
Like I said, I'd forgotten how really, really
fun
that can be.
By comparison, the other mode was like stake-setting in PTA on steroids. We'd (metaphorically) put the characters and the fiction down and let them gather dust while, for up to twenty minutes, we worked together to get Big Stakes balanced and arranged
just so
, so that one moment of critical decision in the fiction would impact the entire course of the game from then until the end of time.
And that's fun too. But ... I dunno. I start to see what people mean when they say "I don't like picking up the dice, it breaks the flow of the game for me." I
didn't want
to engage with the stake-setting mechanics, because I had to be so careful with them. It was a big deal, and I had to do the right thing. Whereas, when I was working with the lighter, incremental mechanics I could just do stuff, and if it was the wrong thing, well the next chance to do the right thing would be along in ... 3 ... 2 ... 1 ... now!
I saw this really clearly because we were concentrating on testing the rules. And so, basically, we tested the quick and dirty rules quickly, and then a lot of time passed on the stakes rules. But the stakes rules use resources that are created by the quick and dirty rules. So about halfway through the game I said "Y'know, we ought to spend some more time actually doing things that aren't vitally important. That way we can all get some more dice, and the stakes system might sing a little better." And then, when we started doing that, I (at least) felt much more engaged. I started making up some NPCs (one of the jobs of my role) and doing little stuff that led to big stuff, and just generally feeling much more free to contribute. I saw Shawn figuring out how to frame actions so that he was likely to get "Win with big complication" (a very high-resource outcome). I saw Sydney warming up on the very many ways that he could choose actions that complicated
other
people's lives. And I saw Eric working his way through the process of figuring out when he
did
want complications and when he
didn't
, when he did want success and when he didn't, and what it takes to influence other people into giving him what he wants. In short, I think I saw a lot more engagement with the system and each other.
I ... don't quite know what my question is. I think it's "How do I get the best of both worlds?" Because I'm pretty sure (not 100%, but pretty sure) that the empowerment to do Big Stuff and the ability to make a decision quickly and move on to the next ... these are things that don't occur
naturally
together in the same way that ice cream does not occur naturally inside a mouth-searingly hot cake, but I'm thinking that maybe a baked alaska is
possible
, with the right effort.
Logged
Just published:
Capes
New Project: Misery Bubblegum
Callan S.
Member
Posts: 3588
Re: [Misery Bubblegum] Some traditions are FUN!
«
Reply #1 on:
March 02, 2006, 06:29:02 PM »
Are the GM and storyteller roles done by two seperate people? I couldn't work that out.
Quote
But that's the same way that a twentieth level D&D fighter against an army of goblins will eventually run so low on hit points that they're actually in danger. It doesn't happen because one puny goblin gets a lucky shot. So you can hack and slash, and if a goblin gets a lucky shot, so what? You'll make it up somewhere down the line. You don't agonize, you just move on.
Like I said, I'd forgotten how really, really fun that can be.
Do you mean something like "GM fiat is fun in
small
dollops"?
Quote
Whereas, when I was working with the lighter, incremental mechanics I could just do stuff, and if it was the wrong thing, well the next chance to do the right thing would be along in ... 3 ... 2 ... 1 ... now!
You know, I find it's easier to casually talk at work than in an informal, casual setting (sitting around in someones loungeroom). I find that I have to work to carry the conversation in a loungeroom or go through dead, empty pauses. While at work, if a subject just doesn't carry...well, turn back to the work at hand and that's perfectly fine. And that doesn't force me to think up something interesting, instead it allows something interesting to just form of it's own accord, if it's going to. And if it doesn't work, bang, back to work! What a great win-win situation!
I'm also reminded of narrativist play accounts where people will play out every bit of causality and say they like the organising of parties and other game world trivialities. Similar principle?
Just asking these questions to see if I have a mutual understanding or not.
Logged
Philosopher Gamer
<meaning></meaning>
TonyLB
Member
Posts: 3702
Re: [Misery Bubblegum] Some traditions are FUN!
«
Reply #2 on:
March 02, 2006, 08:42:05 PM »
Quote from: Callan S. on March 02, 2006, 06:29:02 PM
Are the GM and storyteller roles done by two seperate people? I couldn't work that out.
Yes. The Storyteller is a role (assigned to one person) that adds specific story structure elements, and dispenses misfortune and player-empowerment-dice. The GM is a role that cycles from player to player, adjudicates success/failure and dispenses GM-empowerment dice to
others
. So the GM-bowl (a bowl of such dice) goes to someone who has a lot of GM-dice, and they give out GM dice to other people (while spending their own) until they're all out ... then pass the bowl.
Quote from: Callan S. on March 02, 2006, 06:29:02 PM
Do you mean something like "GM fiat is fun in
small
dollops"?
