Topic: Loser roleplaying
Started by: Vaxalon
Started on: 2/2/2005
Board: RPG Theory
On 2/2/2005 at 2:02pm, Vaxalon wrote:
Loser roleplaying
Dimestore Katanas
Kill Puppies for Satan
I'm sure there's others...
Am I the only one that feels a little... squicked by this?
I mean, if playing heroes invokes our aspirations for nobility, and playing monsters (a la Vampire, Sorceror, etc) mirrors our inner battles to remain clean in a dirty, dirty world, what does it say about us to play sociopathic little losers in a tailspin of violence and betrayal?
On 2/2/2005 at 2:07pm, TonyLB wrote:
RE: Loser roleplaying
My Life With Master.
It says that we are willing to confront the fact that weakness is part of the human condition, and to broaden our ability to offer sympathy, pity and mercy.
I suspect (and perhaps people can back me up or contradict me) that those who have played these games are less offended by them than those who just look at the games from the outside.
On 2/2/2005 at 2:16pm, jrs wrote:
RE: Loser roleplaying
You may want to read this post from the RPG Theory forum: Why people find it fun to be sick...
I'm guessing that the theory or actual play forum would be better for this topic since there isn't a specific game under development being discussed.
Julie
Forge Reference Links:
Topic 9340
On 2/2/2005 at 2:19pm, Jason Petrasko wrote:
RE: Loser roleplaying
"confront the fact that weakness is part of the human condition", I like that.
I think the desire to play games like these speaks to those looking at the RPG as a tool to generate an interesting experience. I mean once you have played the hero to your content, and played monsters galore, what is left? What other experiences can an RPG convey? These 'loser' rpgs offer another view on roleplaying, something players tired of the same molds offered over and over are sure to jump at. The offense they may convey at first glance simply acts to make them stand out and identify themselves as something different, attracting this type of player even more.
I don't think it says much on a deeper level, but then again I'm not that deep of a player.
On 2/2/2005 at 2:54pm, lumpley wrote:
RE: Loser roleplaying
I don't know about you all, but I'm a loser.
I could play Vampire all the time, I'd be like, hah! now they're scared of ME! That's fun. That'd take my mind off it.
Is taking my mind off it what's best?
-Vincent
On 2/2/2005 at 3:15pm, Roger wrote:
Re: Loser roleplaying
Vaxalon wrote: If playing heroes invokes our aspirations for nobility, and playing monsters (a la Vampire, Sorceror, etc) mirrors our inner battles to remain clean in a dirty, dirty world, what does it say about us to play sociopathic little losers in a tailspin of violence and betrayal?(emphasis mine)
That's a pretty big if.
Not to mention that virtually every Vampire game I've ever been in has leaned much more towards the "nobility" side of things than the "sociopathic little losers" side of things.
Regardless, there are times when people are not playing heroes. I think it can be very liberating to not need to be heroic all the time.
Cheers,
Roger
On 2/2/2005 at 3:15pm, pete_darby wrote:
RE: Loser roleplaying
Heck, I just like to feel superior to my PC's once in a while.
My superhero and vampire PC's think I'm a geek.
Substantial reply coming up if /when we get this topic moved to theory...
On 2/2/2005 at 4:35pm, Paka wrote:
RE: Loser roleplaying
The game concept I have for Dime-Store Katanas is to take a hard look at violence, not necessarily on the physical ramifications but on how it spirals out of control and how it works as a lever for solving problems in one's life.
I don't want the game to be focused on the kewl and while I do want some measure of snicker, it will be the uncomfortable laughter that comes from something true.
I think My Life with Master definitely inspired me for this kind of undertaking. That game really made me think about self-hatred, horrible things people do and who they hate for having to do them.
On 2/2/2005 at 4:44pm, Ron Edwards wrote:
RE: Loser roleplaying
Hello,
My kill puppies review touches on this issue in some detail.
Best,
Ron
Forge Reference Links:
Topic 30
On 2/2/2005 at 5:21pm, Vaxalon wrote:
RE: Loser roleplaying
TonyLB wrote: My Life With Master.
It says that we are willing to confront the fact that weakness is part of the human condition, and to broaden our ability to offer sympathy, pity and mercy.
I suspect (and perhaps people can back me up or contradict me) that those who have played these games are less offended by them than those who just look at the games from the outside.
I don't count My Life with Master in the "Loser Roleplaying" group. Why? Because, ultimately, the goal of every PC in MLWM is to take that leap up out of loserdom. That's how you "win".
I've never played KPFS, is there any mechanic in it for gaining enough of whatever resource and redeeming oneself? I didn't see one in all the descriptions of it.
On 2/2/2005 at 5:33pm, Vaxalon wrote:
RE: Loser roleplaying
Ron Edwards' KPFS review wrote: You, the real person, have to cope with your own warped imagination using humor - and the coping is real. Playing kill puppies for satan is an exercise in self-discovery, and surprisingly, it's usually a positive one that I never would have anticipated.
In spite of being fairly extensively covered in the review, this is something I don't get.
You seem to be saying, that by playing a PC who treats the people below them on the pecking order in terrible ways, we learn to have compassion for the people on the ladder below us?
1. PC treats NPC with cruelty.
2. Player is to PC as PC is to NPC.
3. RL Loser takes the place of PC.
4. Player treats RL Loser with compassion.
Is that the logic chain?
On 2/2/2005 at 5:35pm, Ron Edwards wrote:
RE: Loser roleplaying
Hi Fred,
Nope, in KPFS, the only reward system is based on Evil, and the only thing Evil is good for is doing atrocious things. The game only offers a hamster wheel. The characters are LOOOO-zers.
I do suggest looking at the "Ick poo" section of my review carefully, especially the quotes from various people. The *game* offers no redemption, but *play* offers a player-only reward in terms of forgiving one's character which turns out to happen very often in practice.
This concept is central to my general response to your (excellent) thread topic. "Our characters are losers, but I don't have to be mean to them."
Interestingly, I have yet to encounter or hear of a group who's played KPFS intensively more than once. (Vincent doesn't count)
Best,
Ron
On 2/2/2005 at 5:45pm, TonyLB wrote:
RE: Loser roleplaying
Vaxalon wrote: I don't count My Life with Master in the "Loser Roleplaying" group. Why? Because, ultimately, the goal of every PC in MLWM is to take that leap up out of loserdom. That's how you "win".
