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(November 03, 2007, 04:35:43 AM)
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First Thoughts
(Moderator:
Ron Edwards
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An RPG Optimised for Play-by-Post games.
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Topic: An RPG Optimised for Play-by-Post games. (Read 1481 times)
Callan S.
Member
Posts: 3588
Re: An RPG Optimised for Play-by-Post games.
«
Reply #15 on:
November 16, 2008, 02:31:08 AM »
Quote
I guess what I'd find fun- within the context of that example- is the usual simulationist/gamist agenda- following the internal cause/effect of the world to formulate a sequence of moves that are effective for the purpose while being plausible in 'realist' terms.
Wow, that's alot of emphasis on following cause and effect and being plausible. If you won, but it wasn't that plausible, would it be a matter of "Yay, I won - might try for a higher plausibility rating next time, but hey, got it!!!" or would it just be a failure? Or if your thinking "If I won? Wha? Win?" then I'm definately thinking there is no gamism inclination in this small sample and instead simulationism. If that's the case, what you'd call gamism is merely 'inclination to actually use the rules of a text'. Which is great! But it's not gamism as I know it.
I don't really know simulationist design terribly well. My primitive knowledge is that they move isn't a plausible one, it's usually what the people in the play group are inclined to think is plausible. The fun 'bubble' of play is that within that groups bubble, it isn't what they think is plausible, it IS plausible. This always seems to make it hard to talk about in terms of design because to support that bubble, you have to acknowledge it is a bubble and not the state of the universe. Or in short, way over my head. Umm, that's another reason I bit my lip - I might make posts, then it ends up not in my field of study at all. Or would it be "Yay, I won!" after all?
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Philosopher Gamer
<meaning></meaning>
soundmasterj
Member
Posts: 120
Must... resist... urge to talk GNS...
Re: An RPG Optimised for Play-by-Post games.
«
Reply #16 on:
November 16, 2008, 02:41:03 AM »
Commercial Version of Bacchanal:
http://www.halfmeme.com/bacchanal.html
Iron Game Chef PDF:
http://www.1km1kt.net/rpg/bacchanal.pdf
Actually, I think FatE ist stupid in general.
Quote
@ soundmasterj
Thanks for the clarification, but I'm not sure rules-consultation is the bottleneck here so much as people-consultation. As I've mentioned, time is not at a premium here, because there are necessarily large delays between posts- player communication is.
I'm also worried the lack of any reliable initiative order could undermine FitM mechanics, because whoever narrates first is going to introduce changes to the shared-imagined-space that could undermine the intent of subsequent narrators, or simply introduce time-related dependancies that aren't really appropriate in this context. On reflection, that's part of the reason why I favoured a scripting-of-intent simulationist approach- it disciplines player interactions with the world and other characters over time to insure they don't tread on eachother's toes. To my mind, it's not so much a question of personal enjoyment as it is of being fair.
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Jona
Jill
Member
Posts: 10
Re: An RPG Optimised for Play-by-Post games.
«
Reply #17 on:
November 16, 2008, 02:22:20 PM »
@ Ron
You're absolutely right that people do often use play-by-post simply as a form of collaborative storytelling with little or no rules beyond 'avoid godmodding.' (I used to participate in these, essentially as a form of group fanfic.) And when it worked, it was fun, no question about it.
But, as for whether this is generally a satisfactory general 'design solution'... in my experience, to be honest, no. If you had several strong participants in the story with a good intuition for premise, sustained interest and decent writing skills, then things generally wound up nicely, but this was understandably rare. As you identified in 'story now', without a clear statement of premise or delegation of authority, it tended to degenerate into ouija-board role-play, and the result was usually abandoned before arriving at any conclusion.
Quote
If I'm reading right, one of your notions is that given the long delays in communication, whoever communicates next actually gets to go next.
I'm sorry I didn't communicate this clearly, but my original idea was that-
1. The GM would frame the scene, and divide up adversaries among the players (in combat.)
2. Players have the next (e.g,) 24/48 hours to state their
intent.
3. Once all intents have been stated, the GM performs execution and announces outcomes.
4. The players narrate what happened, possibly using metagame resources to tweak the outcome (e.g, artha.)
So that play would go in definite cycles of a fixed time interval. You could effectively use either FitM, FatE, Karma+resource management, scripting + contingencies, or some combination thereof.
Thanks for the clarification on cause and effect re: narrativism, I'll definitely work harder on that, and take a look at Bacchanal.
@ Callan
I would say that if the rules were constructed correctly, grossly implausible outcomes would be either impossible or very rare, and combining implausibility with success, rarer still. That's mainly my personal taste, though: The important thing is to constrain cause and effect so that the
players'
sequence of narration for a given timeframe is largely irrelevant, for reasons I'll get to in a minute.
