Topic: [Draft] "GMless" play article
Started by: Emily Care
Started on: 10/15/2004
Board: Push Editorial Board
On 10/15/2004 at 4:29pm, Emily Care wrote:
[Draft] "GMless" play article
Here's an outline/proposal. Input appreciated.
I. intro to concept of alt gm-task distribution
A. snappy examples of functional alt-gm play (Universalis, Soap), (contrast with trad. task dist.)
B. examples of less-functional alt-gm play (Aria)
C. Introduce concept of game tasks, distinguish from role of gm
D. Continuum of games that centralize/decentralize tasks, emphasize that games mix c/d of tasks
II. Personal history
A. Gaming collaboration the norm for most things, and central to social circle interaction (yes I was raised in the wild by geeks)—social context, early to mid 90s
B. GM/player task split in my group—contrast with standard set of that era (eg White Wolf, contemporary D&D)
C. Late 90’s “standard” gm’d gaming: Ars Magica, Traveller Hack (“referee”).
D. My 1999 split from gm’d gaming—social contract and subjective descriptions of how it worked/didn’t work.
E. Commitment needed for use of pure negotiation, positive contributions of structure.
III. Game Tasks
A. Setting/background development
B. description
C. scene framing
D. in-character narration
E. conflict framing
F. conflict resolution (buck calling)
G. mechanic invocation (ball handling)
H. more… (final list probably will not be exhaustive)
EXAMPLES. EXAMPLES, EXAMPLES
IV. Who does what
A. traditional roles: player, gm, referee, kibbitzer
B. Joint tasks (eg conflict resolution—tasks for many participants)
C. Source vs Implementation
i.Sources for in-game material (the “what”)
1.person (creative, applicable knowledge,
suggestions, etc)
2.written materials (game texts, websites, other
research etc)
ii.Implementation (the “who”)
V. Continuum
A. Chart of Games – game tasks & who does what (all, gm, player, other)
B. Trends: What few games decentralize (ie conflict framing)
VI. Concluding words, my gaming life now, end on an up note with references to new up and coming games that break out of mold(s).
Tone: conversational. funny--goddess willing.
Target Audience: crossover indie-popular: of interest for anyone who goes “no gm, so what” due to examples of games and specifics of analysis (make chart and bullet point lists cogent and stealable); but primary audience is someone who doesn’t have any theory background, but is well-versed in trad. Role-playing. A paradigm breaker.
What I need: input on list of tasks and illustrative example of different distribution.
What I think might need a different approach:Section IV.
yrs,
Em
sorry about the formatting. php is a cruel master.
On 10/15/2004 at 5:44pm, Ben Lehman wrote:
RE: [Draft] "GMless" play article
I'm not entirely sure that an exhaustive list of tasks is the way to go. Or, rather, I think you could go on and on and find out that a lot of them are overlapping and the same thing.
Some resources:
Empowerment and the Elements here at the Forge.
You've probably already read this, but: Doing Away with the GM, at lumpley games
For what it's worth, I consider the second approach (a short, conrete list of broad things) much better than the first approach, which is a little haphazard.
That said, I looked at your (A) and went "right, that's what's wrong with Polaris." Heh.
Also, right now the personal stuff seems to be smack dab in the middle of theory and more theory. I think it might be better to put it at the beginning (this might be best -- it makes a punchy byline) or after a rigorous theoretical description, as an example. As it is, it seems neither here nor there.
I am looking forward to reading your bibliography.
yrs--
--Ben
Forge Reference Links:
Topic 8216
On 10/15/2004 at 6:18pm, Emily Care wrote:
RE: [Draft] "GMless" play article
Ben Lehman wrote: For what it's worth, I consider the second approach (a short, conrete list of broad things) much better than the first approach, which is a little haphazard.
If I can look at them as categories of activities, rather than try and enumerate all the myriad techniques and ephemera that go into role playing it will be a lot more sane.
That said, I looked at your (A) and went "right, that's what's wrong with Polaris." Heh.
Interesting. Like to hear more about that sometime.
Also, right now the personal stuff seems to be smack dab in the middle of theory and more theory. I think it might be better to put it at the beginning (this might be best -- it makes a punchy byline) or after a rigorous theoretical description, as an example. As it is, it seems neither here nor there.
Good point. I want my personal experience with gaming to give the theory context. Makes much more sense to make that the framing device, so to speak, for the theory. So, yes, starting with it would be key.
I am looking forward to reading your bibliography.
Ouch. Oh, yeah, I'll have one of them too.
punchy byline: We don't need no Stinking GM--or do we?
Thanks very much, Ben. Excellent links, btw.
best,
Em
On 10/16/2004 at 1:17am, Eero Tuovinen wrote:
RE: [Draft] "GMless" play article
This seems nice. I especially like your goals, they are chosen wisely. Keep the personal stuff, it's crucial to the stated goal of paradigm-breaking.
However, I'm not seeing any stuff on the why of it. Why have a de-constructed GM? You might not want to go there, but there's plenty of interesting stuff to go over if you want to. Like, is there high level play goals that especially require or encourage this? I'd be especially interested in discussion of the active-passive dysfunctions of gaming that no-GM play can cure or balance. Any stuff on the associated problems are interesting, actually. And of course something about your ultimate convinctions: is GM-deconstruction the future, and is there any inherent value in the classical GM?
The above stuff would be useful if you're looking to grab the reader without strong feelings on the matter. By making it something of an ideological question you'd help orient your reader. To say it simply, offer the moon, heavens and a fun gaming experience as your bait, and the reader will pour over your every word to evaluate whether you're level or not. Much better than a slightly dry theoretical account, which this looks like, somewhat.
On 10/16/2004 at 3:31am, clehrich wrote:
RE: [Draft] "GMless" play article
Just a passing note.
Can we please not use the word "deconstruct" to mean take apart, break down, or destruct? Poor Jacques Derrida just died; the least we can do is to avoid further maligning his work and encouraging yet more misunderstandings.
Sorry, just a pet peeve of mine that has, since Derrida's passing last Friday, gotten rather more aggravated.
On 10/16/2004 at 3:36am, Jonathan Walton wrote:
RE: [Draft] "GMless" play article
I'd also recommend Vincent's threads on Improvizational System, to explore the idea that not all of this needs to be clearly worked out in advance, especially with strong Social Contracts in place. Instead, you just say, "You wanna handle this? Okay, take it away" and play just happens. Some people distribute tasks irregularly and instictively.
Also, for GMless play examples, there's always PTA, which seems pretty suited for that kind of thing (even though there is a GM as I recall, which I thought seemed a bit weird).
On 10/16/2004 at 9:31am, Ben Lehman wrote:
RE: [Draft] "GMless" play article
Eero Tuovinen wrote: However, I'm not seeing any stuff on the why of it. Why have a de-constructed GM? You might not want to go there, but there's plenty of interesting stuff to go over if you want to. Like, is there high level play goals that especially require or encourage this? I'd be especially interested in discussion of the active-passive dysfunctions of gaming that no-GM play can cure or balance. Any stuff on the associated problems are interesting, actually. And of course something about your ultimate convinctions: is GM-deconstruction the future, and is there any inherent value in the classical GM?
BL> I don't know if this is entirely necessary for the article. As it stands, the article looks at GMless play as a phenomenon, various techniques that may be used to accomplish it, and a breakdown of basic responsibilities.
I don't see the need for it to be a manifesto, or a call to arms, or an evangelistic tract. It is, pleasantly, none of these things. Not that I have a problem with them but, frankly, our magazine is already a little heavy with them this issue.
yrs--
--Ben
On 10/18/2004 at 3:01pm, Emily Care wrote:
RE: [Draft] "GMless" play article
Thanks all.
Jonathan Walton wrote: I'd also recommend Vincent's threads on Improvizational System, to explore the idea that not all of this needs to be clearly worked out in advance, especially with strong Social Contracts in place....
Yup. That ties in to my personal play history since what Vincent writes about arose out of shared play experiences he, Meg and I had. This essay is, in a way, a presentation of the lessons learned from the 3-4 year stint of universal collaboration and negotiation as (almost) all of our rule set. That will definitely bring in some of the "why" and the "what heights to which you can soar" that Eero suggests. But at the same time, grounds it in actual play rather than making it a high-flying claim.
Seems like the bibliography could include lots of forge threads, I think the challenge will be picking and choosing ones that get at points most directly. I'm grateful for the work that's been done on terminology there. I can use the (at least somewhat) already agreed up on definitions of scene framing and so on to preserve my academic rigor, while using examples in play to make them clearly understood.
best,
Em
On 10/28/2004 at 2:54pm, Emily Care wrote:
RE: [Draft] "GMless" play article
Hey Jonathan,
In looking through the Forge for info on Ian Millington's Ergo (and related essays on collaborative role playing) I stumbled across this post where you mention you might have a copy of Ergo kicking around. If you do, could you send it my way? I've been trying to find the article "Principles of Collaborative Play" or whatever it was called, but all that seems to be on the web now is one interview of Ian by Andy Kitkowski.
Anyway, Jonathan, if you do have it I'd be most obliged. I tumbled to calling what I'm talking about collaborative play independently from Ian and I'd like to have my ducks in a row about how he used the word versus how I'd like to. But if it's not available to you, I'll just make a general call to the Forge.
yrs,
Em
Forge Reference Links:
Topic 124303
On 10/29/2004 at 3:46am, Jonathan Walton wrote:
RE: [Draft] "GMless" play article
Hey Em,
Yeah, I think I have a copy on my hard drive (you know, I should get Clinton to post it in the Forge articles one of these days, assuming I can track down Ian and get permission, tho that might be REALLY hard).
I'm in Beijing right now, away from my computer, but send me an email <jaywalt @ gmail.com> and I'll look for it as soon as I get home (probably Monday night or Tuesday morning). Ian's treatise is really the traditional model of GMless play, and he gives several different breakdowns of how traditional GM duties can be split up among players. Totally deserves to be quoted a bunch and given tons of credit for putting that out there (what, 6-8 years ago?).
On 10/29/2004 at 1:06pm, Emily Care wrote:
RE: [Draft] "GMless" play article
Excellent! Thanks so much. I'm very curious to see what he said.
As for emailing Ian, Andy Kitkowski was in touch with him back in 2002 when he did this interview. So he might be a good person to ask about contact info.
Also, the form of my essay has changed somewhat from the outline. I think I've actually got 3 different essays that need to get written. This first one will generally talk about collaborative play and give examples from my experience and other games that have collaborative elements/mechanics in them. The second would discuss in detail the breakdown of how games split up responsibility for tasks. And the third would be a more personal essay about the improv gaming Meg, Vince & I have done--why we decided to co-gm, why we threw out all mechanics and how we decided to adopt different ones. Challenges etc. A hard look at what can be shared, what can't and why.
But for now, I'll just do one piece of the puzzle at a time.
yrs,
Em
On 11/4/2004 at 10:20pm, Emily Care wrote:
a rough draft
Oh, criminy, here it is:
***********************************************
Collaborative Role Playing: A New Chapter
Somehow, the path I got on with role playing started with collaborative play. Before I even joined my first campaign, I heard about the elaborate back story that my friends had been working on together for years. This was, in fact, the second version of the world, changed after some major turning point in their collaborative efforts. Maps had been created, histories of nations charted, lineages of mages in their Ars Magica inspired world made into detailed genealogies leading back to the founders of the line. The overall impression was that this must have been what it was like to live with J.R.R. Tolkien, though somehow he managed this level of detail (and beyond—he crafted whole languages after all) on his own. Doing it as a group seemed the most natural thing. Why on earth should only one person be responsible for all this when in fact taking input from everyone enriched the world severalfold? There were other areas that were more traditional, less equally distributed, but from my perspective it might have been better if we’d been aware of how to make it more even. Pressures arising from tasks devolving to individuals could have been counterbalanced if we’d had more experience or there were better models for this kind of collaboration in the gaming world. As it is, I wouldn’t trade a moment of it for myself. And I seek it avidly in all my game experiences and in my game design.
Role playing is by its very nature a collaborative venture, but until recently few games took full advantage of this fact. Simultaneously a social activity and a creative exercise, role playing brings together the ideas and interests of a group of people. Each person who plays contributes to the adventure unfolding and has the potential to bring as much to the table as anyone else involved. Rules, as they are put into play by a group, create structure. They orchestrate the collaboration. Players use rules to say who among them gets to say what when. Rules applied may capitalize on the fact that there are multiple people contributing and encourage the input of many, or they may seek to minimize the potential chaos that many different perspectives could cause. Since the inception of the role playing game 30 years ago, most published games have taken the second path: trying to minimize conflict by giving players specialized and strictly demarcated roles. However, in the last five years, many games have been written whose rules--in part or in whole--help to coordinate the players’ creativity more equally among the players. These collaborative role playing games break down old assumptions about what it is to role play, and present another option for those who wish to explore new horizons in gaming.
In 1974 Gary Gygax and David Arneson struck the mold for role playing games with Dungeons and Dragons (D&D). In this game, as in countless others that have succeeded it, the rules divided participants into occupying one of two roles: being a “Player”1 or being a “Dungeon Master”--now more commonly known as a Game Master, or GM. These roles are nearly synonymous with role playing, and the kinds of collaboration acknowledged have been seen as occurring between Players and GMs. In Lisa Padol’s discussion of collaborative storytelling in role playing2 she describes it this way:
At its simplest, then, the players create [Player Characters,] PCs, and the GM creates the environment. The environment gives the [P]layers something to which the PCs must react, and this reaction, in turn, shows the GM how the environment must change. If the GM is wise, he will allow these changes even when they mean that his plans for the session must be completely re-worked. The GM cannot create the story without the [P]layers; if he can, he should be writing novels, not running games. All the gamers, the [P]layers and the GM, work together to create a story which will delight all.
The Players and GMs each have their own turf, areas of the gaming experience they call their own, and distinct tasks they are responsible for in co-creating the collective narrative. Yet, they must work together. Ms. Padol describes the results of a lack of collaboration: a monologue with all others passively listening. Though the GM has influence over much more of the game world than do the Players, the story belongs to them all.
But what exactly are these tasks, and how do the roles of Player and GM differ from one another? With the traditional Player/GM responsibility division, Players focus on their proxies in the game world: the PCs. They may create a history for the character, describe its physical appearance, its personality and mannerisms, and most often create a numerical representation for it: it’s “stats” (eg Perception, Dexterity, skills, abilities). During the course of play, the Player of the PC will describe the character’s thoughts, words and actions, and how it responds to the world around it and events that occur in the game. The Player may roll dice or invoke stats on the part of the PC if there is an encounter that requires the use of specific rules or mechanics.
PCs may be seen as analogous to protagonists in a novel, the characters around which the action revolves. As Lisa Padol said, the GM is responsible for the environment in which the PCs experience that action. Though the whole group may have input on what role playing game is to be used, generally the GM choses the specific elements of the game world to describe and incorporate into play. The GM plays all additional characters, creates situations where PCs interact with other characters and events in the world, and is responsible for understanding, applying and interpreting the rules of the game. And beyond the responsibilities assigned by the explicit (written) rules of the game, the GM often takes on social roles of arbitrator and vibes monitor for the group.
Looking at these activities, overlap between Player tasks and GM tasks can be seen. Both Player and GM must provide description, create background and setting, play character(s), deal with specific situations and interact with the rules of the game. The differences are in the scope allotted to each. Players specialize in doing these tasks as they relate to their Player Characters. The GM does them with respect to almost everything else. These tasks are the avenues through which both Players and GMs give their creative contributions.
