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Topic: GM-task: Test to Extremity
Started by: TonyLB
Started on: 2/15/2005
Board: RPG Theory


On 2/15/2005 at 8:28pm, TonyLB wrote:
GM-task: Test to Extremity

I split this off from Why would anybody want to GM? because it's a little off topic, and I want to take it a LOT further.

lumpley wrote: I articulated it on my blog kind of like this: there are three ways of knowing a character.

First, as the character's player/creator/owner/author. I want to know my characters inside and out so that I can do them justice.

Second, as the character's audience/fan. I want to know my fellow players' characters because they are SO COOL and I catch my breath every time they come on screen. I can't wait to see what they do and I can't wait to see who it shows them to be.

Third, as the character's GM. I want to know your characters inside and out, but not so that I can do them justice - so that I can inflict upon them the exact right, very worst grief.

The player and the GM have the same goal wrt the character, which is to make the character shine. The player approaches it by learning what makes the character tick and playing it fully; the GM approaches it by learning what makes the character tick and playing fully against it. Between the two of us, the character comes to life.

And I'm agreeing, and I'm agreeing. It's a GM-task, which like all other GM-tasks can be assigned to any person or persons, and...
Furthermore, I think that there are probably very good reasons to give the person responsible for providing adversity some serious rights when it comes to arranging the world around the characters.

... right there I stop understanding clearly. Or possibly I understand and disagree. Hard to say.

Vincent, I'm seeing two points combined in that last paragraph, and I don't know how to deal with them separately, so I'm passing the buck back to you:

• "The person responsible", emphasis very much mine. Is this just lazy language, or do you feel that there are reasons this role needs to be centralized?• Good reasons to give the person [or persons] responsible for adversity serious director-stance rights. Is that saying that they need a lot of power, or that they specifically need more power than the people they're providing adversity to?

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On 2/15/2005 at 8:56pm, lumpley wrote:
RE: GM-task: Test to Extremity

1. Every protagonist should have at least one. That's "the." Whether it's better for all the protagonists to have the same GM, whether it's better for each protagonist to have only one GM - or come to think of it, whether it's better for each protagonist to have as many GMs as possible - I don't know. Probably it just depends.

2. The current, acting GM (per the current, acting protagonist), having identified the adversity that the protagonist so richly needs, should have the power to bring it. That means some or all of: playing supporting characters and antagonists, creating circumstances, establishing world details, framing scenes, calling for resolution, interpreting the rules - pretty much most of the things you'd identify elsewhere as the in-game GMing tasks.

How bad would it suck if I looked deep into Soraya's soul (Soraya is Emily's character, whose GM I've been most recently) and decided that what she needs, more than anything else, is for the Europe-spanning Order of Hermes to sunder, pitching her into the middle of a war of Houses ... but I don't get to make that happen because I don't have enough GM power? Bad, is how bad.

Does that mean more power than the PC's player? Sort of.

-Vincent

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On 2/15/2005 at 9:19pm, TonyLB wrote:
RE: GM-task: Test to Extremity

Welllll....

How bad it is sort of depends on why you don't have enough GM power, doesn't it?

Say, for instance, more than one person is suggesting adversity for Soraya, and the power they have to bring it about is linked somehow to her interest levels in the adversities being proposed. You decide that she needs the Order of Hermes to sunder, and someone else decides that she just needs this one beloved person in the Order to become a schismatic so that she can deal with the issues in microcosm, and she decides "Yeah, that microcosm thing is more personal and telling anyway".

At that point you've had your chance to pitch your idea, it got turned down, and you shouldn't have the power to make it happen, right?

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On 2/15/2005 at 10:10pm, Sydney Freedberg wrote:
RE: GM-task: Test to Extremity

TonyLB wrote: Say, for instance, more than one person is suggesting adversity for Soraya, and the power they have to bring it about is linked somehow to her interest levels in the adversities being proposed....


Just to make the implicit explicit, the mechanical models Tony's thinking of presumably include
(a) his own game Capes, where you gain resources to shape the story ("story tokens") by proposing plot elements that other players are interested in investing in -- although Capes isn't quite built to handle the "Soraya Scenario" as outlined above.
(b) Universalis, where players bid resources & challenge each other for control of the story -- although a player:character identification as in the Soraya Scenario isn't common in Universalis, as I understand it (haven't played).

Tony, do I have you right? And anybody, can we think of a (c), (d), (e) etc., i.e. more games with this kind of formalized distribution of story power?

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On 2/15/2005 at 10:14pm, lumpley wrote:
RE: GM-task: Test to Extremity

Tony wrote: Say, for instance, more than one person is suggesting adversity for Soraya, and the power they have to bring it about is linked somehow to her interest levels in the adversities being proposed. You decide that she needs the Order of Hermes to sunder, and someone else decides that she just needs this one beloved person in the Order to become a schismatic so that she can deal with the issues in microcosm, and she decides "Yeah, that microcosm thing is more personal and telling anyway".

At that point you've had your chance to pitch your idea, it got turned down, and you shouldn't have the power to make it happen, right?


