Topic: Cults and Gaming -- suggestions?
Started by: clehrich
Started on: 11/22/2004
Board: RPG Theory
On 11/22/2004 at 5:21pm, clehrich wrote:
Cults and Gaming -- suggestions?
Digging among the various Mainstream and whatnot threads in the Big Five, including Gay/Gamer especially but also a lot of others, I stumbled on a weird thought.
Most of that discussion is about how to get gaming in a sense out of the closet, to appeal to the mainstream, and so forth. Now from a practical, economic standpoint, that seems to make sense. You figure, more purchasers = more sales. And that’s true, of course, but I think it misses one element of gaming culture that’s very important.
Which is that lots of gamers, like members of many subcultures, identify strongly and in a sense proudly with their own freakiness. I should say, “our” freakiness. You see this if you visit a con, where people “come out” dressed up in chainmail and the like, or as favorite anime characters, or whatever. They’re proud of being weirdos, ill-understood, and the like; it’s the same kind of attraction that made The Cure so powerful for so many listeners: nobody understands me, I’m different, I have to hide who I really am.
For old U of Chicago refugees, you might remember a comic strip called “Misery Loves Comedy.” There was a funny one where there are fifteen or so people walking along the street with their heads down. Each one is thinking the same thing: “I’m all alone, nobody understands me, nobody is like me, I’m different.” Yes, exactly!
I think this is one of the big selling-points about V:tM. Your character is a super-powered geek, and nobody knows it but others like him. He’s dark, and dangerous, and evil, and full of angst. Just like geek culture, except empowered.
I bring this up for two reasons.
First, I didn’t see (though I didn’t read every post carefully) a defense of this marketing strategy in those threads, nor a defense of the “we’re not mainstream and that’s the whole point” perspective. But it must have come up before. Any links?
Second, I’m trying to design Shadows in the Fog in such a way as to produce this “in-group” effect, a kind of tunnel-vision that I associate with occultists and conspiracy-theorists. The idea is that the players rapidly generate an insanely complicated private universe of references and sub-surface meanings. They have the power to manipulate these things for personal (character) power, through magic, and for personal (player) power, in that the more of this stuff they mess with at a time, coherently, the cooler they are and the more accolades they get. This was the theory behind the old “vote for the best” system, now dropped with some rueful thoughts. And if it works right, within a relatively short time it will be impossible to explain to an outsider what the game is really about, and why it’s cool, because the thing has become wildly insular.
If you’re thinking, “You’re trying to create a cult,” there’s a lot of truth in that. The one big difference is that there isn’t a charismatic leader who makes freaky demands. The whole cult-like phenomenon is supposed to happen within the group, without a top-down force. My ideal case would be a game that gets rolling so powerfully that the players are prompted to write enormous emails to each other, essays, analyses, and so on. They start doing a huge amount of private research on how “it’s all really true”.
I’ve seen hints of this even in Jere’s Age of Paranoia espionage version, even though that deliberately stripped off a number of systems intended to promote such effects. Jere has been sending us the “Secrecy News” posts, which are recent analyses from the intelligence community about what’s doing in (mostly) US intelligence agencies and in Washington. A number of times, people have replied, “Gee, it sounds like X character is still up to his old tricks.” And one player has been grappling with the personal difficulty of playing his character because he seems just too damn real – and a neocon asshole who sort of invented push-polling. Why should that bother him? Because reality and fiction have begun to blur, I suggest.
Now with all that in mind, I’m wondering if anyone has thought about this phenomenon and how to encourage it deliberately within gaming. I realize that’s in some ways contrary to the “get out and sell copies” approach, since it’s deliberately constructing an isolated community, but surely this has been thought of before?
Suggestions?
Concretely, of course, even if nobody’s done it before (or you in particular haven’t), any ideas for doing it effectively in this game?
Thanks.
On 11/22/2004 at 5:58pm, Ron Edwards wrote:
RE: Cults and Gaming -- suggestions?
Hi Chris,
My take on the issue is that this strategy has already been thoroughly established as the default for role-playing commerce, to the extent that those who have fully exploited it don't even realize that it's a strategy - to them, it's "how it's done," or even identify the strategy with "the environment," with no further reflection.
The difference between this outlook and my own is the core reason why no really useful dialogue occurs between me and folks who currently work for White Wolf.
A useful parallel to consider is superhero comics, in which a love of superheroes was perceived as the defining feature of people who like comics, and thus many companies dashed to "own the market" through glutting these customers' needs. It was disastrous, frankly, and now, both comics companies (the ones which sell comics, rather than license for movies) and stores are most successful when treating this particular market as the adolescent introductory material it is.
So, back to your question, I think that the outlook you're describing so well does exist, that it is extremely pervasive through most role-playing companies' marketing and creative strategies, and that it is commercially vulnerable to "interference competition" tactics. In other words, the bigger and flashier company automatically wins, mainly by dominating the attention and shelf-space of the middlemen (distributors and retailers) before the customer-based market sees anything.
From my perspective, this is no big deal, as the market that they're sewing up isn't my target market in the first place. But that's my take on the issue, anyway.
Best,
Ron
On 11/22/2004 at 6:01pm, Matt Snyder wrote:
RE: Cults and Gaming -- suggestions?
Chris,
I think this has come up before, but no specific threads or links pop into my brain.
I view the dividing line between "mainstream" and "geek culture" as a major and significant one, so much so that I designed a game and (badly) marketed it to span this dividing line deliberately. All along, I intended Nine Worlds to be a game that used ideas from games and theories that rejected traditional notions (read: "geek notions) of what RPGs should be like, but appealed to "geek culture" in terms of content and genre.
That is, I created a game targeted at, say, Mage: the Ascension fans with the goal of showing them how they could have more control and bring more "magic" to their gaming with a radically different system approach.
The game sold well at GenCon, and has had lukewarm success since. My marketing aims are, frankly, weak, but I'm hoping to change that with some new approaches.
I don't have any ideas for you in terms of your system. It sounds to me like you've already built a system that does what you want.
But, now you've got to get people to "bite." How do you help them create identity? Do you provide them a medium? (For example, a forum for your game where they can assume personas.) Do you create content outside your game product/publication that reinforces the identity? Do you provide them a place to post their own content?
I think these are some ways to make it happen. Unfortunately, I'm not doing much of this. I hope to. And, I hope this helps spark some ideas for you!
On 11/22/2004 at 7:18pm, clehrich wrote:
RE: Cults and Gaming -- suggestions?
Matt Snyder wrote: But, now you've got to get people to "bite." How do you help them create identity? Do you provide them a medium? (For example, a forum for your game where they can assume personas.) Do you create content outside your game product/publication that reinforces the identity? Do you provide them a place to post their own content?I don't think I've expressed myself well. I don't actually care much about marketing as such, though I think it's an interesting issue; I do care about getting some people to play the game, but that's for me a secondary concern (this may be odd, but there you are).
My "cult-like" interest is in play itself, making the play-group act this way. I think that in order to create that effect among play-groups would require a large established background and a meta-plot, very much the way WoD did things. This allows members of different play-groups to communicate within the cult by giving them pre-established "in facts" to discuss, about let's say Clan Malkavian and the like.
What I want Shadows in the Fog to do is get players to make this stuff up within play, then get deeply into it as a small-group dynamic. This creates insularity and isolation, but it also creates (I hope) a kind of weirdly inbred, paranoid, claustrophobic sense that "we're the only ones who really know the truth." And that's exactly the mood I want for the game, you see.
Basically what I'm trying to do is to manipulate the small-group dynamic to produce the sensation among players that the characters themselves are feeling. To the extent that it works, this would generate a kind of immersion without immersion. Everyone knows that it's just a game, of course, but somehow it seems like there's more to it. And only we know this.
Compare this to Nephilim or Unknown Armies, two games I know fairly well. They create a fictional background world, the Nephilim or the Avatars, and set up a character world that participates in it. That's fine, but you have to like the background world as presented. Note that games like this (CoC is another example) sometimes -- often -- stress a difference between what the GM knows and what the players know, so as to create the mystery: they have to figure it out, you see, but the GM knows all about it.
What I'm trying to do is construct a play-mode in which all that background world is generated in play. The GM doesn't know the real truth either. Eventually, you may not need a GM at all; that's certainly the hope, although I do think starting out with one helps. I want to displace the "secret background world for GM eyes only" stuff into history that can actually be researched, as well as the imaginative ability to make connections that aren't entirely sane and the character ability to affect history. So I have this discussion of alternate history, in which I say that the ideal is a game that constructs a secret history which, if it were viewed from a modern (sane) perspective, would look absolutely identical to how it actually does look. We, the players/characters, know that there is other stuff going on, and that some of the things modern historians or whoever see in Victorian London had other causes and reasons than are apparent. But we're the only ones who know, because we were there. We figured it out. And nobody will ever believe us.