These tasks correspond to five different elements of role playing, as enumerated by Ron Edwards3 : color (description and tone), setting (background and history), character, situation (interaction between character and setting) and system (rules and mechanics governing all). The tasks are activities which at base are quite similar, but which for each role (Player/GM) are focused on distinct areas of the game world. This type of collaboration is prescribed and bounded for both Players and GMs, with responsibility for the creative establishment of each element (color, setting etc.) partitioned off. Parts of each element may be reserved for Players, some for the GM, depending on how responsibility is distibuted by the rules used. The very difference between a Player and a GM boils down to where the partitioning lines are drawn among these five elements. And any other functional distribution is as possible to be created among them as the ones so familiar from the legacy of D&D.
For the last five years my play group and I have been playing an Ars Magica derived homebrew game completely collaboratively. The rules we have chosen put us each in the driver seat and gave us the same “powers of a GM”. We contribute equally and work out between us what happens by negotiation. Since we began, I’ve played over 25 characters, collaborated on dozens of plot arcs, taken primary responsibility for several arcs, created world, backstory, plot and character, called for countless rolls, interpreted as many--and my fellow players have done the same. We began this campaign in 1999 which, coincidentally, was the same year Ian Millington wrote his Collaborative role playing game, Ergo. Must have been in the air that year. Independently Ian formulated his “Principles of Collaboration” that could have been the same theses we nailed to the churchyard door with our co-gm’d game. In a play test version of Ergo, Ian wrote:
1. All players take responsibility for the game, both the game-mechanics and the flow of the story. There isn't one player with special powers whose word goes.
In a given game, every person who plays could have the same opportunities to create character, world, set situation, and invoke rules as anyone else. In other games, most people have responsibility for a small set of things (eg creating and playing character) and one other person is responsible for all else—the Player/GM division. However, any game may be a mix of collaboration and partitioned responsibility. Each rule and mechanic in the written system can be collaborative or partitioned. What kind are chosen may be determined by the effect desired in play. For example, the rules my friend chose for my first campaign gave great leeway to who could contribute towards setting.
The setting was based on Ars Magica and we used mechanics from GURPS, but rather than one person creating a background, the order of mages our characters were a part of was set into a series of countries and warring empires that had a history, religious conflicts and historical personages that were important parts of our game. I joined the game when much of the background had been created (twice in fact, once completely, then a second version was made) but even at that time, new cultures were being created and mapped out. My participation at first was limited to learning about the world. But even this helped the others to elaborate what they were creating. I wanted to know what the elements of the major religions were, how they interacted with the social and political institutions. The background of the specific characters were in some mystery for me since my character did not know them, but my increasing knowledge about the world helped me get a deeper sense of the world, informing my characters actions. The background of my second character ended up getting involved in house politics, and a major segment of my last campaign with this group centered around the hunt for her and her ensuing trial for murder.
This kind of Herculean labor is not necessary (or even possible) for most folks. Who has the time to devote to outlining the ancestry of mages back to the founder of their line? Or writing up histories of nations as background to a simple campaign? It’s obviously a labor of love for those who may do these things, but for those of us who are doing well if we can squeak in a couple hours of gaming in a month between the duties of job and family can still get the satisfaction of having our input incorporated and the areas of history or elements of fiction incorporated that we want to experience. Many games, today, incorporate structures that allow for collaborative creation in setting and in other areas. One of the best examples of this, with respect to setting, is Prime Time Adventures by Matt Wilson. In Primetime Adventures the campaign as a whole is a television drama. All the players (player and GM) choose together what kind of series it will be: will it be a medical drama or a romantic situation comedy? Is it going to be set in the ‘60s in America or a sci-fi setting in a mining community on the asteroid belt? Everyone has equal say and everyone should be satisfied before play begins. In a game where the background is provided the members of the group have the choice to take part or not, but the setting is mostly customized by the GM, so players have little input. In Paul Czege’s My Life with Master players and GM work together to create the Master, the power-mad center of the game who controls the minions (the player characters). The setting could vary from a Bavarian keep at the turn of the 18th century, to a modern corporate setting with “Master” playing the CEO. It’s the relationship between the master and the minions that is central to the game, the are open to being crafted by the participants. What this does in both PTA and MLwM is that it vests all the players in the setting and widens the creative horizons to include the input and experience of everyone who is involved instead of limiting it to the imagination of one person. Instead of one person being expected to entertain everyone else, all participants get to join their efforts together to come up with something of interest to everyone. PTA and MLWM give clear guidelines for what is expected—a tv show, a madman and his servants—but leave open the specifics for the group to decide on together. In Sorcerer, Ron Edwards encourages this kind of collaboration to occur in a more free-form way. During character creation which is done at the same time by all players, elements for the setting are suggested and elicited from character descriptions. In the thread…on the Forge this process is described in great detail….
The next area of playing that is easily made collaborative is characters. In most games, each player has one character and the gm plays all the other characters. Ars Magica differs from most in that each player is encouraged to take multiple characters. The setting of Ars Magica is a slightly alternate history medieval Europe in which a secret order of mages thrives. Campaigns revolve around the wizards’ communities called Covenants, usually housed in a keep or castle isolated from the non-magical society around them. Within the covenant there are several tiers of society—the mages themselves, their non-magical peers such as librarians or philosophers called companions, the servants of the mages, the Covenfolk, and the soldiers of the keep, or Grogs. A player could potentially have one or more of each type of character, allowing them to have a character to use to interact with others at all the different levels of play. The mages are the prime movers and shakers in the game, part of the order and able to do magic. These are generally the primary characters of a player. The Covenfolk take care of day to day running of the covenant and could get involved in in-house shenanigans, while soldiers might be involved in “away missions” to other covenants or in search of sources of magical power or vis. Mages might not be expected to take part in battle, so having a Grog character means that you as a player can still enjoy the thrills of combat, while not sacrificing the ability to do magic. Having multiple characters also allows each person to be able to explore not only different parts of storylines going on, but also different types of characters in a single campaign. It also has the salutatory effect of reducing the burden on the GM, as well as providing greater variety in the characters and characterizations of secondary characters.
Another game that spreads out the responsibility for characters is Universalis by Ralph Mazza and Mike Holmes. Universalis somewhat uniquely evens the playing field for all players in all areas of play. Background is set by an intial round of “tenet” creation wherein each person takes a turn saying what they’d like to see in the game. This may be information about the setting (“I’d like it to be set in the wild West”, or “Germany 1932, Weimar Republic but the computer has already been invented”), about characters (“My character has a destiny to rule the world”) or rules (“Everytime you want to hit someone you have to roll against the other character’s defense rating” or “Everytime any player says “carrot” you have to wiggle your nose like a bunny”). Characters are created just like any other element in a game world and the person who has created it controls it unless another player wrests control away. Another unique element to the game. Control may also be granted to another player voluntarily.
Once you have setting and character, the next general area of role playing has to do with the specific situation the characters find themselves in. In most gaming situations the players run their character through the world, encountering people, places and things created by the GM, with when and where they do so mostly determined by the GM as well, though this varies in each case. Players may have the power to say what their character does over the course of the day, but where a scene begins involving plot related action would be initiated by the GM. In the past, rules didn’t cover this aspect of play. Whether a GM or a player began a scene could vary depending on the events at hand, on the inspiration of an individual or the dynamics in a play group. So, if players did begin or end scenes or put their characters in a particular situation it was completely at the whim of the GM who had the last say in general, and so also in this matter. In the long-running negotiation all the time game I play with Vincent and Meg there are several ways we initiate scenes either on a moment to moment “what’s going on” kind of way, or in structured, agreed upon ways that recur over several weeks. Really, there is a distinction to be drawn here between situation for a given session and situation in a given scene. For my fully negotiated play group, setting the scene or coming up with situation is completely collaborative. Any of us might at any time initiate it, or say when we think it’s over, and what we think happens in it at any point down the line. In Griffon’s Aerie, we’ve had several long running plot arcs that have a certain kind of event happen in each session: for a while we would play out each time a visitor came to our covenant. Another recent string of episodes involved each time an armed group caught up with the spawn of a dragon they were hunting. We knew the kind of situation that was going to happen, but not the specific until we figured it out, and not at all the outcome before hand (with some exceptions about which characters we were allowing to be more or less at risk). Systematic structures like this allowed us to fast-forward to the good stuff, skipping boring day to day encounters that would not have put our story forward and yielded little of interest about our characters, their struggles to establish their new covenant or the politics in which they have found themselves entangled.
Many other games are equally informal about these things happen, but trends occur based on whose general responsibility the overall world and game fall into. With more thought about the specifics about what happens in a roleplaying game and how it occurs, some newly designed games take this into account and bring more people into the mix about making it happen. Soap written by Ferry Bazelmans is an example of a fully collaborative game, as is Universalis. Every person who plays has equal ability to do any of the actions: play a character, start a scene, create a conflict, create background or new objects in the game. The mechanic used in this game is called Authoring a Scene. You pay the universal game currency, a coin, to create a scene. If you start the scene you become the author and are responsible for describing the setting, decide about who may enter the scene, decide when it ends and get paid in coin by others who wish to enter. They power may be handed off to another if the author’s character leaves the scene. In Sorcerer by Ron Edwards, an initial situation is created by each player as part of the process of character creation. Each player creates a sorcerer character who gains supernatural powers through the summoning and binding of various demons. Players create their characters at the same time, with in put from the GM and from the other players, to help craft characters fitted to storylines that will be satisfying both to play and to observe. Part of a character’s background includes something that has recently changed—some pivotal thing in the characters’ life that makes it hit the ground running in play. Did the sorcerer just bind herself to her first demon? Has his partner just found out about his ‘practices’? Is her unborn child possessed by a demon? This creates a hook for both GM and player to work with—it allows the player to communicate the direction they wish to explore and experience, issues they want raised in the game. The final part of character creation is for the player to write a “kicker”, a situation just occurring that puts the character under some pressure as play begins. This is situation with a capital ‘S’. These mechanics elicit from the player direct input on what the plot and story of the character will be about, and even frame in the first conflict. The GM is responsible for fleshing out the conflicts—helping the player to experience them fully and to have to work hard as the character to face the obstacles or challenges they are confronted by.
Scene framing is intentionally rotated in Primetime Adventures. In the first scene of the game, or perhaps of a session, the place and time are described by the Producer (GM). But after this, all the players and the Producer take turns calling for a scene, involving their character or someone else’s. Also, throughout scenes, everyone is called up on by the game rules to give their suggestions for what might happen, supporting player characters or giving ideas for opponents or challenges. Primetime Adventures spreads out responsibility in formal and informally encouraged ways.
A major turning point in the co-gm’d game Meg, Vincent and I play was when we consciously decided to throw out all the mechanics we were using and instead turn to pure negotiation to determine everthing. So, for example, if a mage character was trying to determine the magical nature of a crystal spring she suspected of being a source of vis instead of looking at the character’s art and technique scores in the related areas, seeing if the character was using any focii or vis to enhance her abilities and then determining the difficulty and rolling the appropriate dice—instead we started doing things like asking eachother to describe what effect we were trying for, what it felt like to do it, and talking about what the character’s general background was in this area and what might make it more difficult for the character to do what she wanted to do. And, if it was successful, we described what happened, or asked for suggestions about it, checking in with the others to see if the results were pleasing and satisfying to all concerned. If not, we’d keep talking until we found a better result. We did this for several years before we decided that to pick up the dice again and since then have chosen several fortune mechanics that we use. Different ones for different types of situations, though one the main resolution mechanic from Other kind has been used for several different application from playing out our skirmishes in a battle, trying to con a village priest into believing a magical cure remedy had been effected by God instead, and most recently in fighting a dragon. The fact that all three of us have gm’d and designed games for years has made it possible for us to make up or choose mechanics we felt were appropriate to the situation our characters were in. And each time we chose them, it was because we felt or found that having a certain amount of random input or results to interpret gave more satisfying results for our narrative than if we had just decided on our own. However, in the vast majority of situations simple narration or negotiation is what we use. It has been said by some (Ron Edwards, find the post) that if negotiation is our mechanic then the way we play is actually much more mechanics heavy than if we just used one simple mechanic for all conflicts. True, true, but to each their own.
However, again, I can see that this investment in time and communication is not going to be for everyone. Thankfully, it need not be. There are some excellent games now that give simple and clear guidelines for sharing the responsibility for invoking, applying resolving and even creating mechanics. Some games do it very simply. In Sorcerer, Ron Edwards very carefully never said whose responsibility it is to call for humanity checks or conflict rolls. It can be done by any of the game participants at any time. In Dogs in the Vineyard by Vincent Baker it’s the resolution of conflicts that is collaborative. When a conflict arises the GM calls for a roll. Maybe a young Dog, the player characters who are gunslingers, representatives of the Church’s authority and responsible for the well-being of the faithful towns, is being asked to cover for a young woman who has been hiding her illicit lover from an angry mob. Both sides take dice according to stat levels and for character traits that apply making a pool of various number-sided dice. The player and the gm put forward dice as “calls” “sees” and “raises”, poker style, each group of dice associated with narration about the conflict at hand. In the example above, the GM might start out by describing the lights from lanterns held by the mob disappearing around a corner as the terrified young woman grabs the Dog’s coat collar, frantically asking her to save her lover. If the Dog’s player has enough, they put forward dice equal to or better than the value put forward by the GM and narrates his response. If he can match the GM’s dice with the same number of dice, the Dog shrugs is not stopped by the woman. If it takes more dice than the GM used, then whatever the Dog does has to reflect that the woman overpowered him. If less dice are used, it Turns the Blow, and the action is resolved in a way that turns the situation to the Dog’s advantage. After this is resolved, the player of the Dog has an opportunity to put forward dice and narrate what the dog does next toward resolving the situation and the GM responds as the player did with matching dice or not. Responsibility for describing action and conflict is traded back and forth, each person taking turns being able to dictate how each round turns out, and whoever had enough dice to take the last round can describe the overall outcome, the resolution of what was at stake in the conflict as a whole.
Universalis takes the approach of equality in system elements as it does in all things—even to the point of having everyone have the same authority to bring into play mechanics, rules and system elements outside of character, setting and situation. At any time a player may create a Gimmick—a rule that will apply to everything that comes after. It could be that coins buy two dice for a complication, that in jousts lances count as two dice towards a winning a complication. Anyone can create a gimmick, though it can be vetoed by anyone else, as with all things in Universalis. Also, anyone can call for a disputed outcome by creating a complication, a conflict that must be resolved. Both parties involved in a complication gain coins, with the winner gaining more than the loser, giving an incentive to create conflict and to win. When a complication has been brought into play, each person on the opposing side gets a number of dice equal to the traits and objects they control that apply, as well as one for each coin they use to buy more dice. The winner narrates the outcome.
Looking over the many choices of games available to us now you can see a spectrum on which they fall from having little to no collaborative elements, to every aspect of the game being open to all participants to do equally. And this is just with respect to how the game is written, play groups might open up areas in a game to collaboration that weren’t originally written that way as my friends did with Ars Magica. In the table below games I’ve used as examples in this essay are listed along with the various areas of play (setting, character, situation, system) that I’ve described. These areas are further broken down into two or three types of tasks.