Oog. The last thing I'd do is trust the player to know what's the right adversity, until afterward. I'm a good GM to Soraya because I know things about her that Emily doesn't, because I've been watching Soraya so closely and with such malevolent intent. Emily and Meg are good GMs to my character because they know things about him that I don't! That's where good adversity comes from, from seeing a truth about the character that the player doesn't see.

...But that's an implementation question and I'll try to not fix on it.

Instead, what I'll say is: well, if more than one person needs power over the game world, then you have to coordinate it between you. That's okay, and there are strategies to make it fun, and that falls under "there may be good reasons," I think.

But given appropriate negotiation of shared NPCs and world stuff - no, no way. You can't ask me to be there for you and then cut me out of the process.

-Vincent

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On 2/15/2005 at 10:35pm, TonyLB wrote:
RE: GM-task: Test to Extremity

Why not?

If, as a player, I offer you the opportunity to interest me and you fail... then you fail. Happens to everybody. You'll get plenty more chances. Moving on.


I gather that this sort of attitude would violate the Social Contract you've got with your group... and possibly the SC of every group other than mine. Which is a really intriguing indication of diversity. If anyone wants to jump in with an assessment of what group-specific elements of SC this would breach, I think we could get a rocking (and hopefully broader) discussion going!

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On 2/15/2005 at 10:48pm, Sydney Freedberg wrote:
RE: GM-task: Test to Extremity

TonyLB wrote: If, as a player, I offer you the opportunity to interest me and you fail... then you fail. Happens to everybody.


Interesting. When I was a GM, I handled this through a "big box of tools" approach. First, I spent a fair bit of energy creating Setting and Situation, with some pieces in motion on their own but most power in the hands of the PCs. Then I saw what the players took interest in and ran with that -- sometimes improvizing material out ahead of them if they went in a direction I'd not thought of sufficiently or at all -- and ignored what they ignored.

(E,g. I remember one "you run the Empire" campaign where I tried vigorously to foment backstabbing and civil war, only to have the PC princelings band together to preserve Imperial unity. But boy, did they have fun with demon-hunting, humiliating NPC nobles, and, of all things, tax reform, budget cuts, and fixing soccer matches).

But all this was done by unaided GM acuity -- or lack thereof, when I blew it. The question at hand, I presume, is putting such feedback into System with a capital S.

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On 2/15/2005 at 11:49pm, Doctor Xero wrote:
RE: GM-task: Test to Extremity

lumpley wrote: Oog. The last thing I'd do is trust the player to know what's the right adversity, until afterward. I'm a good GM to Soraya because I know things about her that Emily doesn't, because I've been watching Soraya so closely and with such malevolent intent. Emily and Meg are good GMs to my character because they know things about him that I don't! That's where good adversity comes from, from seeing a truth about the character that the player doesn't see.

An excellent description of a skillful game master -- and of a skillful human being in real life!

TonyLB wrote: I gather that this sort of attitude would violate the Social Contract you've got with your group... and possibly the SC of every group other than mine. Which is a really intriguing indication of diversity. If anyone wants to jump in with an assessment of what group-specific elements of SC this would breach, I think we could get a rocking (and hopefully broader) discussion going!

In many groups, a good game master is the set designer, properties manager, and background extras so that the players don't have to waste time concerning themselves with such things when they could use that energy instead to experience and perform their characters.

Groups in which players do not prize highly immersion and/or performance are not as likely to care about this, I imagine, and therefore may be less interested in having a game master take care of such things.

Moreover, many groups want to play off a fictional reality which adheres to a unity of vision. If the source of that vision is one man or one woman, said unity is more likely to occur, and thus, the players again don't have to waste time fretting over matching everyone else's minutiae of unity but instead can focus on experiencing and performing their characters, surfing the backdrop or launching from the background provided by the game master (to amuse myself by mixing metaphors).

Doctor Xero

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On 2/16/2005 at 1:06am, John Kim wrote:
RE: GM-task: Test to Extremity

lumpley wrote:
Tony wrote: Say, for instance, more than one person is suggesting adversity for Soraya, and the power they have to bring it about is linked somehow to her interest levels in the adversities being proposed. You decide that she needs the Order of Hermes to sunder, and someone else decides that she just needs this one beloved person in the Order to become a schismatic so that she can deal with the issues in microcosm, and she decides "Yeah, that microcosm thing is more personal and telling anyway".

At that point you've had your chance to pitch your idea, it got turned down, and you shouldn't have the power to make it happen, right?

Oog. The last thing I'd do is trust the player to know what's the right adversity, until afterward. I'm a good GM to Soraya because I know things about her that Emily doesn't, because I've been watching Soraya so closely and with such malevolent intent.

To me, this is a different style of GMing. Personally, I don't trust the GM to know what the right adversity is. I prefer for the GM to offer a variety of possible challenges/conflicts, and have the player pro-actively pursue them (cf. my essay, Proactive PCs and Related Issues). This is true both for me as a player and for me as a GM. This is mainly a product of experience. In my gaming history as a player, there have been a number of GMs who pushed particular conflicts thinking that they were "just right" for my character, and I've generally experienced it as awful. The GM has some simplistic and wrong-headed understanding of my PC, regardless of the amount of information I give. I have enjoyed it much more when the GM was laidback and I could proactively go after things.