Does that help? Or maybe I didn't understand your comments.
On 11/22/2004 at 7:26pm, Ron Edwards wrote:
RE: Cults and Gaming -- suggestions?
Hi,
Chris, are you very familiar with InSpectres? Although the tone, experience, and thematic questions of the game are very different from what you're talking about, the "questions and investigations by the players create the back-story of the mystery" process sounds very similar.
Best,
Ron
On 11/22/2004 at 7:39pm, clehrich wrote:
RE: Cults and Gaming -- suggestions?
Ron Edwards wrote: My take on the issue is that this strategy has already been thoroughly established as the default for role-playing commerce, to the extent that those who have fully exploited it don't even realize that it's a strategy - to them, it's "how it's done," or even identify the strategy with "the environment," with no further reflection.I both agree and don't agree. I agree that the strategy has been to create a kind of cult-like fascination with the background worlds. But what that does, I think, is to displace fan/otaku behavior toward selling supplements. You need supplements, you see, to find out "the real truth." And in the end, that kills itself because the supplements start to suck ever harder because the writers start to run out of ideas; in addition, the more information the writers construct, the more differences between what players want and what they get become apparent and foregrounded. There's no way out of that cycle. I'm interested in generating the madness out of play, and trying to prompt play-groups to turn into underground conspiracy-theorists. Basically I want to blur the very fine line between two different kinds of geek.
As I'm sure you can guess, I'm much more sympathetic to the occultist/conspiracy nut style of geek than the "dress up as your favorite character" style. But I think there are a lot of the former among the latter, and I don't see a lot of marketing interested in sparking that particular kind of attention. This is why, I think, so many occult conspiracy games keep cropping up, gathering some attention, then slowly declining into obscurity. People just get bored with some writer-group's constructed realities. I'd like to encourage them to generate their own out of historical weirdness.
A useful parallel to consider is superhero comics, in which a love of superheroes was perceived as the defining feature of people who like comics, and thus many companies dashed to "own the market" through glutting these customers' needs. It was disastrous, frankly, and now, both comics companies (the ones which sell comics, rather than license for movies) and stores are most successful when treating this particular market as the adolescent introductory material it is.Can you expand on this? I have never "gotten" the whole comic thing anyway, so this is all a little abstract for me.
The one comics example I can think of that fits my conception well is the history of Teenage Mutant Ninja Turtles. The comic was cool, and funny, and based on manipulating comics and ninja/samurai shtick. And it was B&W, and underground, and so when you read it you knew you were one of the cool kids. Then it went mainstream, both through the Palladium game (which was pretty neat, in its way) and through (ugh) the kiddie TV show. Suddenly the thing became uncool. Sure, you can point to the crappy stuff the show did to the characters and the shtick of the comic, but I think the big thing that killed it was simply that now everyone knew about it. It lost its whole "secret cool underground stuff" thing and became ipso facto uncool.
Is that at all relevant to what you're talking about? I honestly don't know.
So, back to your question, I think that the outlook you're describing so well does exist, that it is extremely pervasive through most role-playing companies' marketing and creative strategies, and that it is commercially vulnerable to "interference competition" tactics. In other words, the bigger and flashier company automatically wins, mainly by dominating the attention and shelf-space of the middlemen (distributors and retailers) before the customer-based market sees anything.See, I think this can be broken, for the same reason as the turtles thing. Because the competition is at the level of the big company flash, it's inherently uncool. And they have to work overtime to try to make it cool, which I always find patronizing. What I want is a spreading rumor: the secret game, the secret history, and all that -- which it is simply impossible to present with flash or gimmicks because it's real history and provides no "super-cool background" crap.
Let me put it this way. Here's my dream.
Ten years from now, I do a search for "jack the ripper shadows in the fog" on Google. I turn up a bunch of blogs and websites of obsessed lunatics who've dredged up an amazing amount of weirdness and tried desperately to link it all together into some sort of coherent plot. Wiki's and the like proliferate. Game-groups have begun to talk to each other across the web, where the line between "this was a fantasy game we played" and "oh my god, it's really real" has broken down entirely.
Ever read Foucault's Pendulum? Remember how they start this as a game, mucking about with historical stuff to generate The Plan, but then all these nut-jobs start making it reality to kill for? Like that. I want players of my game to become those nut-jobs. More accurately, I want them to start wondering whether The Plan as they have generated it might actually be true, really really really, and whether through what they thought was a game they have stumbled on deep, dark conspiracies. What they thought was in their minds is actual history. And they start to wonder what that means, and who's the nut-job around here, and who's just a little naive....
Theoretically speaking, I suppose this is the ouija-board style of play in reverse. As I understand it, the problem with ouija-board play is that everyone keeps trying to pretend they're not moving the planchette, and when someone does move it they get all pissy because that's cheating, and so they just sit there and wait for the bolt of lightning. What I'm trying to produce is a way to get the planchette to move by itself. Really. What I like, and what I have seen happen in the variants of this game, is when somebody goes to dig up some piece of information that seems helpful and discovers "evidence" that actually the conspiracy and occult weirdness was actually there all along. And it went like this, so what does that mean? And suddenly the planchette has just moved, all by itself. The GM didn't know about that particular piece of strangeness, nor did anyone else, but we walked into it anyway; when someone did research, it turned out that it was all true. The occult forces of history have just moved the planchette.
Does any of this make sense?
On 11/22/2004 at 7:40pm, clehrich wrote:
RE: Cults and Gaming -- suggestions?
Ron Edwards wrote: Chris, are you very familiar with InSpectres? Although the tone, experience, and thematic questions of the game are very different from what you're talking about, the "questions and investigations by the players create the back-story of the mystery" process sounds very similar.Any guesses where I stole the Confessional mechanic from? :-)
On 11/22/2004 at 7:48pm, Matt Snyder wrote:
RE: Cults and Gaming -- suggestions?
No, Chris, I think the fault it mine and my misreading, not yours. Sorry. I think I paid more attention to the earlier portion of your post, like:
First, I didn’t see (though I didn’t read every post carefully) a defense of this marketing strategy in those threads, nor a defense of the “we’re not mainstream and that’s the whole point” perspective. But it must have come up before. Any links?
I read that and it got me thinking, especially about how people seemed to me to conflate a game and its design with a game and its personal identity. Does that make sense? You mentioned the allure of Vampire, and yet from my perspective the game system and its design doesn't create that cult-ish identity.
But, the tail end of your post was appropriately focused. (And, incidentally, my opinions on the matter are very similar to Ron's.)
To attempt to bring myself 'round to the conversation, you're trying to do something that most games consider, well, "outside the game." Things like inter-player emails and such. Now, I think it's very interesting to make that an actual part OF the game. My question, then, is how do you encourage that behavior. What rewards exist. I ask because I'm ignorant. I haven't done more than skim Shadows, but maybe my question will get you thinking more consciously about carrots and sticks to get people acting like a buch of cultists! Then again, maybe you're already there .... can't say from my uninformed position.
Also, how can you write the text in a way that helps people do what you're saying. Could you have instructive text or even examples that show people the various ways, including various communicative tools, they might create their own conspiratorial community? For example, maybe you have a section on email exchanges, or maybe one on actual written correspondence. Are there things to avoid (I dunno, like writing out of character or something)? Are there techniques that help increase the mystery? Etc.
I think one of the keys in getting players to do this is making sure everyone knows all the pieces on the table. THEN, they can use whatever mechanism exists to figure out which pieces are actually "REAL." So, how do all the players actually communicate with one another about all these pieces and strands of possibility?
On 11/22/2004 at 8:01pm, clehrich wrote:
RE: Cults and Gaming -- suggestions?
Matt Snyder wrote: ... how people seemed to me to conflate a game and its design with a game and its personal identity. Does that make sense? You mentioned the allure of Vampire, and yet from my perspective the game system and its design doesn't create that cult-ish identity.Yes, I agree. The only thing that in any way prompts such behavior in V:tM (or Mage, etc.) is the backstory and metaplot, plus of course the piggybacking of material onto Anne Rice et al.