That hasn't been my experience with it, but my experience is limited. At the end of Destroyer of Dreams, for instance, my character was still a loser. Indeed, he was far more of a loser than he had been before. He'd done loathsome things for which he could never hope for forgiveness.
And that's... y'know... just about that. The game system doesn't have a mechanic for lowering either Weariness or Self-Loathing. It only raises Love. Which said to me, in play, "This isn't about becoming less of a loser. It's about needing to be loved even though you're a loser."
Forge Reference Links:
Topic 14147
On 2/2/2005 at 5:59pm, Vaxalon wrote:
RE: Loser roleplaying
Okay, that's fine, it still offers a step up. "Unloved loser servant of evil" is lower than "Loved loser ex-servant of evil".
Both of them need to be loved, both at the beginning and the end; it's just that at the end, the loser recognizes that need, and to some small extent has fulfilled it.
On 2/2/2005 at 6:13pm, lumpley wrote:
RE: Loser roleplaying
Also worth noting: [kpfs] A Startling Postscript.
Fred, imagine this. You're playing a character whom you hate. Your friends all hate him too. He's the worst person you can think of, and you're constantly goaded to make him even worse. Pretty soon you're reaching way down and smearing your own shit on him, right? He does the worst things you've ever thought of. You loathe him with a pure and perfect self-loathing.
Self-forgiveness, okay, that's cool. Instead of hating him to death you start to feel sorry for him. Whatever.
But then your friends - your friends don't hate him to death either. He deserves it but they don't. Your friends see the worst you have to offer, you say to them the worst things you've ever said out loud, and what do they do? After they're done being disgusted and titillated, they respond with humanity and compassion, unasked for, unexpected. They treat your worst with grace.
And you treat their worst with grace.
Are you untouched by that? Not me, man.
-Vincent
Forge Reference Links:
Topic 133768
On 2/2/2005 at 6:52pm, Vaxalon wrote:
RE: Loser roleplaying
So let me see if I have this straight, correct me if I'm wrong.
In winner roleplaying (such as DnD), we pull out our best qualities and watch them triumph over an external evil. The payoff comes from our connection to and ownership of the character. You could do this kind of RP in 1-1 with a gamemaster.
In struggle roleplaying (such as Vampire, or, to me, MLWM), we pull out our best qualities and our worst qualities, and we play out our inner struggles with evil in the SIS. The payoff comes from our connection to the character. You could do this kind of RP in 1-1 with a gamemaster.
In loser roleplaying (such as KPFS), we pull out our worst qualities, let them flop about hopelessly in the SIS, and collectively forgive each other for having birthed them. The payoff does not come from our connection to the character. The connection is there, but it offers no intrinsic payoff. Instead, the payoff comes from the connection with the other people around the table; the characters are merely a tool towards that end. Playing this kind of game 1-1 with a gamemaster would fundamentally change the nature of the game, likely draining it of much of its mutuality.
On 2/2/2005 at 6:55pm, Vaxalon wrote:
RE: Loser roleplaying
lumpley wrote: Also worth noting: [kpfs] A Startling Postscript.
I don't know about you, but this seems like a refutation of your point.
They didn't forgive their characters and stop playing, they KEPT playing, and kept throwing the mud around.
Forge Reference Links:
Topic 133768
On 2/2/2005 at 7:11pm, lumpley wrote:
RE: Loser roleplaying
Maybe.
They were getting something out of the game. I didn't figure they'd ever even consider playing it again, their initial experience was so ... appalling.
Now, whether Dimestore Katana's is going to work at all like puppies does, who knows. It sounds to me like Judd's got something interesting to say about violence.
-Vincent
On 2/2/2005 at 7:34pm, Christopher Kubasik wrote:
RE: Loser roleplaying
Vaxalon wrote: In winner roleplaying (such as DnD), we pull out our best qualities and watch them triumph over an external evil.
Whoa.
Is this true?
I've seen behaviors in D&D* (*and its children) that made me worry about the moral stability of the people playing the PCs. The difference between this and other games is that there's no acknowledgement of moral issues. (The fact that everybody slaps an Alignment on PCs and NPCs doesn't -- to my mind -- engender concerns about morality. It seems to absolve everyone of all concerns about morality.)
In a Star Wars game played once at West End, a guy in marketing -- a Viet Nam vet -- slaughtered two hog tied technicians on the new Death Star. He shocked everyone at the table. In his view, he was making sure the mission succeeded. Was his action a triumph of good over evil?
Was his choice to be brutal in a brutal war a "best quality"? Or was the desire for innocence of the other players ("Hey, this is Star Wars! We don't kill innocents!") the best quality? I sure as hell don't know. Its a complicated matter. One that Star Wars kind of sweeps under the carpet if the group is trying to play "genre" -- and not expect that PCs might do horrible things and that examining them is worth the time.
In games like kpfs and MLWM and Sorcerer and more, the moral cards are on the table. In the Star Wars game everyone was stunned, then simply had to shrug it off and rush to the next cool blaster fight.
I've often had this problem with this presumed "heroic" nature of D&D*. One slaughters and steals, amasses the ability to slaughter and steal more, every once in a while with a plot line that justifies slaughtering and stealing for the sake of goodness.
A game that relieves me of being aware of life's moral complications isn't moral at all. It's a kind of lie. On the other hand, a game that has troublesome subject matter -- an exageration of the bad impulses within us (or, at least me), and reminds me to be aware of them, to see them in others, is a very moral game.
I think this is why people are referring to what's going on with the players. In one kind of game, the PCs may be doing "heroic" acts -- while the players get to be asleep at the moral wheel. In the other, the PCs may be horrific, but the Players are having their moral nerves pricked -- and that fresh awareness is apparently refreshing.
Best,
Christopher
On 2/2/2005 at 8:07pm, inthisstyle wrote:
RE: Loser roleplaying
Christopher Kubasik wrote: I've often had this problem with this presumed "heroic" nature of D&D*. One slaughters and steals, amasses the ability to slaughter and steal more, every once in a while with a plot line that justifies slaughtering and stealing for the sake of goodness.