As a GM, I do select conflicts at times, but it is more the exception than the rule. I have certainly used it to good effect, so I don't think it's impossible (cf. my Spirit Tests in Vinland report as an example). But I don't like to rely on it.

Now, I guess you've got a different group dynamic with your friends and fellow gamers. For me, it just seems to be that I'm on a different wavelength with the people I GM with. I think that makes it interesting, because the differences give insights into other ways of seeing things. But no, I don't think I've ever felt that a GM has known my PC better than me in the way you describe. As GM for other people, I think I have about a 50% success rate in the spirit tests I've run -- and that was a lot of work. To me, it has been much more successful for PCs to proactively create conflicts rather than have them be GM-decided.

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On 2/16/2005 at 2:31am, lumpley wrote:
RE: GM-task: Test to Extremity

Tony wrote: I gather that this sort of attitude would violate the Social Contract you've got with your group... and possibly the SC of every group other than mine. Which is a really intriguing indication of diversity. If anyone wants to jump in with an assessment of what group-specific elements of SC this would breach, I think we could get a rocking (and hopefully broader) discussion going!

Waah! Tony! We were on the verge of something interesting! You ditched out on me!

(See, like that. I was counting on you to provide adversity!)

Seriously: I don't think we should write this off as social contract differences; that's just saying there's no way to talk about it. Instead let's figure out what the hell we're talking about and where we actually disagree.

Where we actually disagree is definitely not where this thread seems to have gone: of course I drop a conflict if it's a dud. Duh.

Universalis' rules, and Capes' rules you showed me - those count as my "given appropriate negotiation of shared NPCs and world stuff" for sure. Robbing me of enough power to act on my insights sucks; me ceding power to you because your insights are better, or because you win, or whatever - that doesn't suck at all.

It also doesn't suck at all when enough power to act on my insights is only as much as anybody else has. This is how our Ars Magica game mostly works. Usually when I want to inflict maximum grief on Soraya, all I really have to do is to have her father do the worst thing he would realistically do. Power-wise, that only requires that I be allowed to say what he does, same as anybody playing a character.

When I need power over things that aren't already mine, we negotiate, like we would in Universalis or Capes or any game.

I also must insist very strongly that this person I'm talking about, who knows your character as well as you do, but complementarily, need not be the traditional GM. John, I'd like to hear more about your experiences in light of this:

When we played the Mountain Witch at Dreamation, Tim, the GM, applied general pressure to the situation, but Judd was the one who saw what my character needed. Check this out, from my 6 Ronin etc. thread:
Judd wrote: I wasn't sure if he [my character -VB] was the one pure ronin or the most cunning bastard of us all and I figured my character who grew up in the emperor's court just wouldn't trust that kind of purity.

Vince: "Judd, did you know that I was going to attack the Mountain Witch as soon as you released me from service?"

Me: "I didn't know, just seemed like the thing to do."

That's exactly what I'm talking about. Judd studied my character for nine tenths of the session, then - apparently by pure instinct, but I know better - he had his character do something so right to my character that I thought he could see the future. I didn't know that my character was going to kill the Mountain Witch if Judd's released me, but it sure as hell seemed like Judd knew.

So John, forget who's the GM and who isn't. You've had that experience with a fellow player, or seen it happen between others in a group, haven't you?

-Vincent

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On 2/16/2005 at 3:34am, TonyLB wrote:
RE: GM-task: Test to Extremity

lumpley wrote: Waah! Tony! We were on the verge of something interesting! You ditched out on me!

See, I think you may be over-sensitized by people who use SC as a cop-out rather than a tool. I'm asking what specific elements of SC would be violated. That's my polite way of saying "What rule would I be breaking if I asked you to provide me adversity, then told you it wasn't good enough?" And if there isn't a rule then your claim that "you can't do that" doesn't hold up... y'know?

I sort of figured we might start talking about issues of respecting people's contributions, or extending trust to another player, or like that. Which is a bit squishier than the hard numbers that I like, but still very valid territory. But this stuff's all good too.

Where we actually disagree is definitely not where this thread seems to have gone: of course I drop a conflict if it's a dud. Duh.

I don't think it's that simple. The question (in my mind) is not about whether you back off (which I agree is a foregone conclusion in high-function gaming) but why you back off, and under whose control.

If you're backing off because you (the current-GM) choose to, that's one interaction. If you're backing off because you have no choice, that's another interaction.

I don't see how what you've been saying can be done if the current-GM doesn't have some currency (trust, authority, deceit, whining, whatever) to push ahead past the moment where the current-protagonist isn't interested. So what's that currency, and why do you need it?


p.s. I'm holding myself back from some truly pointless rants about Capes structure... 'cause it's really easy to read "negotiate" as "reach consensus", whereas "negotiate" in Capes is more like "sell your ideas in the story-line market and see how much control you can earn." And those sort of semantics are crazy-making to me, but probably not productive to the thread.

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On 2/16/2005 at 6:48am, John Kim wrote:
RE: GM-task: Test to Extremity

lumpley wrote: I also must insist very strongly that this person I'm talking about, who knows your character as well as you do, but complementarily, need not be the traditional GM. John, I'd like to hear more about your experiences in light of this:
(...Judd says I don't know. It seemed like the thing to do...)
I didn't know that my character was going to kill the Mountain Witch if Judd's released me, but it sure as hell seemed like Judd knew.