To attempt to bring myself 'round to the conversation, you're trying to do something that most games consider, well, "outside the game." Things like inter-player emails and such. Now, I think it's very interesting to make that an actual part OF the game. My question, then, is how do you encourage that behavior. What rewards exist. I ask because I'm ignorant. I haven't done more than skim Shadows, but maybe my question will get you thinking more consciously about carrots and sticks to get people acting like a buch of cultists! Then again, maybe you're already there .... can't say from my uninformed position.Yes, this is tricky, because I think over-mechanizing this dilutes the effect. What seems to work is the correlation of narrative power (to make a spell work, etc.) with the aesthetic "cool" factor of how much exterior historical and interior referential material you can bring to bear. This needs to be made a good deal more explicit in the game, with examples and such, but in my experience it does work. Basically the better you act like a lunatic conspiracy-theorist, the more powerful your character is as a magician and the more powerful you are as a narrator. The other thing is that I use Tarot cards (with all that that connotes) and require their interpretation to work on the same basic principles as this kind of conspiracy-theory thinking. That gets everyone practicing such strategies as a basic mechanic.
Also, how can you write the text in a way that helps people do what you're saying. Could you have instructive text or even examples that show people the various ways, including various communicative tools, they might create their own conspiratorial community? For example, maybe you have a section on email exchanges, or maybe one on actual written correspondence. Are there things to avoid (I dunno, like writing out of character or something)? Are there techniques that help increase the mystery? Etc.This is one thing I need a good deal more of. Mike Holmes recently hit the nail on the head: he suggested (and it's been seconded by various other folks) that there should be a running "How I set up my particular campaign and what happened" thing all throughout the text. This wouldn't be horrible RPG fiction, nor a bunch of hypothetical examples. It would show the kind of fun weirdness that the game prompts and how I suggest going about encouraging this.
As to things to avoid, well, Mike's always breathing down my neck about that. Yes, there are several things to avoid, and I state them pretty openly. This ticks off a bunch of readers, but I do think it's essential. For example, if you let this sort of thing slide into pulp, it collapses. If you're trying to figure out what really happened, the true conspiracy behind it all, saying that it's actually all vampires who run the Vatican is silly because it's obviously pulp fiction. The point is to skirt that line, to propose things that are plausible, but just barely so, and then to discover that they might actually really be true.
I think one of the keys in getting players to do this is making sure everyone knows all the pieces on the table. THEN, they can use whatever mechanism exists to figure out which pieces are actually "REAL." So, how do all the players actually communicate with one another about all these pieces and strands of possibility?Well, they are invented in the course of play, through interpretation of Tarot cards. If you have done background research, what you do is interpret a card to make use of that research, which gets you cool points for bringing in more real historical material and thus gives you power. And having done that, you have also tossed that material into the seething cauldron for others to play with -- or research. So it's all on the table, but at the same time there is a lot of encouragement to find new stuff not on the table yet and weave it in.
On 11/22/2004 at 8:19pm, Ben Lehman wrote:
RE: Cults and Gaming -- suggestions?
Don't all gamers do this, all the time, with all their games?
*blinks innocently*
Apparently not.
Seriously, though, I think that creating a tiny-little-community who has their own cultural reference is really really easy, because that is the natural order of the RPG group. All you have to do is make the game engaging, and have big styles and themes (or generate them in play) which the players can parse into the real world.
Here is an anecdote from my play. I was a secondary GM for a game called Threshold -- so I worked on some of the background with the main GM and helped run the first few sessions. Threshold was a really successful game in a social context -- the players just really dug the whole thing, because there were easy symbols to attach themselves to and also because the GM was doggedly committed to running the game come hell or high water.
Threshold, despite being a surreal science-fantasy world, had a lot of precedents in both literature and modern cultural stuff, including (heavily) a Japanese TV show called Serial Experiments Lain. At one point, unrelated to the game, a large number of us got together to watch Lain. The Threshold players (well, some of them) rendered it literally unwatchable because every time there was something that they percieved as "Thresholdy" they blurted it out, loudly, to each other and laughed. Or at least giggled.
I was in on the jokes, even, and I couldn't stand it.
RPGs naturally create subcultures. All you need to do is let them thrive.
yrs--
--Ben
On 11/22/2004 at 9:02pm, clehrich wrote:
RE: Cults and Gaming -- suggestions?
Ben,
Yes, they do. But what I want to do is encourage this to become obsessive and basically crazy, and to blur the distinction between reality and fiction. In-jokes are one thing; paranoia is another.
Sure, if gaming didn't already do this to some degree, this would be insanely difficult to produce. But since the do, I want to capitalize on it. I do not see a lot of gaming consciously designed around this effect, but that's precisely what I'm up to.
Do you see?
On 11/22/2004 at 9:08pm, Ben Lehman wrote:
RE: Cults and Gaming -- suggestions?
clehrich wrote:
Do you see?
BL> Yes, I can see what you're getting at. I just think that you don't necessarily need anything special to do it. Simply create a game that works for long-term, engaging play and you're already there.
yrs--
--Ben
On 11/22/2004 at 9:24pm, Silmenume wrote:
RE: Cults and Gaming -- suggestions?
Hey Chris,
I don't really have much to add to this conversation, but one possibly misaimed question.
Are you interested or trying to create a game that "purposely" tries to break the game experience out and beyond the inherently delimited "life-space" of recreation to something that extends more directly and concretely into the daily or "real" lives of the players?
On 11/22/2004 at 9:39pm, clehrich wrote:
RE: Cults and Gaming -- suggestions?
Ben,
I know what you're saying, but I don't think it's that simple. Not every game I know produces this effect. Not by any means.
Jay,
Yes. Which is also by way of answer to Ben. If it works, this creates a cult-like effect that isn't really quite the same thing as anything but Vampire fandom, and yet it's so totaly insular that it's obsessive and manic. Isn't that fun? :-) I'm overstressing this, but it's interesting me right now.
On 11/23/2004 at 1:54am, M. J. Young wrote:
RE: Cults and Gaming -- suggestions?
One thought that might help with the referee aspect: when E. R. Jones was starting Multiverser, he created his own character (himself) and began play as himself run by himself. A day or two later he brought the other players in as (themselves) friends of the one character who was already there, and his character informed their characters of what he had already learned.
He still handled the mechanics, which were in their infancy, and most of the description of the fantasy world, but I think there was a degree to which being one of the characters made him less like the referee, and having been their first made it natural that he would know things the others did not.
--M. J. Young
On 11/23/2004 at 2:52am, clehrich wrote:
RE: Cults and Gaming -- suggestions?
I dunno, M.J. That's getting a little reflexive and recursive even for me!
Interesting idea, though. I'll think about it.
---
Incidentally, it occurs to me that what I'm trying to capitalize on here is just exactly what makes the dreadful Da Vinci Code so popular, which is the "gee, do you think it could really all be true?" effect. For some reason, that sort of thing seems to be in right now -- I suppose it never really goes out of style -- and that's what I'm playing with. Besides, everyone's convinced that all the cool stuff happened in the Renaissance, and I'm certainly emphasizing the early modern bases of Victorian magic, so I suppose there's "grip" there. Anyway, just in case a reader out there is looking for another more concrete example of the effect I'm talking about.
Don't get me started on the DVC, okay?
On 11/23/2004 at 3:38am, Jonathan Walton wrote:
RE: Cults and Gaming -- suggestions?
Couple thoughts:
What you're really talking about here, in my mind, is what Neel once talked about as the creation of shared symbolic language. Example: in the game world, butterflies are the spirits of the dead, with all this neat context wrapped up around it (maybe they emerge from people's mouths when they die, maybe killing butterflies condemns the souls to hell, whatever). So, whenever the players encounter a butterfly, it instantly brings up all these other unspoken connotations and communicates a vast horde of meaning all at once. This is what the best arcane, developed game setting's do. The players spend a whole session just to determine that the Prince is, yes, a Malkavian. And then they collapse into a fit of reactions ("That explains so much!" "How could you do this to us?!"), based all this pool of shared opaque-to-the-unfamiliar knowledge.
What you want, then, I think, is to facilitate ways that players can collectively develop their own symbolic language, but a certain type of language that mimicks the kinds of occult stuff that you're interested in recreating. This, I think, will instictively draw them into the kinds of cultish activities that you're looking for.
On 11/23/2004 at 4:06am, clehrich wrote:
RE: Cults and Gaming -- suggestions?
Jonathan,
Have you read the most recent draft of Shadows in the Fog? There's a section near the end called "Why this way?" which goes into the theory behind it. Shared language of symbols -- way ahead of you, man. The question is whether this creates that effect, which I think it does but we'll have to see.
On 11/23/2004 at 6:04am, daMoose_Neo wrote:
RE: Cults and Gaming -- suggestions?