Collaborative
Aspects of
RPG
.......................AD&D...DITV...AM..MLWM...Sorc....PTA ..Shad..Soap..Uni
Setting
Background.............................X.......X.........X.......X.........X.....X........X
Introduce New......................................................X.........X......X........X
Character
Background.............................X..............................................X........X
Words/Actions..........................X.............................................X.........X
Situation
Frame Scenes......................................................X........X........X........X
Narrate Events.....................................................X........X.........X.......X
System
Create New ....................................................................................X
Invoke...........................................................X........................X.......X
Resolve...........................X..................X.........X....X.......X.........X.......X
Why would one way be chosen over another? Both ways have advantages. If you collaborate you get the advantage of getting everyone’s ideas. Bouncing ideas off of one another can allow a group to come up with things based on the experience and creativity of many different people, that one person might never have seen just that spin, or been able to embellish that well. Partitioned rules allow one person or a certain group to have certain privileges and responsibility. This can allow someone to have full artistic license, reduce disagreements or create suspense and surprise on the part of the others who are not involved. Much of traditional gaming (D&D, White Wolf etc.) works on the latter principle—the GM makes up the plot, mostly decides on the background and is responsible for the use and resolution of rules and mechanics that are used. Reducing disagreements is probably the largest reason why gaming has so divided up tasks in this way. However if all participants come to the game with the goal of collaborating, and clear guidelines and rules are created to facilitate this, there’s no reason why the ideas that get put into play have to belong to just one person. Today there are many games designed to facilitate collaboration. Some may do so in specific areas, while leaving most of play divided in tasks. Others do so from start to finish, incorporating an equality of ability into each person’s experience. Which works best for you is yours to decide, but there is a wealth of game design that can give a different experience of play from what has been available since those long ago days of the 70s, 80s and 90s.
Today, the options for collaborative gaming are wide open. Games offer many models for individual techniques that put certain aspects of a game into multiple hands, to entire systems dedicated to equalizing control of all aspects of gaming, from soup to nuts, from world building to conflict resolution. No one need ever feel put upon to be the sole creative spark of a group—having to slave away at creating fantastic plot and backstory, that may in fact be of no interest to the other people taking part, but who never got the chance to give their input and say what would have made the game fascinating to them. Or to bring their own areas of knowledge and expertise to the table. For myself, being able to not only create the world, guide the characters actions and work with how we structure the gaming experience itself is incredibly satisfying. One might say that I should GM, but why should I alone, or any of the players in a group be the only ones who get to do all these things? And if all have the same opportunities, not all may do the same amount as each other person, but the most important thing is allowing the opportunity to be there if it is desire. If the responsibility rests in the same old division of one person’s hands, how will we know if something else might be more desirable?
_______________________
1 In this paper the traditional role of “Player” will be distinguished from any person taking part in a role playing game ie “player”, by capitalization of the former.
2 Padol, Lisa. 1996. Playing Stories, Telling Games: Collaborative Storytelling in Role Playing Games <http://www.recappub.com/games.html>
3 Edwards, Ron. 2001. GNS and Other Matters of Role Playing, Chapter One: Exploration. < http://www.indie-rpgs.com/articles/2/>
Forge Reference Links:
On 11/4/2004 at 10:23pm, Emily Care wrote:
RE: [Draft] "GMless" play article
Hm. Sorry for the repitions of certain lines. This thing has turned out to be a monster. I've got to start slimming it down now. And I expect to flesh out the citations and footnotes.
best,
Em
edited 1 time.
On 11/5/2004 at 12:10am, Eero Tuovinen wrote:
RE: [Draft] "GMless" play article
Hmm, somewhat rough, wouldn't you say? Will benefit from stylistic attention.
I found the text a little grinding at times, there's not much fire in it. More of earth and some water, really. That being the case I recommend laying the matter out in much more condensed manner. Present a phenomenon, define it, argue for and against, close off, rinse and repeat. Cut the wandering, it doesn't work well in an earth-type text. Turns it to mush instead of stonework.
The structure could stand some organization, like subchapters or sidebars. The example games seem to distract the general argument by popping up all over the place.
As far as subject material goes, the basic stuff is presented, but how about development? You take a social tack, claiming that responsibility sharing is about dividing the burden and preserving coherency in the game. Could anything further be said? I myself find the whole question of responsibility sharing to be a crucial cornerstone of what it means to roleplay, and can see all kinds of developments that stem from passivity engendered by GM/player-dichotomy. Shouldn't these consequences be explored some?
The main problem for me however is that there's not a clear train of thought to follow. Like, the main issue is introduced some seven paragraphs from the start, and even then is not stressed particularly. The text progresses logically, but because the reader does not know it's goal, there's no sense of perspective on what's important and what's background.
Overall, I'd like it more if it had more of a personal tone with concrete examples and stronger claims for and against the phenomenon. But that's just me, I like strong sparks with mucho fire, air and water. Some earth, too, that's important. Otherwise you run the danger of not making sense, like me.
Let's come back to this in detail soon.
On 11/5/2004 at 2:06pm, Emily Care wrote:
RE: [Draft] "GMless" play article
Good suggestions, Eero. Thanks.
--Em
On 11/22/2004 at 1:00pm, Jonathan Walton wrote:
RE: [Draft] "GMless" play article
Hey Em,
In doing the "taking stock" thing, I thought I'd begin by giving you some thoughts on your article. I read it a while back, but recently went over it again and made some notes.
Overall, you've got a ton of good things to say, but, like Eero said, you're lacking a thread of delivery that allows them to come across clearly. You seem to be trying to do two things at once: 1) a history of the development of your own GMless style of play, 2) a history of GMless play period, across various games and such. I think you either need to keep these two different purposes seperate, or just choose one and really go for it. Maybe do one for this issue and then follow up with another next issue, or clearly divide your article in two. Or give a step by step history of your own development as a player, with milestone games mentioned along the way (even, I suppose, if you weren't aware of them at the time, just to show how well general design was keeping up with what you were doing).
Okay, so that's big picture. Here's more specific stuff.
Your "how I got into roleplaying" intro is a great choice. With a little bit of revision, I think it really does what you want. However, later on, when you get into Gygax, Arneson, and the traditional GM-player distinction, I get bored. You're not telling us anything that we don't already know here. I think you can assume that you audience knows about the traditional roles of GM and player. Give us a few sentences, a paragraph at most, and then move on to stuff that most people DON'T know. I don't get interested again until you start talking about the overlap between GM and player tasks.
Bringing in the 5 types of exploration makes sense, I suppose, but I don't really get what you're trying to say with it. I feel like I need you to go through how GMs and Players each support the 5 types, explaining the differences and similarities. For instance, I think it's interesting that Color has traditionally been mostly the responsibility of the GM, with the players just doing whatever they feel like, without really considering whether it's really appropriate to the genre they're supposed to be emulating or helping to support a certain kind of tone (as in my infamous experience were some guy pumped the evil Jedi master full of tranquilizers and killed the possibility of a climactic fight scene). I feel like talking about the GM-player divide in relation to these 5 categories would be much more interesting and helpful than the proceeding paragraphs that just renumerate common ways of thinking about it.
There were several places in the text where I wasn't clear about your terminology when it came to "games," "systems," and "mechanics." It was often unclear whether your "games" were single instances of play, campaigns, published game systems and settings, or something else entirely. Also, I couldn't tell whether your "system" included setting or just the mechanics. And, without examples, "mechanics" can be pretty vague too.
Okay, once you begin doing your reviews of games that support GMless or near-Gmless play, I really get lost. In the beginning, I thought you were going through the 5 types of exploration and talking about how different games handled them. You start with a paragraph on Setting and then write a paragraph on Character, but then the pattern stops. Personally, if you're going to do an overview of games like this, I'd do them in chronological order based on publication date, since most of these games thank their predecessors in the author's notes. This makes organization easier too, because you can do something like:
Ars Magica (Jonathan Tweet & Mark Rein•Hagen, 1989)
Ars Magica is an early example of a game that tried to move away from the traditional conception of GM and Player roles, doing X, Y, and Z.
...
Aria: The Canticle of the Monomyth/Aria Worlds (Christian Moore & Owen M. Seylar, 1994)
What a weird-ass fucking game. I can't believe it ever got published. But, beneath all the barely-playable stuff, there are actually some rather interesting ideas that could form the foundation of a GMless system.
...
Polaris (Ben Lehman, Planned: 2005)
Ben Lehman is such a genius. Have you seen how Polaris takes NPCs and divides them up among 3 other players in a 4-player group, making a neat arrangement were each player in a scene has a meta-game role as Ice Queen or New/Full Moon? It's so freaking cool that I want to use it in every game that I play for the next 3 months, until I get sick of it.
You might have to do a little research if you take the later course (pen-paper.net is your friend), especially if you want to be thorough in your examination of GMless games, but reading a bunch of reviews of a certain game will probably give you a good enough idea of the GMless-like features for you to write a paragraph about it. No need to buy a whole ton of games, many of which you probably aren't interested in playing.
I really think a short paragraph (or paragraphs) on each game that you want to talk about would be much clearer and more interesting than your table, which is an interesting way of comparing the games, but doesn't really mean that much to me, just looking at it. What does it mean to say that Ars Magica invokes system collaboratively but MLwM doesn't?
Overall, I find that I still don't know much about collaborative play, how it works, or how you achieve it. You've pointed me at some interesting games that support some aspects of collaborative play, and that's cool, but I was hoping for a breakdown of the techniques that make collaborative play work. Like how you deal with NPCs, how you deal with creating situations and describing the setting, how you determine the difficulties of actions... that kind of thing. Maybe you could give this information when you talk about how each individual game handles these issues. Maybe you need a section where you talk about how you deal with problem X in a GM-player system and how you deal with it in a more collaborative system.
Also, I want to know more about how you, Meg, and Vincent play. Quote some of the transcripts that you guys have. I know that Vince wrote some bits up for your Improvizational System threads. Heck, feel free to quote Vincent, Meg, and your own comments in those threads. You guys play in a very, very cool way, that many other people will find fascinating even if they don't have the kind of social contract that can handle that. What many would-be GMless designers are trying to do is create rules to mimick the kinds of things that you guys do just through social contract things (for instance, Ben's NPC distribution in Polaris).
Anyway, just some thoughts. I hope you can get jazzed about picking your article back up, reorganizing a bit, and then trying to flesh it out. Especially if Ben ends up writing a piece on Polaris, I think it'll work together really well. The wuxia system that Shreyas is doing some basic design work on now will probably end up being pretty strongly collaborative (though you could run it with a GM too), so it looks like the first issue will have a strong GMless focus. Again, the included game is supposedly going to be Neel's Lexicon, which slaps the GM-player model in the face and tells it to get out of his house and never come back :)
On 11/22/2004 at 2:49pm, Emily Care wrote:
RE: [Draft] "GMless" play article
Hey Jonathon,
Thanks for the feedback. Again, those are excellent points. I've been working on a re-draft that I'll post soon.
best,
Emily
On 12/7/2004 at 4:28pm, Emily Care wrote:
RE: [Draft] "GMless" play article
Hey all,
I'm working hard on this essay, really! Sorry it hasn't been to visible. The end of the semester has been catching up with me, so I'm still working on it. But I know what I want to say--just gotta say it.
Basically:
Intro~what is collab play, why you should care
Background~other sea changes in design, standard gm/player divide, influential games that established collab play (Ars Magica, Aria, Ergo)
GM tasks~definition, player/gm overlap and alternate distributions, introduction of 5 elements of role play as areas that can be collab/divided
Examples~go through setting, character, situation and system, contrasting standard split with other collab examples, including improv, written systems, etc.
conclusion~summarize and round up.
I like the idea of inset write ups of various collab games (Uni, PtA, Soap etc).
Thanks for your continuing patience. I really think this is an important piece to get out there, so I hope you can stick with me a little longer.
best,
Emily
On 2/12/2005 at 6:41am, Liz Henry wrote:
First response
Emily Care wrote: My participation at first was limited to learning about the world. But even this helped the others to elaborate what they were creating. I wanted to know what the elements of the major religions were, how they interacted with the social and political institutions. The background of the specific characters were in some mystery for me since my character did not know them, but my increasing knowledge about the world helped me get a deeper sense of the world, informing my characters actions. The background of my second character ended up getting involved in house politics, and a major segment of my last campaign with this group centered around the hunt for her and her ensuing trial for murder.
This seems like an important axis to what you're saying.
In my article on collaborative gaming, I think I phrased this so that the more you make up — the more you author — the greater your authority.
http://www.darkshire.net/~jhkim/rpg/theory/liz-paper-2003/
But I think you're actually saying something differerent: that it's more important that the more you(player) author, the more protagonisty you(character) become (to yourself and to others). There's something really cool here about collaboration allowing "that we mean more to ourselves" in other words opening up a wider range of possible meaning.
I think it's interesting that we both focused on Ars Magica as an early example of an RPG that tried to encourage collaboration.
For structuring the article... maybe subheadings or sections?
It's so hard to cover this much territory. Aside from the structure of the argument and its development I think there is a separate difficulty around moving back and forth between personal experience (the game examples), the expository stuff necessary to set forth something like "What is Universalis" to a reader who might or might not be familiar with Universalis, and then what I would think of as the main points of the essay. Possibly outlining it with "system explanation -> personal story -> conclusion reached" might help. You could try marking up the article with different color pens or actually cut it up with scissors by category of statement (not by subject).
I think lots of paragraphs could stand to be broken up, or just edited down.
I like the chart a lot. Nifty!!!! More charts and diagrams!
color (description and tone), setting (background and history), character, situation (interaction between character and setting) and system (rules and mechanics governing all). The tasks are activities which at base are quite similar, but which for each role (Player/GM) are focused on distinct areas of the game world. This type of collaboration is prescribed and bounded for both Players and GMs, with responsibility for the creative establishment of each element (color, setting etc.) partitioned off. Parts of each element may be reserved for Players, some for the GM, depending on how responsibility is distibuted by the rules used. The very difference between a Player and a GM boils down to where the partitioning lines are drawn among these five elements. And any other functional distribution is as possible to be created among them as the ones so familiar from the legacy of D&D.
Here is another place where I was intrigued and wanted more expansion/explanation. Maybe some diagrams. I wasn't sure what you meant by the last sentence about different functional distributions and D & D.
Here is a question: how can D & D or games which we think of as "non-collaborative" or traditionally hierarchical be jiggered so that they're NOT when played? How can they be played so that they are collaborative? And how can they not be? What I mean is — besides the book saying obnoxious things like "You are the GM! You are God! Punish the characters if the players get uppity" — what elements of the system make it most definitely NOT collaborative? I think that could stand to be laid out really clearly, perhaps in comparison to more anarchic systems like SOAP.
Anyway, I hope some of these comments are thought provoking or helpful...
My first toe in the water - I must have just completely missed the original Push formation and only surfaced when I got the dismemberment email — I missed the "memberment" part somehow!
I should probably say even further that I'm just starting to read the position statements and other info: I'm not caught up, but I will give it a try and I'm excited about the project.
I'll never be caught up to you serious Forgeans as far as current RPG theory. I'm coming from more of a narrative theory/literary perspective and trying to tinker with those sorts of ideas in applying them to RPGs and things like MUDs and interactive fiction.
Cheers,
Liz
On 2/14/2005 at 4:49pm, Emily Care wrote:
RE: [Draft] "GMless" play article
Hi Liz!
Thanks very much for the comments. What I've got now is a lot less theory oriented and focused specifically on what traditionally a gm had done and how it can be shared out. The longer piece should be broken down into: 1) a history of collab play development (and, yeah, goddess bless Jonathan Tweet for that), 2) a personal essay where I talk about my gaming group's experiences with rejecting and then embracing mechanical system elements to support co-gm'd play and 3) a discussion of underlying theory of how various approoaches to shared authorship and gming (in which would be discussion of Lisa's collab storytelling essay, your paper on group narration and Quiogue's paper on collab fiction would figure prominantly.)
I'm thrilled that you are dipping your toe! And, as for the forge jargon--the point is to get more viewpoints. Can't wait to hear yours!
