Topic: Forking the Build
Started by: JamesDJIII
Started on: 6/22/2004
Board: RPG Theory
On 6/22/2004 at 3:11pm, JamesDJIII wrote:
Forking the Build
It's been a long time coming, but I think my patience with sub-standard gaming has come to and end. I've complained long and bitterly in the past about some pretty un-fun sessions with my local gaming circle.
For example,
one of the players (who most often hosts) consistently opens his laptop at the table and plays a MUD or check email or surfs.
numerous conflicts with the way we play the games (creative agenda)
covert railroading
and so on. All events and behaviors that really make me miserable.
I've borught this up with some of the other players and pretty much have stated that I'm stepping back from our regular gaming night. In one conversation I had with a fellow player and sometimes GM about how in the last few years role-playings games have been very boring and not very fun. So much un-fun that I've mentally noted a preference to stay home than to put up with it any more.
At one point someone said, "Why play if it's not fun?" My immediate response was well "Some bad gaming is better than none at all." I changed my mind. Yeck!
I've also indicated that int he future I may invite some people over on another night (so as not to force people to make an exclusive choice). I plan on trying out all the cool games I never get to play - face-to-face Sorcerer, or TROS, or whatever.
I think there is a chance I will be alone in this. I don't think everyone would be prepared to try these things out. I am running a risk that some people will take this as a purely social snub. We're all good friends outside of gaming.
If anyone has had a similar experience and had decidedly good results, can you share them? What worked and what didn't? I'm not looking for gaming group horror stories - I'm looking for gaming group rebirths.
On 6/22/2004 at 4:30pm, Andrew Norris wrote:
RE: Forking the Build
I tried to think of a suitable quip about how you'd best be sure your version control software was able to handle forking the build, but it was too geeky even for me. ;)
I run a successful campaign (up to about a dozen sessions) using FATE, with all the trappings you hear about here on the Forge -- fortune in the middle, addressing premise, author stance, etc. Every one of my players has a long history with D&D 3rd edition in the "standard" mode. They have been really happy with our game, but it was a nontrivial transition process to get them on board.
From my experience, it's key to address up front that while you're going to be playing in a very different manner than most people are used to, it's simply an alternative, and it's not meant to invalidate other styles of play. (That helped my case a lot -- none of the players have changed how they play or run their ongoing D&D games, even though they love the way we do things in this game. "Apples and oranges" is their take on it.)
I brought the players in with a one-shot with clear but simple expectations (mostly Social Contract stuff and a lot of talking about how I welcomed Author stance), and left things open at the end for future sessions if they wished them. Everyone was interested in continuing, and as we went on, I continued encouraging player input.
Almost to a man, people thought was I was doing was Illusionism, but really good Illusionism. Even though I said on four or five different occasions that there was no one plot for the PCs to follow, it took at least six sessions before they really grasped it.
If I was going to do it again, I might start off with a one-shot of Inspectres or something very much "out of the mold" to show them the kinds of things I was going for, then follow that up with a three- or four- session Sorcerer game and see how that went. I confess I snuck up on mode (heck, I started off using D20 Modern to pull in the players), and while it worked, I'd suggest cutting to the chase and demonstrating your preferred play style right away.
I fear this is vague and fairly unhelpful, but at least I'm here to say it can be done. Several players (along with myself) were in an unsatisfying D&D 3.0 game (with one of the other players GMing) about a year ago, and differences in CA, deprotagonization, and lack of interest were huge issues. For me at least, to see this same group playing in a different way, and so happy with it, has been an immense encouragement.
On 6/22/2004 at 4:44pm, JamesDJIII wrote:
RE: Forking the Build
I tried to think of a suitable quip about how you'd best be sure your version control software was able to handle forking the build, but it was too geeky even for me. ;)
Another player suggested that as what might happen to our group. And for a long time it prevented me from acting on my misery. But I think I've come to realize I'm not helping anyone have fun if I'm as upet as I am with the status quo. I hope that by not trying to splinter folks into one night or the other, we'll all be happier in the end.