Actors do this a fair bit, where the character and actor seem to disappear and become one. Only had the happen to myself once, and it was really weird. It was easy enough to, because the character dealt with some situations I'm very accustomed to myself, so it wasn't that much of a leap from territory that was distinctly "me" to territory that was distinctly "him". Character's name was Nick, his grandparents called him "Nicky", and my girlfriend is Nicole and goes by "Nikki"...got so bad near the end of the run I was responding to "Nikki" when someone said her name! Other character quirks crept in though were erased once I got back to "Nate", but the cast had the same kind of thing you're talking about - the in-jokes, the feeling that there was more to this world outside of our own, what was displayed on stage, the feeling that you're unsure where the character stops and the person begins.
Incidently, that was the best performance I think I've ever done. In a city where musicals are all that sells because of the huge cast of little kids bringing their extended familes, we were a straight show that sold out almost every night WITHOUT the benefits of adverstisement...just word of mouth "You HAVE to see this play!".
Hm...theres an idea for you. Try to get in on a local theatre act as part of the tech crew or something. A mine of that kind of social interaction! To this day, I still greet one of my 'grandmothers' from the show as her character (Ada) and she me as her 'grandson' (Nicky!), and no one realizes we're NOT related.
So yea, it can be done, and easily. Just need strong characters, strong players, and a strong, compelling world behind it. Wouldn't even say rules or 'rewards' are explicitly needed.
On 11/23/2004 at 6:29am, John Kim wrote:
RE: Cults and Gaming -- suggestions?
clehrich wrote: Compare this to Nephilim or Unknown Armies, two games I know fairly well. They create a fictional background world, the Nephilim or the Avatars, and set up a character world that participates in it. That's fine, but you have to like the background world as presented. Note that games like this (CoC is another example) sometimes -- often -- stress a difference between what the GM knows and what the players know, so as to create the mystery: they have to figure it out, you see, but the GM knows all about it.
What I'm trying to do is construct a play-mode in which all that background world is generated in play.
Hmm. From my observation, having a background world created in play is quite common. I mean, I constantly see massively detailed backgrounds that groups have created for their games. I am often fairly stunned at the level of detail which people put into their worlds. The "problem" is that such people will also usually have their own ideas about system as well -- making their own independent system, homebrew, or variant of a popular system (i.e. D20). Though, as the quotes indicate, this isn't a problem per se.
Really, telling people "Create lots of cool stuff for this game" isn't much of a motivation for people to do so. Not that they won't create cool stuff, but they'll probably do it for their own game rather than for your game. In general, I think cult game status comes only from the game creating a bunch of cool stuff at base -- which inspires players to further creation. In other words, I think a strategy like "Don't write cool stuff, get the players to do that for themselves" is pretty limiting. You need to provide at least a solid base of cool stuff for players to build off of -- and my guess is that the base should be pretty big.
Then again, my bias is that I generally like super-detailed backgrounds (i.e. a fantasy world like Harn or real history which is overwhelmingly detailed). However, I know that some other people feel constricted or restrained by them.
On 11/23/2004 at 7:05am, John Kirk wrote:
RE: Cults and Gaming -- suggestions?
clehrich wrote: What I want Shadows in the Fog to do is get players to make this stuff up within play, then get deeply into it as a small-group dynamic. This creates insularity and isolation, but it also creates (I hope) a kind of weirdly inbred, paranoid, claustrophobic sense that "we're the only ones who really know the truth." And that's exactly the mood I want for the game, you see.
That is one interesting set of requirements you've dreamed up. What you want is essentially to create a cult atmosphere around your game that, after a while, makes the players wonder if it is all really a game after all. Do I understand you correctly?
Well, if you're looking to establish a cult phenomenon, then you might want to take some lessons from actual cults. I've done some research on the Hashashim, the Templarians, the Gnostics, the Mithraists, and various other mystery cults. Brief descriptions of several of these are written up in The Handbook of Hazards and House Rules that you can download from my site here. (You'll have to navigate to the Downloads page). The cult descriptions are found in the Spiritualist section of the book.
Most of these cults work by first establishing a hierarchy of secret knowledge. To learn the secret knowledge of the cult, you must earn your way up through the ranks. The higher in rank you become, the more you learn. And, you are expected to keep your secret knowledge secret, on pain of death.
You could mimic this strategy by only selling the basic rulebook of your game to the masses. Additional supplements will contain more knowledge, but only individuals that have "earned the right" can buy the supplements. So, you write half a dozen supplements representing various levels of secret knowledge. The "highest ranking" supplement gets sold to only a few individuals. All of these are written (or at least outlined) before the basic rulebook is released. That way, the entire mythos you are creating is self consistent and you don't have to worry about writing an endless string of supplements. You might even want to base your game off of a real-world cult (or, say, the Illuminati). That way, you can demand players do real-world research to answer certain questions as a way to earn the right to buy the additional supplements.
You might want to draw the line at the "keep this secret on pain of death" clause, though. ;-) Perhaps the threat of ostracism and automatic blacklisting from all secret knowledge would keep people in line.
On 11/23/2004 at 8:54am, contracycle wrote:
RE: Cults and Gaming -- suggestions?
Hasn't Greg Stafford already achieved this with Glorantha? You've certainly got all the references for those who are in the know, even more obscure references that lurk in the collective memory, and the blessed hand-carved tablets of Greg himself. The whole thing appears to exist in a sort of existential dubiousness half-in and and half-out of the state of being "a piece of fiction", and contains, to my eye, a quite strong anti-scientific, 'relativistic' message which is in large part projected into the real world.
On 11/23/2004 at 9:13am, WhiteRat wrote:
RE: Cults and Gaming -- suggestions?
I dunno if this will be helpful, but I've had a minor experience like what you're describing. It wasn't exactly connected with one game in particular: it was just connected with a bunch of gaming friends.
In the city where I went to college there was a building near the apartments where several of us lived. Its name was "the Terrence Building." It was about twelve stories tall and abandoned. It was down the block from the psychiatric hospital. A suspicious cluster of high-tech radio antennae crowned the building.
My gaming friends and I began speculating about how this building was really some secret CIA intelligence base. That led us to do some research. Turns out it used to be the psychiatric hospital.
We explored the grounds in person. The front lobby was chained closed, and through glass panes we could see it had fallen into conspicuous disrepair. But when we went behind the building, we noticed a sleek black satellite dish on an upper story. Approaching the back doors triggered some kind of mechanical noise, like a mechanism failing to open. We found a sign on one side of the building that told of a nuclear fallout shelter beneath: and on the other side, we found a crack in the boarded-up windows. We could just make out some flourescent lights in the room beyond. They were on.
We fled the grounds when a police cruiser rolled by.
Naturally this all led to more wild theories: was the Terrence Building still used to house some of the worst mental patients? Was it haunted? Was there a cult inside summoning some Chthuloid elder god? The Terrence Building cameoed several times in our one-shot horror games and in our World of Darkness LARPs.
It was an in-joke, but it was funny partly because we really didn't know how much of a joke it was. If at all.
On 11/23/2004 at 5:09pm, Mike Holmes wrote:
RE: Cults and Gaming -- suggestions?
Actually, John (Kirk), you'll find that Chris is probably already quite familiar with the workings of cults, as I think it somehow pertains to his field of study. See his article on Ritual Discourse, for example, in the articles link at the top of the page.
That said, Chris, is there something that you can tell us about how this works that will give us an idea of how to help you facilitate what you're looking for.
I do agree with John, that, from what I know of cults and such, that the idea of being in possession of knowledge that is in limited circulation would be cool. The thing is, given that we're talking about single games, with limited groups, I think this is default - but won't feel special because there'll be no percieved demand for the information. I think that's key, actually, what makes information special is that it's a theoretical bargaining chip, or token of coolness.
But I have an idea. :-)
First, there seem to be two levels upon which we're operating, and two ways to look at either of those. Some people have picked up on it from one POV - the idea being to have people be involved with it as though it were somehow real, vs the information only being in-game. But also, the comment about blogs makes me think that we're also talking about information from the inside of the game being shared with a somewhat larger community.
Here's what I'm thinking. And I so get a design credit for this if you put it in! Players can contact players in other games being played of SitF, and incorporate data from those other games as though it had happened in thier own game. Essentially all SitF characters in play everywhere are all in the same game. London is large, and can handle this as long as the game doesn't become as popular as D&D (you should be so lucky).
So what happens is that this information becomes something that's local to your group, but has a potential value outside of it. So the players, knowing thier own information, now have that bargaining chip to deal with other players.
Now, of course this is going to cause tremendous continuity problems in theory. That's where the GM comes in. He gets to veto anything that's brought in that doesn't make sense to the game's continuity. What this means is that a player can't just bring in any bit of info, he has to get stuff that matches his game.
The neat thing is that, the more this happens, and the more that information changes hands, the more all games will start to have similarities, and seem like each other. Continuity problems from game to game then just become "rumors" in effect.