Uh ... no, I don't think so. I think I mean something like "Interacting with the GM in a quick and easy back and forth is fun, so long as I know that (when push comes to shove) that quick and easy back and forth isn't going to marginalize any of the things I want to have more empowerment about." I don't yet have theories about whether the dollops should be small, great, or either.
Quote from: Callan S. on March 02, 2006, 06:29:02 PM
I'm also reminded of narrativist play accounts where people will play out every bit of causality and say they like the organising of parties and other game world trivialities. Similar principle?
I don't know. I don't think that I'd have been all that thrilled about sitting there and planning. I liked
doing
stuff ... sort of the story-wide equivalent of the DitV pattern of Raise and See. I do something that the GM-of-the-moment can't ignore, he responds to it and then he does something that I can't ignore. Rapid, low-stakes give and take, y'know?
Logged
Just published:
Capes
New Project: Misery Bubblegum
Callan S.
Member
Posts: 3588
Re: [Misery Bubblegum] Some traditions are FUN!
«
Reply #3 on:
March 03, 2006, 02:59:29 PM »
Quote from: TonyLB on March 02, 2006, 08:42:05 PM
Quote from: Callan S. on March 02, 2006, 06:29:02 PM
Do you mean something like "GM fiat is fun in
small
dollops"?
Uh ... no, I don't think so. I think I mean something like "Interacting with the GM in a quick and easy back and forth is fun, so long as I know that (when push comes to shove) that quick and easy back and forth isn't going to marginalize any of the things I want to have more empowerment about." I don't yet have theories about whether the dollops should be small, great, or either.
I think were talking about the same thing. Imagine a game gives you 300 points. Now imagine GM fiat determines if you lose 100 points. That's a big dollop, relative to system currency. Now imagine GM fiat controlling whether you lose 1 point, that's a small dollop. Tooling around with small dollops of GM fiat is fun, because while it stings you, it's not damaging you significantly in terms of game currency. And IMO, GM fiat is still a pretty fun way to interact with the SIS...so a low currency sting is a good trade off for SIS interaction.
If I'm not on track, ah well, I gave it a shot! :)
Quote
Quote from: Callan S. on March 02, 2006, 06:29:02 PM
I'm also reminded of narrativist play accounts where people will play out every bit of causality and say they like the organising of parties and other game world trivialities. Similar principle?
I don't know. I don't think that I'd have been all that thrilled about sitting there and planning. I liked
doing
stuff ... sort of the story-wide equivalent of the DitV pattern of Raise and See. I do something that the GM-of-the-moment can't ignore, he responds to it and then he does something that I can't ignore. Rapid, low-stakes give and take, y'know?
I think so. But I think some people find organising parties an exciting low stake ("I'll be sooooo embaressed if I screw up this planing"), so that's what I was dabbing at.
Logged
Philosopher Gamer
<meaning></meaning>
Pages: [
1
]
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Welcome to the Archives
-----------------------------
=> Welcome to the Archives
-----------------------------
General Forge Forums
-----------------------------
=> First Thoughts
=> Playtesting
=> Endeavor
=> Actual Play
=> Publishing
=> Connections
=> Conventions
=> Site Discussion
-----------------------------
Archive
-----------------------------
=> RPG Theory
=> GNS Model Discussion
=> Indie Game Design
-----------------------------
Independent Game Forums
-----------------------------
=> Adept Press
=> Arkenstone Publishing
=> Beyond the Wire Productions
=> Black and Green Games
=> Bully Pulpit Games
=> Dark Omen Games
=> Dog Eared Designs
=> Eric J. Boyd Designs
=> Errant Knight Games
=> Galileo Games
=> glyphpress
=> Green Fairy Games
=> Half Meme Press
=> Incarnadine Press
=> lumpley games
=> Muse of Fire Games
=> ndp design
=> Night Sky Games
=> one.seven design
=> Robert Bohl Games
=> Stone Baby Games
=> These Are Our Games
=> Twisted Confessions
=> Universalis
=> Wild Hunt Studios
-----------------------------
Inactive Forums
-----------------------------
=> My Life With Master Playtest
=> Adamant Entertainment
=> Bob Goat Press
=> Burning Wheel
=> Cartoon Action Hour
=> Chimera Creative
=> CRN Games
=> Destroy All Games
=> Evilhat Productions
=> HeroQuest
=> Key 20 Publishing
=> Memento-Mori Theatricks
=> Mystic Ages Online
=> Orbit
=> Scattershot
=> Seraphim Guard
=> Wicked Press
=> Review Discussion
=> XIG Games
=> SimplePhrase Press
=> The Riddle of Steel
=> Random Order Creations
=> Forge Birthday Forum