So John, forget who's the GM and who isn't. You've had that experience with a fellow player, or seen it happen between others in a group, haven't you?

I'm not sure. Offhand, I'd say no. I have had many interesting interactions with other PCs, but I wouldn't describe it as the other player knowing what my PC needed better than I did. Indeed, most often other players find my PC's extremely puzzling. Other players' predictions of my PCs are often drastically wrong. Now, I'll allow that maybe they understand stuff about my PC on an unconscious or instinctive level, but that's hard to quantify. On the other hand, maybe the interactions came from reading cues which I was unconsciously giving off. And maybe there's a random element to this as well.

I find it intriguing that you use an example of someone who did not consciously know what the right thing is -- but rather just did what he felt like. I find that in my experience, this is by far the most successful route. i.e. If another player is trying to give my character just the right adversity, it generally falls flat. For example, this seemed to happen a lot with my PC Idelle in the Ars Magica 767 game. On the other hand, unexpected outcomes have worked really well. Say like Dot's romance with Max in the Buffy game, or Inspector Grimmond's hatred of Professor Hayward in The Ripper campaign.

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On 2/16/2005 at 8:13am, clehrich wrote:
RE: GM-task: Test to Extremity

Okay, so bearing in mind that I'm not skillful in the way Vincent is....

What I have been working at is diffusing this job of proposing conflicts. I agree with Vincent that people don't always see the right adversity for themselves. They sometimes do, of course, and go right after it, which is great because then the GM can just be lazy and roll with it. But a lot of times a player is thinking, "What I think would be cool is for me to get into this big deal fight thing with this secret society," but what would actually be much cooler, and the player would love it much more afterwards, is for the character to suddenly find her legs cut out from under her magically, or something, and she has to dig down into that dark secret that never really amounted to anything and develop the character deeply. For example.

So what I've been doing with Shadows in the Fog is to have the whole group generate a horrendous mess at the same time as the player is generating a desired solution. So you say, "I'm going to do the following thing, and it will produce X." And you get X, but you also get a nightmarishly complicated situation that produced X, and now you have to deal with it. But you can't deal with everything. So everyone's contributions, based on the character and all those observations that Vincent's so good at go toward creating a whole range of possible issues, and the player now selects among them to try to straighten out the tangle.

Which brings me to SC. It seems to me that a lot of players feel, quite reasonably, that they have enough to do. They have to deal with their characters, who are complicated and have inner lives that may never get externalized clearly. They have to do what Vincent's doing with everyone at the table. They have to do a certain amount of small-group dynamics (in most games, anyway). They have to be on the alert to take the lead from the GM, and to handle him gently if they don't want to take the lead. Asking them also to be extraordinarily self-conscious and reflexive seems like a lot, and as everyone else in the room is already watching them very carefully it seems like something readily delegated. Besides, then there's the element of surprise.

So it's a division of labor. I think in many games, the GM has this as a primary task, as Vincent describes. It sounds like in Tony's games, the reflexive self-awareness is considered a good thing and an important part of playing well and enjoyably, so they don't want that handed over to somebody else. I do wonder what they don't do; I mean, they may all be amazing, but surely there are some tasks they're not handling if they have to handle this one on the fly, reliably.

Seems to me that there are quite a number of important social roles here, and not a lot of people to cover them. The GM is often the clearing-house of the things the players feel they cannot or do not want to handle.

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On 2/16/2005 at 12:05pm, lumpley wrote:
RE: GM-task: Test to Extremity

Tony wrote: I don't see how what you've been saying can be done if the current-GM doesn't have some currency (trust, authority, deceit, whining, whatever) to push ahead past the moment where the current-protagonist isn't interested. So what's that currency, and why do you need it?

What's this moment where the current-protagonist isn't interested? That's the moment where I ditch out, right, and better luck next time, isn't it? Why would I push past it?

Is pushing past my fellow players' disinterest what you understand me to mean by "power"?

-Vincent

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On 2/16/2005 at 12:53pm, TonyLB wrote:
RE: GM-task: Test to Extremity

Well yes, that's precisely what I've been reading you as saying. When I asked about what happens in that moment earlier, your response was:

lumpley wrote: Oog. The last thing I'd do is trust the player to know what's the right adversity, until afterward.

Which struck me as really odd, but which I've been trying to roll with. It would actually be a relief to find that I'd misinterpreted.

If all you're saying is that you wouldn't trust the player to create a good conflict for themselves then I'm right there with you. That's the Czege principle in action ("When one person is the author of both the character's adversity and its resolution, play isn't fun.") So, by the way, Chris: I don't promote careful examination of the conflicts that would be good for your own character at the gaming table. In fact, I think it's sort of pointless. Players will never introduce things that challenge themselves in a fun way.

But I do trust them to respond instantly to good adversity when it's layed out for them. Are we on the same page there?

If so, I think that implies that adversity qua adversity, cannot be introduced into the SIS by anyone other than the player of the current-protagonist. "Wait!" I hear you cry, "That's the exact opposite of what you said two paragraphs ago!" But there's a subtle distinction.