What do you think? I'm so excited about this, I'm going to go off immediately and start a blog. I want to be the first source of information on the game worldwide... :-)
This said, I agree with others that, while not all games produce the effect desired here, that you've designed for this effect, and that I think that it'll happen (even if you don't use my idea). That is, I think you've already got the design that will do what you want it to do. Only playtest will say for sure, but I'm pretty confident.
In any case, BTW, all of this has given me even more of an idea of what the game should be like, and now I'm pretty much raring to go. I have very little of that original vision problem that I was having. Consider putting information from some of these threads into the game text.
Oh, one more thing. You're going to at least need a disclaimer - I know it's ugly, but given what you're looking at doing, I think you'll have to have one. But here's the thing - overdo it. Make a big deal out of the disclaimer. The more you do so, the more the conspiracy theorists will grab onto it as an attempt to hide the fact that "IT'S ALL TRUE!"
In fact, for those who want to remain sane about the whole thing, include material on how to deprogram and such. :-)
This indemnifies you while making the atmosphere more what you want.
Mike
On 11/24/2004 at 1:39am, John Kirk wrote:
RE: Cults and Gaming -- suggestions?
Mike Holmes wrote: Players can contact players in other games being played of SitF, and incorporate data from those other games as though it had happened in thier own game. Essentially all SitF characters in play everywhere are all in the same game...So what happens is that this information becomes something that's local to your group, but has a potential value outside of it. So the players, knowing thier own information, now have that bargaining chip to deal with other players.
Excellent idea, Mike. But, I still think the game needs a hierarchical structure to the secret knowledge. Otherwise, each group only has one bargaining chip. The key here is that the game would have to provide rules on how to construct the "secret knowledge database". When one group interacts with another and obtains its "rank 3" knowledge, the receiving group can respond in one of several ways:
1) Accept the information as-is and incorporate it into its own "rank-3" knowledge base.
2) Alter the "rank-3" knowledge to make it logically consistent with its own secret knowledge base, and possibly negotiate the changes with the providing group.
3) Reject the information outright due to irreconcilable differences and publicly decree the heresy of the providing group.
The rules would have to ensure that any information incorporated into a group's low-ranking knowledge bases would have to make logical sense from the higher-ranking knowledge bases' perspectives. Thus, negotiations between groups would involve changes to make the conformity happen without either group actually knowing why the other group wants the changes.
On 11/24/2004 at 2:00am, M. J. Young wrote:
RE: Cults and Gaming -- suggestions?
Mike Holmes wrote: In fact, for those who want to remain sane about the whole thing, include material on how to deprogram and such. :-)
Sample game text from this section:
Keep repeating to yourself, It was only a game, right? It was only a game....
--M. J. Young
On 11/24/2004 at 1:39pm, clehrich wrote:
RE: Cults and Gaming -- suggestions?
Mike Holmes wrote: Actually, John (Kirk), you'll find that Chris is probably already quite familiar with the workings of cults, as I think it somehow pertains to his field of study. See his article on Ritual Discourse, for example, in the articles link at the top of the page.Yes, actually the whole problem of "esotericism" is pretty central to my professional work. But that doesn't mean at all that others' views and perceptions aren't helpful. So, thanks John!
Here's what I'm thinking. And I so get a design credit for this if you put it in! Players can contact players in other games being played of SitF, and incorporate data from those other games as though it had happened in thier own game. Essentially all SitF characters in play everywhere are all in the same game. London is large, and can handle this as long as the game doesn't become as popular as D&D (you should be so lucky).I'd think the best way to do this would be a special board or forum on the web somewhere for SitF games, where people can share information, play events, etc. I'm no web guy -- I don't have the remotest idea how to set up a board or whatever -- but I can look into it. This would also make excellent sense in that you could have a subsection of "references and links" where people post websites and bibliographic material, and I'd start this off with things like the online Booth maps and notebooks, the one really excellent Ripper site, and so on. Cool!
Now, of course this is going to cause tremendous continuity problems in theory. That's where the GM comes in. He gets to veto anything that's brought in that doesn't make sense to the game's continuity. What this means is that a player can't just bring in any bit of info, he has to get stuff that matches his game.I'm not sure how much veto stuff would really be necessary. The only thing I think would require this is material that is definitely fiction. Anything historical, for which there is some kind of reasonable evidence, is automatically non-veto-able, barring a discussion within the whole group and an overwhelming majority decision to block it. That, of course, would ipso facto make the use of credible historical evidence more powerful, because it can't be stopped or blocked by fiat.
The neat thing is that, the more this happens, and the more that information changes hands, the more all games will start to have similarities, and seem like each other. Continuity problems from game to game then just become "rumors" in effect.Eek. This is getting creepy.... :-)
What do you think? I'm so excited about this, I'm going to go off immediately and start a blog. I want to be the first source of information on the game worldwide... :-)What do I think? What do you think I think, Mike? YAY!
This said, I agree with others that, while not all games produce the effect desired here, that you've designed for this effect, and that I think that it'll happen (even if you don't use my idea). That is, I think you've already got the design that will do what you want it to do. Only playtest will say for sure, but I'm pretty confident.Cool. I'm hopeful -- I look forward to hearing about people's playtests. If you do put up a website or blog or Wiki or whatever, anyone, let me know.
In any case, BTW, all of this has given me even more of an idea of what the game should be like, and now I'm pretty much raring to go. I have very little of that original vision problem that I was having. Consider putting information from some of these threads into the game text.Yes, you're completely correct about this. No question, there needs to be a chapter -- a short one, but an important one -- that discusses this issue and explains how it's supposed to work.
Oh, one more thing. You're going to at least need a disclaimer - I know it's ugly, but given what you're looking at doing, I think you'll have to have one. But here's the thing - overdo it. Make a big deal out of the disclaimer. The more you do so, the more the conspiracy theorists will grab onto it as an attempt to hide the fact that "IT'S ALL TRUE!"Thank you. Excellent point.
On 11/24/2004 at 1:45pm, clehrich wrote:
RE: Cults and Gaming -- suggestions?
John Kirk wrote: Excellent idea, Mike. But, I still think the game needs a hierarchical structure to the secret knowledge. Otherwise, each group only has one bargaining chip. The key here is that the game would have to provide rules on how to construct the "secret knowledge database". When one group interacts with another and obtains its "rank 3" knowledge, the receiving group can respond in one of several ways:I'm not sure what you mean by "rank 3." What does this mean?
The rules would have to ensure that any information incorporated into a group's low-ranking knowledge bases would have to make logical sense from the higher-ranking knowledge bases' perspectives. Thus, negotiations between groups would involve changes to make the conformity happen without either group actually knowing why the other group wants the changes.Hmm. The thing is, I'm not convinced this is necessary. I understand where you're coming from, but I think that the obsessive nature of conspiracy-theory/occult-history stuff is likely to obviate the need for such clear ranking. The only thing I think is really necessary is for me to comb through the Wiki (or whatever) periodically to put flags on material that is poorly documented or unreliable historically. Perhaps there could be a graded set of such flags, ranging from "rumor" to "known." This would mean that a player doing research through the website would have a strong basis from which to evaluate which material could be incorporated without argument as opposed to which stuff could only definitely be included as a rumor, not as a known fact. Something like that. I very much don't want to construct a system of certain knowledge that is secret and only available to the cool kids, as it were; it seems to me that this constructs exactly what I don't like about V:tM and Mage and such, where there is a "real secret history" that is exterior to what could be researched independently.
On 11/24/2004 at 1:47pm, clehrich wrote:
RE: Cults and Gaming -- suggestions?
M. J. Young wrote: Sample game text from this section:Keep repeating to yourself, It was only a game, right? It was only a game....That's sick, M.J. I like it. :-)
Yes, both of you make an excellent point. By overstating the degree to which this is all fiction, no matter how much maybe it looks like history, it's really all fiction, so don't deceive yourself, blah blah, you provoke exactly the kind of paranoid conspiracy stuff that I want. Nifty!
Hmm. This cult thing really seems to be getting at the core of what this game is supposed to be about. Pity I didn't notice it earlier, eh? But I suppose it's good that I finally got there!
On 11/24/2004 at 2:10pm, Ron Edwards wrote:
RE: Cults and Gaming -- suggestions?
Hi Chris,
You're familiar with De Profundis, right?
Best,
Ron
On 11/24/2004 at 3:36pm, clehrich wrote:
RE: Cults and Gaming -- suggestions?
Ron Edwards wrote: You're familiar with De Profundis, right?Only by name. Should I be?