As far as InSpectres is concerned - I've actually read a lot of posts about it. Perhaps I'll give that a try too. Thanks!
On 6/22/2004 at 5:21pm, Ron Edwards wrote:
RE: Forking the Build
Hiya James,
I have a couple of comments.
I think there is a chance I will be alone in this. I don't think everyone would be prepared to try these things out. I am running a risk that some people will take this as a purely social snub. We're all good friends outside of gaming.
See, text like this always fascinates me. If you really were such wonderful good friends, then trying out something like this would by definition not pose a threat of any kind. Your final sentence would explain why you weren't concerned about the chances of being all alone in this, not why you might be concerned.
No, it's only when the role-playing is being used as a crutch and substitute for actual friendship that re-arranging it or even ceasing to participate in it becomes a problematic social issue.
If anyone has had a similar experience and had decidedly good results, can you share them? What worked and what didn't? I'm not looking for gaming group horror stories - I'm looking for gaming group rebirths.
My entire role-playing history since 1996 has been one of joyous re-births, and to the better, with no dreadful and sundering schisms to accompany them. I think that you'll find a whole lot of experienced support for your "process" here, from me and many other people. What sort of details or advice are you looking for, if any?
Best,
Ron
On 6/22/2004 at 5:48pm, hanschristianandersen wrote:
RE: Forking the Build
James wrote: At one point someone said, "Why play if it's not fun?" My immediate response was well "Some bad gaming is better than none at all." I changed my mind. Yeck!
James,
My ability to really enjoy RPGs took a dramatic turn for the better as soon as I learned how to walk away from a game that I wasn't enjoying. Ignore any pleas, spoken or unspoken, of "But what about the group?". Maybe arrange with the GM for the next session to be your character's last, so as to provide a graceful exit.
James wrote: If anyone has had a similar experience and had decidedly good results, can you share them? What worked and what didn't? I'm not looking for gaming group horror stories - I'm looking for gaming group rebirths.
Figure out who among your friends you enjoy gaming with. Invite them to play. Figure out who among your friends you don't enjoy gaming with. Don't invite them. If they ask why they weren't invited, tell them why, point blank. Don't be rude, but don't lie. Accept that this might hurt feelings.
When I started doing these two actions - walking away from games, and selectively inviting to subsequent games - it was a major break from the accepted social contract in my gaming circles. It hurt feelings, it shocked people, and it gave me something of a reputation for being a "game snob". That was the price; I considered it a bargain. What I realized at the time was that the accepted social contract was dysfunctional, in that it valued inclusiveness over satisfying play.
Of the games that I left, if the other players really wanted to continue, then the game did indeed continue. The new games that I started, with a "select" group of fellow gamers, were much more focused and satisfying for all concerned. Of the friends I excluded, I didn't change my interactions with them in other social contexts, and our friendships lived on.
The biggest lasting change is that I set a precedent - if I could cheerfully and amicably walk away from a game that I wasn't enjoying, then go figure, so could everyone else.
On 6/22/2004 at 6:16pm, JamesDJIII wrote:
RE: Forking the Build
Ron said:
No, it's only when the role-playing is being used as a crutch and substitute for actual friendship that re-arranging it or even ceasing to participate in it becomes a problematic social issue.
Well, I suppose that is true. Could not someone could be a good friend but still not want to to try new things? My wife of 5 years still won't eat green curry - but I would hard presses to find someone I'm closer with. I think it is a legitimate concern that once I decide to do this, and make it clear why, no one will follow. (And I'm not saying it's realistic to expect that no one will try it out.)
Bummer, right? I just can't continue to do what I have been doing.
On 6/22/2004 at 6:20pm, JamesDJIII wrote:
RE: Forking the Build
It occurs to me why I feel dread about this.
Yeah, yeah, I know I asked for no horror stories, just good outcomes to consider. But, looking back, I can't think of ANY instances where a gaming circle broke apart without some accompanying hard feelings. Some of the disentegration was due to other social conditions, but some were meltdowns that occured during play. Hmm.