This is interesting, because I think it is absolutely true. This sort of thing came up the first time I played Burning Wheel. The setup was very middle ages, with nobles and a church as the ultimate authority. We were investigating a supposed demon in a remote village. The demon turned out to be a fake: bandits pretended to be a demon to scare folks off, but the townsfolk really were worshipping some unorthodox god. Our characters overheard the villagers discussing our murder in their town hall, so we blocked all the doors and burned them alive.
Now, when I was playing this game, I was doing immersive role-playing. My character was a mercenary in the knight's employ, and went about the work of murder in an efficient and brutal way.
Afterwards, on Luke's web site, I mentioned our horrific action with some distaste, saying we had perpetrated a real atrocity in character. He mentioned that I was the first person to say anything about it. I think this comes, at least in part, from the role-playing mindset of "I win if I don't die." Our characters succeeded in avoiding harm, and they had the authority and the in-game moral justification for their actions. I was apalled by the events, even as I participated in them. None of the other players seemed to acknowledge this, however.
On 2/2/2005 at 8:32pm, Bankuei wrote:
RE: Loser roleplaying
Hi folks,
I can see where Vincent is coming from this- but I can also see loser roleplaying as a catharsis and/or as a way of negatively expressing everything you DON'T like. You can see the former in such activities as Carnivale, or revenge fantasies, so it makes sense that it would find expression in roleplaying as well. The latter appears in all kinds of stories, from the enemy deities in religion and myth to classic tragedies where people bring about their own downfall.
I think loser play is fundamentally different based on where the group is coming from. In catharsis, doing everything wrong is a freedom, a release, and the approval/reward is in being free of moral strictures, or free to flaunt them completely. Grand Theft Auto comes immediately to mind. In tragedy, you create the protagonist who will drive themselves to their own doom, and through it, you make a statement about those folks. Requiem for a Dream is the movie that I think of for this sort of them.
Perhaps the difference between raw villainy and loser play is the amount of protagonization or self-inflicted deprotagonization of the characters. A villain is empowered, the cartharsis or downfall comes from power. The loser is all about disempowerment, the pathetic and petty nature of their goals and "power". I could easily see this is where it either goes into the pity and human compassion Vincent mentioned, or just raw ridicule, in the form of mean humor that just likes to watch protagonists suffer(Ah, Charlie Brown...).
Overall, as players, you make statements on what you think pathetic, evil, or stupid is, as opposed to what you think heroism is. D&D on the other hand, negates the concept of using morality as a statement device, as alignments are more boxes to be fit into. System wise and soft techniques advised in general discourage alignment shift, and so, players are also discouraged from making those neat moral statements. What would drive a Lawful character to break the law? Where is that line? At what point crossing it goes too far? etc. Stuff like Dogs in the Vineyard or HeroQuest work perfectly because the lines aren't drawn for you- you draw them yourself through play. Likewise, loser play is all about drawing the lines of what you think all these negative "virtues" are.
Thoughts?
Chris
On 2/2/2005 at 8:48pm, bcook1971 wrote:
RE: Loser roleplaying
In our first TROS game, my character and another came to a shipyard in the middle of the night on a horse-drawn wagon. A guard approached, and my friend drew his attention to a city map .. and then shoved a dagger in his throat. I was utterly shocked. I'd killed untold numbers of orcs and all manner of weird-looking monsters in D&D, but this, I couldn't handle. He was just some guy in a crap job trying to feed his family. And my "friend" murdered him, without hesitation, so we could plunder a local center for commerce.
In the Traveller game we played last year, my character came under fire from a security guard in the yard of an installation while fleeing a break-in. He took a knee and emptied his clip. The guard fell. My character got up, put in a fresh clip as he approached the body and put another round in his chest and face. Everyone was aghast. There'd been nothing but spy work up to this point, and now the ugly truth of being a field operative came out: killing is part of the job.
On 2/2/2005 at 9:43pm, Christopher Kubasik wrote:
RE: Loser roleplaying
Hi,
Just so I'm not responsible for derailing this thread with inspiring people to post annecdotes about violent, if not murderous, behavior on the part of PCs....
My point simply stands like this: I think "loser" behavior is much more slippery to define than most gamers assume. We have ides of "coolness" "strength" and "competance" -- but how limited or arbitrary are those definitions within the context of an RPG group.
This is a seperate point than Chris' imporant post above. In Chris' post, one can choose to say, "We're going to go for the 'bad'". I'm saying, I don't think many people even think in terms of good and bad when playing. And this leads to complete loser play without anyone thinking about it.
Christopher
On 2/2/2005 at 11:15pm, clehrich wrote:
RE: Loser roleplaying
Vaxalon wrote:Actually, I think you're missing something very fundamental about kpfs. See, if these guys were really the completely evil horrors they think they are, they wouldn't be losers. Demons, for example, aren't losers. But if these guys do demon things, they're scabbing on the demon union and the demons come and kick their ass. These guys are just losers. Pathetic losers. I mean, the best they can do is kill puppies. Why? Because they're losers. And when it gets right down to it, if you read a bunch of actual play for this game (I always do because they're hysterical and I'm a sick freak), you start noticing something: at a certain point, killing puppies just becomes a pointless, meaningless routine. These guys aren't even creative about it -- they just kill puppies.Ron Edwards' KPFS review wrote: You, the real person, have to cope with your own warped imagination using humor - and the coping is real. Playing kill puppies for satan is an exercise in self-discovery, and surprisingly, it's usually a positive one that I never would have anticipated.In spite of being fairly extensively covered in the review, this is something I don't get.
You seem to be saying, that by playing a PC who treats the people below them on the pecking order in terrible ways, we learn to have compassion for the people on the ladder below us?