The current-GM can (and should) create the circumstances that outline what the adversity could be... "the Order of Hermes is undergoing a schism". But only the current-protagonist can decide "This is a problem for my character". Example from a recent PBeM I played (circumstances not even remotely sugar-coated to protect the heinously guilty):
GM: So the evil villains are creating a mystic bomb that will destroy the entire Faerie realm!
Me: >yawn< That's nice.
GM: What? NICE? The faeries are your allies!
Me: The faeries claim to be my allies, but you have such an obsession with them that they're all-powerful, and therefore always find excuses not to help me, lest your story become boring. Which is all by way of explaining that this whole bomb thing? Not interesting to me. I won't rise to that bait, try something else.
GM: But if Faerie is destroyed, all the worlds will be in turmoil! There will be chaos everywhere! The grand conjunction of draconic-kin will be disrupted.
Me: See, now THAT is interesting! Let's go with that!
GM: NO THAT'S BAD! I QUIT! YOU RUINED MY GAME!

What I find (and find interesting) is that when there is a firm SC saying that choosing to address a situation is the sole province of the current-protagonist, it becomes much easier to give people the power to offer the situation. If I'm allowed not to care that the Order of Hermes is falling apart then it's really not a big deal if you make it happen without my permission.

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On 2/16/2005 at 2:07pm, lumpley wrote:
RE: GM-task: Test to Extremity

Yes! Same page.

So like, here's you and me and Mike Miller sitting down for a ten-minute Capes demo, right? And I create this little scientist guy via click & lock. And I'm sitting there looking at him, going, huh.

You put forward as a goal "stop this fiendish experiment" and my eyes light up! I'm like, "ooh, I didn't know that about my character. That's awesome! That's painful! That's deepening!"

You had an insight into my character. You were empowered to act on it. It was good.

Notice especially that me having the right to reject it is compatible with you having the power to act on it in the first place. That's the power I'm arguing for, not the power to bull through rejection.

-Vincent

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On 2/16/2005 at 2:31pm, Kat Miller wrote:
RE: GM-task: Test to Extremity

I think I'm finally getting this thanks to this example.


lumpley wrote:
When we played the Mountain Witch at Dreamation, Tim, the GM, applied general pressure to the situation, but Judd was the one who saw what my character needed. Check this out, from my 6 Ronin etc. thread:
Judd wrote: I wasn't sure if he [my character -VB] was the one pure ronin or the most cunning bastard of us all and I figured my character who grew up in the emperor's court just wouldn't trust that kind of purity.

Vince: "Judd, did you know that I was going to attack the Mountain Witch as soon as you released me from service?"

Me: "I didn't know, just seemed like the thing to do."

That's exactly what I'm talking about. Judd studied my character for nine tenths of the session, then - apparently by pure instinct, but I know better - he had his character do something so right to my character that I thought he could see the future. I didn't know that my character was going to kill the Mountain Witch if Judd's released me, but it sure as hell seemed like Judd knew.


Judd's your GM in this situation because he cause an action in game that created adversity for your character, even though Tim was recognized "GM" for the game.

So anyone in a play group who creates adversity that your invested in, can be your own personal GM for the moment.

This I have also experienced in play. There are a few other players that we like gaming with because they are natural button pushers. In a Buffy Game, Violet (my PC) has a crush on Dierdra's Brother Danny (Dierdra being Michele's PC) Danny was being Mind Controled by an evil Football Coach and started being nice to me, even asked if I could come over and help him study. Violet is happy! Michele recognizes an opportunity to button push and chooses that moment to arrive with something important she must discuss with Violet. Mike's the GM of the buffy game, but at that moment Michele was putting me in a position of letting my best friend down or missing an opportunuty to spend time with the guys whose name litters the insides of all my books. . .oh the pain. Violet squirms. Kat is happy. At that moment Michele is my Personal GM.

yes?

I'm still struggling with this though,

lumpley wrote: The last thing I'd do is trust the player to know what's the right adversity, until afterward.


the until afterword part-
is that until after they hear the suggested adversity or after the adversity is in play? Or until after they've faced and overcome or been crushed by the adversity?

Is this that a player my have a vague notion about what they want but it takes an ouside force to shape a specific conflict?

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On 2/16/2005 at 2:44pm, TonyLB wrote:
RE: GM-task: Test to Extremity

Okay, cool. Same page. Your example is exactly the kind of thing I'm talking about.

I'll say, beyond this (because I like going out on limbs) that the process of tossing out ideas and having them shot down is a vital thing, which games often lose out on... sometimes by design.

I'm thinking in particular about the many games that set out Conflicts by first achieving player consensus. Let's say that in Vincent's example, I propose "Stop this fiendish experiment", looking at him significantly, and his eyes don't light up. Ho hum. No excitement.

How much should this cost me? In a consensus-driven game, this costs me two seconds of discomfort, before I say "or maybe 'Control the hideous mutation'!" and try again. In Capes, I've just spent my action, no take-backs. Maybe I can worm a decent Inspiration out of it, or somehow spike the Conflict in later turns. But I get immediate negative feedback reinforcing the fact that I tried and failed.