Time to invest in some muratic acid.
On 6/22/2004 at 6:30pm, quozl wrote:
RE: Forking the Build
I have a friend who plays the game Axis & Allies. He loves it. It's his favorite game. We used to play together. Last month, I told him I didn't want to play Axis & Allies anymore because it takes too long and it just isn't fun for me anymore. He accepted that and went on to play Axis & Allies with other people. I play other games with other people. I invite him to play other games but he declines. We're still friends even though we don't play games together.
That's all there is to it.
On 6/22/2004 at 6:39pm, Ron Edwards wrote:
RE: Forking the Build
Um, I just realized that this thread isn't about actual play. Movin' it to RPG Theory.
Best,
Ron
On 6/22/2004 at 10:07pm, Bankuei wrote:
RE: Forking the Build
Hi James,
Meltdowns between relationships of any sort always occur as a result of long built up friction and/or undefined social contract rules put under any kind of pressure. If you see blow-ups, they're usually an indication of problems that have been there all along, whether personal issues with the individuals(A's ego, B's insecurity, etc.) or between individuals as a relationship.
Chris
On 6/23/2004 at 5:24am, M. J. Young wrote:
RE: Forking the Build
JamesDJIII wrote: But, looking back, I can't think of ANY instances where a gaming circle broke apart without some accompanying hard feelings. Some of the disentegration was due to other social conditions, but some were meltdowns that occured during play. Hmm.
I don't know how old you are, or how long you've been playing, or (the important point that would be derived from this knowledge) how old you were when you started; but that's not my experience. Nearly all the gaming groups that broke up for us did so because of time or distance constraints.
One that didn't ended rather abruptly when it was determined that person or persons unknown in the very large group of friends of friends of friends was stealing things from the house during game sessions. Since the thief or thieves couldn't be identified, everyone was banned from the house while we started trying to rebuild who we could trust.
The only other problem I recall with a game group breaking up for social problems was when someone had an affair with someone else's wife, and his wife wouldn't let him go to games with her anymore, both of them key players. Very messy, that.
All the rest were scheduling problems and traveling distances.
I have had people leave groups because they didn't like the way the game was run, but that's not a problem if people aren't upset about it, right?
--M. J. Young
On 6/23/2004 at 10:14am, JamesDJIII wrote:
RE: Forking the Build
Ah! I unleased a beast!
As interesting as the meltdown stories are - and they are interesting to read about - I'd like to to steer the thread back towards positive group birthing stories. Also, what did you do to make a new group ( especially from fragments of dysfunctional ones)?
On 6/24/2004 at 3:48am, M. J. Young wrote:
RE: Forking the Build
JamesDJIII wrote: Also, what did you do to make a new group ( especially from fragments of dysfunctional ones)?
I picked up the phone, called the people I trusted, and said, "I'm going to start a new game, this time invitation only, you're on the invite list. Would you like to play?"
Everyone knew that it was going to be difficult to hold any kind of game after we'd been robbed by gamers, so it actually went pretty well.
It probably would have gone even better if it was a new game. In fact, it did go better as a new game. I called a couple people, said, "I'm going to be playtesting Multiverser, and I need a couple players, are you interested?" and in no time I had as many as I wanted.
Given what it is you want to do, I don't see why you would have any problem calling the people with whom you would like to play, saying, "I've got this game I want to try, Sorcerer (or The Riddle of Steel, or Multiverser, or whatever cool game you want to try), so I'm inviting people I think might enjoy it. Are you free Sunday afternoon?"
I don't see how that could be a problem. If anyone asks why he wasn't invited, well, "I didn't think it was the sort of game you'd have enjoyed. If you're really interested, I'll let you take a look at it and see if that sounds like something you'd like to do." After all, probably if every one of these guys wanted to try something different, you'd just do it in the regular group. It must be that some of them aren't interested, right? So how can they be offended not to have been invited to do something they don't want to do?