Allow me to quote some of Vincent's elegant, refined prose (warning -- inappropriate language alert!):
so that's gerald stebbins and let's face it, the guy is not a charmer. he's funny looking, weasely, he's got no dignity, and his breath is for fuck all. but like pretty much everybody, even ghouls, he's got a few friends (including your pcs). they're people who maybe just feel sorry for him, or maybe owe him one from back in the day, or hell maybe actually kind of like the guy. i mean it takes all kinds, right?Now wasn't that lovely?
and he's not a bad friend, not at all. sure he calls you for help, and says he'll make it up to you and never does, but he's always so genuinely grateful that it's hard to hold a grudge. he's loyal and he won't make excuses when you ask him for stuff, if he can he will and if he can't he really feels bad about it. he won't fuck you up the ass with a sharpened screwdriver as soon as you bend over, not like some people. you could do worse.
anyway, he's having his thirtieth birthday party and he's inviting all his friends. it's like eight people and he's having it on a thursday night so it won't conflict with anybody's weekend. he's saved up and booked the banquet hall at the motel 6 off the pike, you know he's been planning it for a while because he doesn't have much to spare. (he has a job sweeping up at feeney's funeral parlor, of course). he's borrowed a cd player (maybe from one of your pcs) and checked some cds out of the public library. he's even shoplifted a box of little girls' birthday party invitations and carefully written in his name and the time and place.
your pcs will break his pathetic ghoul heart if they don't go. plus god damn it how many friends do they have, that they can just blow one off?
See, there are people lower on the pecking order than the PCs, though not many, but actually the PCs aren't necessarily horrible to them. Hell, they save Gerald! (Or try to, anyway -- that's the first adventure.) What they're cruel to is puppies (and kittens, and so on). And you know what? Puppies are waaaay above these losers on the pecking order.
I think your question is whether there's value in wallowing in filth like this, and Ron's remark is on that point. It's not your characters that you should have a problem with. It's the fact that you, the player, the freely independent person, actually chose to say, "Hey yeah, I need some Evil, so I'm going to go blow up a bunch of kittens with this stick of dynamite I stole from the construction site." What kind of sick person thinks of something like that? What kind of sick person finds that funny?
You do. (Well, not you maybe, but players of kpfs.) And then they have to think about it, and live with themselves. And that makes them think a little more clearly about the real world, and ethics, and being a halfway decent person, and why one's mind occasionally drifts off into deep, disturbing waters. And the theory is that this is good for you, because at least you don't pretend you don't ever think like this.
Does that help at all?
On 2/2/2005 at 11:47pm, Vaxalon wrote:
RE: Loser roleplaying
Christopher Kubasik wrote:Vaxalon wrote: In winner roleplaying (such as DnD), we pull out our best qualities and watch them triumph over an external evil.
Whoa.
Is this true?
I've seen behaviors in D&D* (*and its children) that made me worry about the moral stability of the people playing the PCs. ...
In a Star Wars game played once at West End, a guy in marketing -- a Viet Nam vet -- slaughtered two hog tied technicians on the new Death Star. He shocked everyone at the table. In his view, he was making sure the mission succeeded. Was his action a triumph of good over evil?
In this case, the quality (perhaps not his "best") that this guy was bringing out was, "I get the job done."
I am deliberately leaving out what might be called "perverse" gaming... one where you take a game that can be used for one of the three I list, and twist it around to be an expression of the opposite; such as Sabbat PC's in a Vampire game, or people using "Book of Vile Darkness" to make PC's in a DnD game.
I'm not talking about perverse gaming... what I'm learning (slowly) is that games like DSK and KPFS don't have to be perverse; there's another style there, and I'm trying to get my head around what it is.
On 2/2/2005 at 11:51pm, Vaxalon wrote:
RE: Loser roleplaying
clehrich wrote: .... What kind of sick person thinks of something like that? What kind of sick person finds that funny?
You do. (Well, not you maybe, but players of kpfs.) And then they have to think about it, and live with themselves.
I learned a cosmic lesson a long time ago, "You become that which you hate." Now that's not to say that I don't hate anyone... but I like to believe that when I become aware that I have started to hate someone, I know what to do to expunge that hatred and replace it with something less poisonous to my psyche.
I guess that's one of the reasons I have trouble with all this.
clehrich wrote: And that makes them think a little more clearly about the real world, and ethics, and being a halfway decent person, and why one's mind occasionally drifts off into deep, disturbing waters. And the theory is that this is good for you, because at least you don't pretend you don't ever think like this.
Does that help at all?
I think so... but let me ask this.
Is loser roleplaying (specifically, KPFS and DKS) founded primarily in characters who hate? Not just other people, but themselves as well?
On 2/3/2005 at 4:18am, clehrich wrote:
RE: Loser roleplaying
Vaxalon wrote: Is loser roleplaying (specifically, KPFS and DKS) founded primarily in characters who hate? Not just other people, but themselves as well?DKS I can't speak for. KPFS seems to me about people who hate themselves a great deal more than they hate anyone else. Of course, they don't really know that, but then, they also think they're really cool.
Vincent, you want to chime in on this? You're the puppy-killer extraordinaire, after all.
On 2/3/2005 at 2:23pm, lumpley wrote:
RE: Loser roleplaying
Puppies characters are hated. It's a stat on the character sheet: "This many people hate me: __."
If they also hate - some do, but probably a minority - they hate ineffectually.
They lack the capacity for accurate self-reflection that would allow them to hate themselves.
-Vincent
On 2/3/2005 at 2:34pm, Vaxalon wrote:
RE: Loser roleplaying
Yeah, I remember now.
Wouldn't you say, though, that the standard unenlightened response to hatred, is to hate in return?
I haven't played or read the game (a big handicap in this discussion, I know) but I find it odd that KPFS PC's aren't big in the hating department.
On 2/3/2005 at 4:10pm, jrs wrote:
RE: Loser roleplaying
Ya know ... I've both read and played kpfs, and I don't recall anything about the player characters hating per se. I don't think such characters have sufficient focus to hate, or as Vincent said, they hate ineffectively.
Hate is too big a concept for your standard kpfs character. Think smaller like ignorant and petty and overlooked. We're not talking about clever villains here.
Julie
Edited to correct bad spelling.
On 2/3/2005 at 4:29pm, Vaxalon wrote:
RE: Loser roleplaying
So they're too focused on just fulfilling the impulses of the moment to do anything as premeditated as hating someone...
I think I can grasp that.
They're no more capable of hate than Beavis and Butthead are.