This week. A new draft.
yrs,
Emily
On 2/18/2005 at 10:55pm, Emily Care wrote:
RE: [Draft] "GMless" play article
Collaborative Role Play: Reframing the Game
ecboss feb.2005
Role playing is, by its very nature, a collaborative venture. Simultaneously a social activity and a creative exercise, role playing deals with bringing together the ideas and interests of a group of people. A story is told, a world is created, and people are entertained. To this end, each person brings their own personal experience—of fiction, of history, of life. Each person who plays contributes to the adventure unfolding and has the potential to bring as much to the table as anyone else involved.
However, the vast majority of role playing games have been designed with a very different starting point in mind. They instead have rules that down-play the cooperative aspects of play, putting the lion’s share of responsibilities and creative tasks into the hands of one person: the Game Master, or GM. The GM describes the world that the players explore, keeps the action moving and provides relentless, yet impartial, adversarial opposition. Few other options have been offered. However, in the past five years, game designers and play groups have begun to change this fundamental way we look at role playing. The term coined for this change is Collaborative role play.
In Collaborative games, powers formerly held solely by the GM have been extended to all the players. This may be done in select parts of a game, or incorporated throughout. Players may be given more input about the background and setting, play multiple characters, be responsible for creating situations, invoking rules or resolving outcomes. With these features, Collaborative role playing games take advantage of the multiple viewpoints people will bring to a game. Instead of primarily utilizing one person’s ideas—those of the GM—they find ways to intentionally weave together the many creative strands that may be present. The historical GM/Player split is but one possibility along a continuum of collaboration, and new games that incorporate ways to make gaming more of a team effort capitalize on the inherent potential of gaming—the creativity of the entire play group.
Historical Accidents
The division between GM and Player is deeply embedded in the history of the role playing game. The two concepts arose simultaneously in 1973 with the publication of Dungeons and Dragons. The success of this game brought role-playing into popular consciousness and it became the template for successive games. For thirty years, the Dungeon Master who created an adventure for the other players has been born anew in countless guises, as the Game Master, Referee, Storyteller, Hollyhock God and others. Having players who are each responsible a single character and a GM who supports the rest of the game environment as well as the enforcement of rules has been the primary way to coordinate the many tasks necessary for gaming, with rare exceptions such as troupe style play found in Ars Magica. After twenty-five years, with the publication of Ian Millington’s game Ergo, concepts of collaborative gaming were formulated, and the term itself was coined. However, games with radically variant structures such as Ergo and Aria: Canticle of the Monomyth continued to be marginalized and few. The recent proliferation of games that vary from the norm shows that alternate arrangements are possible, actual play experiences show that people find them compelling. The endurance and pervasiveness of the traditional GM is an accident of history, most likely due to the fact that it is an easy division of a complex set of tasks.
How Deep the Divide?
The roles of the GM and the players can be broken down into many smaller tasks that can be distributed in any number of ways. These tasks are the avenues through which both Players and GMs give their creative contributions . What exactly are these tasks, and how precisely do the roles of Player and GM differ from one another? With the traditional Player/GM responsibility division, “Players” (non-GMs) focus on their proxies in the game world: the player characters or PCs. They may create a history for the character, describe its physical appearance, its personality and mannerisms, and most often create a numerical representation for it: it’s “stats” (eg quantified representations of attributes such as Perception, Dexterity, etc.). During the course of play, the Player of the PC will describe the character’s thoughts, words and actions, and how it responds to the world around it and events that occur in the game. The Player may roll dice or invoke stats on the part of the PC if there is an encounter that requires the use of specific rules or mechanics.
PCs may be seen as analogous to protagonists in a novel, the characters around which the action revolves. As Lisa Padol said, the GM is responsible for the environment in which the PCs experience that action . Though the whole group may have input on what role playing game is to be used, generally the GM choses the specific elements of the game world to describe and incorporate into play. The GM plays all additional characters, creates situations where PCs interact with other characters and events in the world, and is responsible for understanding, applying and interpreting the rules of the game. The GM may also be given other roles such as energy monitor or social arbiter, but only tasks directly affecting the in-game events will be considered here . This gives us the following break-down of standard tasks assigned to Players and the GM:
{this will be a table:}
The Standard Division of Player and GM Tasks:
Player:
• Describe and quantify history of Player Character (PC)
• Describe appearance, words, actions of one character (PC)
• Describe response of PC to in-game events.
• Use mechanics as they apply to Player Character.
GM:
• Describe and quantify in-game World.
• Describe the appearance, words and actions of many characters (NPCs)
• Create in-game situations and events.
• Invoke rules, apply mechanics, & resolve conflict: for world, all events & characters.
Looking at these activities overlap between Player tasks and GM tasks can be seen. Both Player and GM must provide description, create background and setting, play character(s), deal with specific situations and interact with the rules of the game. The differences are in the scope allotted to each role. Players specialize in doing these tasks as they relate to their own Player Characters. The GM does them with respect to almost everything else.
These tasks correspond well to the five elements of role playing, as described by Ron Edwards : Color (description and tone), Setting (background and history), Character, Situation (interaction between character and setting) and System (rules and mechanics governing all). These are common-sense categories which interpenetrate and overlap with one another: a given mechanic may affect Character, but be part of System. The tasks that comprise the roles of Player and GM fall within these areas. Taking a second look at Player/GM duties as they break down among the five elements of role-playing, a distribution can be discerned:
{this will be a table}
The Elements of Role Playing and Player/ GM Tasks:
Player
• Color (Descriptions of Character)
• Setting (Character history)
• Character Describe appearance, words and actions of one character (PC)
• Situation (Character actions)
• System(As affect Character)
GM
• Color Describe world, events, characters, objects, etc.
Set tone of game.
• Setting Choose and Describe World.
• Character Describe the appearance, words and actions of many characters (NPCs)
• Situation Create in-game situations and events.
• System Invoke rules, Apply mechanics,
Resolve disputes: as applies to world, all events & characters.
Phrase in parentheses denotes area of not much influence.
This is the traditional GM/Player divide. Players have some responsibilities in each element, but always with respect to their character. Character is the only area where Players may contribute meaningfully and extensively. GMs are given significant tasks and powers that span all the elements. But this is just one possibility, one set of distributions of these tasks. Many other functional divisions are possible. A growing number of games give players much more responsibility in the other elements. In some games the tasks of role playing are distributed so uniformly among all participants that the institution of the single GM is abolished. In these games, all players essentially become co-GMs, equals among peers.
The best way to understand how games create such innovative distributions of tasks is to look at examples of their rules in action. It is the rules of a game, as they are put into play, that allocate tasks. To this end, the rest of this paper describes the specific guidelines and mechanics that give all players equal opportunity to contribute meaningfully in all the elements of role playing. However, every play group may implement rules of a game the rules of a given game differently than how they appear in the published text. For the sake of discussion, it will be assumed that rules are applied as written, unless otherwise indicated. Also, of the five elements of role playing, color is the most difficult to separate from the others. Most tasks have some element of color, and few rules address color and no other element. For this reason, these examples of different ways to divide tasks within the elements of role playing will focus on the following four of the five: Setting, Character, Situation and System.
Collaboratively Creating Setting: 2, 3 or even 4 Heads are Better than One
Setting is perhaps the easiest of the elements of role playing to make collaborative. It certainly has the most immediate payoff: players who create their own setting are much more likely to become invested in it than those confronted with 200+ pages of background to read. The challenges are in creating a seamless whole out of what could be wildly disparate ideas, and in keeping track of all that may arise. Let’s look at how various game systems structure collaboration to help players overcome these obstacles:
Jenn, Charles and Phil are playing Primetime Adventures. Their campaign will be in the style of a television series, and together they are choosing the type of show they want to play. Phil suggests a gritty police drama like NYPD Blue. Jenn says she’d like to set it in New Orleans, LA in the early ‘90s--call it Murder City, USA--against a backdrop of Mardi Gras Carnival and dark Voodoo rituals. Charles objects that it would be easy to demonize Creole traditions and to avoid this, suggests that the main character be a police detective whose mother is a Mambo, a Voodoo priestess. The detective is torn between the rational world of the precinct, and her family’s religious heritage…
These players are using the guidelines in Primetime Adventures to cooperatively create a setting. This game does have a GM, but they are on equal footing with the players with respect to initial setting development. Neither Jenn, Charles nor Phil has the final say in this example. Together, the players and the GM must brainstorm and negotiate the type of show they want their game to resemble until they find something agreeable to all. With standard setting development only one of these ideas might have been put into play. In this way, the setting of each campaign will be wholly unique, since it incorporates the interests of the particular people playing the game at each place and time.
Primetime Adventures makes excellent use of its underlying metaphor. The paradigm of television program brings the development of different ideas by the players into harmony. The shared cultural references of television make it very accessible to everyone. Most people will enter with a basic understanding of what elements might make up a given type of show. This allows the group to fairly easily coordinate their desires for tenor and tone of the events. This in turn reaps great benefits. Each person gets to have input up front about what kind of world they’d like to have their game take place within. Because they are involved, they have the op voice concerns about issues they find offensive, such as Charles’ objection to the possible stereotyping of Vodoun. The Setting gains relevance to the players because they are integrally involved in its development.
In addition to creating the general background, players create specific locations in Primetime Adventures and describe their characters’ surroundings in scenes. Locations are created as Personal Sets associated with the player’s character. This place, like Fonzi’s “office” in Happy Days or Hawkeye Pierce’s tent, “the Swamp”, in M.A.S.H. gives insight into the character while simultaneously creating a place for action to take place in the game. As action occurs in these sets, and other locations created by the GM, players are encouraged to describe sequences in visual terms. Scenes are frames as shots in a camera, invoking the television motif. Throughout Primetime Adventures, the broad powers given to players to describe setting are facilitated by the television metaphor.
Other games use different principles to organize setting development among the players. The game Sorcerer uses an approach similar to Primetime Adventures, but the role of the GM is to synthesize the players’ suggestions. In My Life with Master the creation of the master, the primary villain of the piece, is up to the group. This character’s home and environs determine most of the setting of the game. Universalis, the quintessential collaborative game, begins the game with a round of Tenet creation. Tenets are base assumptions about the game that guide the rest of the play experience . And throughout the game, all the players of Universalis can create objects or places as new Components. Dogs in the Vineyard uses the concept of Dials or Switches to allow players to determine the level of supernatural they are interested in experiencing in the game. A Switch determines whether something is present or not present, a dial gives a scale of effect or intensity.
For groups that desire more intensive setting development, the multiple GM approach found in Ars Magica’s troupe style play may be of use. Players may take turns having all the powers of a standard GM, allowing each person who wishes to have input in turn. Or, as has been done in play groups I’ve been involved with, areas of the world can be divvied up by geographical or cultural divisions and different people be given full authority to create setting in their area. Creating “turf” like this, can help players coordinate their efforts with out reduplicating or conflicting with one another. And although the system is dense and difficult to actually put into play, the principles for world development to be found in Aria would be an amazing resource for anyone interested in fleshing out a role playing game world as a group. Aspects of the societies are quantified and mechanics are provided that enable different players to “act out” the interactions between cultures and groups. For any group, use of maps and written materials can greatly enhance the communication of what each individual has created. Wickipedias and other online information organizing resources have been used for games such as Age of Paranoia , and free-form games.
Playing Multiple Characters: More Complex, Not More Confusing
Characters are the primary vehicle that players are accustomed to using to create in role playing games. As such, this is a natural venue to expand upon, allowing players to have greater impact on the game world, and broadening their experiences of it, by playing more than one character. This may be intimidating to players due to pragmatic issues such as what to do when your characters have to talk with one another, or fears that those with more characters may get more time and attention devoted to them. With a clear structure and a healthy social contract, these challenges may be easily resolved.
Meg, Vincent and Emily are playing an Ars Magica derived game using an improvised system. In the game, an emergency Tribunal, a gathering of wizards, has been called to address the recent fiery destruction of a wizard’s Covenant, or keep. During the Tribunal, the players will have a dozen or more characters each to play, many for the first time. In order to learn more about the wizards in the Tribunal and what kind of political machinations they may be up to, the players decide to run a session at every Covenant prior to the Tribunal, fleshing out each group of mages in turn…
This is an example from actual play with my own current play group. There are many other groups who use free-form negotiation to establish much of their play. Little of these experiences enter the common discourse, since they are not published and any techniques developed and used often stay localized to the individual group. This example is meant to represent some small part of the rich and varied field of free-form play.
Our game was created from the cloth of Ars Magica, utilizing the setting while following the guidelines to play multiple characters and have multiple GMs to their natural conclusion: equally sharing all game tasks. Ars Magica is still one of the few games that give guidelines for playing multiple characters. Each player is encouraged to make 2 or three characters, one each of various types of characters that occupy different levels of the society in the game: Mages, the primary characters of the game, their companions, and their servants or Grogs. These differing levels have two effects: they allow each player to have one character to send into a given situation, minimizing how much a player has to act out their own characters interaction, and it also balances the screen time and influence each player is likely to enjoy. If one person played all Mages, and another all grogs, their impact on the story would be likely to be uneven.
However for our game, since each player is simultaneously GMing, we have no cap on the number of Mages or characters played. In large part, this entails playing out the members of our home covenant, and neighboring Mages and normal folk. In order to create more opportunities for inter-player interaction, it is useful to play the dependents of each others’ characters: the Mage’s apprentices, their Masters and so on. And if two characters controlled by one person have to interact, it is not hard to simply paraphrase what went on rather than trying to carry on a conversation. But when the destruction of a neighboring Covenant made a Tribunal imminent, this brought us to the point of having to play a large number of the other Mages in the region. In order to figure out how to handle so many characters at one time, we had to take stock and figure out a strategic approach.
This situation turned out to be an incredible opportunity. Taking time to play a session at each individual Covenant allowed us to flesh out the other mages of the region, of whom we had known a minimum before. The number of characters to be played at each Covenant was manageable: ranging from three to seven. These prepatory sessions for the wizard’s Tribunal gave us clear ideas about many of the characters, as well as more events to propel the plot. Once we reached the Tribunal itself, we used visual aids, maps and counters for the characters, to help us keep track of who was present and what they did. But most scenes had a small subset of the whole complement of dozens of mages and other characters present, and in ones where all or most were present (meals, Councils), we focused on our primary characters or others who were central to action going on. In the end, we were able to follow many threads of characters’ stories that interconnected which helped us create tangles of plot to grapple with and enjoy.
For play groups interested simpler ways to have play multiple characters, some games have mechanics that can be used to facilitate this. In Universalis, characters are created as Components purchased using the currency of the game, called Coins. All elements of the game world are created this way, and Traits may be added to them at the cost of one Coin each. The more Coins invested in a character Component the more difficult it is for someone else to change or destroy it, but it may switch hands and be controlled by someone else. The only limit to the number of Components a player may create is the number of Coins a player accumulates to invest in them. Multiple characters can be created very easily, and can be utilized by many players, not just the one who created a given character.
Players who might be concerned about how much time is devoted to different characters might be interested in a rule from Primetime Adventures that deals specifically with this issues: Screen Presence. Returning to the television trope, each campaign is thought of as a “season” of shows. Each character will have one episode that is their spotlight episode, where their issues are highlighted, and their character will most likely take center stage. In other episodes, the characters may have supporting parts, and in some will play but a token role. Representing this, each player will assign two 1s, two 2s and one 3 to the episodes. The episode with 3 is where their character will have their highest screen presence for the season, and so on down. This allows everyone to know that their character will be assured of having time in the sun, and clear the way for everyone to collaborate to help one another explore the issues raised with their character. Although players of Primetime Adventures are intended to control just one character, this principle could be usefully adapted to other games.