--M. J. Young
On 6/28/2004 at 10:25pm, ErrathofKosh wrote:
RE: Forking the Build
You do really need to separate the roleplaying and personal issues. In my experience, people that have been "shown the door" in my group, due to differences in roleplaying preferences, usually remain amiable to the members of my group. (We are very polite about our differences.)
The main cause of conflict is personal issues.
On 6/28/2004 at 10:43pm, Jack Spencer Jr wrote:
RE: Forking the Build
Since roleplaying is a social activity, how cleanly can you separate it from general social issues?
On 6/28/2004 at 10:56pm, jeffd wrote:
RE: Forking the Build
Hey James,
I'm sort of in the same situation as you. Lots of unsatisfying gaming, playing anyway cuz its better than nothing. I found the Forge last year and since then have slowly been able to more fully elucidate why I'm not satisfied in my various games.
One thing I think that gets discounted in the switchover from more "traditional" RPGs for a group is inertia. My gaming group is all friends (and not friends in the gaming only sense) but when I bring up the idea of trying new games to them - they're pretty meh.
I can't explain why, and it'd be cool if someone with more insight could shed some light on the problem. Inertia is a big one - we're all in our mid to late twenties (or older), lots of people have been playing for so long that they know what they like and they like what they know.
So how much luck do you think you'll have in overcoming the intertia, for lack of a better term, in your group?
JD
On 6/29/2004 at 1:56am, JamesDJIII wrote:
RE: Forking the Build
I can't explain why, and it'd be cool if someone with more insight could shed some light on the problem. Inertia is a big one - we're all in our mid to late twenties (or older), lots of people have been playing for so long that they know what they like and they like what they know.
So how much luck do you think you'll have in overcoming the intertia, for lack of a better term, in your group?
I've found that I knew/know more about what's happening than I allow myself to admit. I've asked for advice several times and the best I've seen is this: move on.
Simply figure out what you want to play, figure out who might be interested, make a list, make some phone calls, and be done with it. Those who want to play will accept the invitiation, and those who won't, won't.
I'm still struggling with fears that my friends will take this personally. <calm, deep breaths> But, we are friends, and as long as that doesn't change, then I should have nothing to worry about.
I wouldn't get into trying to convince people to give up what they like. Seek out the disatisfied.
On 6/29/2004 at 8:04pm, M. J. Young wrote:
RE: Forking the Build
jeffd wrote: My gaming group is all friends (and not friends in the gaming only sense) but when I bring up the idea of trying new games to them - they're pretty meh.One of my favorite players did not want to join a new game that was starting because he wanted to continue playing his old characters, and didn't want to start any new stories because he had started enough.
I can't explain why, and it'd be cool if someone with more insight could shed some light on the problem.
If your people are playing in long-term campaigns, they may be thinking that their characters are parts of an established world, and they don't want to lose that continuity.
--M. J. Young
On 6/30/2004 at 3:32am, jeffd wrote:
RE: Forking the Build
M. J. Young wrote:jeffd wrote: My gaming group is all friends (and not friends in the gaming only sense) but when I bring up the idea of trying new games to them - they're pretty meh.One of my favorite players did not want to join a new game that was starting because he wanted to continue playing his old characters, and didn't want to start any new stories because he had started enough.
I can't explain why, and it'd be cool if someone with more insight could shed some light on the problem.
If your people are playing in long-term campaigns, they may be thinking that their characters are parts of an established world, and they don't want to lose that continuity.
--M. J. Young
M.J.,
In this case it really is just a matter of inertia, as far as I can tell. They're more than willing to game, so long as we use White Wolf/D&D/Warhammer Fantasy/Fading Suns/[insert system we've played before here].