On 2/3/2005 at 5:05pm, Paganini wrote:
RE: Loser roleplaying
I kinda like this thread. But, at the same time, it kinda bugs me too, because I feel like there's some navel-gazing going on, and a lot of excited pop psychology analysis, without anyone really sitting down and taking a look at the bigger picture.
This is a thread about literture. Yup.
An Agatha Christie mystery has a certain amount of entertainment value. Poirot (say) is a wittily writen character, and the plotting and structure encourages the reader to engage in an interesting logical exercise. But they're pretty short on drama. You compare an Agatha Christie novel to Raymond Chandler's "The Big Sleep," and you see a huge difference.
Good drama requires losers. If you don't have losers, your dramatic conflict lacks all kinds of punch. I've started keeping a kind of running tally when I read. The better the writer, the more screwed up their characters tend to be.
I'm not, like, saying that EVERY character has to be a total whack-job. But, the whack-jobs are where the dramatic impulse comes from. They drive the conflict. Without them, everybody would be Ned Stark, the Lawful Good Northman.
So, take a look at William Gibson, George R. R. Martin, and so on, and check out how messed up some of their characters are, and how that "messed-up-ness" relates to the drama at large.
Now, let's talk history. Unless you're one of those D&D Drifter types like Raven, dramatic conflict is not really the point of a D&D game. Dramatic conflict and the other trappings of literary form are used to color the framework for Step On Up. The Evil Necromancer or the Lich Lord or the Drow Queen or whatever are Total Whack Jobs to explain why the PCs are justified in beating the crap out of them. They kidnap princesses, pilage the countryside, rape vilagers, murder innocents, etc., all in a days work, for one purpose: To establish in the minds of the players "Aha! Cool, a bad guy. Let's go get him!"
It works the same way in reverse if the PCs are evil. "We are Total Whack Jobs, so let's go kill some vilages and get XP! Ah, we are Total Whack Jobs, so the guards want to kill us."
When you do start getting into dramatic, story-centric role-playing (Say, what Vampire wants to be) there's always the assumption carried over from D&D and earlier games that it will be PCs vs. the Whack Jobs, with the Whack Jobs controled by the GM. That's just what gaming is, right? The GM runs the Bad Guys.
Only, it's not. There are a lot of games that have come out of the Forge that chip away at the traditional role of the GM, distributing GM tasks more and more. Before the Forge, even, there were still lots of people who would distribute GM tasks with traditional rules-sets, just because they wanted to.
Also at the Forge you've got a whole bunch of people who have been thinking more or less non-stop for like 4 years about *what drama is.* They understand about the Whack Jobs. If the Whack Jobs are an essential component to dramatic conflict, and if Narrativism is all about player authorship, then shouldn't the PCs be Whack Jobs? At least some of the time?
That's what Narrativism is about, remember. These moral quandries that the real people (the players) find interesting. There aren't very many of these in Agatha Christie. There's a crapload of them in the Big Sleep.
On 2/3/2005 at 5:10pm, Marco wrote:
RE: Loser roleplaying
Paganini wrote:
When you do start getting into dramatic, story-centric role-playing (Say, what Vampire wants to be) there's always the assumption carried over from D&D and earlier games that it will be PCs vs. the Whack Jobs, with the Whack Jobs controled by the GM. That's just what gaming is, right? The GM runs the Bad Guys.
Y'know, I'm glad you cleared that up for me--'cause I was doing it wrong.
Edited to add: I realize this is a canonical version (here) of V:tM. However, WoD is a lot of different things and the books I read (mostly 1st Ed Vampire and GURPS V:tM) certainly didn't spell out what you're saying they did with anywhere near the clarity you are imparting to them.
I happen to agree with your statement on literature but I don't think your extension of this to the games you are talking about is in any way rigorous.
-Marco
On 2/3/2005 at 5:22pm, Paganini wrote:
RE: Loser roleplaying
Marco, that's like... totally random sarcasm. I'm sitting here all "what the heck?"
Obviously I'm generalizing. People do things lots of different ways. Fred's asking about a trend. I happen to actually know some people who play V:tM, and it's the only WW book that I've actually read. So, it was an example that sprang readily to mind.
So, like, take a deep breath and read a little slower. You say you agree with my point. You say what I described is canonical V:tM. So.... uh... what's the problem?
On 2/3/2005 at 5:28pm, Marco wrote:
RE: Loser roleplaying
Paganini wrote: Marco, that's like... totally random sarcasm. I'm sitting here all "what the heck?"
Obviously I'm generalizing. People do things lots of different ways. Fred's asking about a trend. I happen to actually know some people who play V:tM, and it's the only WW book that I've actually read. So, it was an example that sprang readily to mind.
So, like, take a deep breath and read a little slower. You say you agree with my point. You say what I described is canonical V:tM. So.... uh... what's the problem?
It's canonical in terms of a "strongly held belief" that a lot of people here share. I don't think it's a rigorously proveable one. I found the 1st Ed and GURPS Vampire books very, very much capable of making characters who were, as you put it, whack jobs.
We had games that centered on those themes and were very successfully run. We made a strong attempt to play by the rules so I think we were pretty accurate on that score.
I think it's a canonical belief. I think it is, simply, opinion. I wouldn't object if you said "When I ran Vampire I made these assumptions" but saying the game itself does that is, IME, not rigorous.
-Marco
On 2/3/2005 at 5:34pm, Vaxalon wrote:
Roleplaying and literature
I am not a fan of analogies of roleplaying games to literature or even fiction. They are two related but quite different art forms.
I'd say that roleplaying (at its MOST narrative) is to fiction what improv theater is to playwriting.
There is a certain amount of skills overlap, but in the end, the time element causes a great deal of deviation.
When you're writing fiction, you have a great deal of power (from extensive to total, depending on your writing style) to go back and fix stuff in the beginning, or go forward and make solid decisions about where the flow will go. In a roleplaying game, (depending on your social contract) that power is limited or nonexistent.
So forgive me if I don't buy literature analogies, they're fundamentally flawed.
On 2/3/2005 at 5:54pm, Vaxalon wrote:
RE: Loser roleplaying
Paganini wrote: I'm not, like, saying that EVERY character has to be a total whack-job. But, the whack-jobs are where the dramatic impulse comes from. They drive the conflict. Without them, everybody would be Ned Stark, the Lawful Good Northman.