And that's good. That's the best way to learn: positive and negative feedback, both.

So, Vincent, it seems like part of our miscommunication is that you're excited by the fun to be had when this works well (which I'm totally excited about too, but sort of tacitly assuming), whereas I'm focussed on the value to be gained when it works poorly. Does that sound right?

Kat Miller wrote: At that moment Michele is my Personal GM.

yes?
That's certainly how I perceive it, yes. Which means that you'll have as many GMs (in a good game) as there are other people in the game, each working to rouse your interest.

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On 2/16/2005 at 2:46pm, lumpley wrote:
RE: GM-task: Test to Extremity

John wrote: I find it intriguing that you use an example of someone who did not consciously know what the right thing is -- but rather just did what he felt like. I find that in my experience, this is by far the most successful route. i.e. If another player is trying to give my character just the right adversity, it generally falls flat.

I know what you mean. My current game is working out wicked well - and all the con games I've played too, pretty much - but I know just what you mean.

I'd have to think back hard to be more sure, but casually it seems to me that my failed experiences have been sometimes 1) the GM trying to impose an agenda on the player, like Tony's Fairyland example; sometimes 2) the GM understanding the character really shallowly, just missing the boat, like what you're talking about; and sometimes 3) the GM getting the character, but not seeing how to bring the insight into play - flubbing the right conflict, as opposed to choosing the wrong one.

Right now (forgive me if I'm oversharing, Em, Meg) Emily and Meg are paying very close attention to how they treat my character. It's led them to self-doubt, a little. They're doing the very right worst things to me, I'm in happy agony, but they're questioning themselves at every step. I predict that soon it'll go back to being instinctive for them - but meanwhile it's an example of someone trying on purpose, and succeeding.

Kat wrote:
lumpley wrote: The last thing I'd do is trust the player to know what's the right adversity, until afterward.


the until afterword part-
is that until after they hear the suggested adversity or after the adversity is in play? Or until after they've faced and overcome or been crushed by the adversity?

Oh, just until it's in play. That moment when you started to squirm, right? Michele had her character come over, and you had this moment of recognition, like "I didn't expect that, but dang it's perfect. Ouch!"

-Vincent

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On 2/16/2005 at 4:24pm, Emily Care wrote:
RE: GM-task: Test to Extremity

Kat Miller wrote: So anyone in a play group who creates adversity that your invested in, can be your own personal GM for the moment.


I love how the term gm is evolving. What people need, regardless of what they are called--player, gm, tooth fairy--when they are gaming, is people to protagonize them. Whatever quarter it comes from is all good.

Tony, your distinction about the protagonizer-of-choice having to listen to the player so right on. And Vincent, using language like "the gm knows better than the player" is bound to sound like fighting words. 'Course that's the secret to your theory-fu. ; ) (By the way, no that was not over-sharing. I'm sure everyone can empathize with having protagonization blues)

Anyway, speaking of fighting, the whole issue of having someone else do it for you puts me in mind of an analogy: when you sparr with someone, they are doing you a favor by pointing our your openings. It's very difficult to pick out your weak spots until someone obligingly mirrors them for you. So, the gm or your fellow players, if properly engaged with you, can help you see your blind spots. As can you them.

respectfully,
Emily

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On 2/16/2005 at 5:23pm, Mark Woodhouse wrote:
RE: GM-task: Test to Extremity

Oooooh! Insight!

I just recognized my dysfunction.

I have a history of playing in games that are pretty heavily built around a TITBB model. Often, the provided adversity isn't really what I want to engage with. I play along, but the thing that makes the game enjoyable for me is that I have one fellow player (my wife) who I can almost always rely on to feed me conflicts that I _do_ engage with. And I do the same for her.

I've had GM's who were okay with this, even supported it as long as it didn't detract from their story, but I have only had really great experiences in strong-gm TITBB-type games when I wasn't relying on a fellow player to engage with MY conflict.

Data pointing,

Mark

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On 2/16/2005 at 5:45pm, lumpley wrote:
RE: GM-task: Test to Extremity

Tony wrote: I'll say, beyond this (because I like going out on limbs) that the process of tossing out ideas and having them shot down is a vital thing, which games often lose out on... sometimes by design.


I understand!

That's really interesting.

Tell us again how Capes works, in that regard? I've only seen the two scenes' worth in action. (Yes, I have the book, but like the man says, reading is for chumps.)

-Vincent

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On 2/16/2005 at 6:25pm, LordSmerf wrote:
RE: GM-task: Test to Extremity

Lumpley wrote: Tell us again how Capes works, in that regard? I've only seen the two scenes' worth in action. (Yes, I have the book, but like the man says, reading is for chumps.)


I'm not Tony, but I will chime in on this one. You know, based on all that playtesting I did. Here's how it works:

I find myself short on Story Tokens, and I come up with a brilliant plan to get me some more of the things: I'll create a rockin' Goal that you'll be all over and invest tons of Debt in so that when I lose it to you I get me some Story Tokens. So I create "Girlfriend attacked by rabid wombats!".