Setting the Scene Together: Making the Invisible Visible
Situation is probably the least discussed aspect of role playing, and may be the most important. It is where conflict lies, where struggle arises, and where we prove ourselves as players. In the overwhelming majority of role playing games, it is the sole province of the GM and, furthermore, little direction beyond suggestions for modules and scenarios are given. The impact of moment to moment shifts of scene are overlooked, and practical principles of pacing and providing adversity are left up to the GM to learn by trial and error. Many game designers have found very simple rules and guidelines, by which all players may be empowered to more productively frame action and create conflict:
Barry, Matt and Kim are playing Soap. Kim begins a scene where her character Valencia, the super-villain seductress of the piece, plans to reveal that she is carrying the love-child of Barry’s very-married, upstanding head-surgeon character, Dr. Bradley Underkopfler. Since Kim initiated the scene, she becomes the Author of it. She decides whether other players will have to pay her a Coin to enter the scene. She invites Barry to have Dr. Brad enter for free, but wants to Ban Matt’s character, Dr. Brad’s wife Patience, from the scene. Matt wants Patience to enter so he Bids 3 Coins to pay for her entry. Kim does not have enough Coins to match the bid, so Patience storms onto the set…
Soap, another fully Collaborative game, does an admirable job of outlining clear guidelines for the two major aspects of Situation: scene framing and providing adversity. Scene framing, describing when and where action takes place in a game, is an activity that has gotten little attention in traditional games. Scene to scene transitions can have great impact on story and plot, but are only recently have games begun giving guidelines or created mechanics for establishing this fundamental part of play. In Soap, rules for creating a scene are also cleverly combined with determining who has responsibility for the tasks related to maintaining it. As in the example above, the initiating player becomes the Author of the scene. Thus, Kim would be the person who describes elements of the setting and who may influence who else takes part. In this example, Kim uses this power to Ban Matt’s character from the scene, trying to create space for her character to spread mischief uninterrupted. This process in turn creates an opportunity for adversity, or conflict, to be provided. When Matt’s character Patience was Banned from the scene, he had Bid to allow her to enter, using Coins similar to the currency used in Universalis. This process clearly demarcates the bounds of a scene, and since anyone can do so, it makes ability to set a scene available to all players equally.
Other games have specific mechanics for framing scenes. In Universalis, the players bid Coins to see who will be able to frame a scene. Coins bid are then used to pay for narrating and creating elements of the scene. Primetime Adventures also has a specific mechanic for making scene framing explicit and fairly collaborative: players take turns requesting scenes, stating the Location, the Type (Character or Plot focused) and the Agenda, what they want to occur. Structures may even be created that help a play group determine the situation for session of a game over a longer term. In the improvised system play of my play group, we have at various times come up with systematic ways of framing situations occurring in long arcs of the story. The example of play given for Character elements is one such example. For several months, each session involved the Council session in which mages at each covenant in turn decided who would go to the Tribunal and what their issues and agendas were.
Now to return to adversity. How may it be provided, and what, precisely is mean by it? Adversity refers to conflict or struggle experienced by the characters that forces the players to step up to the plate and overcome it. This is one of the key elements of role playing, where a lot of the fun comes from, and a game that does a bad job of providing it is likely to be a boring game. One of the primary tasks of a GM in the standard contract of play is to make villains and challenging events that test the mettle of both players and characters. Not having a GM means that someone has to take on this pivotal role. If the game is to be wholly collaborative, rules must be crafted that assign tasks to participants that get them to do the dirty deed. In Soap, players also provide adversity to one another by contesting Sentences, the bits of narration that have been contributed by other players. This creates a structure for each player being able to thwart each other, giving a clear process by which adversity may be provided.
Adversity can made be the pumping heart of a game, or be simply the outer edge of collaboration. In Universalis, along with a clear process, a strong incentive is given for players to provide adversity to one another. When someone initiates a Complication for another player, a contest is initiated that will result in the ideas of one person or the other being accepted in to play, and the winner gaining a large number of Coins. This creates an atmosphere where people try to place obstacles in each other’s paths, making for needed tension and drama in play. Alternatively, in another extremely collaborative system, the Engles’ Matrix game, an extremely attenuated form of the GM is employed for just one reason: to determine the relative strength of arguments to inform the roll of dice when players’ Statements conflict. Beyond this, the players establish whatever they wish to with respect to all the elements of role playing. Primarily, the players collaborate on everything in the game, but when this breaks down, the resolution mechanic helps the players decide what will occur.
And both aspects of Situation can arise from the other elements of role playing. In free-form role play, or games using improvised system, Setting is a great source for potential conflict. Everyone can give suggestions for what might go wrong, or collaborate through discussion about what aspects of a situation would give rise to further complications in the characters’ lives. From conflict between organizations or cultures, to natural disasters and disease, many elements can be found to create tricky situations designed to make players have to scratch their heads. The Kicker in Sorcerer provides an excellent example of a mechanic that both sets the scene for action and gives players input about adversity. This aspect of Character, is chosen by each player as the final piece of character creation. The Kicker must be some situation or event that has just occurred as play begins that impels their character into action. This sets the scene for how the character enters play, as well as providing the seed for future events in the character’s life, and continuing challenges to be faced. Situation is a crucial element of role playing games, deserving attention in more nuanced ways than it has historically received. And just like every other element of role playing, ability to affect it can be very profitably extended to all players.
All Hands on System: Easy Ways to Make Mechanics Accessible
System is the piece de la resistance of all GMing. It is the Gordian knot that many free-form collaborativists simply cut through to release the bounds of restricted player creativity. However, mechanics and guidelines are tools that can help any group better collaborate. It is the rules used in play that determines whether play is collaborative or not. On the other hand, players being introduced to collaborative play may balk at being asked to understand and apply the rules of the game. It may be intimidating to be expected to know what may seem an arcane science which GMs are employed to make clear. However, there are many ways to create mechanics and rules that are inclusive and easily used by everyone. For example:
Sarah, Tony and Kip are playing Universalis. On her turn, Sarah pays one Coin and narrates how her character, Lexy, a spy for the United Federation of Inner Planets, flees Jupiter by spacecraft with information he stole from the Jovian capital building. Kip goes next and pays a Coin to introduce a new rule, or Gimmick. The Gimmick defines differences in the maneuverability of ships types in the 400 mile an hour winds of the Jovian cloud bands. On his turn, Tony pays one Coin to initiate a Complication, and two coins to introduce new world elements, called Components: he narrates that as Lexy’s skimmer dives through the thick ammonia clouds of Jupiter’s upper atmosphere, two Royal Guard fliers come screaming through the airstream, hot on his tail…
As this example shows, Universalis establishes powerful and flexible ways for all players to contribute via System, and actively implement the rules and mechanics of a game. First and foremost, all of the mechanics of Universalis may be used by every player equally. There is no set of tasks set aside for one person. Every player has equal access to them all. To facilitate this, the rules of Universalis are clear and simple enough to be easily applied by anyone. Mechanics like the Coin currency give a universal process for doing things: most tasks, such as narrating an event or creating an object, cost one Coin. Universalis, which is aptly named, lays bare the underlying structure of a role playing game, while making it accessible to every participant.
The rules of Universalis address all four of the main types of System tasks: invoking rules, applying them, resolving outcomes or creating new rules. All of these, except resolution, occur in the example above. As the players take their turns, they both invoke and apply rules by paying their Coin to take actions. In this example, Kip creates a new rule governing atmospheric flight that can be used during the rest of the game. Contrast this with many games in which the only time a Player deals with the rules and mechanics might be when they are told to roll some dice by a GM.
Universalis has three rules that deal with conflict and its resolution: Complications, as seen above, Challenges and Fines. Complications are used when a player wants to affect a Component they do not control. In the example above, Tony is trying to affect Lexy’s skimmer, a Component Sarah is controlling. Complications are resolved by rolling dice allocated to each side of the conflict. All players who take part in a Complication gain Coins from doing so, with the most going to the winner. Challenges are used to resolve differences of opinion between players. For example, if Tony had felt that Kip’s rule gave Sarah too much advantage in the atmosphere of Jupiter, Tony could have initiated a Challenge to remove the Gimmick. Challenges are resolved by negotiation, or by the bidding of Coins. Fines may be suggested by a player to censure another. However, all the players vote on the issue, and if the vote goes against the person who originally suggested the fine, they have to pay it instead. These rules allow every player to resolve in-game as well as meta-game, or social, conflicts. They give every player the same base ability to affect disputed outcomes in the game. Individual players may gain advantages based on skillful use of all the rules, but everyone begins in the same place and has the same opportunity to accumulate similar ability and power in the game.
Few other games give players the full gamut of abilities to be found in Universalis, but many games utilize specific mechanics that involve player participation. Simple guidelines can create a great amount of player input: in Sorcerer, any player may call for a roll, giving everyone the power to invoke mechanics as a GM traditionally does. In Donjon certain aspects of System are customizable: players choose what size dice are used for resolution, and what process they wish to use to create their character. The central mechanic in Sorcerer, Humanity, is also customizable. What it means for the Sorcerer characters to gain or lose Humanity is determined by the play group, causing reverberations throughout the Setting and entire course of the game.
Other mechanics give players input on each others’ actions. Fanmail in Primetime Adventures and Trust in the game The Mountain Witch are mechanics that allow players to help or hinder other players’ characters during conflicts. In both games, this creates dynamics between the players that greatly enhance play. Fanmail allows players to give each other “high-five”-like positive feedback. Trust creates a shifting atmosphere of loyalty to and fear of one another that helps the players bring into being the random Fates that have been dealt to their characters. Great Ork Gods gives each player the ability to determine the difficulty a character faces for given tasks, in a manner similar to what the Referee does in the Engles’ Matrix Game. This feedd into the free-for-all out-for-yourself competitive atmosphere of Great Ork Gods, greatly increasing the fun while at the same time tapping the players in to provide adversity to one another.
But far and away, the most prolific types of mechanic that includes players into use of System are ones dealing with resolution. Resolution refers to determining the outcome of a conflict or a disputed event. A ground-breaking game in this respect is The Pool. With a successful resolution outcome of a conflict, players of the Pool could achieve a Monologue of Victory. When this occurred in the game, the player, rather than the GM narrates what in-game events constituted the success. Following in this vein, many games have been written that give players this power. In Trollbabe, players may narrate what occurs if they have a failing outcome. The resolution mechanics in Trollbabe incorporate many options for players after a first failure. They may call upon other characters, items or other things to give them the possibility of succeeding after all, but at the cost of risking the character or item, and at increased risk to the Trollbabe character herself. Dogs in the Vineyard has resolution mechanics that place the players and the GM on an even playing field. Each party has a pool of dice they roll and then put forward as they narrate actions and responses during the interplay of the conflict. When dice are used up, each side has the option to escalate, continuing the conflict and calling upon aspects of the characters in play to provide more dice. Despite being a strongly GM’d game, Dogs in the Vineyard is sneakily cooperative in this aspect. A guideline in the rules enjoins the GM to “say yes or roll dice” to the players, removing much of the de-facto privilege that a GM has in many games to override a player’s contributions about events. A final, very innovative approach to opening up resolution to players may be found in the game Shadows. This simple and extremely collaborative game asks players to describe two possible outcomes for any given conflict, before the conflict has been resolved. Two dice are rolled to determine outcome: one die represents what the character wants to happen, one die represents what their Shadow wants to happen, which is a negative or opposing outcome to what the character wants. If the Shadow die has the higher result, what the Shadow wanted occurs. This mechanic cleverly drafts the players themselves into providing their own adversity, while taking part in resolution.
Conclusion
These examples are but a beginning to the different ways that the lines defining game tasks may be re-drawn. The new generation of games that have been published in the last five years testify to this fact. Games such as Sorcerer, My Life with Master and Dogs in the Vineyard each utilize collaborative techniques in key areas, especially System and Setting. These games help players create an atmosphere of collaboration while retaining most of the usual powers of a GM. Other games, such as Donjon, Engles’ Matrix, Shadows and Primetime Adventures give extensive powers to players, changing the experience of role-playing radically by opening multiple other elements to input by players. And a final group, including Universalis, Soap, and the in-play experiences of various free-form play groups, have done away with the idea that any player should have more or less access to contributing using any of the elements. This is the heart of Collaborative play. At every level it is possible to empower all the players. New games such as Capes, Scarlet Wake, and others are being published right now that have new ways to do all of these things. Far from there being but one way to play, there are a myriad of options open to all. The horizons of role playing games, which were once limited to the confines of certain shores, have expanded. Players may still seek the familiar waters of the GM’d game, but now the depths and reaches of the oceans of Collaboration are waiting to be explored.
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Appropriate references and links will be provided for games & quotes. Titles will be formatted etc. bien sur. Just wanted to get the text out there for editing.
On 2/19/2005 at 10:30am, Jonathan Walton wrote:
RE: [Draft] "GMless" play article
Holy %^$@*(&!!! Em, that's awesome! I just skimmed it, but I love the way you've organized it and used specific games to illustrate the points you make about different distribution schemes. You really took all our suggestions and then made this article your own. Sweet!
More detailed comments once I have a chance to do a more thorough read-through. I need to print it out and grab a pen...
On 2/19/2005 at 2:49pm, Jonathan Walton wrote:
RE: [Draft] "GMless" play article
Hey Em,
Here's first pass on editing. You might want to take a few days (or a week, even) off from the text before you really look at these and start making changes. You deserve it! And it'll help you come back fresh. AND some other people might have good advice by then.
I've copied your entire text and inserted comments in. Here's a key to my editing shorthand:
{and all that stuff} = Something that I'd cut out. Unnecessary.
hello <salutations> = The words in <> have been replaced. Word Choice.
[I don't know about...] = General comments and confusion.
My alternating between blue and red highlighting doesn't indicate anything. It's just easier to code with the drop-down color menu.
Also, note that my rewordings and such are just suggestions, at least at this point. If you make changes and I still have issues, we can fight about it later, before I use my editorial hammer to CRUSH YOU! ;)
Additional Editorial musings: I personally prefer roleplaying and roleplay to role playing, role play, role-playing, role-play, and the like. Also, I think it would read better if we could get game terms like coins, bid, etc. in italics instead of capitolized. Reading "Josh Bids 5 Coins to..." looks awkward.
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Collaborative Role Play: Reframing the Game
ecboss feb.2005
Role playing is, by its very nature, a collaborative venture. Simultaneously a social activity and a creative exercise, role playing deals with bringing together the ideas and interests of a group of people. A story is told, a world is created, and people are entertained. To this end, each person brings their own personal experience—of fiction, of history, of life. Each person {who plays} contributes to the adventure unfolding and has the potential to bring as much to the table as anyone else {involved}.
However, the vast majority of role playing games have been designed with a very different starting point in mind. They {instead} have rules that down-play the cooperative aspects of play, putting the lion’s share of responsibilities and creative tasks into the hands of one person: the Game Master, or GM. The GM describes the world that the players explore, keeps the action moving and provides relentless, yet impartial [is the GM really EVER impartial? do you mean that they are traditionally expected to be?], adversarial opposition. Few other options have been offered. However, in the past five years, game designers and play groups have begun to change the <this fundamental> way we look at role playing. The term coined for this change is Collaborative role play [I think this last sentence could be better; maybe something like "They have begun exploring what has been called 'collaborative' roleplay."].