I disagree, in the strongest possible terms.
Your personal PREFERENCE may be for whack-jobs, but I don't think there has to be a whack-job for there to be a strong dramatic impulse.
I have found HIGHLY dramatic situations where a SINGLE flaw was played on and made the focus of play, and much drama resulted.
Julia, for example, was a character in an Amber game I ran (not the Julia from the later novels; we were playing this based on the first series only). She was an acknowledged daughter of Julian, and as a result had something of a frosty childhood. The rift between father and daughter formed a focus for that character, as he mercilessly drove her onwards. Each play session seemed to have at least one argument between the two of them, which Julian often won. She hated him with a passion. In the journals, her player often wrote, in her voice, how much she wanted to kill him, and that the only reason that she allowed him to drive her so hard was so that she could become stronger than him, learn his secrets, and eventually commit the most heinous of sins, patricide. "You become that which you hate," indeed.
Aside from this relationship, Julia was actually quite the 'good stuff' character; a solid defender of the weak, enemy of the oppressor, and vocal proponent of noble action in the face of treachery, no matter the cost. She was a bit abrasive and sarcastic in personal communications, but that was generally shrugged off as the result of never having learned better as a child.
Then came the day that Julia visited Tir-na Nog'th. As a piece of contrast, I introduced Julia to a "mirror universe" Julian, one in which she had always been seen as a beloved daughter and a member of a family, rather than a tool to be honed and eventually exploited. The scene was quite tender. In only a few minutes, the player's eyes were misting, and when I turned the focus to another character, I noted that the player needed to use the restroom. The drama of the moment was undeniable.
Edit, to add: While we were unable to follow that game to its conclusion, the player in question intended for the character to attempt a reconciliation with the "real" Julian. It would have made for quite the twist in the plot, beause by that time Julia had begun to start recruiting allies for her assault on Julian.
I found out later that the player in question had been born after the player's father's death, and had never known him; indeed, there had been no strong male figure in this player's childhood.
So I don't think that the dramatic impulse comes from whack-job characters. I think it comes from the resonance between character and player, and a character need not be depraved in order to have the flawedness necessary to drive strong drama.
On 2/3/2005 at 6:46pm, Marco wrote:
RE: Loser roleplaying
Nathan,
Havin' thought about it over lunch, I apologize. I don't agree with the common analysis of V:tM--but I shouldn't have jumped on you like that. I think there's a tendency to be very much overly prescriptive in what games do but, presently, that's an accepted part of the dialog.
So I apologize. I'm sorry I was sarcastic with you.
-Marco
On 2/3/2005 at 7:12pm, Paganini wrote:
RE: Loser roleplaying
/me catching up to many posts here
Marco,
Okay, I see where you're coming from now. I don't have the GURPS Vampire book, so, there you go. I have the SS V:tM second edition, I think. In there, IIRC, it's pretty clear that the PCs are "good guys" who are holding off the "evil beast within," while the "bad-guys" are the ones who have given in to the hunger, are interested in humans only as food, perpetuate atrocities, etc. etc. I guess I should have been more specific with my references. So, we're cool. :)
Fred,
It's not an analogy; there's no "is to as is to." Ron's original articulation of Narrativism was given in terms of short-story writing. I'm not saying "here's something similar to help you understand." I'm talking procedure. "This is what we do."
Your second doesn't really contradict my point. Julia is a great example of a messed-up character. She has problems. She's not *predictable.*
. . . Hmm. Something just ocured to me.
Like, well-adujsted characters are predictable, right? You always know that Ned the Lawful Good Northman will do the honorable thing. It's how he's wired. His function in the story is to be the Good Guy. The same thing applies to well-adjusted Bad Guy characters. Drama, like I pointed out previously, comes from characters being Messed Up. Messed Up people are *not* predictable. You don't know what their problems will drive them to do.
But the Losers we're talking about here actually are very predictable. The always kill puppies for satan, or whatever, because that's how *they're* wired. So there's not much dramatic conflict there. I think I see why you were making a contrast between MLWM and KPFS.
In MLWM, the guys can eventually break free, they can have resolution. In KPFS, they don't have that opportunity. They stay losers, and just keep on killin' puppies.
Hmm.
Hmm. I guess I really never have played a total loser. I've played some really messed-up characters, but none of them were Napoleon Dynamite.
/me thinks about this some more
On 2/3/2005 at 7:26pm, Marco wrote:
RE: Loser roleplaying
Just so we're clear: in the editions I had and read the PC's were supposed to be battling the hunger as well--no argument there--but there was plenty of small minded messed up and depressive area for them to be "whack jobs."
I wouldn't say that the vampires were as loserly as kpfs characters--but I would say that there was ample disempowerment, dispair, and lack of heroism involved in play that the parts that *did* become heroic stood out.
'm just sayin'--since I wouldn't make the argument that a scheming Toreodor was as down and out as the loser-squad this thread is about--but I also wouldn't class the characters I saw as D&D heroes either. There was certainly tons less combat and nothing that resembled a dungeon crawl: and the players saw themselves as (somtimes) being badguys--but in a bad, even pathetic way (Guy A frenzied and killed a gas station attendant. Guy B, horrified, began the work to burn it down to cover their tracks--he certainly wasn't reveling in his power or evilness--he was projecting, and I think feeling, helpless and impotently enraged at being cursed with vamparism).
-Marco
On 2/3/2005 at 8:10pm, Vaxalon wrote:
RE: Loser roleplaying
Paganini wrote:
In MLWM, the guys can eventually break free, they can have resolution. In KPFS, they don't have that opportunity. They stay losers, and just keep on killin' puppies.
Yes, this is a very important part of my point.
With regard to short story writing, I understand that writing fiction is presented as exemplary of what narrativist players do.
I deny that it is, in fact, exemplary.
A good short story writer goes back and edits and tweaks and rearranges his work, well, as long as he's not someone like Hunter S. Thompson.
A narrativist roleplayer can't do that, or if he does, he doesn't have nearly as much power to do it.
This is a fundamental flaw in the example, and it is why I deny the applicability of any examples that rely on fiction rather than actual play.