You look up and say, "Uh, sure whatever." And then just leave it there. I've spent an action to create an Event that you don't care about, and so I am not going to get anything out of it, except maybe as Tony said, an Inspiration. I have basically tried to grab your interest and failed, and it's cost me something (in Capes one Action).

Not only has it cost me something, but it's too late to change. That uninteresting suggestion is now sitting there for everyone to look at and say, "Wow, that wasn't such a good idea after all." So in addition to the "wasted" action, there's this reminder sitting out there, and the longer it sits the more apperent it becomes that no one cares about it.

Is that a clear example?

Thomas

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On 2/16/2005 at 6:27pm, lumpley wrote:
RE: GM-task: Test to Extremity

Yes, thank you! That's actually quite slick.

How does the wombat thing eventually go away, or does it never?

-Vincent

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On 2/16/2005 at 6:32pm, LordSmerf wrote:
RE: GM-task: Test to Extremity

I'll have to let Tony weigh in on this one fully as I haven't had a chance to play the final rules yet.

However, in playtest it worked like this: It just sat there, and sat there, and sat there while everyone did the stuff that mattered to them. Eventually someone would find themselves without anything really grabbing them and would take a short break to do a quick snatch-and-grab on the Wombats. If no one is opposing you you are basically garuanteed victory. There's your Inspiration.

That's basically it, the Wombats sit there until the pacing allows a player to grab it for a mechanical advantage, basically for free.

Thomas

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On 2/16/2005 at 6:40pm, TonyLB wrote:
RE: GM-task: Test to Extremity

Right here Sydney posts an actual play incident of this feedback system running well in both negative (against me) and positive (for him) modes.

I introduced something I thought would interest him. I was wrong. I got nothing but an Inspiration. Woe is me.

He introduced something that absolutely zinged me perfectly. He got a pile of Story Tokens.

That was our first session. We both go into the next round of conflicts armed with more information about each other. Our technique can only improve.



Re: Crossposted Wombats

The Conflicts do, as Thomas says, get gobbled up for Inspirations. What happens to those Inspirations (in terms of driving further story) is another matter.

Sometimes the Wombats go away ("They attacked your girlfriend, kidnapped her, now she's gone... you don't care? Okay.") The Inspiration gets spent on something unconnected, and the cascade of causality peters out.

More often, somebody figures out a way to turn the Wombats into something that will grab the attention of some players. "You knew me as Trudy Trueheart, pathetic heroes, but you failed me. Now I return in vengeance as WOMBATTA, QUEEN OF THE WOMBATS. I will destroy your puny city and all its inhabitants! And there is nothing you can do to stop me, for you are failures! I am the living proof of that!"

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On 2/16/2005 at 8:04pm, John Kim wrote:
RE: GM-task: Test to Extremity

lumpley wrote:
John wrote: I find it intriguing that you use an example of someone who did not consciously know what the right thing is -- but rather just did what he felt like. I find that in my experience, this is by far the most successful route. i.e. If another player is trying to give my character just the right adversity, it generally falls flat.

I know what you mean. My current game is working out wicked well - and all the con games I've played too, pretty much - but I know just what you mean.

I think we agree here. I think it's a bit confusing to call it a "GM Task" -- since it isn't necessarily more appropriate for the GM, and treating it as a conscious task to be accomplished can be problematic for some. But you've acknowledged both of those, and Ron also in another thread said that the term "GM Task" is a misnomer. I also know from past discussion that you are attached to escalation (i.e. testing to extremity) -- while I'm more OK with low-key interactions.

lumpley wrote: I'd have to think back hard to be more sure, but casually it seems to me that my failed experiences have been sometimes 1) the GM trying to impose an agenda on the player, like Tony's Fairyland example; sometimes 2) the GM understanding the character really shallowly, just missing the boat, like what you're talking about; and sometimes 3) the GM getting the character, but not seeing how to bring the insight into play - flubbing the right conflict, as opposed to choosing the wrong one.

For my style, I just feel like it's not a good fit for the GM position. As GM, I don't feel like there's any way I can know each of the PC's better than their player -- certainly not reliably. I'm already juggling a dozen other things, so I can't really give each PC full analysis without major overcommitment. Rather, my style is to maximize the interactions and connections and ties and opportunities. So there's lots of opportunities for things to click, and in practice many do.

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On 2/16/2005 at 9:34pm, lumpley wrote:
RE: GM-task: Test to Extremity

John wrote: For my style, I just feel like it's not a good fit for the GM position.
What about for the fellow-player position? When you're a player alongside someone else, do you limit yourself to being a fan? Do you do the same "maximize the interactions and connections and ties and opportunities" thing?

Tony: I dig it.

This is a non-challenge, just a question: why is the not-especially-negative feedback of getting only an Inspiration better than the not-especially-negative feedback of a few seconds' awkward silence?

-Vincent

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On 2/16/2005 at 9:45pm, TonyLB wrote:
RE: GM-task: Test to Extremity

Hard to say. Part of it is that you did spend a renewable but scarce resource (Actions) to get your shot at the Story Tokens. But mostly I think it's the difference between what you hoped for and what you achieved. I think people generally judge their success relative to the range of possibilities, not their starting position. So they can see an objective success as a subjective failure, because it's less than they might have achieved. Likewise they can see an objective failure as a subjective success, because it could have been much worse.