In Collaborative games, responsibilities <powers> formerly held solely by the GM have been extended to all the players. This may be done in select parts of a game, or incorporated throughout. Players may be given more input about the background and setting, play multiple characters, be responsible for creating situations, invoking rules or resolving outcomes. With these features, Collaborative role playing games take advantage of the multiple viewpoints people will bring to a game. Instead of primarily utilizing one person’s ideas—those of the GM—they find ways to intentionally weave together the many creative strands that may be present. The historical GM/Player split is but one possible division of responsibilities in <possibility along> a continuum of collaboration, and new games that incorporate ways to make gaming more of a team effort capitalize on the inherent potential of gaming—the creativity of the entire play group.
Historical Accidents
The division between GM and Player is deeply embedded in the history of the role playing game. The two concepts arose simultaneously in 1973 with the publication of Dungeons and Dragons. The success of this game brought role-playing into popular consciousness and it became the template for successive games. For thirty years, the Dungeon Master who created an adventure for the other players [you need to isolate the preceeding clause, with parens or dashes or something] has been born anew in countless guises, as the Game Master, Referee, Storyteller, Hollyhock God and others. Having players who are each responsible a single character [starting here...] and a GM who supports the rest of the game environment as well as the enforcement of rules has been the primary way to coordinate the many tasks necessary for gaming, [and ending here, you have too much info for one sentence; break it up] with rare exceptions such as troupe style play found in Ars Magica. After twenty-five years, with the publication of Ian Millington’s game [is Ergo really a game? more like guidelines for playing other games differently] Ergo, concepts of collaborative gaming were formulated, and the term itself was coined. However, games with radically variant structures such as Ergo and Aria: Canticle of the Monomyth continued to be marginalized and few. The recent proliferation of games that vary from the norm shows that alternate arrangements are possible. Furthermore, <,> actual play experiences show that people find them compelling. The endurance and pervasiveness of the traditional GM is an accident of history [whoa, nelly! that's a pretty big statement there! surely there are many non-accidental reasons for the pervasiveness of the GM/Player division] , most likely due to the fact that it is an easy division of a complex set of tasks.
How Deep the Divide?
The roles of the GM and the players can be broken down into many smaller tasks that can be distributed in any number of ways. These tasks are the avenues through which both Players and GMs provide <give> their creative contributions . What exactly are these tasks, and how precisely do the roles of Player and GM differ from one another? With the traditional Player/GM responsibility division, “Players” (non-GMs) focus on their proxies in the game world: the player characters or PCs. They may create a history for the character, describe its physical appearance, its personality and mannerisms, and most often create a numerical representation for it: it’s “stats” (eg quantified representations of attributes such as Perception, Dexterity, etc.). During the course of play, the Player of the PC will describe the character’s thoughts, words and actions, and how it responds to the world around it and events that occur in the game. The Player may roll dice or invoke stats on the part of the PC if there is an encounter that requires the use of specific rules or mechanics.
PCs may be seen as analogous to protagonists in a novel, the characters around which the action revolves. As Lisa Padol says <said>, the GM is responsible for the environment in which the PCs experience that action [is this the end of your Lisa paraphrase? it's unclear where it stops]. Though the whole group may have input on what role playing game is to be used [what do you mean here? what text should be used? what game should be played? your noun and verb don't seem to match up] , generally the GM choses the specific elements of the game world to describe and incorporate into play. The GM plays all additional characters, creates situations where PCs interact with other characters and events in the world, and is responsible for understanding, applying and interpreting the rules of the game. The GM may also be given other roles such as energy monitor or social arbiter [you drop these terms as if you expect us to know what they mean, but I'm not sure] , but only tasks directly affecting the in-game events will be considered here . This gives us the following break-down of standard tasks assigned to Players and the GM:
{this will be a table:}
The Standard Division of Player and GM Tasks:
Player:
• Describe and quantify [clarify] history of Player Character (PC)
• Describe appearance, words, actions of one character (PC)
• Describe response of PC to in-game events.
• Use mechanics as they apply to Player Character.
GM:
• Describe and quantify [clarify, as above] in-game World.
• Describe the appearance, words and actions of many characters (NPCs)
• Create in-game situations and events.
• Invoke rules, apply mechanics, & resolve conflict: for world, all events & characters.
Looking at these activities overlap between Player tasks and GM tasks can be seen. Both Player and GM must provide description, create background and setting, play character(s), deal with specific situations and interact with the rules of the game. The differences are in the scope allotted to each role. Players specialize in doing these tasks as they relate to their own Player Characters. The GM does them with respect to almost everything else.
These tasks correspond well to the five elements of role playing, as described by Ron Edwards : Color (description and tone), Setting (background and history), Character, Situation (interaction between character and setting) and System (rules and mechanics governing all). These are common-sense categories which interpenetrate and overlap with one another: a given mechanic may affect Character, but be part of System. All the <The> tasks that comprise the roles of Player and GM can be thought of as falling <fall> within these areas. Taking a second look at Player/GM duties as they break down among the five elements of role-playing, a distribution can be discerned:
{this will be a table}
The Elements of Role Playing and Player/ GM Tasks:
Player
• Color (Descriptions of Character) [there are, additionally, lots of ways in which character actions can reinforce or destroy attempts to create a specific color]
• Setting (Character history)
• Character Describe appearance, words and actions of one character (PC)
• Situation (Character actions)
• System(As affects <affect> Character)
GM
• Color Describe world, events, characters, objects, etc.
Set tone of game.
• Setting Choose and Describe World.
• Character Describe the appearance, words and actions of many characters (NPCs)
• Situation Create in-game situations and events.
• System Invoke rules, Apply mechanics,
Resolve disputes: as applies to world, all events & characters.
Phrase in parentheses denotes area of not much influence. [what does this note refer to?]
This is the traditional GM/Player divide. Players have some responsibilities in each element, but always with respect to their character. Character is the only area where Players may contribute meaningfully and extensively. GMs are given significant tasks and powers that span all the elements. But this is just one possibility, one set of distributions of these tasks. Many other functional divisions are possible. A growing number of games give players much more responsibility in the other elements. In some games the tasks of role playing are distributed so uniformly among all participants that the institution of the single GM is abolished. In these games, all players essentially become co-GMs, equals among peers.
The best way to understand how games create such innovative distributions of tasks is to look at examples of their rules in action. It is the rules of a game, as they are put into play, that allocate tasks. To this end, the rest of this article <paper> describes the specific guidelines and mechanics that give all players equal opportunity to contribute meaningfully in all the elements of role playing. However, every play group may implement {rules of a game} the rules of a given game differently than how they appear in the published text. For the sake of discussion, it will be assumed that rules are applied as written, unless otherwise indicated. Also, of the five elements of role playing, color is the most difficult to separate from the others. Most tasks have some element of color, and few rules address color and no other element. For this reason, these examples of different ways to divide tasks within the elements of role playing will focus on the following four of the five: Setting, Character, Situation and System.
Collaboratively Creating Setting: 2, 3 or even 4 Heads are Better than One
Setting is perhaps the easiest of the elements of role playing to make collaborative. It certainly has the most immediate payoff: players who create their own setting are much more likely [more likely? more easily maybe; but if I read 200 pages, I'm likely to become invested] to become invested in it than those confronted with 200+ pages of background to read. The challenges are in creating a seamless whole out of what could be wildly disparate ideas, and in keeping track of all that may arise. Let’s look at how various game systems structure collaboration to help players overcome these obstacles:
Jenn, Charles and Phil are playing Primetime Adventures. Their campaign will be in the style of a television series, and together they are choosing the type of show they want to play. Phil suggests a gritty police drama like NYPD Blue. Jenn says she’d like to set it in New Orleans, LA in the early ‘90s--call it Murder City, USA--against a backdrop of Mardi Gras Carnival and dark Voodoo rituals. Charles objects that it would be easy to demonize Creole traditions and to avoid this, suggests that the main character be a police detective whose mother is a Mambo, a Voodoo priestess. The detective is torn between the rational world of the precinct, and her family’s religious heritage…
These players are using the guidelines in Primetime Adventures to cooperatively create a setting. This game does have a GM, but they are on equal footing with the players with respect to initial setting development. Neither Jenn, Charles nor Phil has the final say in this example. Together, the players and the GM must brainstorm and negotiate the type of show they want their game to resemble until they find something agreeable to all. With standard setting development only one of these ideas might have been put into play. In this way, the setting of each campaign will be wholly unique, since it incorporates the interests of the particular people playing the game at each place and time.
Primetime Adventures makes excellent use of its underlying metaphor. The paradigm of television program brings the development of different ideas by the players into harmony [I don't know what you mean by the previous sentence; try rewording it]. The shared cultural references of television make it {very} accessible to everyone. Most people will enter with a basic understanding of what elements might make up a given type of show. This allows the group to fairly easily coordinate their desires for tenor and tone of the events [I don't know this idiom well, but it sounds awkward here]. This in turn reaps great benefits. Each person gets to have input up front about what kind of world they’d like to have their game take place within. Because they are involved, they have the option to <op> voice concerns about issues they find offensive [add "or are less interested in exploring"], such as Charles’ objection to the possible stereotyping of Vodoun. The Setting gains relevance to the players because they are integrally involved in its development.
In [move: "Primetime Adventures, in"] addition to creating the general background, players create specific locations {in Primetime Adventures} and describe their characters’ surroundings in scenes. Locations are created as Personal Sets associated with the player’s character. This place, like Fonzi’s “office” in Happy Days or Hawkeye Pierce’s tent, “the Swamp”, in M.A.S.H. gives insight into the character while simultaneously creating a place for action to take place in the game. As action occurs in these sets, and other locations created by the GM, players are encouraged to describe sequences in visual terms. Scenes are framed as if they were cinematic shots <frames as shots in a camera>, invoking the television motif. Throughout Primetime Adventures, the broad powers given to players to describe setting are facilitated by the television metaphor.
Other games use different principles to organize setting development among the players. The game Sorcerer uses an approach similar to Primetime Adventures, but the role of the GM is to synthesize the players’ suggestions. In My Life with Master the creation of the master, the primary villain of the piece, is up to the group. This character’s home and environs determine most of the setting of the game. Universalis, the quintessential collaborative game, begins the game with a round of Tenet creation. Tenets are base assumptions about the game that guide the rest of the play experience . And throughout the game, all the players of Universalis can create objects or places as new Components. Dogs in the Vineyard uses the concept of Dials or Switches to allow players to determine the level of supernatural they are interested in experiencing in the game. A Switch determines whether something is present or not present, a dial gives a scale of effect or intensity.
For groups that desire more intensive setting development, the multiple GM approach found in Ars Magica’s troupe style play may be of use. Players may take turns having all the powers of a standard GM, allowing each person who wishes to have input in turn. Or, as has been done in play groups I’ve been involved with, areas of the world can be divvied up by geographical or cultural divisions and different people be given full authority to create setting in their area. Creating “turf” like this, can help players coordinate their efforts with out reduplicating or conflicting with one another. And although the system is dense and difficult to actually put into play, the principles for world development to be found in Aria would be an amazing resource for anyone interested in fleshing out a role playing game world as a group. Aspects of the societies are quantified and mechanics are provided that enable different players to “act out” the interactions between cultures and groups. For any group, use of maps and written materials can greatly enhance the communication of what each individual has created. Wikis <Wickipedias> and other online information organizing resources have been used for games such as Age of Paranoia , and free-form games.
[I would have liked you to mention Neel K's Lexicon as an example of a game built around collaborative setting creation, something a bit lighter and more easily accessible than Aria. Also, I kept thinking of the Chancel and Imperator creation rules in Nobilis, but I guess those were basically stolen from Ars Magica.]
Playing Multiple Characters: More Complex, Not More Confusing
Characters are the primary vehicle that players are accustomed to using to create in role playing games. As such, this is a natural venue to expand upon, allowing players to have greater impact on the game world, and broadening their experiences of it, by playing more than one character. This may be intimidating to players due to pragmatic issues such as what to do when your characters have to talk with one another, or fears that those with more characters may get more time and attention devoted to them. With a clear structure and a healthy social contract, these challenges may be easily resolved.
Meg, Vincent and Emily are playing an Ars Magica derived game using an improvised system. In the game, an emergency Tribunal, a gathering of wizards, has been called to address the recent fiery destruction of a wizard’s Covenant, or keep. During the Tribunal, the players will have a dozen or more characters each to play, many for the first time. In order to learn more about the wizards in the Tribunal and what kind of political machinations they may be up to, the players decide to run a session at every Covenant prior to the Tribunal, fleshing out each group of mages in turn…
This is an example from actual play with my own current play group. There are many other groups who use free-form negotiation to establish much of their play. Few <Little> of these experiences have entered <enter> {the} common discourse, since they are not published and any techniques developed {and used} often stay localized to the individual group. This example is meant to represent some small part of the rich and varied field of free-form play.
Our game was created from the cloth of Ars Magica, but took the responsibility distribution guidelines <utilizing the setting while following the guidelines to play multiple characters and have multiple GMs> to their natural conclusion: equally sharing all game tasks. Ars Magica is still one of the few games that gives <give> guidelines for playing multiple characters. Each player is encouraged to make 2 or three characters, one each of various types of characters that occupy different levels of the society in the game: Mages, the primary characters of the game, their companions, and their servants or Grogs. These differing levels have two effects: they allow each player to have one character to send into a given situation, minimizing how much a player has to act out their own characters interaction, and it also balances the screen time and influence each player is likely to enjoy. If one person played all Mages, and another all grogs, their impact on the story would be likely to be uneven.
However for our game, since each player is simultaneously GMing, we have no cap on the number of Mages or characters played. In large part, this entails playing out the members of our home covenant, and neighboring Mages and normal folk. In order to create more opportunities for inter-player interaction, it is useful to play the dependents of each others’ characters: the Mage’s apprentices, their Masters and so on. And if two characters controlled by one person have to interact, it is not hard to simply paraphrase what went on rather than trying to carry on a conversation. But when the destruction of a neighboring Covenant made a Tribunal imminent, this brought us to the point of having to play a large number of the other Mages in the region. In order to figure out how to handle so many characters at one time, we had to take stock and figure out a strategic approach.
This situation turned out to be an incredible opportunity. Taking time to play a session at each individual Covenant allowed us to flesh out the other mages of the region, of whom we had known a minimum before. The number of characters to be played at each Covenant was manageable: ranging from three to seven. These prepatory sessions for the wizard’s Tribunal gave us clear ideas about many of the characters, as well as more events to propel the plot. Once we reached the Tribunal itself, we used visual aids, maps and counters for the characters, to help us keep track of who was present and what they did. But most scenes had a small subset of the whole complement of dozens of mages and other characters present, and in ones where all or most were present (meals, Councils), we focused on our primary characters or others who were central to action going on. In the end, we were able to follow many [move: "interconnecting"] threads, {of characters’ stories that interconnected} which helped us create tangles of plot to grapple with and enjoy.
For play groups interested [insert: "in"] simpler ways to {have} play multiple characters, some games have mechanics that can be used to facilitate this. In Universalis, characters are created as Components purchased using the currency of the game, called Coins. All elements of the game world are created this way, and Traits may be added to them at the cost of one Coin each. The more Coins invested in a character Component the more difficult it is for someone else to change or destroy it, but it may switch hands and be controlled by someone else. The only limit to the number of Components a player may create is the number of Coins a player accumulates to invest in them. Multiple characters can be created very easily, and can be utilized by many players, not just the one who created a given character.
Players who might be concerned about how much time is devoted to different characters might be interested in a rule from Primetime Adventures that deals specifically with this issues: Screen Presence. Returning to the television trope, each campaign is thought of as a “season” of shows. Each character will have one episode that is their spotlight episode, where their issues are highlighted, and their character will most likely take center stage. In other episodes, the characters may have supporting parts, and in some will play but a token role. Representing this, each player will assign two 1s, two 2s and one 3 to the episodes. The episode with 3 is where their character will have their highest screen presence for the season, and so on down. This allows everyone to know that their character will be assured of having time in the sun, and clear the way for everyone to collaborate to help one another explore the issues raised with their character. Although players of Primetime Adventures are intended to control just one character, this principle could be usefully adapted to other games.