There's probably something interesting to be said about that kind of inertia. Unfortunately I'm not insightful enough to come up with anything other than "oh well their loss." :)
JD
On 6/30/2004 at 2:43pm, xiombarg wrote:
RE: Forking the Build
jeffd wrote: There's probably something interesting to be said about that kind of inertia. Unfortunately I'm not insightful enough to come up with anything other than "oh well their loss." :)To take a devil's advocate position, what a lot of people here on the Forge don't understand that while me might be dealing with otherwise interesting, even creative, people, that it's a documented fact that learning something new is more difficult for adults than it was when they were younger, and that they learn new things differently than kids -- there's a reason there's an entire sub-field of "adult learning".
So, if you have something you're comfortable with and you like, there's this gigantic hump to get over to learn something new -- and there's no guarantee you'll like it. So unwillingness to try something new is understandable in those circumstances.
At the Forge, we sometimes forget this, as most of the people here are the sort of people who enjoy learning new systems, so we don't mind going over that hump, because it's fun for us. But it isn't fun for everyone.
On 6/30/2004 at 3:02pm, simon_hibbs wrote:
RE: Forking the Build
xiombarg wrote: So, if you have something you're comfortable with and you like, there's this gigantic hump to get over to learn something new -- and there's no guarantee you'll like it. So unwillingness to try something new is understandable in those circumstances.
The time it takes to learn a new system, create new characters and establish a new setting is I think a valid concern for many people. I've got one kid and another on the way, and in the last 9 months I've played one roleplaying session (a few weeks ago). Last year I ran a mini campaign and played most thursday nights, but even then I often had to miss sessions due to family events or work commitments. For years I've focused on lightweight game systems and generating characters with pre-established possitions in the setting because I just don't have the time to build up a campaign from '1st level', either as GM or as a player.
One approach might be to take existing characters and settings from your current game and use them as the basis for a new one. Want to play Call ofCthulhu but your current game is AD&D? Why not have a cult of Ghatanothoa (or an unreasonable facsimile thereof) start up in the local seaport. Fancy trying out Sorcerer? The party raid a dungeon that is the prison for a tribe of ancient demons that posess the characters. Multiverser should be a cinch too.
Of course there are rules compatibility problems, but you can often work around them using a hybridization process. Most games could suffer the addition of a SAN stat for example. It's worth considering anyway.
Simon Hibbs
On 6/30/2004 at 3:56pm, JamesDJIII wrote:
RE: Forking the Build
Would we, speaking as people who seem to be struggling with this issue, be so unsure about how to proceed if:
- We'd been eating at a restaurant (say, McFishy's), and then get tired of ALWAYS eating that and want to try the Ethiopian place on 2nd street?
- Water skied every day we could, then decided we wanted to try parasailing?
- Watched only action flicks with Vin Deisel, then decided to try and go see a movie, still action oriented, that starred Jackie Chan?
In each of these examples, imagine if your friends moaned or just limply sat there. Would you still feel reluctant to head out and try the new stuff? Why is that the gaming makes it *feel* different? Why would it be any different?
On 6/30/2004 at 4:27pm, Andrew Norris wrote:
RE: Forking the Build
I think it's the perceived buy-in, James. Often, people think of involvement in role-playing as a long-term investment (the "never-ending campaign" model) and if they get it in their head that they can only handle one of these big committments at a time, they're going to balk at change.
So while I agree that gaming can be more like choosing which restaurant to eat at this week (or maybe for the next four Sundays), a lot of people think about it as making a contract to give up anything but Ethiopian when they haven't even been to the restaurant yet.
My personal experience was that I got a lot of 'meh' responses until I explicitly set things up as a one-shot session (with the option or more if player interest suggested) on a non-conflicting date and time. People gave a lot of caveats as to being unsure how often they could play even though I'd said it was a one-shot. The idea that you're signing your name in blood when you join a gaming group can sometimes be a difficult one to get past.
On 6/30/2004 at 5:00pm, JamesDJIII wrote:
RE: Forking the Build
Andrew,
I see where you are coming from - but can see where I'm standing?
<crickets>
Ok, what I mean to ask is this: Forgetting about the OTHER people, why is that we find ourselves reluctant to just out and out try these new things without the fear that such an action will alienate our friends to the point they they will no longer be our friends.
