The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 05:37:10 PM
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
Archive
RPG Theory
The Meta-Metagame Level of Sorcerer
Pages: [
1
]
« previous
next »
Author
Topic: The Meta-Metagame Level of Sorcerer (Read 808 times)
Michael S. Miller
Member
Posts: 846
The Meta-Metagame Level of Sorcerer
«
on:
January 08, 2003, 07:23:19 PM »
Okay. Something just clicked in my head. Maybe this is something that’s been turned over elsewhere, but it’s a new thought for me. In what follows, “you” means “a player of Sorcerer”; “power” refers to influence over the course of the game’s imaginary events.
Humanity is the metagame score of Sorcerer, but the game also has a meta-metagame level. It is a game about power and its price. The way the game works, the more you pay for your power (i.e., the more you make your character do what demons/rituals demand of you) the more precarious your grip on that power becomes (lower Humanity), until you’ve paid too much (Humanity 0 – you’re out of the game, meaning you have no more power). This is because you’ve given away your power by doing what others demand of you.
You see, Sorcerer, as a game about power, uses such strong Author Stance, Kickers, Player-created Demons, etc. precisely because it gives
you
power. What will you do with it? Will you kowtow to the demands of imaginary beasties? Bend too far and you’re out of the game because you’ve spit upon your power – sullying it by seeking petty ends. It’s not just the characters that the game judges, it’s you, the player, as well.
I wonder for a moment whether a game could be designed that gives the GM the standard level of power of a “traditional” RPG, but is built in such a way so that the spotlight is self-consciously on the GM and what she does, much like Sorcerer’s spotlight is on the Player and what he does. In such a game, the players and their characters would be tools to facilitate and evaluate the worth of the GM-generated series of events (i.e., what most RPG scenarios call “plot”).
The idea is too muddy in my head to say anything other than that – but I think there’s a kernel of something there that I can’t quite see at the moment. What say you? Am I raving, or perhaps retreading tired, old, obvious points?
Logged
Serial Homicide Unit
Hunt down a killer!
Incarnadine Press
--The Redder, the Better!
Ron Edwards
Global Moderator
Member
Posts: 16490
The Meta-Metagame Level of Sorcerer
«
Reply #1 on:
January 09, 2003, 06:55:07 AM »
Hi Michael!
Regarding your Sorcerer point, I merely reverse the book and run my finger over the text on the back cover, smiling placidly ...
You wrote,
"I wonder for a moment whether a game could be designed that gives the GM the standard level of power of a “traditional” RPG, but is built in such a way so that the spotlight is self-consciously on the GM and what she does, much like Sorcerer’s spotlight is on the Player and what he does. In such a game, the players and their characters would be tools to facilitate and evaluate the worth of the GM-generated series of events (i.e., what most RPG scenarios call “plot”)."
I believe that this is what Christoffer (Pale Fire) was aiming toward in his somewhat diffusely-posted game tentatively (but hopefully not permanently) titled Yggdrasil. He wanted plain, fun Illusionism - yeah, it works out the GM's way, so what? The fun was in the fun Color and getting to do stuff. I still think it's a valid game design goal.
Best,
Ron
Logged
Paul Czege
Acts of Evil Playtesters
Member
Posts: 2341
The Meta-Metagame Level of Sorcerer
«
Reply #2 on:
January 09, 2003, 11:53:15 AM »
Hey Michael,
I wonder for a moment whether a game could be designed that gives the GM the standard level of power of a "traditional" RPG, but is built in such a way so that the spotlight is self-consciously on the GM and what she does, much like Sorcerer's spotlight is on the Player and what he does. In such a game, the players and their characters would be tools to facilitate and evaluate the worth of the GM-generated series of events (i.e., what most RPG scenarios call "plot").
If I'm reading you right, and I think I am, you should definitely take a look at the
http://www.indie-rpgs.com/forum/viewtopic.php?t=4546
"> importance of Sim-like gameplay to the Narrativist thread, with particular attention to the stuff on "Type2 authorial interests." In my mind, what you're talking about isn't a Narrativist game that gives the same
power
to the GM as a traditional game, but one that delivers the same
ownership
distribution.
And to me, the poster child rules system for this kind of Narrativist play is EPICS. It reserves unto the GM the ownership of setting and the nature of conflict, at the same time as it delivers authorial power to the players that allows them to effectively create their characters through play.
Paul
Logged
My Life with Master
knows codependence.
And if you're doing anything with your
Acts of Evil
ashcan license
, of course I'm curious and would love to hear about your plans
Michael S. Miller
Member
Posts: 846
The Meta-Metagame Level of Sorcerer
«
Reply #3 on:
January 10, 2003, 09:42:05 AM »
Hi, Paul.
Thanks for the link. I had been reading the thread, but then Christmastime happened. I agree with your points about Ownership (I haven't gotten EPICs yet), but I was thinking more of a game that puts the evaluative power that traditionally a GM exercises over a player, into the hands of the players, to exercise over a GM.
Examples of "evaluative power" are many: Who gets experience points and how many? When is there a Humanity check and what merits a Humanity gain roll? Does my alignment become evil if I kill an orc that surrendered? The GM is effectively saying "this is right and that is wrong."
Now that I type out examples, it seems that I'm talking about who controls the Reward mechanic, and where it's pointed. I guess I wonder whether a Reward system can be aimed at the GM instead of, or in addition to, the players. This seems to mesh with ideas of genre keeping players' uses of Directoral power in line, except that it would limit the GM.
Way back when I was a young & insecure DM (yes, that far back), I used to hand out little surveys to my players after each session with questions like "Rate your enjoyment of this session on a scale of 1-5" They proved quite useless and I stoped using them quickly. I'm not sure if this possiblity that I'm sensing would look like those little surveys or not, but I think that having a Reward mechanic in the players' hands that's aimed at the GM would, I think, promote the Respect of Ownership for type2 goals that you mention in your thread.
Has anyone done anything like this that I could see what it looks like?
Logged
Serial Homicide Unit
Hunt down a killer!
Incarnadine Press
--The Redder, the Better!
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