Setting the Scene Together: Making the Invisible Visible
Situation is probably the least discussed aspect of role playing, and may be the most important. It is where conflict lies, where struggle arises, and where we prove ourselves as players. In the overwhelming majority of role playing games, it is the sole province of the GM and, furthermore, few guidelines are given <little direction> beyond suggestions for modules and scenarios {are given}. The impact of moment to moment shifts of scene are overlooked [Don't know what you mean here], and practical principles of pacing and providing adversity are left up to the GM to learn by trial and error. Many game designers have found very simple rules and guidelines, by which all players may be empowered to more productively frame action and create conflict:
Barry, Matt and Kim are playing Soap. Kim begins a scene where her character Valencia, the super-villain seductress of the piece, plans to reveal that she is carrying the love-child of Barry’s very-married, upstanding head-surgeon character, Dr. Bradley Underkopfler. Since Kim initiated the scene, she becomes the Author of it. She decides whether other players will have to pay her a Coin to enter the scene. She invites Barry to have Dr. Brad enter for free, but wants to Ban Matt’s character, Dr. Brad’s wife Patience, from the scene. Matt wants Patience to enter so he Bids 3 Coins to pay for her entry. Kim does not have enough Coins to match the bid, so Patience storms onto the set…
Soap, another {fully} Collaborative game, does an admirable job of outlining clear guidelines for the two major aspects of Situation: scene framing and providing adversity. Scene framing, describing when and where action takes place in a game, is an activity that has gotten little attention in traditional games. Scene to scene transitions can have great impact on story and plot, but are only recently have games begun giving guidelines or created mechanics for establishing this fundamental part of play. In Soap, rules for creating a scene are also cleverly combined with determining who has responsibility for the tasks related to maintaining it. As in the example above, the initiating player becomes the Author of the scene. Thus, Kim would be the person who describes elements of the setting and {who} may influence who else takes part. In this example, Kim uses this power to Ban Matt’s character from the scene, trying to create space for her character to spread mischief uninterrupted. This process in turn creates an opportunity for adversity, or conflict, to be provided. When Matt’s character Patience was Banned from the scene, he had Bid to allow her to enter, using Coins similar to the currency used in Universalis. This process clearly demarcates the bounds of a scene, and since anyone can do so, it makes ability to set a scene available to all players equally.
Other games have specific mechanics for framing scenes. In Universalis, the players bid Coins to see who will be able to frame a scene. Coins bid are then used to pay for narrating and creating elements of the scene. Primetime Adventures also has a specific mechanic for making scene framing explicit and fairly collaborative: players take turns requesting scenes, stating the Location, the Type (Character or Plot focused) and the Agenda, what they want to occur. Structures may even be created that help a play group determine the situation for session of a game over a longer term [awkward sentence]. In the improvised {system} play of my play group, we have at various times come up with systematic ways of framing situations occurring in long arcs of the story. The example of play given for Character elements is one such example. For several months, each session involved the Council session in which mages at each covenant in turn decided who would go to the Tribunal and what their issues and agendas were.
Now, to return to adversity, how may it be provided [punctuation changed], and what, precisely is meant <mean> by it? Adversity refers to [insert: "the"] conflict or struggle experienced by the characters that forces the players to step up to the plate and overcome it [awkward]. This is one of the key elements of role playing, where a lot of the fun comes from, and a game that does a bad job of providing it is likely to be a boring game. One of the primary tasks of a GM in the standard contract of play is to make villains and challenging events that test the mettle of both players and characters. Not having a GM means that someone has to take on this pivotal role. If the game is to be wholly collaborative, rules must be crafted that assign tasks to participants that get them to do the dirty deed. In Soap, players also provide adversity to one another by contesting Sentences, the bits of narration that have been contributed by other players. This creates a structure for each player being able to thwart each other, giving a clear process by which adversity may be provided.
Adversity can made be the pumping heart of a game, or be simply the outer edge of collaboration. In Universalis, along with a clear process, a strong incentive is given for players to provide adversity to one another. When someone initiates a Complication with <for> another player, a contest is initiated that will result in the ideas of one person or the other being accepted in to play, and the winner gaining a large number of Coins. This creates an atmosphere where people try to place obstacles in each other’s paths, making for needed tension and drama in play. Alternatively, in another extremely collaborative system, the Engles’ Matrix game, an extremely attenuated form of the GM is employed for just one reason: to determine the relative strength of arguments to inform the roll of dice when players’ Statements conflict [awkward]. Beyond this, the players establish whatever they wish to with respect to all the elements of role playing. Primarily, the players collaborate on everything in the game, but when this breaks down, the resolution mechanic helps the players decide what will occur.
And both aspects of Situation can arise from the other elements of role playing. In free-form role play, or games using improvised system, Setting is a great source for potential conflict. Everyone can give suggestions for what might go wrong, or collaborate through discussion about what aspects of a situation would give rise to further complications in the characters’ lives. From conflict between organizations or cultures, to natural disasters and disease, many elements can be found to create tricky situations designed to make players have to scratch their heads. The Kicker in Sorcerer provides an excellent example of a mechanic that both sets the scene for action and gives players input about adversity. This aspect of Character, is chosen by each player as the final piece of character creation. The Kicker must be some situation or event that has just occurred as play begins that impels their character into action. This sets the scene for how the character enters play, as well as providing the seed for future events in the character’s life, and continuing challenges to be faced. Situation is a crucial element of role playing games, deserving attention in more nuanced ways than it has historically received. And just like every other element of role playing, ability to affect it can be very profitably extended to all players.
[No mention of Otherkind, Em? That seems to me like players creating adversity for themselves, in spades! Or what about creating adversity through hard choices of how to use your dice, as in Otherkind, Dogs, or The World, the Flesh, and the Devil?]
All Hands on System: Easy Ways to Make Mechanics Accessible
System is the piece de la resistance of all GMing. It is the Gordian knot that many free-form collaborativists simply cut through to release the bounds of restricted player creativity. However, mechanics and guidelines are tools that can help any group better collaborate. It is the rules used in play that determines whether play is collaborative or not. On the other hand, players being introduced to collaborative play may balk at being asked to understand and apply the rules of the game. It may be intimidating to be expected to know what may seem an arcane science which GMs are employed to make clear. However, there are many ways to create mechanics and rules that are inclusive and easily used by everyone. For example:
Sarah, Tony and Kip are playing Universalis. On her turn, Sarah pays one Coin and narrates how her character, Lexy, a spy for the United Federation of Inner Planets, flees Jupiter by spacecraft with information he stole from the Jovian capital building. Kip goes next and pays a Coin to introduce a new rule, or Gimmick. The Gimmick defines differences in the maneuverability of ships types in the 400 mile an hour winds of the Jovian cloud bands. On his turn, Tony pays one Coin to initiate a Complication, and two coins to introduce new world elements, called Components: he narrates that as Lexy’s skimmer dives through the thick ammonia clouds of Jupiter’s upper atmosphere, two Royal Guard fliers come screaming through the airstream, hot on his tail…
As this example shows, Universalis establishes powerful and flexible ways for all players to contribute via System, and actively implement the rules and mechanics of a game. First and foremost, all of the mechanics of Universalis may be used by every player equally. There is no set of tasks set aside for one person. Every player has equal access to them all. To facilitate this, the rules of Universalis are clear and simple enough to be easily applied by anyone. Mechanics like the Coin currency give a universal process for doing things: most tasks, such as narrating an event or creating an object, cost one Coin. Universalis, which is aptly named, lays bare the underlying structure of a role playing game, while making it accessible to every participant.
The rules of Universalis address all four of the main types of System tasks: invoking rules, applying them, resolving outcomes, and <or> creating new rules. All of these, except resolution, occur in the example above. As the players take their turns, they both invoke and apply rules by paying their Coin to take actions. In this example, Kip creates a new rule governing atmospheric flight that can be used during the rest of the game. Contrast this with many games in which the only time a Player deals with the rules and mechanics might be when they are told to roll some dice by a GM.
Universalis has three rules that deal with conflict and its resolution: Complications, as seen above, Challenges and Fines. Complications are used when a player wants to affect a Component they do not control. In the example above, Tony is trying to affect Lexy’s skimmer, a Component Sarah is controlling. Complications are resolved by rolling dice allocated to each side of the conflict. All players who take part in a Complication gain Coins from doing so, with the most going to the winner. Challenges are used to resolve differences of opinion between players. For example, if Tony had felt that Kip’s rule gave Sarah too much advantage in the atmosphere of Jupiter, Tony could have initiated a Challenge to remove the Gimmick. Challenges are resolved by negotiation, or by the bidding of Coins. Fines may be suggested by a player to censure another. However, all the players vote on the issue, and if the vote goes against the person who originally suggested the fine, they have to pay it instead. These rules allow every player to resolve in-game as well as meta-game, or social, conflicts. They give every player the same base ability to affect disputed outcomes in the game. Individual players may gain advantages based on skillful use of all the rules, but everyone begins in the same place and has the same opportunity to accumulate similar ability and power in the game.
Few other games give players the full gamut of abilities to be found in Universalis, but many games utilize specific mechanics that involve player participation. Simple guidelines can create a great amount of player input: in Sorcerer, any player may call for a roll, giving everyone the power to invoke mechanics as a GM traditionally does. In Donjon certain aspects of System are customizable: players choose what size dice are used for resolution, and what process they wish to use to create their character. The central mechanic in Sorcerer, Humanity, is also customizable. What it means [insert: ", systematically,"] for the Sorcerer characters to gain or lose Humanity is determined by the play group, causing reverberations throughout the Setting and entire course of the game.
Other mechanics give players input on each others’ actions. Fanmail in Primetime Adventures and Trust in the game The Mountain Witch are mechanics that allow players to help or hinder other players’ characters during conflicts. In both games, this creates dynamics between the players that greatly enhance play. Fanmail allows players to give each other “high-five”-like positive feedback. Trust creates a shifting atmosphere of loyalty to and fear of one another that helps the players bring into being [awkward] the random Fates that have been dealt to their characters. Great Ork Gods gives each player the ability to determine the difficulty a character faces for given tasks, in a manner similar to what the Referee does in the Engles’ Matrix Game. This feeds <feedd> into the free-for-all out-for-yourself competitive atmosphere of Great Ork Gods, greatly increasing the fun while at the same time tapping the players in to provide adversity to one another.
But far and away, the most prolific mechanics that encourages player involvement in system are about resolution <types of mechanic that includes players into use of System are ones dealing with resolution>. Resolution refers to determining the outcome of a conflict or {a} disputed event. A ground-breaking game in this respect is The Pool. With a successful resolution outcome of a conflict [awkward], players of the Pool could achieve a Monologue of Victory. When this occurs <occurred> in the game, the player, rather than the GM narrates what in-game events constitute <constituted> the success. Following in this vein, many games have been written that give players similar powers <this power>. In Trollbabe, players may narrate what occurs if they have a failing outcome. The resolution mechanics in Trollbabe incorporate many options for players after a first failure. They may call upon other characters, items or other things to give them the possibility of succeeding after all, but at the cost of risking the character or item, and at increased risk to the Trollbabe character herself. Dogs in the Vineyard has resolution mechanics that place the players and the GM on an even playing field. Each party has a pool of dice they roll and then put forward as they narrate actions and responses during the interplay of the conflict. When dice are used up, each side has the option to escalate, continuing the conflict and calling upon aspects of the characters in play to provide more dice [awkward]. Despite requiring a heavy-handed GM <being a strongly GM’d game>, Dogs in the Vineyard is sneakily cooperative in this aspect. A guideline in the rules enjoins the GM to “say yes or roll dice” to the players, removing much of the de-facto privilege that a GM has in many games to override a player’s contributions about events. A final, very innovative approach to opening up resolution to players may be found in the game Shadows. This simple and extremely collaborative game asks players to describe two possible outcomes for any given conflict, before the conflict has been resolved. Two dice are rolled to determine outcome: one die represents what the character wants to happen, one die represents what their Shadow wants to happen, which is a negative or opposing outcome to what the character wants. If the Shadow die has the higher result, what the Shadow wanted occurs. This mechanic cleverly drafts the players themselves into providing their own adversity, while taking part in resolution.
[You mentioned Shadows without mentioning the Shadow in Wraith. We should give the Wolfies some credit, I think.]
Conclusion
These examples are but an introduction to the different ways that the lines defining game tasks may be re-drawn. The new generation of games that have been published in the last five years testify to this fact. Games such as Sorcerer, My Life with Master and Dogs in the Vineyard each utilize collaborative techniques in key areas, especially System and Setting. These games help players create an atmosphere of collaboration while retaining most of the usual powers of a GM. Other games, such as Donjon, Engles’ Matrix, Shadows and Primetime Adventures give extensive powers to players, changing the experience of role-playing radically by opening multiple other elements to input by players. And a final group, including Universalis, Soap, and the in-play experiences of various free-form play groups, have done away with the idea that any player should have more or less access to contributing using any of the elements. This is the heart of Collaborative play. At every level it is possible to empower all the players. New games such as Capes, Scarlet Wake, and others are being published right now that have new ways to do all of these things. Far from there being but one way to play, there are a myriad of options open to all. The horizons of role playing games, which were once limited to the confines of certain shores, have expanded. Players may still seek the familiar waters of the GM’d game, but now the depths and reaches of the oceans of Collaboration are waiting to be explored.
[I have a few thoughts about making your conclusion stronger, but I'm tired and sick and don't really want to go into them now. I'll bring some things up later if someone else doesn't get there first.]
[Overall, it ROCKS! Pat yourself on the back! Buy yourself a pint of icecream and don't share with anyone! :) ]
On 2/21/2005 at 2:45pm, LordSmerf wrote:
RE: [Draft] "GMless" play article
Just to confuse everyone, I'll be using a different notation for my remarks, mostly because I have less of substance to say... I have the passage I'm referencing bolded with my comments <bolded and enclosed in angle brackets>
Emily Care wrote: Collaborative Role Play: Reframing the Game
ecboss feb.2005
<...snip...>
In Collaborative games, powers formerly held solely by the GM have been extended to all the players. This may be done in select parts of a game, or incorporated throughout. Players may be given more input about the background and setting, play multiple characters, be responsible for creating situations, invoking rules or resolving outcomes. <I'm not quite sure what either of these two things are, I have some good ideas, but I'm not positive. I suggest either further defining them here, or mentioning that you will be discussing them in more detail later, possibly with references to the sections they will be discussed in. Also, I'm not sure that your sections actually make it clear that this is what they are talking about> With these features, Collaborative role playing games take advantage of the multiple viewpoints people will bring to a game. Instead of primarily utilizing one person’s ideas—those of the GM—they find ways to intentionally weave together the many creative strands that may be present. The historical GM/Player split is but one possibility along a continuum of collaboration, and new games that incorporate ways to make gaming more of a team effort capitalize on the inherent potential of gaming—the creativity of the entire play group.
<...snip...>
Playing Multiple Characters: More Complex, Not More Confusing
Characters are the primary vehicle that players are accustomed to using to create in role playing games. As such, this is a natural venue to expand upon, allowing players to have greater impact on the game world, and broadening their experiences of it, by playing more than one character. This may be intimidating to players due to pragmatic issues such as what to do when your characters have to talk with one another, or fears that those with more characters may get more time and attention devoted to them. With a clear structure and a healthy social contract, <This is just a suggestion, but you basically have no undefined jargon in the entire piece except for this. While the concept of social contract could be considered obvious I recommend rephrasing this, but I'm not sure what would work here. You may choose to keep social contract because it is in all honesty the best word I can think of to describe this, but a lot of the meaning and implications are lost to someone not already familiar with the concept> these challenges may be easily resolved.