On 11/24/2004 at 4:02pm, John Kirk wrote:
RE: Cults and Gaming -- suggestions?
clehrich wrote: I'm not sure what you mean by "rank 3." What does this mean?
I was merely stating that the knowledge had a hierarchical ranking scheme and that "rank 3" knowledge would be of the 3rd level. You know, like rank-1 is lowest, rank-2 would be next lowest, and so on. The example used the 3rd tier of secret knowledge produced by a particular gaming group, whatever that was. There would be around a half dozen rankings as specified in the game rules. That's all.
I was thinking that having various tiers of knowledge would give each group a number of "bargaining chips" of various values to use in negotiating with other groups to obtain their knowledge. So, you gotta produce some to get some. It seems to me that if you just set up a discussion board and have everyone post eveything they "know" to it, then you won't build a cultish atmosphere. You might generate new conspiracy theories, though, if that's all you're after.
clehrich wrote: I very much don't want to construct a system of certain knowledge that is secret and only available to the cool kids
Oh well, that pretty much makes the secret cult knowledge idea moot then. I was under the impression that you wanted each group to generate its own knowledge that wasn't known to other groups.
On 11/24/2004 at 5:20pm, Mike Holmes wrote:
RE: Cults and Gaming -- suggestions?
clehrich wrote: I'd think the best way to do this would be a special board or forum on the web somewhere for SitF games, where people can share information, play events, etc. I'm no web guy -- I don't have the remotest idea how to set up a board or whatever -- but I can look into it.I'm already looking into somthing as well. For the short term before you get this up and running long term.
But it strikes me that Jere already has such a site, no????
I'm not sure how much veto stuff would really be necessary. The only thing I think would require this is material that is definitely fiction.Well, yes, this is precisely my point. If, in one game, the queen is dead, having been replaced by a simulacrum undead creature, this just might not jibe with another game in which the queen is a secret occultist herself who's been helping out the PCs. It's precisely this sort of fiction and the acts of fictional characters that are likely to come into conflict.
Anything historical, for which there is some kind of reasonable evidence, is automatically non-veto-able, barring a discussion within the whole group and an overwhelming majority decision to block it. That, of course, would ipso facto make the use of credible historical evidence more powerful, because it can't be stopped or blocked by fiat.Yes, of course. But even this is problematic for a game. Let's say we play, and establish that a certain character lives at a certain address, because we think that it's safe to do so - we're not aware of any record of any real person that lived there. But then somebody uncovers a record of who actually lived there at the time. Well, I can't introduce that into the game, can I? It contradicts established fact in the game.
OTOH, I'm thinking that some metaphysical mechanic to reconcile things like this might be interesting...
Anyhow, I sorta see what John's on about (he said affecting a false English mode of speech for no reason he can discern). Basically, if all the information is open to anyone, then you're not really limiting the information in such a way as to make it a valuable commodity. If you don't do that, you don't get the cultish insularity that's broght about by the possession of privileged knowledge. There have to be some rules for trading information. No, not the historical facts, the conspiracy theory parts. If in our game, we've established that Jack the Ripper is actually a manifestation of the will of some undergroung human sacrificing cult, then that's a secret we have, which other's should have to trade to have.
Given that you're trying to set up a functional version of the tunnel-vision concept, why not try to make a functional version of the metaplot idea? That is, the problem with the secret information from White Wolf was that it was released in chunks that the players could not control at all. In this version, the players are creating the metaplot, and so it's up to them to control any pacing of how it comes out. Everyone knows that it's not a marketing issue, and that if they play the metagame, they can trade up for all of the meta-information that might exist. It becomes a game in and of itself, to obtain the information that helps your group play.
And I daresay that there'll be some people who simply "broker" and never actually play. I'd object, except I think this is part of the game overall.
What John is saying is that if you can attach a mechanical value to the information, something that you can use in-game, then the thing traded has some actual mechanical value, weight, in terms of value in trade. This sorta already exists - when something is "marked" it's given a trump value. So, essentially, players can gain more trump marked items from other player's games. Since a player in one game has to give up a trump to mark something, it's an investment by the player. Gaining such things for your game is like having gotten a free trump card.
Given that you can mark a single thing multiple times, a given bit of info may have a lot of value in terms of the trumps it represents having been spent on it.
This has a problem, however, which is verification. That is, how do I know that the person trading a marked item with a trump value to me for another has actually played the cards in a game, and hasn't just said that they have? Why not just make it up and trade?
Well, first, so what? If people take the time to make something up, and assign a trump value, and post it, then perhaps that's all the real value that one needs. Second, again this is the sort of thing that GMs will want to monitor. Basically, they can be as careful or as crazy as they want with accepting trumps from other games.
What I think will happen is that certain people will become more "in", in that they'll be known by others as being people really involved in play. As such, only information from these people will get accepted by other GMs. What will make somebody trusted probably relates to how well they document their actual play and such. The point being that a game will be as "tight" this way as the GM wants to be stingy with accepting this sort of information into the game.
If somebody can defraud everyone, and create a simulation of play that fools everyone, then I think that they should get to be "in." Because they must be providing as good a quality information as anyone else. In any case, speculation as to who really plays, and who merely posts as though they do merely makes the whole thing more conspiritorial.
Now, you've also put out another way to ensure that only "legitimate" information is made available - by limiting what information is available on the "official" website. This has big advantages in that the information will be given more legitimacy by yourself. There are big downsides, however. First, you really can't do any better at verifying who's actually played than anyone else can (though if someone can think of a verification scheme, say so fast!). Second, there's no more horsetrading here, the only thing that makes anyone's information special is the extent to which you accept it. And this, second, makes you the abosolute center of the cult.
Are you ready for that? Because it could become huge, and quite quickly, too. And for the personal pressure of being a cult leader (with all of the bad politics that implies)?
The other vision of how to do this decentralizes the information - which is also a good thing for the conspiracy theory angle. Each play group becomes a cell. With the centralized version, the "truth" isn't "out there" it's a verifiable thing easily obtained. Just go to the public web page. As opposed to the secret web page that the player put up just for you (which URL you can now secretly pass on to other traders, etc).
I mentioned De Profundis in the thread on the game itself as one way that I might playtest the game. It's the game where all play is correspondance back and forth. And play of it on the internet does tend to become what we're describing here, in the decentralized format. Basically the best writers writings become canon, and people try to get in on it, by sending letters to the characters who are already "in." If the player responds, they're accepting the reality you're adding, and you're now "in."
Mike
On 11/24/2004 at 6:23pm, Mark Woodhouse wrote:
RE: Cults and Gaming -- suggestions?
De Profundis was what immediately leaped out at me, too. There's another, more centralized, set of precedents as well. West End Games did some aggregation of play reports to influence metaplot development for their TORG line; RPGA does something similar for their Living X gameworlds. These examples are probably more centralized and the scope of contributions too narrow to generate the effect you're looking for, though.
I wonder if the way to do something like this would be with a "trusted user" blog-like community using something like Scoop. You'd definitely need some way for users to acquire "credibility" and to rate the quality and consistency of each others' contributions.
The internet is changing gaming forever, isn't it?
On 11/24/2004 at 7:12pm, Mike Holmes wrote:
RE: Cults and Gaming -- suggestions?
Good points, Mark (and welcome to the Forge).
I, myself forgot to mention earlier that I thought that this would have some similarities to the "Living" series of RPGA games. Again, as you point out, Mark, the question is whether or not you want to get more decentralized with it.
The whole Credibility/Rating concept sounds great to me with respect to this. Allow the community as a whole to determine who's ideas count and whose do not. This creates the cult effect sought, I think.
And, well, for me the internet has drastically changed my gaming. So I can only agree. And it's been all good, too, IMO (but, then, I'm a technology freak).
Mike
On 11/24/2004 at 7:57pm, M. J. Young wrote:
RE: Cults and Gaming -- suggestions?
There is a concern expressed about whether the entire creation will be consistent; I'm not certain it's entirely warranted. Mike's point (if I'm attributing it right) that someone might have lived at an address that was chosen for a fictional person caught me. I'm like, so what? Conspiracy theories almost always fly in the face of a fact here or there, and often contain internal inconsistencies. There are a lot of ways these are handled.
• Well, they said that Churchill lived there, but that's what they wanted you to think.• But of course, Churchill was Moriarty; he couldn't use his real name to buy property.• Yes, of course, Churchill was a simulcrum; but he was also a cultist.• Yes, the cultist Churchill was replaced by a simulcrum, but that was later.• Well, no, we're not sure whether Churchill was a cultist or a simulcrum, but with the amount of cult interest around that property, he must have been one of those.