There's really no other activity I can think of that conjurs up this sort of fear about making that kind of change. (And, like I said, it's not rational . It shouldn't be this way.)
On 6/30/2004 at 5:26pm, jeffd wrote:
RE: Forking the Build
JamesDJIII wrote:
...why is that we find ourselves reluctant to just out and out try these new things without the fear that such an action will alienate our friends to the point they they will no longer be our friends.
I'm not Andrew, but I'll take a crack at this one:
If we're actually afraid of alienating our friends by trying something new - well, in that case I'm of the opinion that our friends aren't friends so much as people I game with.
I think Kurt was on to something wrt adult learning. Also Andrew's advice of "make it a one shot" is probably a good one - I've been meaning to try this with stuff like MLWM, Donjon, and Universalis.
JD
On 6/30/2004 at 5:45pm, John Kim wrote:
RE: Forking the Build
jeffd wrote: In this case it really is just a matter of inertia, as far as I can tell. They're more than willing to game, so long as we use White Wolf/D&D/Warhammer Fantasy/Fading Suns/[insert system we've played before here].
There's probably something interesting to be said about that kind of inertia. Unfortunately I'm not insightful enough to come up with anything other than "oh well their loss." :)
OK, I just wanted to throw in two cents concerning this, because I'm one of the oddballs who discuss at the Forge but don't generally design or play the typical Forge games. For example, I'm currently in three campaigns: a James Bond 007 campaign I'm GMing, a Buffy campaign I'm playing in (wrapping up now), and an Aberrant game I'm playing in (just starting up). I've run one-shots of the Conan RPG and a HERO System game at a convention recently. In the past, I've played Amber and Fudge and Theatrix and Baron Munchausen and various other systems.
Now, I've bought and read Sorcerer, Soap, Trollbabe, My Life With Master, and The Riddle of Steel. However, none of those has grabbed me personally. I've talked about getting people together for a few-session game of MLWM, but with the various other stuff going on it hasn't happened yet. I don't think I'm particularly close-minded, but rather I think my tastes are different than some other Forgites'.
It can be hard to understand if someone else isn't intrigued and excited by something which is fascinating to your tastes; but I don't think it means that they are close-minded or ignorant. Sure, there is inertia. There is also neophilia: getting all excited about a game simply because it is so different and weird-sounding.
On 6/30/2004 at 7:09pm, JamesDJIII wrote:
RE: Forking the Build
This is derailing, fast, off topic.
The point of the thread was: positive rebirthing of a gaming group. It's become... well something else. Perhaps it's time to kill this one, and start a new one.
On 6/30/2004 at 7:44pm, Blankshield wrote:
RE: Forking the Build
Our gaming group, which consists largely of friends, rebirthed with decent success.
A long-running Pendragon campaign was wrapped up, and we found ourselves at loose ends. A couple of us (Harlequin and myself), acquainted with forge-speak and RPG theory talked off-board about social contract and explicitly started a discussion about what we (as a group) wanted to do with Friday gaming. Basically, renegotiated the social contract. We had a couple people wanting to try some fairly new games like MLWM, a desire expressed by Harlequin to playtest system designs from time-to-time, some people who wanted 'good old-fashioned gaming' and a couple people who explicitely said "I'm here mostly for social reasons. Gaming is fun, but secondary."
What we ended up with was a split group, with gaming happening downstairs, and boardgames/movie night/vegging with friends happening upstairs. Gaming downstairs has rotated through several different games now (a old-school AD&D module converted to 3.0, MLWM, and it's currently a Riddle of Steel campaign-style game) and people pick up or drop off as that game appeals to them. If they aren't in the current game, they stay upstairs.
This has worked really quite well for us, with a couple major factors helping the shift:
1: We game at a house with distinct "social" areas on two different floors which lets us accomplish it at all.
2: We explicitly did not reopen the floor to "let's do something else" until there was a break - we'd just wrapped up a long-term game and were casting about for "what next?" already.
Hope this helps, and is inline with your original desire for the thread.
James