<...snip...>
This situation turned out to be an incredible opportunity. Taking time to play a session at each individual Covenant allowed us to flesh out the other mages of the region, of whom we had known a minimum before. <very odd phrasing here, I suggest "of whome we had known little before" or possibly "who had not gotten much screen time before">
<...snip...>
Conclusion
These examples are but a beginning to the different ways that the lines defining game tasks may be re-drawn. The new generation of games that have been published in the last five years testify to this fact. Games such as Sorcerer, My Life with Master and Dogs in the Vineyard each utilize collaborative techniques in key areas, especially System and Setting. These games help players create an atmosphere of collaboration while retaining most of the usual powers of a GM. Other games, such as Donjon, Engles’ Matrix, Shadows and Primetime Adventures give extensive powers to players, changing the experience of role-playing radically by opening multiple other elements to input by players. And a final group, including Universalis, Soap, and the in-play experiences of various free-form play groups, have done away with the idea that any player should have more or less access to contributing using any of the elements. This is the heart of Collaborative play. At every level it is possible to empower all the players. New games such as Capes, Scarlet Wake, and others are being published right now that have new ways to do all of these things. Far from there being but one way to play, there are a myriad of options open to all. The horizons of role playing games, which were once limited to the confines of certain shores, have expanded. Players may still seek the familiar waters of the GM’d game, but now the depths and reaches of the oceans of Collaboration are waiting to be explored.
Okay, I'm going to discuss some stuff with the Conclusion, but first: Excellent! I love this piece, it's chock full of excellent writing, clear examples, and a solid and well presented concept. Well done!
I recommend a two paragraph conclusion. Run the first paragraph right up to "... being published right now that have new ways to do all of these things."
I really like the imagery of the unexplored waters thing, but at the same time I find it stilted. I recommend a fresh second paragraph that reiterates that "times they are a-changin'". I would also suggest highlighting (again) that there's this huge continuum of different levels of collaboration and an encouragement for players to experiment with more collaboration in their games, a kind of "Now get out there and play!" closing sentence...
Again, great work!
Thomas
On 2/22/2005 at 2:13pm, Emily Care wrote:
RE: [Draft] "GMless" play article
Thanks, muchly, Jonathan & Thomas. And also to Ben for your comments on it this weekend (great to meet you!), & Meg & Vincent too, for their input last night.
I completely agree about the conclusion needing to be stronger. It was really just a first stab at an ending, tho I am darn proud of the horizons metaphor and hope to keep that or something better.
Thanks for the line by line breakdown, Jonathan. I've got a bunch of my own revisions planned too. I think I'll take your advice and take a break, and come back to it in a bit to streamline the language & rework certain parts. Ben & Vincent pointed out the discussion of character as part that could include more different issues, so I'm going to think on that. JW, good suggestions on what other games to discuss. I went with what I knew best, or thought of at the time and don't view it in any way as exhaustive. I'll think on your examples. I'll send you a text file version too, so you can see the tables.
And, Thomas, thanks for pointing out my jargon. It's important to me to have all the language pretty small and transparent, with either def's in the text or in the footnotes.
Thanks so much to everyone for your help. I'm so glad to be at this point with it, and 100% would not have been able to do so without all your encouragement.
yrs,
Em
On 2/22/2005 at 3:28pm, Ben Lehman wrote:
RE: [Draft] "GMless" play article
I was thinking that Character, as a shared element, is actually much stranger than it seems, because it ventures into the realm of alt-player task distributions, taking things that are traditionally a player role and dividing them up.
So things like two players playing one character is as important or more important than one player playing many characters.
Do any games do this? Polaris does, I think, but it doesn't exist.
yrs--
--Ben
On 2/22/2005 at 5:01pm, Emily Care wrote:
RE: [Draft] "GMless" play article
Ben Lehman wrote: So things like two players playing one character is as important or more important than one player playing many characters.
Do any games do this? Polaris does, I think, but it doesn't exist.
S'good point. Well, the first thing I thought of was Everyone Is John, based on Being John Malkovich. Technically, Ars Magica includes this, since grogs may pass from hand to hand. Slightly less surreal than Michael Sullivan's game, however. Uni, too, which is mentioned but this aspect is not discussed substantively.
What Vincent pointed out was that playing multiple characters is an important way that GMs provide adversity. This sits well with the distinction I see as the meaningful one between "PCs" and "NPCs": the player of an NPC makes decisions for what the character does based on how it's actions will affect--and hopefully protagonize, help, hinder or shed light in a beneficial way on--a PC.
The other aspect of collaboration with Character I thought of was the kind of full authorship of premise or issues addressed by the character that a player has in games like Sorcerer. This is a little harder to put into words, however. I'll see if I can get it straight in order to include it. Or not.
yrs,
Em
ps: and Polaris exists, it just ain't out of its shell yet. : )
On 2/22/2005 at 5:20pm, Jonathan Walton wrote:
RE: [Draft] "GMless" play article
Your PC/NPC distinction sounds like somebody who's been playing with Vincent for too long :) NPCs can exist for many reasons that are not necessarily relative to PCs. For instance: Color (this is a big one, that I use all the time). Or to give the GM a pseudo-PC in the game with which to interact with the other characters. It just depends if the choices made by players (and their characters) are the focus of the game or not.
In the style of play that Vincent advocates, it certainly seems to be: NPCs are mostly valued as tools for expressing PCness. Heck other PCs are similarly viewed. So's Setting and Situation and the rest: all tools for putting the focus on player choice. But I wouldn't call that a hard and fast rool, especially in high Sim games and ones where the focus is not so much on player expressions of character. At least, I think it's a bit more complex than that.
On 2/22/2005 at 8:16pm, Emily Care wrote:
RE: [Draft] "GMless" play article
Yup, Jon, you're right, no reason to be character-centric. The essential difference, though, looks to be the same in your color example and in my adversity type: the "NPC" type character exists to illuminate something beyond itself within the sis. Makes sense to me to look at the functions characters--and all other elements of the sis--may fulfill rather than just who controls it.
best,
Em
On 2/22/2005 at 9:46pm, Eero Tuovinen wrote:
RE: [Draft] "GMless" play article
OK, some comments. I won't be looking at what others have commented, so probably duplicates. Also, this is pretty much thought-stream, no sense in thinking feedback over too much. Ignore to taste.
Emily Care wrote:
Historical Accidents
You make it sound here like Ergo singlehandedly formulated the idea of collaborative gaming. If this is so, I'd like to hear much more about it. If it's not, then perhaps you should have a somewhat slower and more detailed historical chapter. In any case, if you keep to this length, consider moving the chapter to the end of the text. Or actually, make it a sidebar. In the current form it doesn't carry the neighboring chapters.
As I think Jonathan might have already said, the accident of history is a much too strong interpretation in relation to the length and development of the chapter. If you want to include a historical perspective, please apply good historical science to it - draw in the disparate roots and show how they interacted to form the GM-centric roleplaying style. The explanation should be based on cultural history, current situation or sociology of roleplaying: either show us the reasons, show us the countercurrent or show us the actual play interactions that explain the relationship of GM-centric versus collaborative.
As the text stands, you're offering historical dogma - a new dogma, but dogma still - instead of historical analysis or recounting of events. The latter two are acceptable, the former is not.
How Deep the Divide?
You go straight into an analytical deconstruction of the role of the GM. This is fine for some, but if you want to reach the majority still laboring under the GM-myth, you might want to go slower here, too: start by viewing the actual situation of play and how the concrete actions done there communicate the concept of the GM. You have to base the analysis on practice, you can't just claim that "The roles of the GM and the players can be broken down into many smaller tasks that can be distributed in any number of ways." This might be so, but the reader won't likely agree or even understand if you just throw this, the central revelation of modern GM-analysis, in there without any explanation.
Also, a separate comment: your description seems to me to consider the roleplaying activity exclusively from the viewpoint of story creation. Like this: "Both Player and GM must provide description, create background and setting, play character(s), deal with specific situations and interact with the rules of the game. The differences are in the scope allotted to each role." This is true as far as narrative power goes, but all roleplaying styles do not consider that paramount. You make it sound like the material cause of the GM institution is in this analysis, when you actually only describe teleological results. I know that you don't mean to prescribe anything here, but the reader possibly won't: it'd be better if you prefaced with a clear explanation of what this analysis of player roles is; that it is intended to describe the results in narrative constraints of whatever are the actual reasons for adopting the GM institution.
To clarify: if an immersionist reads what you've written here, he might easily consider the whole analysis false, because he's reading your observations as posited material causes: as far as he's concerned, the GM/player tasks are divided based on the psychology of manipulating the SIS, and any task differentiation based on the five elements of roleplaying is rather non-consequential. It'd be better to explain to him the point of the excercise.
This is the traditional GM/Player divide. Players have some responsibilities in each element, but always with respect to their character. Character is the only area where Players may contribute meaningfully and extensively. GMs are given significant tasks and powers that span all the elements. But this is just one possibility, one set of distributions of these tasks. Many other functional divisions are possible. A growing number of games give players much more responsibility in the other elements. In some games the tasks of role playing are distributed so uniformly among all participants that the institution of the single GM is abolished. In these games, all players essentially become co-GMs, equals among peers.
You're shifting the topic from depicting the traditional GM/player split to redefining those tasks in the middle of the paragraph! And you don't even give any immediate examples or demonstration of the possibility or necessity of it. Until the next paragraph, that is. Quite a shift within the paragraph...
...
The rest of the piece is largely diamond, nothing to bitch about there. Good work!
From the readthrough above, I suggest that the text has three main parts:
- The historical/industry context
- The analytical breakdown of what GM means
- The detailed examples of how all aspects of GMing can be redistributed
Now, you'll note that I have much to say about the first two, while the last one is fine by me. Why's that? The order of the parts is logical, but I don't feel that they all carry their weight. Especially the first part has to be expanded mightily or relegated into a sidebar. The theory part should have more grounding and background for your claims, but is otherwise fine (note that this is the same thing I complained to John Kim about; I'm very insistent on absolute clarity in grounding theory, because majority of my rpg interactions here in Finland consist of misunderstandings between people).
As a sidenote, I was both pleased and surprised by the elegant breakdown of duties into the elements of roleplaying. However, the method might have made you overlook some of the issues: for example, you don't address theory of credibility distribution at all, as far as I can see. That's fine by me, the point is not to make the article all-encompassing; however, I suggest that you should perhaps set aside the elemental approach for a while and shift through all the various material we have on Collaboration. You might find more stuff you've waylaid in following the elemental formula.
For a closing, your text is very much focused on demonstrating methodology. Should you need more beef for any aspect of the article, consider addressing the problems and arbitration, too. Now you aren't really telling about the consequences of either model of play.
On 2/22/2005 at 11:07pm, Emily Care wrote:
RE: [Draft] "GMless" play article
Hello Eero,
Thank you so much. You make great points.
Eero Tuovinen wrote:
You make it sound here like Ergo singlehandedly formulated the idea of collaborative gaming. If this is so, I'd like to hear much more about it. If it's not, then perhaps you should have a somewhat slower and more detailed historical chapter.
The history paragraph is an extremely short form of an entirely different essay I have in draft form now, after culling it out of this essay. What I kept hitting up against in writing this was the fact that I had way too much material. I had to struggle to write just one essay instead of 4-5. Just the learning curve, I guess.
I was very curious to get feedback on that paragraph, by the way. It seemed rather out of place to me, but it also seemed quite necessary. Now I know why:
To clarify: if an immersionist reads what you've written here, he might easily consider the whole analysis false, because he's reading your observations as posited material causes: as far as he's concerned, the GM/player tasks are divided based on the psychology of manipulating the SIS, and any task differentiation based on the five elements of roleplaying is rather non-consequential. It'd be better to explain to him the point of the excercise.
What I need there is a paragraph that defines the scope of games & gaming culture that I am addressing, which is the US lineage descending from D&D. Would that address the issue an immersionist might have? I completely agree that the elements are arbitrary, though useful. Could you say more about this: the GM/player tasks are divided based on the psychology of manipulating the SIS?
Those are great suggestions for how to approach the history. And, of course, looking at the effects of the different types of distributions would be fascinating. Essentially, this essay has generated a laundry list of other essays to be written:
• History of GMing dist, influences & establishment of collaborative play.
• Game tasks as contributions: specifically how rules distribute authority & credibility.
• A personal history of my gaming group's exploration of collaboration, free-form and improvised system.
• Effects of task distribution on play, and what different distributions do well/are suited to.
• Cross-cultural comparative study of collaborative techniques.
And I'm sure there's more to be written.
Best,
Emily
On 2/22/2005 at 11:38pm, Eero Tuovinen wrote:
RE: [Draft] "GMless" play article
Emily Care wrote:
The history paragraph is an extremely short form of an entirely different essay I have in draft form now, after culling it out of this essay. What I kept hitting up against in writing this was the fact that I had way too much material. I had to struggle to write just one essay instead of 4-5. Just the learning curve, I guess.
Most of that is corrected by putting the paragraph into a sidebar, which makes it a kind of aside on the actual subject matter. That is, if you don't want to give it at least half a dozen paragraphs more to actually look at the issue.
What I need there is a paragraph that defines the scope of games & gaming culture that I am addressing, which is the US lineage descending from D&D. Would that address the issue an immersionist might have? I completely agree that the elements are arbitrary, though useful. Could you say more about this: the GM/player tasks are divided based on the psychology of manipulating the SIS?
The immersionist is just one possible guy to approach the text. To address all concerns, the text should start from universal precepts (which mostly means observable actual play), and derive any claims from there. And you can talk quite frankly about what you're doing, like explaining a complex operation to a child: "Now I'm going to move my right hand to switch gears, so that we can pick up some speed..." or, equivalently, "In the next chapter I'm going to pick apart the actual GM tasks that appear in traditional play we're all familiar with. Note that while my model here is concerned with narrative rights over components of play, that doesn't imply that those tasks are derived on this basis originally: different styles of play have their own particular reasons for developing certain splits in player tasks." It's not necessary to try to hide the agenda of the text behind a curtain. If clarity is the goal, it's often better to include ample explanation about what, right now, is the thing you're trying to demonstrate.
Anyway, that last sentence was just a quick way of expressing how some immersionists analyze the GM/player division: players have certain tasks that correspond to the immersive character experience, while the GM has tasks that faciliate that experience from outside the character. In other words, the player decides on character action because that act gives the player the feeling of being that character; meanwhile the GM decides on NPC action because that again gives the player the feeling of interacting with that NPC. Note how the teleological reason for the task split (to engender a feeling of immersion) is different from your avowed agenda (to claim all player input as part of play as efficiently as possible), and correspondingly the material cause is seen as different as well (psychology of immersion vs. ... um, I think that you haven't outlined any explanation of the material causes of the task split).
The key to take away from all this is that most talk about roleplaying is rubbish because the people talking do not have a shared language. The assumptions differ so wildly between people that folks outside the Forge rightly think that everybody here is a part of a conformist cult; when comparing our differences (and ease of communication) with the differences between an old-skool GM and a Nordic larpsmith we practically are all thinking the same way. That's why it's so important to always go back to the absolute basics (which, sadly, consist of little more than common observations of actual play), at least until a common language of theory is established between rpg traditions. For erudition about this matter I direct everybody to
my catechism, which I really should translate to English...