Remember, if you don't see the conspiracy, you're either duped by it or part of it. Facts are subject to doubt, because someone may have manipulated them.
--M. J. Young
On 11/24/2004 at 9:02pm, Mike Holmes wrote:
RE: Cults and Gaming -- suggestions?
I agree, MJ, that this is a fine way to get the info into your game. There are probably other angles as well. All I'm saying is that it needs either GM monitoring, or a mechanic to ensure that it's all handled somehow. The game's magic system and feel are, yes, all conducive to this.
Or you can just play Dada SitF, and have contradictions just be a normal part of play. :-)
My point is not that contradictions are something that needs to be eliminated from the meme pool, just that there has to be a process for dealing with them when they occur. Hence I think the decenralized version can work and work fine.
Mike
On 11/24/2004 at 10:07pm, clehrich wrote:
RE: Cults and Gaming -- suggestions?
Mike, I think you're sort of missing MJ's point, which to my mind is on the money.
Okay, so you decided that, what the hell, David Rhys Jones lives at 421 Kensington, WC.
Now somebody suddenly announces that there actually was a David Rhys Jones, and he lived on Queensway. Or that there is no 421 Kensington because the numbers only go up to 200.
The correct answer is not, "Okay, this is now the official answer." That's disinformation. You can't trust the Man, you know.
The correct answer from the Man (as it were) is, "Aha. Noticed that, did you? Fine, but do you know what it means?" The correct answer by a player is, "Aha! It's all so clear to me now!"
Contradictions are where you start. They're how you know there's something wrong, that there's a crack in the surface, something They haven't been able to cover up. They have made a mistake, and you are the only one to notice it. That's a Clue (or clew, if you like) to The Big Thing. This is a serious methodological principle for these folks -- and for Robert Darnton, a serious historian as well, but he'd have a fit (of laughter or anger I don't know) if he knew I was claiming this connection.
You people really need to read some maniac conspiracy theory. Slow, man, very slow. Haven't you all read a lot of Ken Hite? We used to do this of an evening, you know. At one point he had this vast file called "The Secret History of the World and Places Therein," which began with the Fall of Atlantis and continued on, a couple thousand years later, with the Creation of the World. It was all downhill from there.
You gotta read stuff like this if you're going to do this seriously with a wiki and everything, or the serious nut-jobs are gonna laugh you out of town. Forget X-Files, man. You know my problem with X-Files? Too damn obvious. All those plots and aliens and stuff? Kiddie games. You know my problem with Foucault's Pendulum? Too many historical errors. You know what? I'm not alone. Not even close.
Jeez oh man. A few little petty contradictions like house numbers? Look. If the guy lived at 421 but there is no 421, because the numbers go only to 200, you first need to know the question.
- Did he just say 421 in order to drop some kind of hint? Is the number a code?
- Did he actually live in the area, but 421 is a kind of hint of where he really lived?
So now I need to know whether it matters that half of 4 is 2 and half of 2 is one, so I have 4 + 4/2 + (4/2)/2. Which incidentally is 7, if you're counting serially, and do you know how many planets there are in the real system of the planets, as used by the great magicians? Do you know how many colors there are? Right... 7. Coincidence?
Probably, because that was much too easy. See, it could actually be 42, because you figure you can always add 1 for the Unity, right?
I've really got to write a running log of how this stuff works....
On 11/24/2004 at 11:04pm, Mike Holmes wrote:
RE: Cults and Gaming -- suggestions?
No, I do get it.
Mike
On 11/28/2004 at 9:05am, Noon wrote:
RE: Cults and Gaming -- suggestions?
Mike was in part suggesting system support I think. What comes to my mind is some sort of 'no contradictions, only more conspiracy!' rule. Some actual in game reward is given for translation contradictions into further conspiracy.
It would be interesting when those translations cause contradiction between groups, which creates further translations which cause futher contradictions and so on and so forth. It really becomes a nasty cycle and something I'd hate to suggest if it didn't seem to fit the design goal.
Anyway, I think you need to give a reward...to push that rock over the edge and start the avalanche. No reward and it may stifle the process with people just looking at contradictions and thinking 'that isn't fun!'
On 11/29/2004 at 5:42pm, wkoepf wrote:
Case Study: DSA, Germany
Hi!
I'm wondering if the "Baronien-Spiel" (barony Play) of FanPro's DSA (The Dark Eye) would qualify for this.
Basically the "Redax" (from "Redaktion", i.e. the editorial staff responsible for the game and its continuity) is delegating the administration of a geographical area (usually one barony, hence the name) of the fictional game world Aventurien to selected people or groups of people who are more or less free to do their own thing with "their" barony as long as this doesn't interfere with the world at large and the plans of the Redax for the overall meta-plot (the whole thing isn't one-directional, however, als described below).
Those "Baronie-Spieler" (barony players) are interconnected with one another so that they can coordinate their efforts to create plots that affect more than one barony and get more bargaining power when trying to get the Redax to go a paricular route.
A good example of this happening was a cooperation of the Thorwaler-faction (basically Vikings lite; avowed enemies of slavery with a combination of "might makes right" and a basic democratic government structure and coincidentally the only faction on the continent where men and women are 100% equal) with the Horasreich-faction (the technologically most advanced faction of the continent with a Musketeer feel and a lot of courtly intrigues that nomially rendered them ineffective at projecting their power (which often was ignored by both the players and the Redax when it didn't mesh with their plans for the meta-plot) that only recently seceded from the Middle Kingdom, the other Big Player[tm]).
The Thorwaler-faction wanted their Thorwalers to become more like the Vikings in real live: introducing a more gritty feeling, a few slavers here and there, and a more centralized power structure for the up to that point "almost childlike in their innocence, yet brutal, barbarians". And the conflict should introduce a few technological advancements to level the playing field for the future.
The Horasreich-Faction wanted to show off the superior military might of their Kingdom, needed a reason to not invade the Middle Kingdom (which was severly weakended after the return of an evil wizard king that left the Horasreich basically unscratched while fucking with everyone else to the point of almost taking over the continent) and the right to ask for favours in the future :-)
So the following plot plays out:
A Thorwaler captain and his crew make a looting expedition up the main river of the Horasreich, loot (and level) a few surprised hamlets and take a rather important religious figure prisoner (to show off among their peers and for the ransom).
The Horasreich launches a totally overkill punitive expedition against the whole Thorwaler-"Kingdom" (whose "King" can't return the priestess, as demanded in the Horasreich ultimatum, because the has no direct controll over the captain), level the capital to the ground with heavy artillery, sink every ship in the general vicinity that doesn't sail unter the Horas flag, level a few hamlets on some sparsely populated islands and claim those as new territory of the Horasreich and act altogether like the pissed off, power-drunken bastards they are :-)
The Thorwalers get their act (politically) together to avenge these shameful events, but just aren't up to snuff against the high-tech army of the Horasreich. Nevetheless, after a while the whole thing becomes a low-level conflict followed by a tedious armistice when the Horasreich realises that they can't project their power that far away (or at least lack the political will to do so) while the Thorwalers realize they won't raze the capital of the Horasreich anytime soon. Basically the Thorwalers lost but the Horasreich only leaves a token presence to make a point unwilling to face the costs of a all-out war.
Now, the Redax had their say with these events. As had regular players who were consulted at Conventios by both Redax members and barony players about their feelings and opinions regarding the ongoing developments. But the main force was the combined might of the barony players.
Originally all that was organized by writing letters to the Redax and among the barony players. In theory those communications should be in-character to "simulate the political going-ons among the barons" but out-of-character plannings of events (like the avove) happen, too.
Some barony players also published fanzines to communicate the developments to Joe Player (insofar as they weren't covered in the house-magazine of FanPro) and get a more immediate feedback than the Redax "in their ivory tower" could ever hope for. With the Internet the whole process sped up, of course :-)
There is also a big LARP in regular intervalls thats only open to barony players and the Redax (and hand-picked invited guests, one would guess) where the meetings of the "barons" are played out in-character. Part of the events are scripted, other not but all (most?) outcomes of these LARPs are binding for the official meta-plot.
Now, the barony players are only "first among equals" in the player community. They are the first to be attacked if their plans don't play well with the other players and they act as middle-(wo)men when dealing with the Redax if they get the feeling that the players overall want this and that. In a way they are unpayed "middle management" :-)
So, would this business model qualify?
Wolfgang.
On 11/29/2004 at 9:05pm, clehrich wrote:
RE: Cults and Gaming -- suggestions?
Wolfgang,
Welcome to the Forge!
It's an interesting model. I'm not sure I want to use it, but I will read over your post slowly and carefully and think about it.
Thanks!