@ soundmasterj
Now that I think about it, I guess you
could
describe BW's approach to combat as FitM, or adapt it that way- after all, you're declaring an
intent
without specific guarantees about what goes down in practice, and there's a fair degree of abstraction involved WRT armour, movement, etc. It's still task resolution, rather than conflict resolution, though.
I'm still worried that a pure conflict-resolution-based approach won't work when you don't have a reliable initiative order- whoever got to post last within a given 24-hour period would have to deal with all the accumulated changes to the shared-imagined-space introduced since their last post: And that could be the product of 2N-1 previous posts or zero, where N is the number of (non-GM) players. (If it were reliably N, that would be another matter, but it ain't.)
The benefit of a 'sim' approach to small-scale events is that it can automagically resolve situations where players' specific intentions overlap or conflict, without further conferences. I mean:
Quote
Task resolution
A Technique in which the Resolution mechanisms of play focus on within-game cause,
in linear in-game time
, in terms of whether the acting character is competent to perform a task. Contrast with Conflict resolution.
Conflict resolution
A Technique in which the mechanisms of play focus on conflicts of interest, rather than on the component tasks within that conflict. When using this Technique,
inanimate objects
are conceived to have "interests" at odds with the character, if necessary. Contrast with Task resolution.
Because there's no initiative order to speak of, just in order to be fair everything needs to resolve simultaneously, and over the same interval- that's linear time. And what if the 'inanimate object' in question is an aspect of a previous player's narration that you don't have power to override without further conference? That's a symmetric conflict of interest right there.
Your Mirror Universe concept sounds fascinating, and it would certainly simplify things drastically, since players can't directly interfere with eachothers' narration, which would certainly solve most of the problems I alluded to.
Again, thanks for all the references and feedback. I'll try to come up with a more specific example of possible system(s) and get back afterward.
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soundmasterj
Member
Posts: 120
Must... resist... urge to talk GNS...
Re: An RPG Optimised for Play-by-Post games.
«
Reply #18 on:
November 16, 2008, 03:04:57 PM »
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Jona
Callan S.
Member
Posts: 3588
Re: An RPG Optimised for Play-by-Post games.
«
Reply #19 on:
November 16, 2008, 03:49:42 PM »
Quote from: Jill on November 16, 2008, 02:22:20 PM
@ Callan
I would say that if the rules were constructed correctly, grossly implausible outcomes would be either impossible or very rare, and combining implausibility with success, rarer still. That's mainly my personal taste, though: The important thing is to constrain cause and effect so that the
players'
sequence of narration for a given timeframe is largely irrelevant, for reasons I'll get to in a minute.
I think I have a useful suggestion. But let me first say, its like I asked if your house was on fire and you could either save your cat or a van gough painting you own, which would you save? And you've responded "Well, my preference is to have a well built house that wont catch on fire". It's fence sitting! If you won the game in a horribly implausible, realism breaking way, would you go "Yay! I won - though I'd like to improve my realism score next time as well as winning" or would it be a big failure? It's a hard choice, like the cat/van gough choice is. Maybe too hard or personal to come out with on the post and I respect that - but still worth mulling over in private none the less.
Onto my suggestion. Looking at your first problem I think initiative order is really your problem. People will do things that affect other peoples actions - who goes first?
My idea is that players have a initiative points. They can spend these when they make a post. Whoever spends the highest amount has his action go ahead of someone who spent less, even if the other person posted first.
A further idea on top of that is that the player, in his post, can set himself to auto out bid any other player (until he's spent all his initiative points). So he could write "I will spend enough initiative points that I go before all other players". Clearly if two players do this, whoever has the most init points stored will be the one who goes first.
Also players who post after get a feeling of who will be going first and what the order of actions will be (depending on what they want to spend) and will be able to shape their post more according to what posts are already there.
Side note: If you want to get all simmy, to represent characters who are fast or slow, you can have a limit on how many initiative points a character can spend on an action.
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Philosopher Gamer
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Jill
Member
Posts: 10
Re: An RPG Optimised for Play-by-Post games.
«
Reply #20 on:
November 16, 2008, 04:27:30 PM »
@ Jona (I think)
Okay. I'm sorry if I came across as insensitive or dismissive in some way, but perhaps we're miscommunicating here. There are two points to clarify:
Quote
Quote
Personally, I LOVE throwing my character and whatever I made up into the hands of other players; because I try playing with people I trust in narrating something cool.
I agree, this could be fun, but, because (I presume) you all take turns around the table, the important thing is everybody has an
equal
chance to have fun with other people's characters. Again, this doesn't necessarily hold if posting happens at unpredictable times. Every other player might have posted twice, or none.
@ Callan
That actually sounds like a very interesting solution. In particular, it might be easier to adapt to social conflicts with multiple characters involved, if there was an explicit mechanism for revising 'subsequent' narration. I'll think about it further and get back to you.