On 2/3/2005 at 8:18pm, Vaxalon wrote:
RE: Loser roleplaying
Marco wrote: Guy A frenzied and killed a gas station attendant. Guy B, horrified, began the work to burn it down to cover their tracks--he certainly wasn't reveling in his power or evilness--he was projecting, and I think feeling, helpless and impotently enraged at being cursed with vamparism.
This isn't a refutation of my thesis, because it falls under the second category, "struggle" roleplaying. Yes, it's not "hero" roleplaying, but Vampire rarely is. It's also not "perverse" roleplaying because they weren't reveling in it, trying to lose their humanity as quickly as possible.
State "A" is nobility (at some level). State "B" is depravity, a complete lack of anything noble. The arrow points in the direction that the PC's strive (not necessarily what they actually accomplish).
A -> A Hero Roleplaying
B -> A Struggle Roleplaying
A -> B Perverse Roleplaying
B -> B Loser Roleplaying
On 2/3/2005 at 8:33pm, Marco wrote:
RE: Loser roleplaying
Wasn't meant to be a refutation of the statement--just that not all protagonists need to be as extreme as kpfs. You don't dig on the losers, and that's cool. It's not my favorite thing myself but I'm not, y'know, concerned about it.
If Vincent ran a kpfs game at a con, I'd give it a go.
-Marco
On 2/3/2005 at 9:10pm, Vaxalon wrote:
RE: Loser roleplaying
Indeed, I agree. Characters don't need to be as extreme as in KPFS.
It's part of my reason for posting that I didn't understand why anyone WOULD make a character as extreme as in KPFS. I was trying to understand the purpose of it.
Vincent (I think) said (as I understand it) that the reason the characters in KPFS are so extreme, the reason for "loser" RP, is that it creates an environment where the players can let their inner loser out in public, and be forgiven for it by the group, and thereby obtain a different kind of gratification than "winner" RP or "struggle" RP would give.
I'm still not sure whether I agree with this.
EDIT: Or rather, if it's true, I don't fully understand how or why it's true.
On 2/3/2005 at 9:20pm, lumpley wrote:
RE: Loser roleplaying
Well Fred, you know there's only one way to find out.
I'll bet you'll be surprised which of your friends are willing to try it with you.
-Vincent
who is about to get shitkicked by a demon for a scab.
On 2/3/2005 at 9:21pm, Marco wrote:
RE: Loser roleplaying
If it's true, it's true. I can't understand how people like coffee icecream but the stuff is in the grocery store.
There's a therapeutic technique called psychodrama that is used to sort of (without going into details--and I'm no expert) roleplay interacting with another person and sometimes being that other person (a real person who is or was in your life). This is some pretty deep, pretty real stuff.
I've been in games where some of the ugly stuff came up--where players felt a prevading sense of unease and in some cases internal feelings of sadness or anger or helplessness or dispair.
One of the most memorable ones was when the players were playing young (college aged) slackers who were, essentially, failures in the world and were dealing with that (and the unusual events going on around them).
It wasn't "struggle" in your sense, although there were aspects of that. It wasn't "winning" in your sense (although there were aspects of that). What was, IIRC, most powerful there was getting in touch with real-life feelings of powerlessness that everyone at some point in their lives feels (and, no, it wasn't powerlessness over the game itself).
I think kpfs is the "straight stuff" in that sense. It's not a drink I'd like to drink all the time by any means--but if some people like that, why's that disturb you?
Do you have any, you know, empathy with your inner loser?
-Marco (who has an inner loser just like everyone else)
On 2/3/2005 at 9:30pm, Vaxalon wrote:
RE: Loser roleplaying
Yeah, I do.
I'm not sure it's worth it.
I feel like I'm standing on the rim of a vomitorium, and the guys swimming around inside are telling me, "No! Really! It's FUN! Come on in, the vomit is nice and warm."
I've walked out of games, in the past, when they've slid into depravity, and in this case, I'm looking at it from outside and shaking my head in disbelief.
On 2/4/2005 at 5:45am, clehrich wrote:
RE: Loser roleplaying
Marco wrote: I can't understand how people like coffee icecream but the stuff is in the grocery store.No, but this is an objective failure on your part. Coffe ice cream rocks. You are wrong.
Vaxalon wrote: Yeah, I do.No no, you're not getting this. Really.
I'm not sure it's worth it.
I feel like I'm standing on the rim of a vomitorium, and the guys swimming around inside are telling me, "No! Really! It's FUN! Come on in, the vomit is nice and warm."
I've walked out of games, in the past, when they've slid into depravity, and in this case, I'm looking at it from outside and shaking my head in disbelief.
I do think that part of the problem is that you haven't read kpfs. I don't mean that as a slam. Now me, I'm a sicko. I read the title and went straight over there to read the game. First Forge game I ever bought. But honestly, I figured, "Yeah, funny, ha ha, it'll suck." Then I read it and just laughed and laughed. I mean, just reading it.
See, the thing is that the whole writeup of the game, and that sets the tone from soup to nuts, is not "you are kind of a loser, and you need to grapple with that." Not at all. The writing is, "I, the guy who wrote the game, hate you. You suck. What kind of horrible person are you anyway? Did you cheat? Good, because I get to punish you. Ha ha, I love that."
The thing I really think you're missing here is that the whole thing is deeply, deeply funny.
Sure, we can get fancy about whether this is literature or not, and whether literature is an appropriate metaphor, but that's really not, to my mind, the point. The point is that you read the game and you laugh. And then you think, "I've got to play this." And then you feel dirty, and think, "My god, what kind of sick muffin am I anyway?" And then you start actually thinking.
Vincent will eventually sue me if I keep putting bits up, but here's a small bit that always has me howling with laughter.
and finally other random weird freaky shitNow seriously, read this. It's got everything. I really think kpfs is one of the best-written games ever; it's certainly the funniest I've ever read.
you know how when you've been chasing this damn dog all over town and back and you just can't seem to catch up with it and it's acting like it knows you're there and it's onto you and you start to wonder precisely who's chasing whom and then it surprises you by jumping out of a garbage can and sinking its teeth into your arm and before you know it it's turned into some guy, i mean some fucking guy with a mouthful of your meat? that's this guy.