On 11/29/2004 at 10:19pm, Mike Holmes wrote:
RE: Cults and Gaming -- suggestions?
Actually, Callan, I think that the reward is already there, really. What I was getting at is that the group merely needs some process for "inprocessing" data arriving such that the mechanical rewards that exist can be applied. This would include any interpretation on arrival.
So, for instance, if the group is using a great big notebook to record trumps played and the like, when a bit of information came in from another game, it would get discussed by the group, or handled by the GM, or whatever, and then entered into the record for official use in the game.
This could happen, say, at the beginning of each session of play, or players could have some time between scenes to do this, or they might be able to officially enter something at any time into the game.
The only question is when the information starts having game mechanical effects, and what the agreed to information is. Might simply be that the player who discovered the fact gets to enter it any way they like whenever. But I'd suggest against that for several reasons.
What's acceptable or how to deal with information in terms of things like contradictions, or poorly thought up information, or just stuff presented without evidence of it having come from an official source of some sort, would have to be local, or have some guidelines presented.
Mike
On 11/29/2004 at 11:20pm, wkoepf wrote:
RE: Cults and Gaming -- suggestions?
Welcome to the Forge!
Thank you. I'm lurking for quite a while now, but usually have nothing to add that wasn't already written by someone else and put into words more eloquently than I could ever manage :-)
It's an interesting model. I'm not sure I want to use it, but I will read over your post slowly and carefully and think about it.
It's probably hard to pull off for a small (or even middle-sized) company. FanPro's DSA is more or less the D&D of the German-speaking area and has a huge fan-base it can utilize. The barony play wasn't planned from the beginning to work this way, too: in the beginning it was rather intended as "only" a play-by-letter RPG for the hardcore players to give them something to strife for :-) It later developed a dynamic of its own which may have contributed to the perceived legitimacy of the wholte thing.
It might also play a role that the German (and Austrian and Swiss) market is more prone to accept "official" source material as "holy canon" while (as far as I can tell) an (for example) American audiance would probably resent such heavy-handed meta-gaming (even with player participation) being more rooted in the individualist can-do-alone spirit.
So if, for example, White Wolf would find players who "officially" played the Princes of the mayor cities with the intent to generate a more dynamic background I guess it could just as well lead to players jumping ship en mass because of a feeling of unfair favorism displayed by the company and whatnot rather than to more participation of the players in general to influence the (already much-dreaded) meta-plot.
Germany (even when adding Austria and parts of Switzerland) is also a lot smaller than Canda or the USA which helps a lot to keep everything closely-knit -- but the Internet could probably alleviate this problem.
One think I forgot to add is that the positon of barony player is not totally static but that players who drop out (loss of interest, real life limitations, etc.) are replaced and barony players themselfes can appoint successors (with approval of the Redax) and/or work together with other players bringing them into the team without dropping out first. Barony players who just can't manage would probably also be replaced (although I can't remember such a case ever happening).
So the barony players are not 100% top-down appointed for life and unaccountable to the player community, but have to balance the demands of the Redax and the players when planning ahead.
Nevertheless its a daunting task to organize something like this and there were some crises when player expectations and barony player actions clashed or when the barony players found themselfes between a hard place (the Redax demands) and a rock (pissed of regular players) when trying to mediate between the two factions (which sometimes weren't even their fault or even favoured by them). They sure learned someting for life from these experiences :-)
Wolfgang.
On 11/30/2004 at 1:31am, clehrich wrote:
RE: Cults and Gaming -- suggestions?
Wolfgang,
What you describe sounds not unlike the "Living Greyhawk" thing that some D&D people do. Is that accurate? If so, you're right: you have to have a huge established fan-base and name recognition in place, and large-scale organization. But it's an interesting point, even for something obviously very much on the opposite end (such as Shadows in the Fog), since it seems to spread and maintain itself almost entirely through word-of-mouth connections and such, which is not dissimilar. Interesting....
I'm not at all convinced that Americans don't take to such things; "Living Greyhawk" is an obvious example, but there are others. We just make noises about how individualistic we are -- and then sign up for anything that will make us just like our neighbors in the same suburb.
(sorry, just a little cranky since the election...)
On 11/30/2004 at 2:36am, John Kim wrote:
RE: Cults and Gaming -- suggestions?
clehrich wrote: What you describe sounds not unlike the "Living Greyhawk" thing that some D&D people do. Is that accurate? If so, you're right: you have to have a huge established fan-base and name recognition in place, and large-scale organization. But it's an interesting point, even for something obviously very much on the opposite end (such as Shadows in the Fog), since it seems to spread and maintain itself almost entirely through word-of-mouth connections and such, which is not dissimilar. Interesting....
I don't see that this is required. For example, my friends Josh and Russell coordinate similarly to run games in the same universe which they jointly created. Surely there is a smooth progression up from here to the sort of DSA / Living Greyhawk level. The more people you have contributing, the more organizational effort is required. But I don't see that it isn't workable on the small scale. It's just less formalized because it doesn't need to be.
Another example from my own experience was the GURPS Davenford games. These were a series of games run at L.A. area conventions, with four GMs. Mike DeSanto wrote an RPGnet column on his experience with this, at http://www.rpg.net/news+reviews/columns/campaigning31oct02.html
I suspect many small RPGs have a related process. Gaming groups write up parts of their individual campaigns which they submit to their friends the creators, which then get published and become "official".
My own impression is that the tendency of gamer toward individualism is true, particularly in the indie crowd local to here. Consider this: you talk about how you would like it if "Shadows in the Fog" had a bunch of people writing up cool stuff for it. Would you or have you done any such work for someone else's game? My experience is that most people prefer to work on their own campaign world, homebrew, or system rather than supporting what is out there.
On 11/30/2004 at 5:50am, clehrich wrote:
RE: Cults and Gaming -- suggestions?
John Kim wrote: My own impression is that the tendency of gamer toward individualism is true, particularly in the indie crowd local to here. Consider this: you talk about how you would like it if "Shadows in the Fog" had a bunch of people writing up cool stuff for it. Would you or have you done any such work for someone else's game? My experience is that most people prefer to work on their own campaign world, homebrew, or system rather than supporting what is out there.Yes, I think that's true. I do think that what I'm envisioning is a little different.
The way I currently imagine this, it's a wiki that I put a bunch of stuff on, starting with the rules and a certain amount of material I know about. There's an emphasis also on useful or peculiar links. I also put up a bunch of commentary on certain texts or kinds of material, more or less how I see that stuff (by others, please note, like novels and websites) with respect to what I think Shadows in the Fog is about.
The wiki is (if this is possible) set up such that nobody can delete things; they can only add, although they can add things that say "he's totally wrong about this, here's why".
Then I try to encourage certain sorts of crazy friends of mine to post the same sort of material.
The rules explicitly encourage people to post writeups of game sessions, interesting bits people have found during their researches, wild speculations, and the like. I ask, politely, that people try to "grade" the historical accuracy of what they post, and that whenever possible references be given for historical claims.
Then I simply do not, ever, delete or "rule on" anything. Any moderation is done like a very silent Ron: it just goes, mysteriously, without warning or explanation or trace. And what goes is:
complete insanity (I mean as in apparently clinical)
political tracts
unbridled venom
spam
advertisements for other games
etc.
If it's relevant, "true" doesn't come into it.
That's it.
Once a few people are using it, and there's a good bit of self-graded material available, I use my connections in the Ripperology world to invite people to join in on the conspiracy madness. Ditto for the occult-history loonies (I mean that in a good way -- I'm an occult-history loony). And so on.
What never, ever happens is an "official statement" of any kind. Or an "official publication," apart from things like rule errata and so on. There's a section for the rules and errata. There's a section for things like adventure ideas. There's a section for things like "how to get started." But everything else is full-bore whatever-the-hell.
I think this will go a LONG way toward solving the problem you mention, to which I am very sympathetic, because if all goes well it would make the wiki a useful springboard for game research -- and potentially a useful springboard for non-game research as well.
See, I'd like to see Shadows in the Fog players getting involved in the big Ripperology discussion forums and such. In 10 years or so, what I'd love to see (though it won't happen) is the phrase "Shadows in the Fog" known to some Ripperologists and web-surfers as a signal: a little strange, but fairly serious all things considered.
Something like that, anyway.
On 11/30/2004 at 6:07pm, Mike Holmes wrote:
RE: Cults and Gaming -- suggestions?
What's cool about this is that, since it's not official, other sites could start as other nodes, with whatever restrictions they like on what goes up. And, again it will be local as to what gets into what game.
I keep envisioning a distributed model that grows on it's own, and therefore does not need the maintenance of the "Living" model. Call it "viral" world creation.
Mike