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soundmasterj
Member
Posts: 120
Must... resist... urge to talk GNS...
Re: An RPG Optimised for Play-by-Post games.
«
Reply #21 on:
November 16, 2008, 04:59:33 PM »
Mh.
Quote
"Hello thar!", intonated a stereotypic barbarian from the northern lands who suddenly appeared from somewhere out of the woods. "This sounds like exactly the kind of situation were my aid would be required!" And with a playfull song on his lips, the northman started hacking the band of orcs to a bloody pulp.
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Jona
Callan S.
Member
Posts: 3588
Re: An RPG Optimised for Play-by-Post games.
«
Reply #22 on:
November 16, 2008, 05:58:16 PM »
Quote from: Jill on November 16, 2008, 04:27:30 PM
@ Callan
That actually sounds like a very interesting solution. In particular, it might be easier to adapt to social conflicts with multiple characters involved, if there was an explicit mechanism for revising 'subsequent' narration. I'll think about it further and get back to you.
How do you mean, 'subsequent'? Do you mean 'Oh, if he's doing that then I would have done X'?
Okay, they can post after that, stating the new action and paying a certain amount of initiative points to replace what they posted with something else, assuming they can afford it. I think perhaps one and a half times the amount the person paid who actions they are making a subsequent narration about.
Perhaps double. Because frankly actions should come to a crunch at some point, not end up in alot this stuff which frankly just avoids ramifications and takes up time.
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Philosopher Gamer
<meaning></meaning>
Jill
Member
Posts: 10
Re: An RPG Optimised for Play-by-Post games.
«
Reply #23 on:
November 18, 2008, 09:57:04 PM »
Jona- again, not to be dismissive- but I'm not sure that the attitude you suggest is neccesarily the most productive take on the problem. Hopefully Ron can tell me if I'm taking things out of context here, put 'pitfalls of narrativist design' includes the following:
Quote
5. Going "no system," especially for IIEE aspects of play, combines the undermining aspects of both of the above two approaches, especially when the author idealizes story as a product rather than Narrativist play as a process. Don't forget, all role-playing has a system; turning it over to "oh, just decide and have fun" merely makes the system crappy and prone to bullying.
6. Fleeing to Social Contract to solve everything. Some designers, enthralled by the idea that input does not have to be restricted to or filtered through a central person, rely on the hope that everyone feels like contributing extra-protagonist content at any given moment. Unfortunately, this creates a "dead ball" effect in which one must create, on the spot, both adversity and its resolution from whole cloth. People apparently prefer a fair amount of context and constraint in order to provide input instead.
I will also say that I believe no player should
ever
have to worry about other players taking their character in a direction that they don't approve of- to me, that amounts to extreme deprotagonisation. No player should have to expend in-game resources to enforce what should be a fundamental rule of courtesy. I can believe that other players might be entitled to define things that
happen
to your character, or even, on occasion, things that character will
do
- but
never
what that character
is
, and anything that the character
does
should, ideally, reflect that.
Callan, just one point-
Quote
But let me first say, its like I asked if your house was on fire and you could either save your cat or a van gough painting you own, which would you save? And you've responded "Well, my preference is to have a well built house that wont catch on fire". It's fence sitting!
I suppose that if you were to twist my arm, I would say that 'winning' in a grossly implausible fashion on a regular basis would indeed be a sign that the System is broken and needs fixing, by way of personal preference.
I don't want to go any further until I can come up with a more concrete suggestion for a specific system, so I'll just leave it there...
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Callan S.
Member
Posts: 3588
Re: An RPG Optimised for Play-by-Post games.
«
Reply #24 on:
November 18, 2008, 10:32:29 PM »
It's cool, Jill. I meant it when I said its just something to mull over. But I am curious about what you meant by "an explicit mechanism for revising 'subsequent' narration" and whether my suggested solution above applies to that? I'm rather keen to know if I hit its bullseye, or atleast near it?
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Philosopher Gamer
<meaning></meaning>
Ron Edwards
Global Moderator
Member
Posts: 16490
Re: An RPG Optimised for Play-by-Post games.
«
Reply #25 on:
November 19, 2008, 08:33:22 AM »
Hey,
Jill, that's a decent and fair request to Jona, and I as moderator am OK with it.
A helpful person reminded me of these older discussions:
Designing for a PBeM Format
Play-by-Post roleplaying and the order of events
See what can be mined there for your purposes, and let me know.
Callan, it's up to you, as I'm not moderating in this part of the sentence, but as a thread participant, I suggest that we slow down and let Jill work it through to where she wants. I mean, full-scale Creative Agenda challenge is a big monkey to hug, never mind instant discussions of techniques as well.
Best, Ron
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