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On 2/16/2005 at 9:50pm, TonyLB wrote:
RE: GM-task: Test to Extremity

John Kim wrote: Rather, my style is to maximize the interactions and connections and ties and opportunities. So there's lots of opportunities for things to click, and in practice many do.
I have to ask: Do some players more reliably create adversity than others?

I have this theory that creating adversity (and most importantly perceiving the openings (as Emily martially phrased it) that allow creation of adversity) is a learned/trained skill. A game run as wide-open as you're describing seems like a perfect place to gather data for or against the notion.

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On 2/16/2005 at 9:58pm, lumpley wrote:
RE: GM-task: Test to Extremity

Know what I'll bet, Tony? I'll bet that Capes isn't providing negative feedback at all. I'll bet that people get better at putting forward juicy conflict because Capes rewards them a little bit for trying and a lot for getting it right.

-Vincent

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On 2/16/2005 at 10:06pm, TonyLB wrote:
RE: GM-task: Test to Extremity

Aw man, you're undermining my whole "negative reinforcement fosters learning" motif. You may be right though.

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On 2/17/2005 at 3:04am, LordSmerf wrote:
RE: GM-task: Test to Extremity

I'm not entirely sure Vincent. The big negative reinforcement thing to me is that your miscalculation doesn't go away. It sits there in front of God and everyone, mocking you.

Also, you are not garuanteed an Inspiration just for starting something that no one likes. In fact, anyone could get that Inspiration. It's been my experience that it's won by someone else at least as often as it is won by the originator.

So the only thing that the Inspiration does is provide a way for that lame duck. Without some reason to pick it up it would just sit there, useless to everyone. So, I think that this is a form of negative reinforcement, but that the negative side is not proportionate to the positive side. That is, it's a minor little negative, almost a slap on the wrist, vs. a big reward on the positive side...

Thomas

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On 2/17/2005 at 6:32pm, TonyLB wrote:
RE: GM-task: Test to Extremity

Setting aside the Capes talk, and the question of whether it's negative reinforcement or just "not-as-positive" reinforcement:

You can look at the mechanical results of some systems (notably, Capes and DitV) and they tell you whether or not you've successfully provided adversity to another player. In Capes I know it when I get Story Tokens. In DitV I know it when the players are rolling huge piles of Fallout.

That mechanical feedback is a teaching tool. It helps people cut through missed social cues and courtesy and trust and false enthusiasm and all the similar BS that can prevent them from realizing when they're boring another player.

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On 2/17/2005 at 6:40pm, Sydney Freedberg wrote:
RE: GM-task: Test to Extremity

TonyLB wrote: In Capes I know it when I get Story Tokens. In DitV I know it when the players are rolling huge piles of Fallout.That mechanical feedback is a teaching tool....


Aha. I think Tony's nailed a crucial point. (Sydney-Tony mutual feedback loop - GO!) Mechanics are good, and explicit System (as opposed to implicit system where "yeah, we always do it this way") is good, because they provide clarity of focus upfront and reinforce it with feedback after.

So turning back to one of the questions Tony asked about "test to extremity" as a GM-task: Tony phrased the question in terms of having power to do the job in the first place. Maybe every bit as important is having feedback to do the job well.

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On 2/19/2005 at 1:18pm, Brendan wrote:
RE: GM-task: Test to Extremity

A thought: the term "GM" has some pretty heavy connotations already. And we've pointed out repeatedly that "GM-tasks" is a bad term.

There's already a good term for someone who creates adversity for a protagonist. Rather than saying "there can be as many GMs as players"--a great idea, but slippery in definition--why not say "any player can be an antagonist?" Or, if you're helping to expand the character in a non-directly-oppositional manner, "any player can be a catalyst?"

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On 2/20/2005 at 2:04pm, TonyLB wrote:
RE: GM-task: Test to Extremity

I've been battering my brains out on the question of "What is the right term" since about ten seconds after you posted it. It's a really useful question, and appeals intrinsically to the word-smith in me.

I'm not thrilled with the following, but it's the best I've yet wrung from english:

Coaching tasks: A set of vital tasks in the game. For each character, some person or persons must:

• Understand the character's drives, issues and limitations.• Deduce a specific challenge of Theme (for Narr) or adversity (for Gam) that the character can uniquely answer/rise-to in-play.• Present that challenge in the SIS.

Coach: The participant who is, at the moment, performing coaching tasks for a given character.

GM-gated Coaching: A specific, common, division of Coaching tasks whereby players undertake tasks 1 and 2 for other players's characters, then present that information formally or informally to the GM, who then undertakes task 3.

Direct Coaching: A division of Coaching tasks whereby the successful undertaking of task 2 reliably gives the same player power/authority to undertake task 3.

Coaching Dysfunction: Any situation whereby coaching tasks are not appropriately performed for some character in the game. This includes, but is not limited to:

• Games where nobody undertakes coaching tasks• Games where players undertake coaching tasks for their own characters• Games where players attempt task 3 without anyone having completed task 2.• Games where players attempt task 2 without anyone having completed task 1.• Games where players, having completed task 2 cannot cause an attempt at task 3.

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