- vampires, werewolves, ghouls, skinchangers, undead, the whole goddamn freakshow, it's all out there if you know where to look. or if you don't know which side of the fucking tracks to stay on, puppy boy.
- they all have their own stats and i'm not really inclined to make them all up. you've got the pattern by now surely. knock yourself out. i'll do one to get you started. it'll be your fave and mine, vampires.
..... [mechanics cut, because who cares?] .......
- their powers can include turning into a bat or a wolf or mist, mesmerizing people, moving superfast, being superstrong, you know, the whole damn list from that other fucking game. i know you own it.
- here's a character sheet for a random vampire.
a monster i am, lest a monster i wankety wankety wank
my name is elias dumond iii
cultured 5
cunning 3
bloodthirsty 3
immortal 4
hungry 1
i can transform myself into the bat and transfix the ladies with my sinister yet compelling dark eyes, nyorm nyorm.
so that's npcs. make your pcs piss their puppy-killing pants.
Pointless, mean-spirited jabs at WoD? Check.
Nasty, bad-tempered jibes at the GM? Check.
In-passing slashes at the PCs? Check.
Composed in a consistent, distinctive style? Check.
Totally unnecessary bad language? Check.
Does this start to sound like Saturday Night Live in the good old days? Because it should. That's exactly what this is. Deliberate, pointless, childish pushing at the envelopes of what any sane, normal human being in our culture would consider acceptable, but doing so just barely enough that we go "eeew, ick" and don't actually shut the book. And instead we keep cracking up.
Forget getting in touch with your inner loser. Get in touch with your inner child. Remember how funny fart-jokes and toilet-jokes really are? Remember that scene in Blazing Saddles that's nothing but people farting? Remember the "South Park" episode where Mr. Garrison & Mr. Head rant on about how toilet humor isn't funny, while in the back Kenny is having explosive diarrhea (just sound effects)? Okay, this is the same thing for (semi-) grown-ups.
See, if you get that this is funny first and foremost, you begin to get why it's also quite serious and worth doing. Not often, maybe, but worth it.
Let's all remember the actual title of the game:
kill puppies for satan: an unfunny roleplaying game
So Vaxalon, here's my question to you.
Can you see that this can be funny? Forget the rest. Can you see the funny?
Here's a little test, so you don't have to buy the game before really getting it. Somewhere on Vincent's website [hey vincent, please put up the link, you know I love this] there is an impassioned letter from a couple of little girls, 12 or so IIRC, who don't like the shtick of the game. They think they do, but they propose that instead of killing puppies, the PCs should kill Barbies. And then they explain this as having something to do with the Declaration of Independence and what our country is really based on.
Now me, I read this and laughed so hard I genuinely had tears running down my face. That was one of the funniest things I've read in a very long time. And if you get what makes that funny, no really, you just gotta buy and read kpfs. If you think that is not funny at all, that it's horrible of me to find that hysterically funny, then you're going to hate this game, but there's really nothing to analyze: this is purely a matter of preference, and this game is not for you.
But read the letter before you decide. I love that letter. I want to print it and frame it. I just might, actually. When I bought the game, I told Vincent that letter sold it, and I still hold to that.
Kill Barbies For Satan.... hee!
On 2/4/2005 at 1:25pm, Vaxalon wrote:
RE: Loser roleplaying
Well, see, I have a problem with that too.
Because there are SO many really, really good games out there, and because of some hrm, bad budgetary practices in the past, I have made a promise to buy only games that I have a solid plan to actually play.
Maybe someday I'll get to a con where it's being demoed, or link up with someone IRL for it.
For now, though, I think I've come to the conclusion that I'm just too unhip for this game.
Oh, and by the way? I can't stand South Park.
On 2/4/2005 at 2:57pm, lumpley wrote:
RE: Loser roleplaying
Thanks, Chris!
Don't Kill Puppies for Satan. The rest of my hate mail lives here.
I have a longstanding policy, Fred. It appears at the top of my hate mail page. It's: I wrote a game called kill puppies for satan, for goodness sake. What, did I think everybody was going to like it?
I hope you understand it better. You liking it - that's totally not mine to ask.
-Vincent
On 2/4/2005 at 3:19pm, Vaxalon wrote:
RE: Loser roleplaying
I think I do understand it, a little. About as well as I understand quantum physics, that is to say, I can follow what people say about it but it's so alien from my own experience that I can't say that I grok it.
Not like I grok algebra, for example.
I suppose that's the best I could have hoped for.
On 2/4/2005 at 3:24pm, Ron Edwards wrote:
RE: Loser roleplaying
Hello,
This thread seems to have evolved into something beyond the basic principle of loser role-playing. Fred, do you have a specific point-of-issue that we can discuss? As Vincent points out, no one is trying to make you like something (although Chris is getting a bit toward that end of the pool and should stop), and a couple of your posts seem to be trying to protect yourself ...
Anyway, I'm not shutting anything down, don't mistake me on this - I'm asking for a return to the idea that you raised, rather than an emotion you feel about a particular game.
Best,
Ron
On 2/4/2005 at 4:23pm, Vaxalon wrote:
RE: Loser roleplaying
Well, how about my postulate, as far as four styles of RP?
That is, Hero, Struggle, Perverse, and Loser?
It seems to have either been ignored or tacitly accepted.
On 2/4/2005 at 4:28pm, Paganini wrote:
RE: Loser roleplaying
Vaxalon wrote: Well, how about my postulate, as far as four styles of RP?
That is, Hero, Struggle, Perverse, and Loser?
It seems to have either been ignored or tacitly accepted.
Actually, I like that a lot. Maybe it needs it's own thread, but I think it's a pretty good stylistic distinction.
Hero and Loser are most often used to color Gamism (Maybe some Sim? What's it like to be a Hero / Loser?), while Struggle and Perverse are the main driving force for Narrativism.
On 2/4/2005 at 4:33pm, Vaxalon wrote:
RE: Loser roleplaying
I think that's because perverse and struggle involve something that gamism don't really care about all that much, and that's character development (as distinct from advancement). Movement from one state to another.
Does Sim care about character development? Perhaps, but it's not as fundamental as it is in Nar.